Showing posts with label spelljammer. Show all posts
Showing posts with label spelljammer. Show all posts

Wednesday, February 8, 2023

Siege, Seafaring, and Spelljamming Weapons

I don't think it's exactly a hot take to say that the rules in 5e D&D for firing vehicular weapons, whether we're talking conventional seafaring vessels from Ghosts of Saltmarsh or the spelljammers from the Astral Adventurer's Guide, are serviceable but not particularly exciting or dynamic. One thing that bothers me is that these weapons work the same way no matter who happens to be firing them. Individual skill isn't taken into account by the rules at all.

A side effect of that is that it's often better for a character to use their regular attacks, spells, and abilities than it is to use shipboard weapons. That's lame; the shipboard weapons are there to be used, so they should be more attractive options. 

The rules below aim to take the talent and experience of the people manning the weaponry into account. This gives the players a chance to show off the expertise of their characters, but it also gives you a reason to have enemy and allied vessels with crack teams of seasoned mariners and spacefarers that are better than any standard-issue crew.

Siege Weapon Attack Rolls and Vehicular Weapon Attack Rolls

Each weapon, such as a ballista, canon, or catapult, has a ranged attack bonus in its stat block. If the person who fires the weapon has a higher ranged attack bonus than the weapon's standard bonus, use their personal attack bonus instead.

Additionally, if the creature who fires the weapon has a Dexterity bonus, add it to the damage dealt by the weapon.

Note: You may wish to restrict the ability to substitute a character's ranged attack bonus for the weapon's ranged attack bonus to characters who are either proficient in martial weapons or who possess the relevant Vehicles proficiency.

Extra Attacks

If a creature operating a siege or vehicular weapon and have the Extra Attack feature, each of their allowed attacks counts as an action toward loading, aiming and firing the weapon. For example, a fighter with three attacks per round from the Extra Attack can use their three attacks to load, aim, and fire a ballista on their turn.

Crashing

The attack roll to crash a spelljammer or other vehicle into another object is a d20 + the pilot's Dexterity modifier and their proficiency bonus if they possess the appropriate Vehicles proficiency.

Note: I could probably be talked into using Intelligence or Wisdom modifiers in place of Dexterity.

Ramming and Other Melee Attacks

If the creature who uses a ram, such as the hammerhead ship's blunt ram, or a similar weapon, such as the scorpion ship's claws, has a higher melee attack bonus than the weapon's standard bonus, use their personal attack bonus instead.

Note: You may wish to restrict the ability to substitute a character's melee attack bonus for the ram's melee attack bonus to characters who possess the relevant Vehicles proficiency.

Ship Repairs

I would allow ships to be repaired when not berthed. Furthermore, I would remove the "repairing 1 hit point of damage to a ship takes 1 day" stipulation: you can restore 1 hit point per 20 gp spent per day, providing that laborers capable of performing the repairs are available to do the work. 

I'd rule that anyone proficient in carpentry or smithing would be capable of performing repairs, depending on what the ship is made of. I might even expand that to anyone proficient with the kind of Vehicle in question.

I imagine that docks would might offer spellcasters capable of casting mending to help speed alone the process, so determining what they charge for that service would be helpful here. 50 gp a casting seems about right to me.

If nothing else, keeping a ship repaired might be a decent way to keep characters hungry and in search of loot.

* * *

The items below are things I'd like to continue to think about and work on:

Piloting

I'd like to work more on positioning rules to give the pilot at the spelljammer helm more to do.

Canons

I don't know why, but there aren't a lot of canons on spelljamming ships. I'd probably replace a lot of the mangonels with canons when I run a Spelljammer campaign.

Magical Weapon Options

The lack of magical shipboard weapons in the Spelljammer book feels like a real missed opportunity. This is D&D we're talking about, why wouldn't there be lightning canons or acid hurlers or eldritch machine guns?

If I were running a Spelljammer game, I'd definitely invent some bespoke magical spelljammer weapons. Adapting some of the weapons from the infernal war machines in Descent into Avernus would be a start.

My gut instinct is that magical shipboard weapons could use ranged attack bonuses as above, but also might be able to substitute ranged spell attack bonuses as well to give spellcasting characters more to do during ship combat.

Frankly, options to customize your ship is a huge part of the fantasy of owning one in the first place so it's a tremendous dropping of the ball that they couldn't find space or the inspiration to add the options to the Spelljammer set. 

(Note: I've largely abandoned this tangent as I probably won't be running a Spelljammer game anytime soon, but I'm posting them anyway in hopes that they are useful to someone, somewhere.)

Sunday, December 11, 2022

The White Pearl Has Been Found!

Aos's Spelljammer campaign continued in a short session in which we finished off our exploration of the Black Pyramid.

The Characters

Xastra, githyanki warlock

Professor Nefarious Jones, goblin artificer

Hemlock, tiefling rogue

A Pal Goes AWOL, a New Friend Appears

During the exploration of the black pyramid, Ted went missing. However, Professor Nefarious and Xastra were soon joined by Hemlock, a tiefling adventurer they found wandering around the complex. This new acquaintance proved to be a real lifesaver when Xastra and the Professor plummeted from one level of the dungeon into the cold rushing water of the level below. Hemlock managed to get a rope tied in place so the now-soaked pair could climb back up to safety.

The group were also confronted by a giant spectral eye, that seemed to be the projection of a sleeping dragon, who was none too pleased to hear that they were seeking the White Pearl within the pyramid. In another chamber, half-finished mummies were found; Hemlock and Xastra rolled up their sleeves to loot in the bodies, and found several grave goods to add to their growing stash.

The next significant challenge came when the group found a door that had clearly been spiked shut from the other side. Foolhardy and overconfident, Xastra teleported past the door and...stumbled into the midst of a mind flayer and its gnoll cohorts resting. Shouting "Ta-da!" Xastra smashed the spikes out of the door and flung it open so that Hemlock and the Professor could join the fray.

Luckily, the mind flayer's mental blast fried the brains of its gnoll companions. Unfortunately, it also did a number on the Professor and Hemlock. Xastra, being resistant to psychic assault, faired somewhat better. Indeed, her hatred of mind flayers rose to the surface and a combination of hex and eldritch blasts soon exploded the mind flayer's head into a gooey mess. Searching the chamber revealed the White Pearl in an ark-like encasement. 

Beat up from the confrontation with the mind flayer, the group took shelter in a more defensible room, then decided to head back to the Al Waxman with the White Pearl, the basilisk eggs they had located earlier, and all the treasures they had looted from the pyramid. 

Sunday, November 20, 2022

Suspicious Statues and a Space Mummy

Aos's Spelljammer campaign continues! The first adventure is chronicled here, the second is here, and the third is here. Here's what went down in the latest installment:

The Characters

Ted, bugbear ranger

Xastra, githyanki warlock

Professor Nefarious Jones, goblin artificer

Suspicious Statues and a Space Mummy

Although the gang had gotten sucked out the door they had opened in the last session, they did not find themselves floating in space as they feared; they were merely propelled out onto a star-shaped platform overlooking the exterior landscape. Once back inside the pyramid, Ted, Xastra, and the Professor took a rest and re-oriented themselves. At some point, they had lost track of Captain Cook, who either ran off, got captured by something, or is otherwise up to no good.

The party explored a large swath of the pyramid complex over the course of this adventure. When the group began finding a series of "mind flayer statues," Xastra became suspicious that there was a medusa or basilisk afoot when she noticed that the mind flayers had been captured in moments of fear and anger. She was also attacked by a cloaker while examining the statues, but a handy misty step allowed her to magic her way out of its murderous embrace.

Xastra was right; the group later encountered a basilisk, which caused them to retreat behind a closed door and debate whether or not they could kill it without getting anyone turned to stone. They decided to go for it, and defeated the basilisk fairly easily. They also found two basilisk eggs that they may go back for if time and safety allows.

They also encountered a mummy, that they absolutely obliterated. Also discovered in their exploration: magic jumping boots, a necklace that allows for breathing in the void of space, and a dwarven axe. Sites within the complex that have been located: aviary, reptile house, observation chamber, and an orrery. 

Exploration to continue next session!

Tuesday, November 15, 2022

To the Black Pyramid

 

Aos's Spelljammer campaign continues! The first adventure is chronicled here and the second is here. Here's what went down in the latest installment:

The Characters

Ted, bugbear ranger

Xastra, githyanki warlock

Professor Nefarious Jones, goblin artificer

To the Black Pyramid

Ted and Xastra recruited Professor Nefarious Jones to help repair their recently acquired scorpion ship, which has been christened The Al Waxman. While repairs were underway, the crew was approached by a mysterious one-legged figure in a space suit, his face obscured by a helmet. The man introduced himself as Mister Cook, but Xastra immediately dubbed him Captain Cook. Cook produced a map to an area that Xastra had a keen interest in: it showed the location of the black pyramid from her dream!

Cook claimed that he wanted to travel to black pyramid because it held the promise of a way to magical heal the burns that covered his body. (Which is why he kept his helmet on at all times, supposedly.) He also said that the pyramid contained heaps of treasure, so that was enough to convince the party to take him there on the Al Waxman's maiden voyage.

The trip to the black pyramid was uneventful, but as the Al Waxman flew into range of the structure its crew saw a disheartening sight: an illithid nautilus craft was parked nearby. Deciding that a little discretion was called for, the Al Waxman touched down amid a field of monoliths that hid it from view.

The party explored the pyramid, and it quickly became apparent that there were two factions already striving against each other within it. They encountered no mind flayers, but they did get into a few scrapes with gnoll janissaries wearing illithid livery. They also encountered several groups of neogi, one of which was large enough to convince them not to engage. Professor Nefarious did sabotage a door (which a little help from Xastra's invisibility spell) that maybe kept them contained to one part of the complex.

The group did manage to score some solid loot in their exploration, including a skull amulet that fires magic missiles and two scrolls.

Their most interesting encounter in the black pyramid was with a flesh golem who was occupied holding up the ceiling in one of the pyramid's chambers. The golem didn't seem to have any self-knowledge about his origins, but he sure was holding the roof up like a champ.

The adventure ended on a cliffhanger when the party opened a door and suddenly they were all sucked into...space? An anti-gravity field? Something. We'll find out next time.

Sunday, November 6, 2022

The Scorpion is Seized!

Aos's Spelljammer game continues! The first adventure is chronicled here. Here's what went down in the latest installment:

The Characters

Ted, bugbear ranger, played by Heather

Xastra, githyanki warlock, played by me

The Scorpion is Seized!

The night after saving the people of Rumble City, Xastra dreamed that one of the lizard creatures was at her window, desperately trying to get in. It hissed, showing its teeth before fleeing down the wall. She then noticed that the shadow on the floor was unusually deep. The shadow began to speak; its voice was in her mind, saying, "Take the white opal from the black pyramid. The scorpion is the key!"

In the morning, Ted and Xastra were asked to gain access to the wizard's compound so that a distress signal could be sent to the giff for reinforcements. On the way to the wizard's home, Ted was pleased to see that the grateful townfolk were engaged in constructing a statue in his honor. Unfortunately, the pair discovered that the compound was sealed off by a stone hatch that, when tampered with, manifested a magic mouth that presented a riddle.

Now, neither Ted nor Xastra are the brightest bulbs, so their attempts to solve the riddle resulted in a man of stone emerging from the hatch to murder them. Violence is usually more their speed than word puzzles, but on this occasion they found themselves in trouble--each of them either missing the construct or failing to damage it for several attacks in a row. Ultimately, Ted managed to shatter it with his sword.

Down inside the wizard's compound, the pair found the communication device and also managed to locate the missing helm from their spelljammer. They also found an additional spelljamming helm. Glancing through the wizard's telescopic device, they saw what looked like a rusted claw sticking up from a dinosaur-infested jungle in the distance.

Further searching revealed two more important bits of loot: a cache of gold coins and a flying carpet. Xastra insisted on a shopping trip for Ted using their newfound loot; the duo were pleased to see that their fame as the saviors of Rumble City entitled them to a 50% discount on all goods, so Ted was soon outfitted with a rapier and a breastplate. 

Some items discovered in the wizard's sanctum gave Ted and Xastra the idea that the metal claw they had observed earlier might belong to a scorpion-shaped spelljammer. Sensing a potential lucrative salvage, or perhaps even the chance to own their own ship, the pair loaded up the spare helm onto their magic carpet and flew out into the jungle. (Xastra also had her strange dream in mind.)

The scorpion ship was in poor repair and perilously perched on a jungle cliff. There were trees growing through rusted holes in the craft, which they carefully cleared away. They also encounter a gravity switching chamber, scared away a hungry displacer beast, and found a locked metal case. Unwilling to spend the night in the jungle with marauding dinosaurs about, they got the helm up and running and flew the scorpion craft back to Rumble City.

After locating someone who could open the mysterious metal case for them, they found themselves in possession of what appeared to be a magical sword.

But where is the white opal and where is the black pyramid? More questions to be answered in the future.

Sunday, October 23, 2022

Rough Night in Rumble City

I got to play in the first session of Aos's Spelljammer game. Here's what happened!

The Characters

Ted, bugbear ranger, played by Heather

Xastra, githyanki warlock, played by me


Rough Night in Rumble City

Left behind aboard the ship as the rest of the crew went on shore leave, Ted and Xastra proceeded to get hellaciously drunk, which did not leave them in a great position when the bosun woke them up to tell them that the away group had not returned. Xastra was a bit sad to learn that this did not mean she had been promoted by absence to captain of the ship. The bosun asked them to head into Rumble City to find the rest of the crew, so Xastra and Ted grabbed their gear and set off.

The first sign that something was amiss was that the custom's office had seemingly been abandoned. No one was manning the desk and papers were strewn about. There were no signs of violence, but clearly something had happened.

Ted was insistent on visiting the Purple Pump, the local brothel. The brothel was similarly vacant; patrons had left drinks undrunk, but the patrons themselves were no longer in attendance. In an upstairs room, Xastra and Ted found two lizard-apes defiling the furniture. The creatures attacked, but Ted and Xastra killed one of the creature and sent the other fleeing from the window. Xastra yelled threats at the departing monster, vowing to kill its parents.

Since the Purple Pump was a bust, Xastra wanted to check on the repair shop where the crew were supposed to take their ship's spelljamming helm for repairs. The repair shop was ransacked and emptied, which was a problem since there was no chance of leaving Rumble City on their ship without the helm. 

While scouting Rumble City's market, they overheard voices. Despite his large size, Ted was adept at sneaking and skulking; after approaching the mysterious duo stealthily, he observed two neogi arguing with each other and stealing pickles.  Ted and Xastra hatched a plan; Xastra would draw the attention of one of the neogi, while Ted knocked the other out for interrogation. The plan worked pretty well, though one of the neogi bit Xastra. He paid for this slight with his life, eating a faceful of hellish rebuke. The neogi they took captive was not too forthcoming; he was a bit of a gigglepuss, but he did drop an important piece of information: everyone was being held down in one of Rumble City's parks. His usefulness expended, Ted put an arrow between the Neogi's eyes.

To Ted and Xastra, it sounded like the crew and the people of Rumble City were being held captive. Xastra was further saddened to learn that she and Ted had not been promoted to the role of joint mayor in the absence of Rumble City's lawful government. 

As someone who had been imprisoned by the illithid, Xastra had a hatred of slavers, so thwarting the neogi was now high on her list of things to do in Rumble City. And so the pair were off into the High Park, which they managed to traverse without encountering whatever huge monstrosity was prowling within it.

In the further reaches of the park, Ted and Xastra watched in horror as a man dressed in stereotypical wizard garb was paid by a neogi--clearly an exchange for the residents of Rumble City and the crew of their ship, who were bound in the trees with blue webbing! The duo quickly hatched a plan to kill two birds with one stone and rescue the captives before they could be fed to the nearby (and grotesquely fleshy) neogi egg sac.

As the neogi began to depart, Xastra ran out from cover and cast charm person on the wizard. She quickly convinced him that she was a friend who had come to warn him that the neogi were planning to betray him and that the best thing to do would be to help kill the neogi and then find a new buyer for the slaves he had collected. The wizard and Xastra unleashed their magic against the neogi while Ted feathered him with arrows from the underbrush. 

Once the neogi was delt with (and the wizard had used some of his precious allotment of spells), Xastra turned her eldritch blast on her enchanted "ally" while Ted rushed him with his sword. Before the wizard succumbed to his many wounds, he awakened the neogi egg sac, which erupted into a swarm of neogi mites. The swarm was also dealt with in short order. 

Xasta and Ted cut down their allies and the remaining residents of Rumble City, all the while expectant to hear their praises sung by the now-freed captives.

One hitch remained: the helm of the ship was somewhere in the wizard's tower and needed to be retrieved. But that's a tale for another time.