The Book of the Sea (Classic Play) (d20)
For a short voyage¸ the players and Games Master should begin by selecting a ship from the Ships of the Sea chapter¸ some fittings from the Equipment and Weaponry chapter¸ and a beginning crew from the Crew chapter¸ before braving the chapter on Travel by Sea. On the voyage¸ travellers may encounter Ports¸ Monsters or even Random Naval Encounters. Those on longer voyages should also refer to the Rum and the Lash¸ as well as the Ship's Log¸ as weeks or months at sea can try the will of the doughtiest sailor. Those engaging in the lucrative practise of Trade should read the chapter of the same name¸ while those engaged in the far more destructive activity of war should consult Battles at Sea. Both might profit from Naval Magic¸ or even learning one of the Prestige Classes. Those seeking their fate under the sea and going on Underwater Adventuring might purchase some Underwater Equipment before visiting the Undersea Realms and learning their strange Undersea Magic. A section on Campaigning closes out the book. Classic Play is a new series of books from Mongoose Publishing¸ each examining an element of fantasy gaming in glorious detail. Each book contains new rules¸ new ideas and insightful essays to bring a particular aspect of the game to life in your campaign.
The fifth in the ‘Classic Play' series from Mongoose Publishing¸ The Book of the Sea examines a single element of fantasy gaming in glorious and unprecedented detail. Each book contains new rules¸ ideas and insight to bring this particular aspect to life. This series forms a collection of definitive works on subjects relevant to any gaming group.
Featuring new spells¸ tactics and prestige classes¸ and whether in pursuit of profit or prey¸ The Book of the Sea presents all the information necessary to sail the infinite seas.
From selecting a ship¸ it's crew and fittings to the journey itself¸ every aspect of adventuring¸ both above and below the waves¸ is detailed here¸ expanding not only nautical travel but those ports¸ monsters and even those random occurrences that plague those who would wander the seas of the world. Including rules for mutiny and the punishment of those who would dare to test their captain's authority¸ as well as a Ship's Log system to measure the weeks or months at sea that can try the will of the toughest sailor.
Whether setting out on a short voyage or an ocean-spanning campaign¸ Classic Play: The Book of The Sea is a must for both Players and Games Masters.