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Races – We add 5 new playable Aquatic races. The fun Seabolds, the nomadic Merfolk (our own version), the Imperial Aquatic Elves (our own version), the dangerous Sharkhaan, and the mysterious Clawfane.
Expanded Roles Aboard a Ship – We have added in so many new and fun things for PCs to do whilst in command of a ship. No more sitting and waiting for ship combat to happen. Down time is now full of things for a crew and the PCs to do.
Ships Stores – supplies, food, water, medicine, repairs – our easy to track system makes sure the ship feels alive and like a living space, and gives the GM a massive opportunity for adventures by using the stores the put the squeeze on the PCs.
Ship Combat – A complete overhaul of the existing system. Our biggest focus was maximizing the fun, reducing the redundant rolling, and including every single PC aboard in combat fun. Our approach was to make it fast and exciting.
Fleets – We have fleet rules, Admiral roles and actions, and even include blockading a port. This is mass combat on a massive scale. No more hand-waving and vague approaches. Having an Admiral comes with costs, but also improves your fleets chance of taking a port, sinking a titanic monster and more.
3- Unique Ships (we stretch goaled up) – We have so many ships – Human, Elvish, Orcish. Goblin. Merfolk, Lizardfolk, Dwarvish, Gnomish… the list goes on. Each with it’s own deck plan, mini-adventure, and more. We even have three different ports for your PCs to blockade if they are brave enough.
Building your own ship – Customized rules for building your own sweet ride, but be warned, it’s not cheap! This is for the true enthusiast, although not so technical that you’ll need to divide your beam by your breach… or whatever it’s called. Remember – we wanted it fast and fun.
Ship Upgrades – Our ships scale with your PCs. High level PCs should have ships that match their power. We quickly found that a level 15 mage has no need for a ship… until now. With the magic items we’ve added, and the upgrade options included in the book, a ship just suddenly got a whole lot more terrifying.
Sea Monsters – And with greater ships, come bigger monsters. We have rules on how to make titanic monsters. Truly massive beasts that require a ship or two to bring down. Rules from upgrading existing monsters, or making your own mean that you will have more than just a kraken up your sleeve.
Great GM Sidebar – And each section features dozens of little side commentaries from Guy Sclanders, author of the book, and host of How to be a Great GM on YouTube. The sidebars include insights, thoughts, and ways in which the section can be used and added to your game.
Costs – How much does it cost to sail from here to there? We’ve got tables and tables of costs, one ton of cargo – not a problem. We have done the work to give you easy to reference charts so that when PCs ask these kinds of questions you can simply answer them.
Ships, and what is new about them in A complete guide to Nautical Campaigns.
Ship combat – A complete guide to Nautical Campaigns
If you want to truly explore a naval campaign above and below the waves, with exotic ships, fast paced combat and dramatic aquatic encounters then this book is going to make your life easy, and your game awesome. A lot of focus has gone into capturing the essence of life at sea in a simple, but engaging manner that will ensure all players, all characters are able to participate, regardless of class, skills, or nautical aptitude.
You can get the hard copy here:
https://www.blurb.com/b/9985660-a-complete-guide-to-nautical-campaigns
You can get the printed action cars thru DriveThruRPG here:
https://www.drivethrurpg.com/product/306305/Nautical-Campaigns-Order-Cards