Sea Of Blood
Bruce R. Cordell
Wizards of the Coast (1998)
In Collection
#1354
0*
Rulebook
Games / Role Playing & Fantasy, Dungeons And Dragons (Game)
Paperback 9780786907724
en_US
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.
Product Details
Cover Price $13.95
No. of Pages 64
Height x Width 10.8 x 8.4  inch
Personal Details
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