When I moved to 2nd Edition,
I started the PCs in an island city with the intent to make oceanic travel more
of a thing. The problem with getting on a ship, of course, is that players lose
some agency while onboard. There is nowhere to run if enemies board your ship
(or if there is a mutiny). If your ship sinks, of course, there is a good
chance that you drown. If you paid for the ship and survive, you are out a huge
investment.
In many ways, my thinking about shipboard adventures was formed by
the original Traveller science-fiction role-playing game. Your ship was
there to take you to one adventure location to another. You could run adventures
taking place entirely on a ship, and encounters between planets could certainly
occur, but the GM has a vested interest in keeping the PCs’ ship at least
mostly intact.
Similarly, when I was playing FASA’s
Star
Trek and Doctor Who role-playing games, while the GM might introduce
Klingon attackers or threaten the PCs’ TARDIS, actually removing either
group’s conveyance from play most likely meant that the campaign was over.
A sea-going vessel is less durable and more replaceable than a
starship, but within the context of their respective game milieus they serve
the same purpose: to allow the PCs greater range in exploration. To boldly go
where no adventurer has gone before. Or to simply get from Point A to Point B.
If you want your players to have their characters step aboard willingly – or
even eagerly – you should consider making sure that there is a way to at least
survive what they will encounter. If you destroy their ship, it is helpful if
it can be replaced before too much time has passed adventure-wise. Obviously,
this doesn’t apply if you telegraph the dangers and they sail right in anyway.
All of which is a long-winded way of coming to the point: I cannot
recall ever using tritons in an adventure.
Small Treant: Init -2; Atk branch-like buffet +12 melee (2d6)
or animate trees; AC 20; HD 8d12; MV 30’; Act 1d24; SP plant, camouflage +16,
crit as giant on 20-24, immunity to piercing weapons, animate trees, fire
vulnerability (+4 to attack rolls, -4 to saves, x2 damage); SV Fort +14, Ref +2,
Will +6; AL C.
Treant: Init -4; Atk branch-like buffet +14 melee (3d6) or animate trees;
AC 20; HD 10d12; MV 30’; Act 1d24; SP plant, camouflage +16, crit as giant on
20-24, immunity to piercing weapons, animate trees, fire vulnerability (+4 to
attack rolls, -4 to saves, x2 damage); SV Fort +16, Ref +0, Will +8; AL C.
Large Treant: Init -4; Atk branch-like buffet +16 melee (4d6)
or animate trees; AC 20; HD 12d12; MV 30’; Act 2d24; SP plant, camouflage +16,
crit as giant on 20-24, immunity to piercing weapons, animate trees, fire
vulnerability (+4 to attack rolls, -4 to saves, x2 damage); SV Fort +18, Ref -2,
Will +10; AL C.
A treant can animate 1d6 trees within 100 feet using an action die, and can control a number of animated trees equal to its Hit Dice. Animated trees remain animated for 1 turn, and have statistics based upon their tree type.
(I will cover animated trees in the Cyclopedia of Common Faeries, I think. Two examples can be found in Creeping Beauties of the Wood. Until then, use the following statistics as a baseline.)
Animated Tree: Init +0; Atk branch +2 melee (1d6); AC 14; HD
4d12; MV 10’; Act 2d20; SP plant, camouflage +16, immunity to piercing weapons,
half damage from bludgeoning weapons, fire and axe vulnerability (x2 damage);
SV Fort +15, Ref -8, Will +0; AL N.
Triton: Init +0; Atk trident +2 melee (1d8)
or dagger +0 melee (1d4); AC 15; HD 3d6; MV 5’ or swim 60’; Act 1d20; SP amphibious;
SV Fort +2, Ref +1, Will +1; AL N.
Tritons are similar to merfolk in general form, but their tail section bifurcates into two tails where a human would normally have legs. They get along well with sea creatures, and may use them as pets, guardians, or beasts of burden.
For every 20 tritons, there is a remarkable individual with 4 Hit
Dice. For every 50 tritons there is a leader who has 5 Hit Dice and the class
abilities of a 5th level (roll 1d6): (1-2) cleric of a sea-god, (4-5) warrior,
or (6) elf (including iron vulnerability).
The leader is 25% likely to carry a magical conch shell which can
be blown to calm seas, induce storms, or summon 2d12 Hit Dice of sea creatures
within 3d6 rounds. This is treated as a weather control spell (spell check
result 28-29) when influencing the weather. It does not allow the user to
control the sea creatures if summons, and the user must determine what to
summon in order to use the conch this way. Tritons typically summon only
creatures friendly to themselves for obvious reasons. These magical conchs may
be blown any number of times for communication – and they can be heard 1d6
miles away over the ocean – but can only produce magical effects three times
per day. It requires a DC 16 spell check for a non-triton to use such a conch
properly, but those worshiping ocean gods or with maritime patrons gain a +4
bonus to this check.
Troglodyte: See the core rulebook, page 429.
Turtle: See the Cyclopedia
of Common Animals. The Monster Manual provides statistics
for giant sea turtles and giant snapping turtles. In addition to these, I have
provided statistics for sea turtles, large sea turtles, leatherback sea
turtles, and snapping turtles.

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