TEXT:  
   
   
   
   
   
  BLACKPOWDER 
  TOOLKIT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  CONTENTS
  Naval Combat, PC Actions 
  2 
  Enemy Crew Actions, Positioning 
  3 
  Artillery, Superior Range, Artillery Effects Table 
  4 
  Boarding 
  5 
  Skirmish Table  
  6 
  Crew vs Crew Table, Magic, Morale, Ramming, Sinking, 
  Withdrawing, Ship Weapons 
  7 
  Personal Weapons, Ship Statistics 
  8 
  Ship Customization, Crew 
  10 
  Crew Advancement Table 
  11 
  Caravel Map 
  12 
  5e Conversion Notes 
  13 
  Injuries & Setbacks Table 
  14 
  Credits  
  16 
  1
  
  BLACKPOWDER TOOLKIT 
  Never heard of the Blackpowder Toolkit, ye say? 
  Well now, open yer buccaneers and listen close. 
  Tis boats and barnacles, pistols and pirates, crow’s 
  nests and cannons; a crisp assemblage of rules and 
  tables for all manner o’ seafarin’ mischief.  
  Want fast n’ furious ship combat, with abstract 
  positioning, meaningful PC roles, and crackin’ 
  artillery effects? Of course ye do! How ‘bout 
  simple boarding, quick crew vs crew combat, and 
  hand to hand skirmish tables? Aye, there’s no 
  shortage o’ shiny round these parts mate.  
  Set yer peepers upon ship statistics, ship 
  customization, 
  artillery 
  mechanics, 
  personal 
  blackpowder weapons, and crew advancements. 
  Rules for magic, morale, ramming, sinking, and 
  withdrawing. And last but certainly not least; a 
  coveted caravel map by the gifted Mr Lancaster of 
  Dark Realm Maps.  
  Blackpowder Toolkit is written for the Low 
  Fantasy Gaming RPG, but is easily adapted to any 
  d20 based RPG. 5e conversion notes are included 
  on p.13. 
  Naval Combat 
  A naval combat turn covers approx five to fifteen 
  minutes of game time (depending on how 
  aggressively the ships engage), divided up into four 
  phases:   
  1.
  PC actions
  2.
  Positioning (including withdrawing)
  3.
  Artillery
  4.
  Boarding (if applicable)
  (1) PC Actions
  Before ship to ship combat begins, each player
  declares their PC’s action during the naval turn,
  choosing from the list below. At the GM’s option,
  the player may also need to declare their PC’s
  rough location on the ship.
  i.
  At the Helm involves the PC piloting or
  assisting the helmsmen/other PC to pilot
  the ship. If assisting, the Positioning test is
  made at advantage provided the PC
  makes an Int (Sailing) check. If the check
  is a terrible failure, the Positioning test is
  made at a -3 penalty instead.
  ii.
  Boarding involves hand to hand fighting
  with enemy crew (see Boarding).
  iii. 
  Defensive Actions; the PC supports and
  directs crew in defensive actions, allowing
  the PC to spend a Reroll die to reroll an
  Artillery Effect against their own ship (one
  PC per artillery attack).
  iv.
  Lookout grants the captain a +2 bonus on
  Positioning tests provided the PC makes a
  2
  
  Perc (Detection) check (max one PC). 
  Additionally, if successful, the PC may 
  grant one character advantage to resist an 
  observable Artillery event that turn. 
  v.
  Patch ‘em up converts 1d6 dead crew to
  incapacitated instead (regaining normal
  status after the combat ends). If a PC
  makes an Int (Apothecary) check, and
  expends a healing kit use, the crew return
  to normal status immediately.
  vi. 
  Rally Crew; 2d6 broken crew may make a
  morale check to return to normal status.
  Requires a Cha (Leadership) check.
  vii.
  Repairs involves the PC and/or others
  shoring up damaged locations, restoring 1
  point to the ship’s Save attribute
  (maximum one PC per turn). A Con
  (Athletics) check is required (urgent and
  exhausting work).
  viii.
  Rescue allows a PC to haul 1d6 overboard
  characters back onto the ship, into a
  lifeboat, etc (either personally or by
  directing others). Luck check required.
  ix.
  Take Aim involves the PC operating or
  directing firing crews, allowing the PC to
  spend a Reroll die for an Artillery Effect 
  against their enemy (max one PC per
  artillery attack).
  x.
  Take Cover grants advantage to the PC
  when resisting Artillery Effects this turn,
  and/or three quarters cover (if relevant).
  Enemy Crew Actions  
  Enemy crew actions are simplified to a single 1d6 
  roll as outlined below: 
  1.
  Nothing special this turn.
  2.
  Back at it lads! 2d6 dead or broken crew
  turn out to be dazed instead, and are
  immediately reinstated.
  3.
  Batten down the hatches! Ship Save is
  restored to starting value.
  4.
  The wind’s with us! Gain advantage on the
  next Positioning test.
  5.
  Steady now. Next turn reroll one Artillery 
  Effect against the PCs’ ship or their own.
  6.
  Captain’s Gambit. On the next naval turn,
  whichever 
  ship 
  obtains 
  favourable
  positioning may (in addition to their usual
  options) automatically ram, board, or
  withdraw from the engagement.
  (2) Positioning
  During this phase, ships are manoeuvring for
  superior position, using speed, skill and local
  conditions to leverage an advantage against their
  opponent.
  The captains of both vessels (players might like to 
  roll for their ship) make an opposed Int (Sailing) 
  test. If one ship has faster speed than the other, it 
  gains a +2 bonus. Other modifiers apply at the 
  GM’s 
  discretion 
  (for 
  example, 
  Crew 
  Advancements on p.11). The victor’s ship gains 
  favourable positioning. On a great success, the 
  victor’s ship gains very favourable positioning. If 
  both parties fail, positioning is neutral.  
  A ship with favourable positioning wins initiative 
  (including for their allied ships, if any), and may:  
  (1) Make three Artillery attacks this turn
  instead of two (see Artillery phase), or
  (2) If facing multiple enemy ships, force all
  ships but one (victor’s choice) to make
  only a single Artillery attack this turn
  (instead of two).
  A ship with very favourable positioning may 
  alternatively:  
  3
  
  (1) Board an enemy vessel. This requires a
  winning favourable positioning again on
  the following naval turn. Or
  (2) Ram an enemy vessel. This requires a
  winning favourable positioning again on
  the following naval turn. Or
  (3) Withdraw from the engagement. This
  requires 
  winning 
  very 
  favourable
  positioning again on the following naval
  turn, plus a group Luck check by the PCs
  (or NPC captain). The Luck check is
  made at advantage if the withdrawing
  vessel is faster than its pursuers.
  (3) Artillery
  Each ship may make two Artillery attacks per naval
  turn, choosing from their available weapons
  systems. Ships attack in order of initiative.
  Superior Range 
  During the first naval turn only, if one ship has 
  longer range artillery than the other, it gains two 
  free attacks before any initiative based attacks. 
  Artillery Effects 
  To make an attack, each ship declares which kind 
  of artillery is fired. All targeted ships then make 
  saves (roll 1d6 vs the ship’s Save attribute, p.9). If 
  successful the attack is negated, and the ship’s Save 
  attribute increases by 1 (once only per naval turn, 
  regardless of the number of successful saves).  
  If failed, the target vessel suffers 1 hit, and rolls on 
  the Artillery Effects table.  
  ARTILLERY EFFECTS 
  1 
  Glancing shot! Negates Hit damage, and 
  no other effect. 
  2 
  A solid hit, but no additional effect. 
  3 
  2d6 crew lost overboard (knocked/blown 
  off, jump to extinguish flames, etc). 
  Rescue possible at GM’s discretion. 
  4 
  Deserters; 2d6 crew lower one or more 
  lifeboats to flee or surrender, hoisting the 
  white flag. 
  5 
  3d6 crew killed. 
  6 
  Mast damaged (70%) or destroyed (30%). 
  Reduce speed by 1 category until repaired 
  or replaced. 
  7 
  2d6 crew killed, and 1 PC (if applicable) 
  must make a Luck (Dex) save or be lost 
  overboard. Rescue possible at GM’s 
  discretion. 
  8 
  Rigging damaged (70%) or destroyed 
  (30%). Ship automatically loses initiative 
  until repaired or replaced. 
  9 
  3d6 crew killed, plus 1d2 PCs roll on the 
  Injuries & Setbacks table.  
  10 
  Main sails or oars damaged (70%) or 
  destroyed (30%). If the only means of 
  propulsion, the ship is stranded until 
  repaired or replaced. 
  11 
  1d100% of cargo destroyed. 
  12 
  Weak spot exposed; increase ship’s Save 
  by 1 until hull repaired (max 6). 
  13 
  4d6 crew killed, and 1d2 hirelings 
  reduced to zero hp (if any). Check crew 
  morale, or a further 2d4 crew are broken. 
  4
  
  14 
  4d6 crew killed, and 1 PC reduced to zero 
  hp (Luck (Dex) save to lose half current 
  hp instead). Check crew morale, or a 
  further 2d4 crew are broken. 
  15 
  Helm or rudder damaged or jammed. 
  Positioning checks made at disadvantage 
  until repaired. 
  16 
  6d6 crew killed (50%), blasted/jump 
  overboard (20%) and/or surrender (30%). 
  17 
  One brace of artillery runs out of 
  ammunition (20%), is damaged (50%) or 
  destroyed (30%). No longer usable until 
  repaired, resupplied or replaced. 
  18 
  Random deck on fire. Ship suffers 1 
  automatic hit at the start of each naval 
  turn. A PC may use the Repairs action to 
  organise crew to extinguish the fire with a 
  Luck (Cha) check. If NPC ship, 50% 
  chance fire is extinguished at the end of 
  each turn. 
  19 
  Captain (40%), Quartermaster (60%) or 
  other important leader killed. Check crew 
  morale at disadvantage, or 5d6 crew 
  abandon ship/surrender.  
  20 
  Severe hull damage. Causes 2 hits worth 
  of damage instead of 1. 
  (4) Boarding
  Boarding is enabled by Positioning, requiring at
  least two naval turns (see p.4). When boarding
  occurs, both crews exchange small arms fire,
  thinning enemy numbers as at least one ship
  secures itself to the other with grapple lines/chains.
  Generally 3d6 crew are lost on each side, modified 
  at the GM’s discretion (eg +1d6 for significantly 
  outnumbering the enemy, greatly superior 
  firepower, etc).  
  PCs attempting to board an enemy ship must 
  make a Dex check or fall into the water (delaying 
  their boarding for 1d3 rounds as they climb up the 
  hull instead). PC combat is run as normal, except 
  one PC rolls on the Skirmish table (1d20 above 
  deck, or 1d10 below) at the start of their turn. 
  Rotate which PC each round.  
  Once two crews are locked together in melee, the 
  final outcome of the naval battle hinges on hand to 
  hand combat. Ignore the standard naval turn rules, 
  and determine the final victor via the melee.  
  5
  
  1d20  
  SKIRMISH 
  1 
  KO! Flying debris during an artillery salvo 
  knocks the PC out for 2d6 rounds (Luck 
  (Con) save resists). 
  2 
  Rolling Deck. A big wave, artillery or other 
  effect rocks the ship violently. All PCs must 
  make a Dex check or fall prone (2 out of 3 
  crew fall prone). On a critical fail, the PC is 
  stunned (lose next action). 
  3 
  Explosion! A cannonball or other artillery 
  causes an explosion of timber, cargo, etc in 
  the PC’s area (2d6 damage and roll on the 
  Injuries & Setbacks table, Luck (Con) save 
  resists). 
  4 
  Pile on! 2d4 enemy crew suddenly appear 
  through a door or hallway, and pile onto 
  the PC, pinning them down (Str contest vs 
  Str 16 to resist being helpless). 
  5 
  Unexpected 
  Aid. 
  At 
  an 
  opportune 
  moment, an allied crew member, escaped 
  prisoner, or stowaway appears from behind 
  cargo, drops from the rafters, etc, taking 
  out 1d4 of the PC’s opponents with an 
  improvised weapon (heavy crate, skillet, 
  broken oar, etc). 
  6 
  A pistol shot rings out as a nearby enemy 
  attempts to snipe the PC from a doorway, 
  popping out from behind cover, etc (make 
  an attack roll at +2, as flintlock pistol 
  damage p.8). 
  7 
  Grenade! Sounds of nearby battle can be 
  heard as a fizzing powder grenade bounces 
  or  skitters into the area the PC is fighting 
  in. It will explode in 1d3 rounds! 
  8 
  Fire! During the fighting, a shattered 
  lantern sets part of the ship on fire. Unless 
  doused by the end of the round, apply 
  Artillery Effect 18. 
  9 
  The closest hallway or stairs is suddenly 
  blocked by broken timber, smoke, fire, 
  shifting cargo, etc. 
  10 
  When Animals Attack. A feline, monkey, 
  parrot, ferret or other ship mascot drops 
  from the rafters, claws outstretched, 
  latching onto the PC’s head (blind, spend 
  an action to make a Str check to remove). 
  11 
  Barrage! A volley of arrows, bolts or shots 
  rain down on the PC and any characters 
  within 5 ft of her (3d6 damage, Luck (Dex) 
  save for half).  
  12 
  The PC’s foot becomes entangled in coils 
  of spare rigging/rope, threatening to trip 
  them over (Dex check avoids). 
  13 
  A bulky iron rigging hook swings down 
  from a broken line. The PC must make a 
  Dex check or suffer 1d8 damage and lose 
  their next action (stunned). 
  14 
  Lost Gear. During the boarding or 
  skirmish, the PC accidentally lost a random 
  item (1d6: 1-3 weapon, 4-6 misc item. 50% 
  chance item lost in the water). 
  15 
  An artillery explosion on deck threatens to 
  blast the PC (and anyone else within 5 ft) 
  overboard. A Luck (Dex) save negates.  
  16 
  A veteran of the enemy crew (Fighter 3+) 
  calmly skewers her current foe, then makes 
  eye contact with the PC, and drags her 
  thumb across her tattooed neck. 
  17 
  Net. An enemy drops a weighed net from 
  the rigging above, entangling the PC (action 
  and Str contest vs 16 to escape, otherwise 
  helpless). 
  18 
  Poison. The PC’s opponent is using a rare 
  Sea Serpent poison. If already injured, the 
  poison kicks in now (otherwise next hit): 
  4d6 damage and Luck (Con) save or 
  random limb paralysed for 1d4 days. 
  19 
  A sniper in the crow’s nest takes a pot shot 
  at the PC (+2 to hit, crossbow or musket 
  damage). 
  20 
  The hell is that!? A colossal tentacle (Str 
  20) rises from nearby water, snatching a
  random character (PC or NPC) off the
  deck, dragging them beneath the water
  (PCs gain a Luck (Dex) save to negate).
  6
  
  Crew vs Crew 
  Opposing crews fight each other in a running 
  skirmish, starting above deck and working 
  up/down. The outcome is abstracted by rolling 
  2d6. The GM might apply a 1 or 2 point modifier 
  for 
  substantial 
  advantages/disadvantages 
  (eg 
  significantly outnumbered, superior armour, 
  enemy spellcaster on board, etc).  
  CREW vs CREW 
  2-3
  60% friendly crew dead, incapacitated or 
  broken. Similarly 25% enemy crew. 
  Remaining friendly crew require a morale 
  check to avoid breaking.  
  4-5
  30% friendly crew dead, incapacitated or 
  broken. Similarly 15% enemy crew. 
  6-8
  20% of one side dead, 10% the other (even 
  chance). 
  9-10
  30% enemy crew dead, incapacitated or 
  broken. Similarly 15% friendly crew. 
  11-12
  60% enemy crew dead, incapacitated or 
  broken. Similarly 25% friendly crew. 
  Remaining enemy crew require a morale 
  check to avoid breaking. 
  Magic 
  Spells similar to ship artillery (eg Fireball or 
  Lightning Bolt) are treated as close range artillery 
  attacks (including ship save, rolling on the Artillery 
  Effects table, etc). Any further effects are at the 
  GM’s discretion. A maximum of one magic attack 
  may be made per naval turn (does not count 
  towards the standard two ship attacks per turn). 
  Morale 
  Crew that fail a morale check reduce the ship’s 
  available Crew (p.8; cowering behind cover, 
  jumping overboard to escape, signalling their 
  surrender, etc). Broken crew might recover if a PC 
  takes the Rally Crew action.  
  Sinking 
  A ship reduced to zero hits sinks in 1d4 naval 
  turns, breaking up and/or taking on vast amounts 
  of water. PCs require a Luck (Str) or (Will) save to 
  escape drowning as the vessel goes down. Those 
  that survive end up on a piece of flotsam, in a 
  lifeboat, in irons by the enemy, etc.  
  Ramming 
  The ramming ship causes 1d4 hits to the target, or 
  1d6+1 if using a ram (no save). The ramming ship 
  suffers the same number of hits -1, or half as many 
  if using a ram (round down). Crew from either ship 
  may immediately board if they wish.  
  Withdrawing  
  Withdrawing is enabled by Positioning, requiring 
  at least two naval turns (see p.4).  
  Ship Weapons 
  Artillery are very large, slow loading weapons 
  made for attacking ships and fortifications. Ranges 
  are relative and abstracted for quick play. Rules for 
  targeting enemy ships appear under Artillery (p.5). 
  If attacking individual characters, generally the 
  target must make a Luck (Dex) save or be reduced 
  to zero hp (GM discretion applies).  
  ARTILLERY 
  NAME 
  COST 
   RGE 
  EFFECT 
  Onager 
  500 gp 
  Long 
  If using flaming pitch, 
  powder keg, etc, 50% 
  chance of inflicting 
  Artillery 
  Effect 
  18 
  (instead of rolling). 
  Ballista 
  400 gp 
  Short 
  May 
  increase 
  or 
  decrease the Artillery 
  Effects roll by 1 point, 
  provided 
  the 
  final 
  result affects crew. 
  Light 
  Cannon 
  4,000 
  gp 
  Long 
  Short 
  Cannon ball; grants 
  +1 bonus on Artillery 
  Effects rolls.
  Chain 
  shot; 
  may
  increase or decrease
  7
  
  Short 
  the Artillery Effects 
  roll 
  by 
  1 
  point, 
  provided 
  the 
  final 
  result affects masts, 
  sails or rigging. 
  Shrapnel shot; if a 
  crew effect occurs, 
  increase the result by 
  50%. Never runs out 
  of ammunition. 
  Heavy 
  Cannon 
  7,000 
  gp 
  Med 
  Steel ball; grants +2 
  bonus on Artillery 
  Effects rolls. 
  Smoke 
  Keg 
  500 
  gp 
  Short 
  Single use. 20 ft radius 
  heavy smoke cloud 
  imposes 66% miss 
  chance until the end 
  of next turn. 
  Flamer 
  4,000 
  gp 
  Very 
  short 
  Permits a one off blast 
  of fire when attacking 
  via 
  ramming 
  or 
  boarding. 50% chance  
  inflict Artillery Effect 
  18. 
  Personal Weapons 
  Personal blackpowder weapons are outlined 
  below. They exhibit the following properties:  
  •
  Damage dice that roll 4 are rolled again
  and accumulate (“exploding” dice).
  •
  On a natural 19 attack roll (or for
  grenades, on a terrible failure Luck save),
  a random body part is injured; roll 1d8
  and consult the Injuries & Setbacks table.
  •
  If the wielder suffers damage while
  priming or reloading, their action is lost.
  •
  The weapon is loud, preventing stealth.
  •
  On a fumbled attack, the weapon
  malfunctions, rendering it a club until
  repaired (similar to shield rules).
  •
  Powder grenades may be combined into a
  single trap (with a fuse timer, etc). Each
  additional grenade alternates between
  adding 1d4 dmg or increasing the blast
  radius by 5 ft (max 20 ft).
  BLACKPOWDER WEAPONS 
  NAME 
  RANGE 
  COST 
  DMG 
  PROPERTIES 
  Flintlock 
  pistol 
  40 ft 
  200 gp 
  3d4 
  1 action to reload. 
  Musket 
  100 ft 
  300 gp 
  4d4 
  3 actions to reload. 
  Two handed. 
  Blunder
  -buss
  20 ft 
  150 gp 
  5d4 
  Cone 20 ft long, 10 ft 
  wide. 2 actions to 
  reload. Two handed. 
  Powder 
  Grenade 
  70 ft 
  75 gp 
  4d4 
  1 action to prime, 1 
  action to throw. 10 ft 
  radius. Luck (Dex) 
  save 
  negates 
  (no 
  attack roll). 
  Ships 
  Ship 
  sizes, 
  descriptions 
  and 
  costs 
  are 
  approximated below. Ship attributes are simplified 
  for speedy resolution.  
  Attributes 
  •
  Save: When resisting Artillery attacks, roll
  1d6; on the indicated number or higher
  the attack is negated (a miss or cosmetic
  damage). At the end of the turn, if the ship
  made at least one successful save, the Save
  attribute increases by 1 (maximum 6, until
  repaired).
  •
  Hits: If a ship suffers this many hits from
  artillery, it sinks (see Sinking).
  •
  Crew: The number of crew available for
  combat (does not include young children
  or the very old). The number in brackets
  is the minimum crew required to sail the
  vessel. If reduced below this number, any
  remaining crew surrender.
  •
  Speed: relative ship speed. Increases as
  follows: very slow, slow, moderate, fast,
  very fast. A ship with no masts and no oars
  is stranded.
  8
  
  •
  Artillery: Common weapon loadouts and
  their locations. “All” means bow (front),
  stern (rear), port (left) and starboard
  (right).
  Skiff 
  Very small 4 man rowboat, primarily for fishing 
  and personal transport in lakes and bays. No mast. 
  Single deck. 100 gp. 
  Save 
  6+ 
  Hits 
  1 
  Crew 
   
  (1) 1d4
  Speed  
  Very slow 
  Artillery: 
  None 
  Whaleboat 
  Small 12 man tender, a dinghy, most often used as 
  a lifeboat or shore transport for a mothership. No 
  mast. Single deck. 1,000 gp. 
  Save 
  6+ 
  Hits 
  1 
  Crew 
   
  (1) 2d6
  Speed  
  Very slow 
  Artillery: 
  None 
  Sloop 
  Small, agile sailing ship. 50 ft long, 15 ft wide. 
  Single mast. Upper and lower deck. Emergency 
  oars. 5,000 gp. 
  Save 
  5+ 
  Hits 
  3 
  Crew 
   
  (3) 3d6  
  Speed  
  Very Fast 
  Artillery: 
  1-2 : none 
  3-4: ballistae (bow, stern)
  5-6: light cannon (port, starboard)
  Cog 
  Small cargo ship. 70 ft long, 20 ft wide, single or 
  double mast. Upper and lower deck. 7,000 gp. 
  Save 
  6+ 
  Hits 
  4 
  Crew 
   
  (4) 3d6+5 
  Speed  
  Moderate 
  Artillery: 
  1-4: none
  5: ballistae (port, starboard) 
  6: light cannon (stern) 
  9
  
  Longship 
  Narrow, agile troop transport and land raiding 
  vessel. 70 ft long, 10 ft wide, single mast, 40 oars. 
  Single level, shields lining the sides. 4,000 gp. 
  Save 
  4+ 
  Hits 
  4 
  Crew 
   
  (6) 4d6+30
  Speed  
  Fast 
  Artillery: 
  None 
  Caravel 
  Large cargo ship. 100 ft long, 25 ft wide, two or 
  three masts. Upper, lower and cargo deck. 
  Forecastle and sterncastle. 12,000 gp. 
  Save 
  5+ 
  Hits 
  6 
  Crew 
   
  (10) 3d6+25 
  Speed  
  Moderate 
  Artillery 
  1-2 : none 
  3-4: ballistae (port, starboard)
  5-6: light cannon (port, starboard)
  Carrack 
  Warship. 120 ft long, 30 ft wide, three or four 
  masts. Upper, lower, cargo and gun deck. 
  Forecastle and sterncastle. 30,000 gp. 
  Save 
  4+ 
  Hits 
  8 
  Crew 
   
  (15) 5d6+50 
  Speed  
  Very Fast 
  Artillery: 
  1-2: onagers (bow, stern)
  & ballistae (port, starboard) 
  3-4: light cannons (all)
  5-6: heavy cannons (all)
  Galleon 
  Large warship. 150 ft long, 40 ft wide, four masts. 
  Upper, lower, cargo and gun deck. Forecastle and 
  sterncastle. 80,000 gp. 
  Save 
  3+ 
  Hits 
  12 
  Crew 
   
  (20) 6d6+75
  Speed  
  Fast 
  Artillery: 
  1: onagers (all) 
  & ballistae (all) 
  2: light cannons (all) 
  3-6: heavy cannons (all)
  Ship Customization 
  At the GM’s option it may be possible to 
  customize ships as outlined below. Each 
  customization generally costs half the ship’s 
  original price.  
  •
  Sleek Design: increase Speed by one
  category (max very fast).
  •
  Armour Plating: decrease Save attribute
  by 1 point.
  •
  Reinforced Hull: increase Hits by 3
  points.
  •
  Extra Bunks: increase crew by 50%.
  •
  High Power Artillery: once per battle,
  may reroll one Artillery Effects die against
  an enemy ship.
  •
  Extended Range: the ship does not suffer
  free attacks due to enemies having
  superior range (p.5).
  •
  Advanced Rigging: minimum crew is
  halved (minimum 1).
  Crew 
  Crew, AC 12, HD 1, Cutlass/Axe 1d8, 19: as 
  weapon, S12 D13 C11 I10 P10 W10 Ch10 L4, 
  Mv 30 ft. Also armed with knives, 20% chance of 
  a light crossbow and 10 bolts. 
  Quartermaster, AC 14, HD 3, Cutlass/Axe 
  1d8+2 or musket 4d4, 19: as weapon, S16 D13 
  C14 I13 P12 W13 Ch13 L4, Mv 30 ft. Also armed 
  with a pistol, knife, and whip. 
  Captain, Boss Monster, AC 14, HD 4 (30 hp), 
  Cutlass 1d8+2 and pistol 3d4, 19: Disarm, S15 
  D15 C12 I14 P12 W16 Ch15 L10, Mv 30 ft. The 
  Captain is a Boss Monster with the usual benefits 
  (LFG p.95). Advantage on crew morale checks 
  within sight. Backstab, Skirmisher and Finisher 
  abilities like a 4th level Rogue, may choose from 
  10
  
  the following tricks three times per combat: Flash 
  Powder, Hidden Blade, Quick Reflexes.  
  Parrot, AC 14, HD 1d4 hp, Rake 1d3, 19: eyes 
  bloodied, target blind until end of their next turn, 
  S5 D16 C10 I4 P16 W13 Ch7, L5, Mv 120 ft. The 
  parrot gains the usual aerial combatant advantages 
  (LFG p.82). May be trained in basic voice 
  mimicry.  
  Cat, AC 13, HD 1d4 hp, Rake 1d3, 19: latches 
  onto target’s back, unable to be attacked by the 
  target next turn, S5 D18 C8 I5 P14 W10 Ch8, L6, 
  Mv 60 ft. The cat sees as well in darkness as light, 
  provided there is some light to amplify (eg 
  moonlight). Adv on stealth, climbing and balance 
  related checks. Feeds itself. 
  Crew Advancements 
  At the GM’s option, Crew that survive one or 
  more engagements might gain one of the following 
  advancements (roll 1d10): 
  CREW ADVANCEMENT 
  1 
  Wily Riggers; once per naval battle, turn a 
  failed ship save into a success.  
  2 
  Lucky Mascot; once per naval battle, provided 
  the mascot still lives, turn one Artillery Effect 
  roll into a 1.  
  3 
  Hardy; when suffering crew losses due to 
  Artillery, roll d4s instead of d6s.  
  4 
  Rock Steady; +3 bonus on morale checks. 
  5 
  Howling Boarders; gain a +1 bonus on Crew 
  vs Crew checks.  
  6 
  Fearsome Rep; impose a -2 penalty on enemy 
  morale checks. 
  7 
  Protective; once per naval battle, the party 
  may choose result 5 on the Skirmish table 
  instead of rolling. 
  8 
  Crew Killers; when causing crew losses due to 
  Artillery, roll d8s instead of d6s. 
  9 
  Veteran Gunners; make 3 Artillery attacks per 
  naval turn, even if the ship does not win 
  favourable positioning. 
  10 
  Gifted Helmsman: once per naval battle, 
  automatically win very favourable positioning. 
  11
  
  12
  
  5e Conversion Notes 
  Convert to 5e by implementing the following: 
  (i)
  Replace all Luck saves with the
  appropriate Attribute save (eg a Luck 
  (Dex) save becomes a Dex save).
  (ii)
  DCs are set by threat level. For Minor
  threat the DC is 10, for Moderate
  threat 15, and for Major threat 20.
  (iii)
  For a “great success”, the PC rolls
  with disadvantage, or must beat the
  DC by 5 or more (GM’s call). For a
  “terrible failure”, they must fail the
  check by 10 or more (or natural 1).
  (iv)
  For Injuries & Setbacks, use the table
  on p.14.
  Crew, AC 10, HP 2d8+2, Cutlass +3/d6+1 or 
  Light Crossbow +3/1d8+1 range 80/320, S11 D12 
  C12 I10 W10 Ch10, Mv 30 ft. PP 10, CR 1/8 (25 
  xp). 
  Quartermaster, AC 14, HD 6d8, Multiattack 2 x 
  Cutlass 1d6+2, S15 D13 C12 I12 W14 Ch13, Mv 
  30 ft, PP10, Athletics +4, Persuasion +3, CR 1 (200 
  xp). 
  Captain, AC 15, HD 10d8+20, Multiattack 2 x 
  Cutlass 1d6+3 and 1 x Pistol 1d10+3, S15 D16 
  C14 I14 W11 Ch14, Mv 30 ft, PP10, Saves Str 
  +4/Dex +5/Wis +2, Athletics +4, Deception +4,
  CR 2 (450 xp).
  Parrot, AC 13, HP 1d4-1, Talons +5/1, S5 D16 
  C8 I2 W14 Ch6, Mv 10 ft flying 60 ft. PP 14, 
  Perception +4. CR 0 (10 xp). The hawk gains adv 
  on Wis (Perc) checks that rely on sight.  
  Cat, AC 12, HP 1d4, Claws +0/1, S5 D15 C10 I3 
  W12 Ch7, Mv 40, climb 30 ft. PP 13, Perception 
  +3, Stealth +4. CR 0 (10 xp). The cat has adv on
  Wis (Perc) checks that rely on smell.
  13
  
  1d20 
  INJURIES & SETBACKS 
  1 
  Eye Injury. You have disadvantage on Perception/Investigation checks that rely on sight (blind 
  if both eyes). Roll 1d20, on a 6+ the eye is damaged and can be mended with Cure Minor 
  Injury or two months of rest. Otherwise the eye is lost. A Regenerate spell is required to restore 
  a lost eye.  
  2 
  Arm or Hand Injury. You can no longer hold anything with two hands, and you can hold only 
  a single object at a time. Roll 1d20, on a 6+ the limb is damaged and can be mended with Cure 
  Minor Injury or two months of rest. Otherwise the limb is lost (1d6: 1-3 hand, 4-5: below 
  elbow, 6: arm). A Regenerate spell is required to restore a lost limb. 
  3 
  Leg or Foot Injury. Your move speed is halved and you require a crutch or peg leg to walk. 
  You have disadvantage on movement based Dex checks. Roll 1d20, on a 6+ the limb is 
  damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the 
  limb is lost (1d6: 1-3 foot, 4-6: below knee). A Regenerate spell is required to restore a lost 
  limb. 
  4 
  Ear Injury. You have disadvantage on Perception/Investigation checks that rely on hearing 
  (deaf if both ears). Roll 1d20, on a 6+ the ear is damaged and can be mended with Cure Minor 
  Injury or two months of rest. Otherwise the ear is lost. A Regenerate spell is required to restore 
  a lost ear. 
  5 
  Internal Bleeding. Whenever you attempt an action in combat, you must make a Con or Wis 
  check vs DC 10 (your choice). If unsuccessful, you lose your action. Cure Minor Injury or 3d6 
  days of rest cures the injury.  
  6 
  Broken Ribs. Whenever you suffer physical damage, you must make a Con or Wis check vs 
  DC 10 (your choice). On a failed check, you lose your next action. Cure Minor Injury or 3d6 
  days of rest mends the injury. 
  7 
  Nasty Scar. You gain a nasty looking scar on your head, neck, hands or other location not 
  easily concealed. You have disadvantage on most Charisma checks (GM discretion). A 
  Regenerate spell is required to remove the scar.  
  8 
  Swelling on the Brain. You suffer madness (1d6: 1-3 indefinite, 4-6 long term). The madness 
  subsides as usual or Cure Minor Injury removes it. 
  9 
  Damaged Weapon. A weapon or item you are holding is damaged. Until repaired, the item 
  cannot be used, imposes disadvantage or suffers some other penalty the DM determines. 
  Magical items have a 50% chance to negate this effect.  
  10 
  Damaged Armour. Armour you are wearing is damaged. Until repaired, your armour provides 
  only half the normal AC bonus (round down). Magical items have a 50% chance to negate this 
  effect. 
  11 
  Damaged Magical Item. A randomly determined magical item (not a weapon or amour) is 
  damaged. Until repaired, any attempt to use the item requires an Int check (DC 15). On a 
  failure the DM improvises a setback or rolls on the Wand of Wonder chart. 
  12 
  Muscle Tear. Lose 1d4 Str, Dex or Con. Cure Minor Injury or 1d8 days of rest mends the 
  injury. 
  13 
  Head Injury. Lose 1d4 Int, Perc, Will or Cha. Cure Minor Injury or 1d8 days of rest mends 
  the injury. 
  14 
  Diseased Wound. Your hit point maximum is immediately reduced by 1d10, and again every 
  morning the wound persists. If your hit point maximum reaches zero you die. Cure Minor 
  14
  
  Injury mends the wound. Alternatively tending with the Medicine skill cures the wound after 
  1d3 days. 
  15 
  Sprained Ankle. You must make a Dex check (DC 15) if you try to charge, jump or move 
  twice in one round. If you fail the check, you fall prone. Cure Minor Injury or 1d6 days rest 
  mends the injury. 
  16 
  System Shock. You have disadvantage on initiative checks. Cure Minor Injury or 1d3 days rest 
  mends the injury. 
  17+ 
  Minor Scar. A minor scar has no significant adverse effect, in fact after a few ales some folks 
  might even be impressed by it. Some scars fade over time, others might require the Regenerate 
  spell to erase completely.  
  Adapting to Permanent Injuries 
  In the absence of healing magic, an adventurer 
  suffering permanent injuries will find ways to adapt 
  over time (including hook hands, peg legs, 
  adjusting to one eye, etc). The GM is encouraged  
  reduce or eliminate penalties after one or more 
  periods of downtime retraining. 
  15
  
  CREDITS 
  Author: 
  Stephen J. Grodzicki. Copyright © 2018. 
  Artwork: 
  Cover art copyright Istock, used with permission. 
  Some art copyright Publishers Choice Quality Stock Art © Rick Hershey/Fat Goblin Games (p.1, 5, 13), used with permission. 
  Some artwork copyright Majiek Zagorski, The Forge Studios LLC (p.9, 15), used with permission. 
  Some artwork copyright Enmanuel "Lema" Martinez (p.11), used with permission. 
  Ink splashes copyright Shutterstock, used with permission.  
  Some artwork copyright Matt Morrow (p.2), used with permission. 
  Some artwork copyright 2017 Roman Mur aka S0ulafein (p.7), used with permission 
  Some artwork copyright William McAusland and Outland Arts (p.4), used with permission 
  Caravel Map copyright 2018 by Toby Lancaster of Dark Realm Maps, used with permission. 
  Website: 
  Midlands Low Magic Sandbox Setting PDF: http://www.drivethrurpg.com/product/225936/Midlands-Low-Magic-Sandbox-
  Setting
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
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  USD 
  Hardcover: 
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Supplemental/Blackpowder Toolkit [white] (LowFG).pdf