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Hardcover Legends & Lairs: Seafarers Handbook Book

ISBN: 1589940555

ISBN13: 9781589940550

Legends & Lairs: Seafarers Handbook

A complete guide to nautical adventuring in the d20 System. The Seafarer's Handbook details nautical combat, dangers of the deep, gives ideas for adventures on the high seas, in port, and below the... This description may be from another edition of this product.

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Format: Hardcover

Condition: Good

$17.79
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Customer Reviews

4 ratings

Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein

Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein is a great book on pirates! A must for all pirate buffs!

One of the best supplements I've purchased

I just recently bought and read this book with the aim of adding some watery adventures to my (typically) land-based adventures. I was not disappointed. I'm only 2/3 way through this book at this time, but felt compelled to write a review because I just WANT TO RUN A WATERY CAMPAIGN now! :)The book details three underwater races and provides ideas on how their cultures interact with each other and the land-based races. There are prestige classes, spells, etc. as with other supplements, and I found these ones a nice fit with the context of the book -- especially the Reef Warrior for added mystique. There's also the ships (as detailed in other reviews) and a few rockin' adventure ideas/hooks.I highly recommend this book. It beats many of the WOTC-published books I've purchased in terms of value & aid to my campaign.

The Most Realistic Seafaring Supplement

Calling it realistic may be a stretch since I'm no expert on wooden ships, but I would say that it's more realistic than any of the 3rd edition competitors I've seen.This is mostly a book for lovers of "crunchy bits". It has lots of good rules for expanding your characters into aquatic adventures and a lot of rules for building your own ships. I think it may be the best D & D sailing supplement either, even knocking out the venerable Of Ships and the Sea.If you've ever thought you'd like to try a Pirates or Treasure Island campaign, then this is the book for you. The only moderate disappointment is the lack of color illustrations, but the artwork is mostly very good and none of it is bad.

Add Seagoing Adventure to your 3E D & D Game

The Seafarer's Handbook is the third book of Fantasy Flight's Legends and Lairs Core Rulebooks (the other two are Mythic Races and Traps and Treachery). Like their first two books, this one is high quality construction with excellent writing and content. The graphics are good, not great, but they do adequately convey the ideas. The book integrates very well with the Player's Handbook and Dungeonmaster's Guide and expands on aquatic topics covered in those books. There are six chapters covering the following; 1) Seafaring Adventures, 2) Seafaring Campaigns, 3) Undersea Adventures, 4) Ship Construction, 5) Ship Designs, and 6) Ship Combat. This book clearly establishes Fantasy Flight as one of the top d20 material producers.Chapters 1-3 provide extensive material to describe and design the world that borders on or is under the sea. Chapter 1 covers three aquatic races that could be encountered while travelling by ship. In addition, it describes the use of skills and feats while underwater and provides some new feats. Also, it provides lists and descriptions of new equipment, spells, and magic items with an aquatic focus. Lastly it expands on the underwater combat rules. Chapter 2 includes an extensive example of a coastal city, while Chapter 3 provides information about the underwater environment and a template to create aquatic versions of monsters.The greatest value of the book starts in the final three chapters. The chapter on ship construction is very detailed without being overly burdensome. It provides enough flexibility to truly personalize your campaign, but, also provides basic examples of construction, propulsion, and weaponry. Chapter 5 contains 20 ship design ranging from the basic (non-fantasy, more historic) to exotic (submarines, marine propulsion) ships. The final chapter presents a new combat system for seagoing combat. In this case they have developed a system that is very flexible and provides a wide range of options without being cumbersome. It includes maneuvering, shipboard artillery, ramming, boarding, fire, and weather conditions. For each section, they provide a gameplay example of the concepts just presented.In summary, the Seafarer's Handbook provides a wealth of information to expand on material just touched on by the Wizards of the Coast core rulebooks. It is a great value for the money.
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