beaumontsebos
Adventurer
Is there an official 5E source that has a fully crewed Nautiloid? Looking for some guidance on it beyond "Crew 20".
Thanks in advance.
Thanks in advance.
Not D&D5, but the old AD&D2 rules say skeleton crew of 10, maximum crew of 35; between two and five of these would have been illithids manning series helms (linked helms to capitalize on spell-like abilities in the absence of caster levels) keeping the ship moving. The AD&D2 material also has a much more reasonable total weapons crew of 8 rather than 14 (three ballistae, a catapult [mangonel], and a jettison).Is there an official 5E source that has a fully crewed Nautiloid? Looking for some guidance on it beyond "Crew 20".
Thanks in advance.
Is there an official 5E source that has a fully crewed Nautiloid? Looking for some guidance on it beyond "Crew 20".
Nautiloid Neurophage, crewed by 4 mind flayers† and 16 kuo-toa, with 1d6 grells and 1d6 intellect devourers as passengers
Of course it's worth noting that there was one significant change they made to crew function for the 5e interpretation, and that makes 2e numbers irrelevant.Not D&D5, but the old AD&D2 rules say skeleton crew of 10, maximum crew of 35; between two and five of these would have been illithids manning series helms (linked helms to capitalize on spell-like abilities in the absence of caster levels) keeping the ship moving. The AD&D2 material also has a much more reasonable total weapons crew of 8 rather than 14 (three ballistae, a catapult [mangonel], and a jettison).
Going by the deck plans, probably more than half of the crew would be slave labor; the "cellblock" in the D&D5 description is "slave quarters" in the original, while the "thrall quarters" were "officers' quarters;" I'm assuming at least two slaves to each cell for a total of 18. There is about 300 sqft dedicated to separate "crew quarters," however. The bits labeled "mind flayer quarters" in the D&D5 box are "staterooms" in the original, which suggests to me that additional mind flayers aboard are more passengers (or at best working the series helm in shifts) than crew.
Hope this is helpful. In general I've found that the old AD&D2 Spelljammer ship descriptions have much more useful detail than anything printed in the new box, unfortunately.
To be frank, with a gun crew of 14 out of a maximum crew of 20, it's a good thing you don't need a deck crew in D&D5; you apparently can't afford to carry them.In 5e, you just need one person to fly the ship just fine. The additional crew are only the weapons operators (which were separate and additional to the required crew in 2e).