Helena, Daughter of Melora

The most faithful ship on the sea



She can travel up to 4 squares with mild winds and no impairments. This can be increased by a variety of ways:

  • controlling the weather to get favorable winds
  • getting a boon from Melora
  • find/learn magical spells to increase speed temporarily
  • spend money upgrading the ship.

Sea travel is very unpredictable. Every day you start on the seas follows these steps:

  1. Roll to see weather modifiers
  2. Roll skill checks
  3. Roll and resolve random event(s)
  4. Move the your ship.

Weather Modifiers

The weather is a fickle mistress on the seas, giving you days of peaceful travel, only to leave you stranded in the middle of the ocean. To see how winds affect your travel, roll a d20:

  • 19-20+: Favorable weather: The air fills your sails and you travel along the seas in no time. Add 50% to your move speed for the day.
  • 11-18: Neutral weather: No affect on the movement of the ship.
  • 4-10: Unfavorable weather: The winds are against you at every turn. Your movement speed is reduced by -50% rounded down (e.g. if you have 3 base movement with unfavorable winds, you move 2).
  • 1-3: Terrible storm: You can barely see what’s in front of you. Your movement is reduced to 1 or you can choose move your base speed in a random direction. Your skill rolls receive a -4 during the storm.

You can get modifiers to add (or subtract) to your weather roll. A natural roll of 1-3 is always heavy rain unless you have modifiers based on controlling the weather (e.g. Melora’s blessing). Heavy rain always reduces skill rolls by -4, but your modifiers can reduce or remove the weather penalties.

Skill checks

After the weather roll, you can add modifiers to your weather roll, your random events rolls, and more. Checks you can perform are as follows:

  • Read the weather: Nature DC 20 to gain a +1 to your weather roll. Every 5 over the DC gains another +1 to your weather roll.
  • Lookout in the crows nest: Perception DC 20 to gain a +2 to your random events roll. Every 5 over the DC gains another +2. If the mast is damaged, an Acrobatics DC 15 is required to make this check.
  • Row: Endurance or Athletics DC 20 to gain a +1 to your ships base movement. Every 5 over the DC gives an additional +1.
  • Adjust Sails: Acrobatics DC 20 to gain a +1 to your weather roll. Every 5 over the DC gains an additional +1.
  • Give an offering to Melora: Religion DC 20 to gain both +1 to the weather roll and a +2 to the random event roll. Every 5 over the DC gives both an additional +1 and +2 to the respective rolls. If the weather roll gets raised out of the “Terrible storm” category by these modifiers alone (e.g. A natural 3 with a +1 modifier), the weather clears, losing the -4 to all checks. This can only be attempted once per trip, and you must spend a full day on land before attempting the check again.
  • Assist in a check: Beating a DC 10 in the check someone else is performing will give a +2 to their roll. You must state you are assisting before the roll is made. Up to four people can assist someone, totaling a potential +8 to the roll.

Each character may perform one check per day. These are not an exhaustive list, and creative uses of skills can get for different bonuses.

Random Events.

The oceans are unpredictable. This is represented by rolling a percentile die. While the events are decided behind the DM screen, the roll to determine if something good, bad, or neutral happens is made by the players. This happens as such.

  • 90-100 – Favorable event. Possible events include catching a lot of fish, discovering an uncharted island, or finding floating treasure.
  • 40-89 – No event or neutral event. This could be a boring day, or something interesting that isn’t in particularly good or bad. It could be an event that could end either good or bad depending on the PC’s actions.
  • 1-39 – Unfavorable event. Possible events include random encounters (skill challenges and combat), damage to the ship, sickness, or infested food. Some of these will give rewards, but only after significant obstacles are overcome.


After all other rolls occur, you move the ship the number of squares allowed based on the weather and event rolls. Movement is akin to moving in combat, each square is 1 movement, and diagonal movements count as 1.


Helena is immune to almost all damage from spells and weapons used for fighting humanoids. Cannons, ballistae, and other siege weaponry however can cause serious damage. Helena has a base AC of 15 which can be improved through upgrades. Every hit does 1 damage to a section of the ship. Places she can be damaged are as follows:

  • Mast: -4 to Perception checks unless you make an Acrobatics DC 15.
  • Sails: +5 to the DC of Acrobatics rolls.
  • Deck: Damage one crew member (damage to crew depends on the weapon fired)
  • Hull: -2 to AC and chance for hull leak
  • Cargo Hold: Lose 1 slot of cargo.
  • Structural: -1 movement

These can be repaired at most ports, usually over the course of a week at minimum. If the hull is ever damaged 5 times, your ship begins to sink.


On top of basic repairs, Helena can be upgraded for a price. This price will vary greatly based on the availability of work to scarcity of supplies to how well you can haggle. Places she can be upgraded are as follows:

  • Mast: Additional +2 to Perception checks. Static +2 to Random Events rolls
  • Sails: +2 to Acrobatics checks when using the sails. Static +1 to the weather roll
  • Cannons: Can be used to fire at opposing ships (Dex vs. AC)
  • Hull: +4 to AC
  • Cargo Hold: Add an additional slot in the cargo hold
  • Quarters: Add two additional crew member slots

All benefits of upgrades are lost while the respective section of the ship is damaged. The benefits are restored when repaired.


You can hire crew members if you have room on the ship. There is currently room for two additional crew members, but upgrades can allow for more. Crew members will give a variety of benefits. Some examples of crew members are as follows:

  • Fisherman – Catches fish while on the ocean. When you arrive in port, every day on the ocean he will catch 0-150g worth of fish. +2 to Nature checks while on the ocean.
  • Merchant – Makes trades when at a town. Upon reaching a town, makes 200-400g in trades (independent of your trades). +2 to Streetwise checks when finding trading information.
  • Deckhand – Assists with work on the ship. +2 to Acrobatics and Atheltics/Endurance checks at the start of the day and +1 to hit with cannons.
  • Cartographer – Creates maps and helps with planning routes. When reaching a new island, add it to the cartographer’s map. Every location he stops he sells his map for 100g per island. +1 to movement.

Crew members will be paid by room and board and from Elik’s cut of the profits. Gold gained by the crew goes to the ship’s coffers to be spent on upgrades, trading goods, and additional crew members.


Trading is a common way of making money with your ship. Taking advantage of your travel on the seas can make you significant profits.

Helena’s cargo hold currently contains two slots for trading goods. All goods are bought and sold in one slot increments.

Knowing where to buy and sell goods takes a knowledge of the area. Whenever in a town, you can make a Streetwise check to find out pertinent information. Information that can be gained includes:

  • Resources the town readily sells (sells below market price)
  • Resources the town demands (buys above market price)
  • Special characteristics about the town

Example: You reach a town. After talking with some of the shopkeepers and rubbing elbows with the dockworkers, you find the town produces iron and copper, consistently imports
ale and textiles, and the town sells in bulk (discount when buying multiple slots).

The higher the Streetwise check, the more information you discover about the town. How well you are known in the town, how long you have been there, and how friendly the people are will affect the success of the attempt. The information gained will not change, so plan your purchases accordingly.


Helena is Elik’s pride and joy. He named her after the story of Melora’s daughter of lore, who was fabled to have run away to the sea as a young child, never to return to her mother. Volcanoes are said to be Melora calling her daughter to return to her. At least that’s what Elik claims. No one else has heard of that story.

Helena, Daughter of Melora

Helena, Daughter of Melora Wiithepiiple