I need a sight range for a ship at sea in 5e.
This is important because I'm using a virtual tabletop and using fog of war. This seems like a stat that would be part of the ship's stat block, but such a stat is nowhere to be found.
dnd-5eghosts-of-saltmarshvehiclesvision-and-light
I need a sight range for a ship at sea in 5e.
This is important because I'm using a virtual tabletop and using fog of war. This seems like a stat that would be part of the ship's stat block, but such a stat is nowhere to be found.
If we're going with a strict reading, then if you're seeing the medusa's eyes from beyond its range, then you -- the remote viewer -- do not need to make a saving throw.
When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature.
Your familiar will need to make a save, of course, if they are within 30ft of the medusa.
If you are within 30ft of the medusa and use your familiar to see, and you see the medusa's eyes, then it depends on the final clause of that rule: if the medusa isn't incapacitated and can see the creature.
Let's imagine you are a resource-depleted familiar-owner hiding from the medusa in an abandoned building. She is only 25ft away from you, but is unaware of your location and cannot see you due to being in total cover from a stack of crates. Then, you look through your familiar's eyes (a spider) to scout the area, but end up looking straight into her eyes.
In the above scenario, you do not make the saving throw, but your familiar does. It would potentially be a traumatizing event though, being in the mind of a creature as it is being petrified.
Otherwise, if you had failed your Stealth check and the medusa actually can see you, and then you scout via your familiar and end up looking into her eyes through the familiar, then yes you will need to make a saving throw.
Strictly speaking, as long as the four conditions are met, you have to make a saving throw.
It doesn't matter where your sight comes from as the first condition is not "that can see the medusa's eyes through its own eyes".
I'm reminded of spells such as Misty Step, which allow you to teleport to any unoccupied space you can see within 30ft of you (even if you're seeing through the eyes of your familiar).
As for the case of controlling another creature, that depends on how you are "controlling" them. If it is through Dominate Monster, for example, then only the creature you have controlled makes the save.
But more likely, you're asking about Magic Jar. If you are possessing the body of another creature in this way (your soul leaves your body and steals the body of another living creature), then from the wording of this particular spell, your soul and the possessed creature's body are considered as one creature. You -- the possessor -- must make the saving throw using the stats of the possessed body. If you fail the save, the body you are possessing becomes petrified. If that body also dies, your soul may leave that dead body and go elsewhere.
As for should your original body be petrified along with the possessed body, that depends on if your true body is within 30ft of the medusa. If it is, then you must also make a saving throw with your actual stats.
So I have not used Roll20 in a couple of years (or play D&D over those years unfortunately), but here is what I used to do for my players in situations where they were in the dark without a light (or otherwise had very low visibility). I would turn on Dynamic Lighting but turn off Global Illumination. Then for each of their tokens I would go to the advanced setting, make them emit light out to 5 ft and unselect All Players See Light. That way each player could see what was right next to them but would not see the other players if they were far apart. I also asked my players to not move too quickly (especially outside of combat when they are not taking turns) and they were pretty good at stopping or asking questions when they butted up against something or someone. Also you might try to incentives them asking questions in ways that do not reveal information to other players. "What am I seeing next to me?" instead of "IS THIS HIDEOUS CREATURE HOSTILE!?". In 5E they have ways to reward players for role playing well which could be adapted for this.
The disadvantage of this approach in your case is that if you only want small sections of the map not visible you will have to create a grid of light sources across the map and then turn off the ones where the Obscuring Mist should be.
That is what I have done in the past. Looking at the current offerings I think Advanced Fog of War is what you want. First of all, you can set the sight for each token (under the token's advanced settings):
tokens that emit light, or have a set view distance, clear fog dynamically as they're moved across the Page.
And they can only see what is in view for their token:
The fog cells that a token has revealed is saved for each token on a Page, so each player potentially can have a unique view of the same Page they are all currently exploring.
My suggestion would be to turn on advanced fog of war, set each token's sight to 5ft or however far you think they should be able to discern, use the Reveal Areas tool to reveal the whole map, and then use Hide Areas when something like Obscuring Mist is cast:
If you choose to reset the fog or manually hide areas, the areas within the Token's set sight or vision range can not be hidden from view.
Lastly, if the players need more than what they can see from the map when they uncover an area, I would "whisper" to that player. To help me be able to whisper fast enough I type up (in a text editor or word processor) whispers for things I know I want to share at some point. Then I can cut and paste them to the appropriate players. Of course the players are always going to ask about something that I have not prepared before hand, but hopefully these are not too frequent and all the players are patient while I type the answers to these questions.
Best Answer
As far as the people on it can
5e doesn't offer any rules for how far a ship can "see"; however, the DMG does have some default rules about visibility outdoors. According to these rules, characters can normally see about 2 miles out from ground (or sea) level, and 40 miles out if looking from a vantage point such as a hill or mountain "or are otherwise able to look down on the area around them from a height", though rain or fog can significantly reduce visibility (down to 1 mile in heavy rain, or merely a couple hundred feet in fog).
Applied directly, that would suggest that the crew of a ship in clear weather should be able to see about 2 miles (land, not nautical) to the horizon from the deck or 40 miles to the horizon from the crow's nest atop a mast. These rules don't offer any kind of middle ground between those extremes, and a viewing distance of 40 miles is not realistic for an actual ship, on which the crow's nest will be at best a few tens of meters above sea level - but it is all that the rules have to say about how far characters on a ship might be able to see.
Luckily, the formula for estimating horizon distance based on vantage height is simple and, if you assume the planet you're on has earthlike dimensions, there are online calculators which will do it for you. The world of Oerth from the Greyhawk campaign setting (in which Ghosts of Saltmarsh is set) is almost exactly Earth-sized, according to the 2e sourcebook The Adventure Begins (p.9):
The actual Earth's circumference is is about 24,900 miles, so the values determined by an Earth-based calculator will be near as makes no difference to Oerth. Popular alternative campaign setting the Forgotten Realms' default planet, (Abeir-)Toril, hasn't been specified with such precision so far as I can find, but the the 2e A Grand Tour of the Realms (p.4) does state it is "Earth-sized", so Earth-based vision measurements should also be valid there.
So, using such a calculator, we can easily figure out some more realistic vision distances for your ships. Using the heights of masts given for sample ships in Ghosts of Saltmarsh Appendix A (and assuming, possibly inaccurately, that the given mast height is measured from sea level rather than the deck), we get the following vision distances:
Larger ships with taller masts have an advantage in being able to spot other ships from further away. Of course, larger ships should also be easier to spot from a distance as their masts will be visible at much greater distance than the body of the ship... but observers from the top of a mast on a large ship would be able to see the body of a smaller vessel while only the tip of their mast is over the horizon, so would almost certainly spot the other ship first and could probably skirt it without being noticed.
In any event, ships that are close enough to meaningfully interact with each other would be able to see each other from their decks - barring unusual weather such as extremely heavy fog, in which case the vision range is up to the DM's determination of the weather.