The Valaina Vailë
Newly repaired as a group effort by Good Omens, the Valaina Vailë is a sailing ship (see Ship stat block below). It's name could mean "Belonging to the Divine" or "Wind of the Divine". She sails with a crew of 10 (see Crewmate stat block further below).
Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table.
You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the DMG. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
Cargo. The table indicates the maximum tonnage each kind of ship can carry.
Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points.
Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.
15
11
14
10
10
11
Ship (Sailing)
Vehicle
Varies
Sailing Ship
Speed | 3 mph |
Crew | 10 |
Passengers | 10 |
Cargo | 20 |
AC | 14 |
HP | 300 |
Damage Threshold | 13 |
Crewmate
Medium Humanoid (any race, Sailor, Any
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed:
28 ft
Swim: 20 ft
Climb: 20 ft
STR
15
( +2 )
DEX
11
( +0 )
CON
14
( +2 )
INT
10
( +0 )
WIS
10
( +0 )
CHA
11
( +0 )
Skills Athletics +3, Intimidation +2, Acrobatics +1
Senses passive Perception 10
Languages Common
Challenge Rating 1/2
Proficiency Bonus +2
Pack Tactics: The thug has advantage on an Attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Actions
Multiattack. The crewmate makes two melee attacks. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.
Owning Organization