Sailing Ship Vehicle in Faerûn | World Anvil
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Sailing Ship

Sailing ships are fast-moving designs focused on travel.   The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity (Thieves' Tools) check, or the door can be forced open with a successful DC 20 Strength (Athletics) check. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. Hanging lanterns cast bright light throughout the ship. Rigging on the ship can be climbed without an ability check. The ship has three 80-foot-tall masts with sails to catch the wind.   A sailing ship has the following features:
  1. Main Deck. Sailing ships have one mangonel attached to the deck. The weapon has 10 mangonel stones stacked and secured near it. A covered, 10-foot-square opening leads to the lower deck. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
  2. N/A
  3. Captain's Quarters. The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
  4. N/A
  5. N/A
  6. Forecastle. A ballista is attached to the deck. Ten ballista bolts are stacked and secured nearby. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  7. Quarterdeck. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. The ship's wheel stands at the aft of the quarterdeck.
  8. N/A
  9. Privy. Benches line the walls of this room. Four holes carved in them house chamber pots.
  10. Medical Cabin. Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
  11. Guest Cabin. This cabin is meant for guests along for the journey.
  12. Hold. This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
  13. Armory. The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
  A sailing ship requires a large crew to properly sail the vessel. A typical crew consists of a captain (bandit captain), first mate, bosun, quartermaster, and cook (nobles), and twenty-five sailors (commoners).    

Sailing Ship

Gargantuan vehicle (100 feet by 20 feet), unaligned
Armor Class: 15 (hull), 18 (helm), 12 (sails), 15 (ballista), and 15 (mangonel)
Hit Points: 300 (hull, damage threshold 15), 50 (helm), 100 (sails, -5 feet speed per 25 damage taken), 50 (ballista), and 100 (mangonel)
Speed: 45 ft

STR

20 +5

DEX

7 -2

CON

17 +3

INT

0 -5

WIS

0 -5

CHA

0 -5

Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhausted, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Creature Capacity. 30 crew, 20 passengers   Cargo Capacity. 100 tons   Travel Pace. 5 miles per hour (120 miles per day)

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.   Fire Ballista. Ranged Weapon Attack: +6 to hit, range 120/480 feet, one target. Hit: 3d10 piercing damage.   Fire Mangonel. Ranged Weapon Attack: +5 to hit, range 200/800 feet (can't hit targets within 60 feet of it), one target. Hit: 5d10 bludgeoning damage.   Move. The ship can use its helm to move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the ship can't turn. If the ship uses its sails, it can move 15 feet while sailing into the wind, 45 feet with no wind, or 60 feet while sailing with the wind.

Price
10,000 gp
Speed
5 mph

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