The Bloodsworn

DEFENSE

**AC** 2; **Hardness** 5 **hp** 1,620 (sails 360) **Base Save** +6  

OFFENSE

**Maximum Speed** 90 ft. (wind **Acceleration** 30 ft. **CMB** +8; **CMD** 18 **Ramming Damage** 8d8  

STATISTICS

**Propulsion** wind or current **Sailing Check** [Profession](https://www.d20pfsrd.com/skills/profession) (sailor) **Control Device** steering wheel **Means of Propulsion** 90 squares of sails (three masts) **Crew** 20 min **Decks** 2 or 3 **Cargo/Passengers** 150 tons/120 passengers **Weapons** Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. In addition, up to two Large or one Huge direct-fire or indirect-fire siege engines may be positioned on both the forecastle and sterncastle of the ship. These siege engines can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position.  

CREW

  • First Mate Parker Stormtouch (CN male human sorcerer) - Knows how to sail and has had to often “kept the motor running” as the Bloodsworn came into port “hot.” He loves the ocean but loves the pay as well. Doesn’t involve himself in the business of the Away Team. As long as the crew gets paid well, he doesn’t care what they do. Sometimes their actions have brought trouble to the ship.
  • Wymon Stormtouch (CN male human rogue), Parker’s younger brother. Wanted to be a member of the “Away Team”. Always wears a red shirt (red is his favorite color). Parker prefers to keep him on the ship since Wymon tends to have “questionable judgment” at times.
  • Gylda Coppergrave (NG female half-orc barbarian) - Crew Moral Officer (enforcer, keeps the peace).
  • 17 diehard sailors - Profession (Sailor) 4, 7gp per week each.
  • To pay the crew, 140 gp per week, 560 gp per month. They tend to be paid monthly since the Bloodsword adventuring party usually picks up at least one mission per month that can pay the crew.
 

EQUIPMENT

**Armaments** 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters **Modifications** ram, rapid-deploy sails, silk sails, 2 smuggling compartments  

FINANCIALS

  People tend to get into the shipping life because they love the freedom of being their boss and travelling. It’s not a huge money-making venture. As shown above, keeping the crew paid and happy can be expensive. Ships don't work like a business. If you own a shop in town, you can check how it is doing each day. You can collect small amounts of money daily from the receipts, which are conceptually what happens with the downtime rules.*   Trading ships buy cargo, move to a different port and see the prices. If there is demand for their cargo, they can make a profit. If someone made port a week before with a huge amount of the same cargo they have now, there might be nobody in port that wants the cargo your ship is carrying. If you had really bad luck and didn't check your sources before you left you may have actually purchased cargo that originated from the port you just sailed to, and you paid more for it than they sell it for here. Trading long distances is a boom or bust business. Huge upfront expenses, the high risk from pirates, storms, and mutiny, and long waiting periods before they pay off.   A mix of trade, passengers, and adventuring financed the Bloodsworn. When the party went out on a mission, everyone in the party received an equal cut. The ship was also considered a party member, and a calculated potion was given to the ship. So rather than dividing loot by the five adventurers, it was divided into six - the five members and the ship.   Sometimes the crew made extra. Sometimes not. The captain tried to subsidize this with trade goods and passengers to ensure his crew always had coins in their pockets. He knew some of the men had families that depended on their wages, and since they didn’t get to come home often, they could at least make sure the family was taken care of.  

PASSENGERS

  There are prices for passage in various equipment lists, they are all pleasantly consolidated at d20PFSRD.com under "[Hirelings, Servants, and Services](http://www.d20pfsrd.com/equipment---final/goods-and-services/hirelings-servants-services)." Obviously these are base prices, and you're welcome to modify them for various in-game conditions.*   On the Arcadian Ocean, you pretty much need to take the larger ships, galleys, and such are constrained to the more stable Inner Sea. So you're looking at a sailing ship, or maybe a keelboat but most of them won't be making 100-mile treks; they'll be coasters going fishing or whatnot. So call it a sailing ship, 2 sp/mile per person (so for 100 miles, 20 gp/head). The carriage and horses will be a lot more - the horses will be 4x a person minimum, just based on size. It'd be cheaper to sell and buy new horses when they arrive. The carriage is fairly fragile cargo, so I'd swag it out at 200 gp.*   It can be worth it to book passengers and their cargo.
Owner
Crew