Ship
RUNNING A SHIP
This adventure contains the potential for lots of naval combat. Because of this, you need to note the type of ship the characters are using, it’s speed, required crew, AC, HP, and damage threshold. These statistics can be found in the “Ship Statistics” section.
When naval combat breaks out, have each vessel roll initiative separately from the rest of the characters. The ships have a bonus to initiative equal to the average bonus of the crew. For example, a ship crewed by mostly guards, who have a +1 to initiative, also has a +1 to initiative.
A ship can take the following actions on its turn; Attack, Dash, or Dodge. When a ship takes the Attack action, assume that it uses all its weapons so long as there are enough crew to use them (remembering that some weapons take multiple action to use). Taking the Dash action allows a ship to move twice as fast as it normally would, but may require a successful Strength check at the DMs discretion. A ship that Dodges is assumed to be manoeuvred in such a way as to make it harder to hit.
At times, the ship may have to make ability checks or saving throws, for example, to avoid a collision with rocks or an enemy vessel, or perhaps to avoid rocks whilst Dashing. Like initiative, refer to the average bonus of the crew.
Ships that are damaged can be repaired. 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 labour. Ships can also be upgraded (see the “Upgrades” section).
If you don’t think your players will enjoy this, you can run their ship for them, or ignore these rules altogether, and simply run the naval battles in a narrative fashion, relying heavily on the characters actions.
SHIP STATISTICS
Each ship presented below is given a number of diff erent statistics that tell you something about the ship’s requirements or capabilities.
Ship. This tells you the type of ship you are looking at.
Cost (gp). This tells you the cost to purchase or build such a ship in gold pieces.
Speed (mph). This tells you the speed of the ship in miles per hour, most useful for travel over long distances out of combat. Remember that ships with sails cannot move without a wind, but can potential move for 24 hours a day if the crew rotate and the wind stays favourable.
Speed (per turn). This tells you the how many feet a ship can move on its turn. This statistic is most useful during combat.
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 table. If the number of crew drops below this number, the ship cannot function at full capacity (not all weapons can be fi red, the ship’s speed is reduced by half etc.). The exact nature of the malfunction is determined by the DM. Should the number of crew fall below half this number, the ship cannot be used.
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 Dungeon Master’s Guide. 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. A Large creature takes up 4 spaces. Most ships are not designed for Huge or larger creatures to board. Accommodations consist of shared hammocks in tight quarters. A ship outfi tted with private accommodations can carry one-fi fth 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 (Tons). The table indicates the maximum tonnage each kind of ship can carry. This includes supplies such as fresh water and rations as well as treasure, but not the weight of any weaponry.
AC. This is the ship’s armour class, which functions in the same way as a character’s AC.
HP. This is the ship’s hit points, which functions in the same way as a character’s hit points.
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 superfi cial and doesn’t reduce the ship’s hit points.
Weapon Slots. This tells you the number of weapons the ship can be outfitted with. See the “Weaponry” section.
This adventure contains the potential for lots of naval combat. Because of this, you need to note the type of ship the characters are using, it’s speed, required crew, AC, HP, and damage threshold. These statistics can be found in the “Ship Statistics” section.
When naval combat breaks out, have each vessel roll initiative separately from the rest of the characters. The ships have a bonus to initiative equal to the average bonus of the crew. For example, a ship crewed by mostly guards, who have a +1 to initiative, also has a +1 to initiative.
A ship can take the following actions on its turn; Attack, Dash, or Dodge. When a ship takes the Attack action, assume that it uses all its weapons so long as there are enough crew to use them (remembering that some weapons take multiple action to use). Taking the Dash action allows a ship to move twice as fast as it normally would, but may require a successful Strength check at the DMs discretion. A ship that Dodges is assumed to be manoeuvred in such a way as to make it harder to hit.
At times, the ship may have to make ability checks or saving throws, for example, to avoid a collision with rocks or an enemy vessel, or perhaps to avoid rocks whilst Dashing. Like initiative, refer to the average bonus of the crew.
Ships that are damaged can be repaired. 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 labour. Ships can also be upgraded (see the “Upgrades” section).
If you don’t think your players will enjoy this, you can run their ship for them, or ignore these rules altogether, and simply run the naval battles in a narrative fashion, relying heavily on the characters actions.
SHIP STATISTICS
Each ship presented below is given a number of diff erent statistics that tell you something about the ship’s requirements or capabilities.
Ship. This tells you the type of ship you are looking at.
Cost (gp). This tells you the cost to purchase or build such a ship in gold pieces.
Speed (mph). This tells you the speed of the ship in miles per hour, most useful for travel over long distances out of combat. Remember that ships with sails cannot move without a wind, but can potential move for 24 hours a day if the crew rotate and the wind stays favourable.
Speed (per turn). This tells you the how many feet a ship can move on its turn. This statistic is most useful during combat.
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 table. If the number of crew drops below this number, the ship cannot function at full capacity (not all weapons can be fi red, the ship’s speed is reduced by half etc.). The exact nature of the malfunction is determined by the DM. Should the number of crew fall below half this number, the ship cannot be used.
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 Dungeon Master’s Guide. 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. A Large creature takes up 4 spaces. Most ships are not designed for Huge or larger creatures to board. Accommodations consist of shared hammocks in tight quarters. A ship outfi tted with private accommodations can carry one-fi fth 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 (Tons). The table indicates the maximum tonnage each kind of ship can carry. This includes supplies such as fresh water and rations as well as treasure, but not the weight of any weaponry.
AC. This is the ship’s armour class, which functions in the same way as a character’s AC.
HP. This is the ship’s hit points, which functions in the same way as a character’s hit points.
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 superfi cial and doesn’t reduce the ship’s hit points.
Weapon Slots. This tells you the number of weapons the ship can be outfitted with. See the “Weaponry” section.
Shiptype | Cost (gp) | Speed (mph) | Speed
(pr turn) |
Crew | Pass- engers | Cargo (tons) | AC | HP | Damage
Threshold |
Wep.
Slots |
---|---|---|---|---|---|---|---|---|---|---|
Bireme | 5,000 | 2 | 20 | 20 | 10 | 10 | 15 | 200 | 15 | 3 |
Caravel | 15,000 | 2 | 20 | 15 | 10 | 100 | 15 | 200 | 15 | 3 |
Coaster | 15,000 | 2 | 20 | 12 | 40 | 100 | 15 | 200 | 15 | 1 |
Cog | 10,000 | 2 | 20 | 4 | 20 | 40 | 15 | 100 | 15 | 1 |
Coracle | 20 | 1 | 10 | 1 | 1 | - | 11 | 15 | - | - |
Galleon | 15,000 | 3 | 25 | 30 | - | 50 | 15 | 300 | 20 | 5 |
Galley | 30,000 | 4 | 35 | 80 | - | 150 | 15 | 500 | 20 | 7 |
Keelboat | 3,000 | 1 | 10 | 1 | 6 | 0.5 | 15 | 100 | 10 | 2 |
Longship | 10,000 | 3 | 25 | 40 | 150 | 10 | 15 | 300 | 15 | 2 |
Rowboat | 50 | 1.5 | 15 | 1 | 3 | - | 11 | 50 | - | - |
Sailing Ship | 10,000 | 2 | 20 | 20 | 20 | 100 | 15 | 300 | 15 | 3 |
Warship | 25,000 | 2.5 | 20 | 60 | 60 | 200 | 15 | 500 | 20 | 10 |
Weaponry
Name | Cost (gp) | AC | HP | To Hit | Reach/Range (feet) | Hit | Actions |
---|---|---|---|---|---|---|---|
Ballista | 500 | 15 | 50 | +6 | 120/480 | 16 (3d10) piercing | load, aim, fire |
Cannon | 2,500 | 19 | 75 | +6 | 600/2,400 | 44 (8d10) bludgeoning | load, aim, fire |
Mangonel | 750 | 15 | 100 | +5 | 200/800 (not within 60) | 27 (5d10) bludgeoning | load, aim, fire |
Ram | 300 | 15 | 100 | +8 | 5 | 16 (3d10) bludgeoning | attack |
Scorpio | 150 | 15 | 30 | +5 | 120/360 | 11 (2d10) piercing | load, fire |
Side-shears | 100 | 19 | 25 | +8 | 5 | 11 (2d10) slashing | attack |
Upgrades
Effect | Cost (gp) | Time (days) | Result |
---|---|---|---|
AC +1 | 200 | 10 | speed (mph) -1 |
HP +1 | 100 | 10 | speed (mph) -1 |
repair 1 HP | 20 | 1 | none |
speed (mph) +1 | 50 | 10 | crew +10 |
weapon slots +1 | 200 | 10 | crew +3 |
Related Professions
Comments