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Dungeon Master's Guide

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AIRBORNE AND WATERBORNE VEHICLES<br />

Ship Cost Speed Crew Passengers Cargo (tons) AC HP Damage Threshold<br />

Airship 20,000 gp 8 mph 10<br />

Galley 30,000 gp 4 mph 80<br />

Ke elboat 3,000 gp 1 mph<br />

Lo ngship 10,000 gp 3 mph 40<br />

Rowboat 50 gp ll/2 mph 1<br />

Sai ling ship 10,000 gp 2 mph 20<br />

Warship 25,000 gp 21/2 mph 60<br />

20<br />

6<br />

150<br />

3<br />

20<br />

60<br />

1 l3 300<br />

150 15 500 20<br />

1/2 15 100 10<br />

10 15 300 15<br />

ll 50<br />

100 15 300 15<br />

200 15 500 20<br />

In a dead calm (no wind), ships can't move under sail<br />

and must be rowed. A ship sailing against a strong wind<br />

moves at half speed.<br />

ISIBILITY<br />

A relatively calm sea offers great visibility. From a<br />

crow's nest, a lookout can spot another ship or a<br />

oastline up to 10 miles away, assuming clear skies.<br />

Overcast skies reduce that distance by half. Rain and<br />

-og reduce visibility just as they do on land.<br />

OWNING A SHIP<br />

At some point in your campaign, the adventurers<br />

might gain custody of a ship. They might purchase or<br />

capture one or receive one to carry out a mission. It's<br />

up to you whether a ship is available for purchase, and<br />

you have the power to deprive the adventurers of a<br />

hip at any time should it become a nuisance (see the<br />

-Shipwrecks" sidebar).<br />

Crew. A ship needs a crew of skilled hirelings to<br />

"unction. As per the Player's Handbook, one skilled<br />

hireling costs at least 2 gp per day. The minimum<br />

number of skilled hirelings needed to crew a ship<br />

depends on the type of vessel, as shown in the Airborne<br />

and Waterborne Vehicles table.<br />

You can track the loyalty of individual crew members<br />

or the crew as a whole using the optional loyalty rules<br />

in chapter 4. If at least half the crew becomes disloyal<br />

during a voyage, the crew turns hostile and stages a<br />

mutiny. If the ship is berthed, disloyal crew members<br />

leave the ship and never return.<br />

Passengers. The table indicates the number of Small<br />

and Medium passengers the ship can accommodate.<br />

Accommodations consist of shared hammocks in tight<br />

quarters. A ship outfitted with private accommodations<br />

can carry one-fifth as many passengers.<br />

A passenger is usually expected to pay 5 sp per day<br />

for a hammock, but prices can vary from ship to ship. A<br />

mall private cabin usually costs 2 gp per day.<br />

Cargo. The table indicates the maximum tonnage<br />

each kind of ship can carry.<br />

Damage Threshold. A ship has immunity to all<br />

damage unless it takes an amount of damage equal to or<br />

greater than its damage threshold, in which case it takes<br />

damage as normal. Any damage that fails to meet or<br />

exceed the damage threshold is considered superficial<br />

and doesn't reduce the ship's hit points.<br />

Ship Repair. Repairs to a damaged ship can be made<br />

. hile the vessel is berthed. Repairing 1 hit point of<br />

amage requires 1 day and costs 20 gp for materials<br />

and labor.<br />

THE SKY<br />

Flying characters can move from one place to another in<br />

a relatively straight line, ignoring terrain and monsters<br />

that can't fly or that lack ranged attacks.<br />

Flying by spell or magic item works the same as<br />

travel on foot, as described in the Player's Handbook. A<br />

creature that serves as a flying mount must rest 1 hour<br />

for every 3 hours it flies, and it can't fly for more than<br />

9 hours per day. Thus, characters mounted on griffons<br />

(which have a flying speed of 80 feet) can travel at 8<br />

miles per hour, covering 72 miles over 9 hours with two<br />

1-hour-long rests over the course of the day. Mounts that<br />

don't tire (such as a flying construct) aren't subject to<br />

this limitation.

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