Page 119 - Dungeon Master's Guide
P. 119

AIRBORNE  AND  WATERBORNE  VEHICLES
         Ship            Cost     Speed   Crew    Passengers   Cargo (tons)   AC   HP   Damage Threshold
         Airship     20,000 gp   8 mph     10        20         1         l3     300
         Galley      30,000 gp   4 mph     80                  150        15     500          20
         Keelboat     3,000 gp   1 mph                6         1/2       15     100          10
         Longship    10,000 gp   3 mph     40        150        10        15     300          15
         Rowboat        50 gp   ll/2 mph   1          3                   ll      50
         Sailing ship   10,000 gp   2 mph   20       20        100       15      300          15
         Warship     25,000 gp   21/2  mph   60      60        200       15      500          20
          In a dead calm (no wind), ships can't move under sail   THE SKY
        and must be rowed. A ship sailing against a strong wind
        moves at half speed.                              Flying characters can move from one place to another in
                                                          a relatively straight line, ignoring terrain and monsters
         ISIBILITY                                        that can't fly or that lack ranged attacks.
        A relatively calm sea offers great visibility. From a   Flying by spell or magic item works the same as
        crow's nest, a lookout can spot another ship or a   travel on foot, as described in the Player's Handbook. A
         oastline up to 10 miles away, assuming clear skies.   creature that serves as a flying mount must rest 1 hour
        Overcast skies reduce that distance by half. Rain and   for every 3 hours it flies, and it can't fly for more than
        -og reduce visibility just as they do on land.    9 hours per day. Thus, characters mounted on griffons
                                                          (which have a flying speed of 80 feet) can travel at 8
        OWNING A  SHIP                                    miles per hour, covering 72 miles over 9 hours with two
        At some point in your campaign, the adventurers   1-hour-long rests over the course of the day. Mounts that
        might gain custody of a ship. They might purchase or   don't tire (such as a flying construct) aren't subject to
        capture one or receive one to carry out a mission. It's   this limitation.
        up to you whether a ship is available for purchase, and
        you have the power to deprive the adventurers of a
         hip at any time should it become a nuisance (see the
        -Shipwrecks" sidebar).
          Crew. A ship needs a crew of skilled hirelings to
        "unction. 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. 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
         mall 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
        . hile the vessel is berthed. Repairing 1 hit point of
         amage requires 1 day and costs 20 gp for materials
        and labor.
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