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.