Page 187 - ghosts-of-saltmarsh
P. 187

APPENDIX A : OF SHIPS AND THE SEA

           The ocean is a vast and dangerous place, ripe with ad-  The Strength of a ship expresses its size and weight.
           venture both above and below the waves. This appendix   Dexterity represents a ship's ease of handling. A ship's
           expands the material available in the Player's Handbook   Constitution covers its durability and the quality of its
           and Dungeon Master's Guide, providing further re-  construction. Ships usually have a score of 0 in Intelli-
           sources for waterborne adventures.                gence, Wisdom, and Charisma.
                                                              If a ship has a 0 in a score, it automatically fails any
           SHIP STAT  B LOCKS                                ability check or saving throw that uses that score.
           To aid in running adventures where ships engage in   VULNERABILITIES, RESISTANCES, AND
           combat, undertake precise navigation, or face situations   lMMUNlTIES
           where their various capabilities become relevant, the   A ship's vulnerabilities, resistances, and immunities ap-
           following section presents new rules and stat blocks for   ply to all its components, unless otherwise noted in the
           a spectrum of vessels.                            stat block.
                                                              Ships are typically immune to poison and psychic
           BASIC  STATISTICS                                 damage. Ships are also usually immune to the following
           A ship stat block has three main parts: basic statistics,   conditions: blinded, charmed, deafened, exhaustion,
           components, and action options. Ships can't take any   frightened, incapacitated, paralyzed, petrified, poisoned.
           actions on their own. Without effort from its crew, a ship   prone, stunned, and unconscious.
           might drift on the water, come to a stop, or careen out
           of control.                                       ACTIONS
                                                             This part of the stat block specifies what the ship can
           SIZE
                                                             do on its turn, using its special actions rather than the
           Most ships are Large, Huge, or Gargantuan. A ship's   actions used by creatures. It even relies on its actions to
           size category is determined by its length or width,   move; it doesn't have a move otherwise. The ship's cap-
           whichever is longer. For instance, a ship that is 10   tain decides which actions to use. A given action can be
           feet long and 20 feet wide would use the size category   chosen only once during a turn.
           that has a 20-foot width, which means the ship is
           Gargantuan.                                       COMPONENTS

           SPACE                                             A ship is composed of different components, each of
           A ship doesn't have a square space unless its stat block   which comprises multiple objects:
           specifies otherwise. For example, a ship that is 20 feet   Hull. A ship's hull is its basic frame, on which the other
           long and 10 feet wide occupies a 20-by-10-foot space.   components are mounted.
             A ship can't move into a space that is too small to ac-  Control. A control component is used to steer a ship.
           commodate it. If it tries to do so, it crashes, as described   Movement. A movement component is the element of
           in the "Crashing a Ship" section (page 199).        the ship that enables it to move, such as a set of sails
                                                               or oars, and has a specific speed.
           CAPACITY
                                                             Weapon. A ship capable of being used in combat has
           A ship's stat block indicates how many creatures and   one or more weapon components, each of which is
           how much cargo it can carry. Creatures include both the   operated separately.
           crew of the vessel and any passengers who might ride
           along. Passengers don't generally engage in running   A ship's component might have special rules, as de-
           a ship, but they also don't need to be mere bystanders.   scribed in the stat block.
           Seasick merchants and marines thoroughly capable of
                                                             ARMOR CLASS
           facing menaces from the deep both count as passengers.
                                                             A component has an Armor Class. Its AC reflects the
             Cargo capacity notes the maximum amount of cargo a
                                                             materials used to construct it and any defensive plating
           ship can carry. A vessel can't move-or might even start
                                                             used to augment its toughness.
           taking on water- if its cargo exceeds this capacity.
                                                             HrT PorNTS
           TRAVEL PACE
                                                             A ship component is destroyed and becomes unusable
           A ship's travel pace determines how far the vessel can
                                                             when it drops to 0 hit points. A ship is wrecked if its hull
           move per hour and per day. A ship's movement-related
                                                             is destroyed.
           components (described later in the stat block) determine
                                                               A ship doesn't have Hit Dice.
           how far the vessel can move each round.
                                                             DAMAGE THRESHOLD
           ABILITY SCORES
                                                             If a ship component has a damage threshold, that
           A ship has the six ability scores (Strength, Dexterity,
                                                             threshold appears after its hit points. A component has
           Constitution, Intelligence, Wisdom, and Charisma) and
                                                             immunity to all damage unless it takes an amount of
           the corresponding modifiers.
                                                             damage that equals or exceeds its threshold, in which
           APPf:-iDIX  A  I 01- Sllll'S  \Nl>  fHF  SEA
   18b
 ~
   182   183   184   185   186   187   188   189   190   191   192