Page 191 - ghosts-of-saltmarsh
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Railing. The deck has a 3-foot-high rail around its A longship has the following features:
perimeter that provides half cover for Medium crea- Light. Hanging lanterns cast bright light over the deck.
tures and three-quarters cover for Small creatures Rigging. Rigging on the ship can be climbed without an
behind it.
ability check.
Rudder. The ship is steered by a rudder control on the
KEE LBOAT CABIN
aft of the deck.
The keelboat cabin bas the following features:
Sails. The longship has one 20-foot-tall mast with sails
Footlockers. Beneath each bed is a footlocker. The that can be used to sail the ship.
footlockers are iron and have AC 19, 18 hit points, and
immunity to poison and psychic damage. EXAMPLE LONGSHIP CREW
Furnishings. Two beds and a desk with a chair stand at A longship requires a crew of forty to properly sail or
the aft of the cabin. row the vessel and often carries extra passengers or
soldiers. If the characters are guests on a longship, the
L ONGSHIP crew consists of the following creatures. all of which
have proficiency with water vehicles in addition to their
Longships are vessels that rely on a rowing crew and
sails to move across the sea. These ships are typi- normal statistics:
cally used to carry soldiers into combat. The size of One captain (berserker)
a longship makes it easy for troops to get on and off Five other officers: a first mate, a bosun, a quartermas-
quickly, making it the perfect ship for engaging in sur- ter, a surgeon, and a cook (berserkers)
prise strikes. Thirty-four sailors (commoners)
LONGSHIP HULL
Garganluan vehicle (70 fl. by 20 fl.) Armor Class 15
Hit Points 300 (damage threshold 15)
Creature Capacity 40 crew, 100 passengers
Cargo Capacity 10 tons CONTROL: HELM
Travel Pace 5 miles per hour (120 miles per day) Armor Class 16
Hit Points 50
STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 0 0 0 Move up to the speed of one of the ship's movement compo-
nents, with one 90-degree turn. If the helm is destroyed, the
Damage Immunities poison, psychic longship can't turn.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, petrified, M OVEM ENT: OARS
poisoned, prone, stunned, unconscious Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 20 ft. (requires at least 20 crew)
A CTIONS
On its turn, the longship can take the move action below. It M OVEM ENT: SAILS
can't take this action if it has no crew.
Armor Class 12
Move. The longship can use its helm to move with its Hit Points 100; - 10 ft. speed per 25 damage taken
oars or sails. Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft.
while sailing with the wind
ROWBOAT ACTIONS
Large vehicle (10 ft. by 5 ft.) On its turn, the rowboat can take the move action below. It
can't take this action if it has no crew.
Creature Capacity 2 crew, 2 passengers
Cargo Capacity 0.25 tons Move. The rowboat can move using its oars.
Travel Pace 3 miles per hour (24 miles per day)
H ULL
STR DEX CON INT WIS CHA Armor Class 11
11 (+O) 8 (-1) 11 (+O) 0 0 0 Hit Points 50
Damage Immunities poison, psychic CONTROL AND M OVEM ENT: OARS
Condition Immunities blinded, charmed, deafened, Armor Class 12
exhaustion, frightened, incapacitated, paralyzed, petrified, Hit Points 25
poisoned, stunned, unconscious Speed (water) 15 ft.
Move up to the ship's speed, with one 90-degree turn. With-
out oars, the rowboat's speed is 0.
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