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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