Dungeon Master's Guide
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AIRBORNE AND WATERBORNE VEHICLES<br />
Ship Cost Speed Crew Passengers Cargo (tons) AC HP Damage Threshold<br />
Airship 20,000 gp 8 mph 10<br />
Galley 30,000 gp 4 mph 80<br />
Ke elboat 3,000 gp 1 mph<br />
Lo ngship 10,000 gp 3 mph 40<br />
Rowboat 50 gp ll/2 mph 1<br />
Sai ling ship 10,000 gp 2 mph 20<br />
Warship 25,000 gp 21/2 mph 60<br />
20<br />
6<br />
150<br />
3<br />
20<br />
60<br />
1 l3 300<br />
150 15 500 20<br />
1/2 15 100 10<br />
10 15 300 15<br />
ll 50<br />
100 15 300 15<br />
200 15 500 20<br />
In a dead calm (no wind), ships can't move under sail<br />
and must be rowed. A ship sailing against a strong wind<br />
moves at half speed.<br />
ISIBILITY<br />
A relatively calm sea offers great visibility. From a<br />
crow's nest, a lookout can spot another ship or a<br />
oastline up to 10 miles away, assuming clear skies.<br />
Overcast skies reduce that distance by half. Rain and<br />
-og reduce visibility just as they do on land.<br />
OWNING A SHIP<br />
At some point in your campaign, the adventurers<br />
might gain custody of a ship. They might purchase or<br />
capture one or receive one to carry out a mission. It's<br />
up to you whether a ship is available for purchase, and<br />
you have the power to deprive the adventurers of a<br />
hip at any time should it become a nuisance (see the<br />
-Shipwrecks" sidebar).<br />
Crew. A ship needs a crew of skilled hirelings to<br />
"unction. As per the Player's Handbook, one skilled<br />
hireling costs at least 2 gp per day. The minimum<br />
number of skilled hirelings needed to crew a ship<br />
depends on the type of vessel, as shown in the Airborne<br />
and Waterborne Vehicles table.<br />
You can track the loyalty of individual crew members<br />
or the crew as a whole using the optional loyalty rules<br />
in chapter 4. If at least half the crew becomes disloyal<br />
during a voyage, the crew turns hostile and stages a<br />
mutiny. If the ship is berthed, disloyal crew members<br />
leave the ship and never return.<br />
Passengers. The table indicates the number of Small<br />
and Medium passengers the ship can accommodate.<br />
Accommodations consist of shared hammocks in tight<br />
quarters. A ship outfitted with private accommodations<br />
can carry one-fifth as many passengers.<br />
A passenger is usually expected to pay 5 sp per day<br />
for a hammock, but prices can vary from ship to ship. A<br />
mall private cabin usually costs 2 gp per day.<br />
Cargo. The table indicates the maximum tonnage<br />
each kind of ship can carry.<br />
Damage Threshold. A ship has immunity to all<br />
damage unless it takes an amount of damage equal to or<br />
greater than its damage threshold, in which case it takes<br />
damage as normal. Any damage that fails to meet or<br />
exceed the damage threshold is considered superficial<br />
and doesn't reduce the ship's hit points.<br />
Ship Repair. Repairs to a damaged ship can be made<br />
. hile the vessel is berthed. Repairing 1 hit point of<br />
amage requires 1 day and costs 20 gp for materials<br />
and labor.<br />
THE SKY<br />
Flying characters can move from one place to another in<br />
a relatively straight line, ignoring terrain and monsters<br />
that can't fly or that lack ranged attacks.<br />
Flying by spell or magic item works the same as<br />
travel on foot, as described in the Player's Handbook. A<br />
creature that serves as a flying mount must rest 1 hour<br />
for every 3 hours it flies, and it can't fly for more than<br />
9 hours per day. Thus, characters mounted on griffons<br />
(which have a flying speed of 80 feet) can travel at 8<br />
miles per hour, covering 72 miles over 9 hours with two<br />
1-hour-long rests over the course of the day. Mounts that<br />
don't tire (such as a flying construct) aren't subject to<br />
this limitation.