The past few years in Hollywood have been a blessing and a curse for gaming groups. Lord of the Rings and Harry Potter have breathed new life into the fantasy genre and I don’t care what the numbers say, I think kids ARE reading more books because of it, damn it. Then again, how many more elven archers in the group does any one DM need? It gets worse: just as the last movie was leaving theatres another storm was brewing, but this time the sensation centered around drunk, crazy pirates with mysterious accents. Yes, Pirates of the Caribbean has made its contribution to adventure on the high seas in D&D, or at least it would if the Core rules supported such things.
The Dungeon Master’s Guide, v3.5 says a few words about medieval artillery like ballistae and catapults and Stormwrack expands on all things salty but if you’re looking for more varieties of naval vessels or enhancements to add to base models to help spice things up, this article is for you. Enjoy.
Life Aboard a Ship
Depending on the rigidity of the rules on a ship and the discipline of the sailors, most crews are divided into watches of enough sailors to maintain control of the ship and see to its basic functions. Typical watches are 4 hours long, twice daily. During the time when a sailor is not on watch, he can spend his time as he pleases. On most merchant ships, this schedule is rarely interrupted; but on ships of war the entire crew can be called on deck during an attack or to defend the ship.
Though some ships are quite large, space is still at a premium. There are very rarely quarters available for the majority of the crew or passengers. Much of the “living” space available on a ship is open space below decks and for lucky crews, large rooms below decks or in the forecastle or sterncastle of bigger ships. Most sailors prefer to sleep on the weather deck with the nights are clear, only retiring below when the weather is bad enough to keep them from resting in the open air. Officers sometimes have their own tiny quarters below deck, with the space doubling as their office as well. If there are any important passengers on board (or well paying passengers), an officer might be bumped out of his quarters to sleep with the rest of the crew. The master or captain normally has his own cabin, though on smaller ships these can be small and cramped as well.
Ships
Below are several types of ships available; they each have stat blocks briefly explained below.
Seaworthiness and Shiphandling: The modifiers to Profession (sailor) checks made to perform various actions. Seaworthiness is checked when attempting to prevent the ship from sinking, foundering, etc. and shiphandling when attempting anything that tests the ship’s agility and nimbleness.
Overall AC and section AC: Overall AC is used if someone attacks the ship, only trying to hit any part of it, and section AC is used when a specific area is targeted.
Hull sections: The number of sections the ship has in its hull. The number in parenthesis is the number of sections that if destroyed will result in the ship sinking immediately.
Rigging sections: This indicates how many sections of rigging the ship is equipped with. Generally, each rigging section is equal to one mast; a ship that loses all of its rigging sections is demasted and dead in the water.
Ram: The damage the ship deals on impact per 10 feet of current speed. Note: when ramming, ships sustain the same amount of damage they deal to their target.
Mounts: Mounts describe open deck space that can be reinforced for mounting weapons and other enhancements.
Height: This indicates how high above the waterline the main deck is.
Deck: This describes the type of deck and number of decks on the ship. “Full” indicates the weather deck is a full, unbroken deck from bow to stern. “Partial” means that the deck does not run the entire length or width of the ship. The number in parentheses indicates the number of decks (including the weather deck but not including the castles).
Complement: The total number of small or medium humanoids that can normally be carried as crew and passengers.
Watch: The minimum number of crew to maintain control of the ship. This includes lookouts, helmsmen, and sailors to adjust sails. The number can also include the number of rowers necessary for the ship to achieve their oared speed.
Cargo: this is how many tons the ship can hold in cargo, both in space and weight. It also shows at what point cargo will affect the ship’s speed. Enhancements to the ship with a substantial weight are still counted against this total, potentially slowing the ship down.
Caravel
Caravels are small and highly maneuverable two- or three-masted ships that are used on long ocean voyages. Their smaller size and lighter frame allows them to be used in shallower areas and upriver in costal waters but they are seaworthy enough to easily survive lengthy ocean trips. Some caravels are armed and can be specialized fighting ships since their speed and maneuverability make them good at hit and run tactics, escort missions, and sometimes piracy. Caravels can be also used as passenger transport ships and as small merchant ships.
Most caravels tend to have a low sterncastle that stretches from their mizzenmast to the stern of the ship and a low or no forecastle. Caravels generally have 3 flush decks including their upper weather deck.
Caravel (2 masts): Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind x 30 ft. (average); Overall AC -3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Deck: full (3); Complement 30; Watch 7; Cargo 120 tons (Speed wind x 15 ft. if 60 tons or more); Cost 10,000 gp.
Caravel (3 masts): Colossal vehicle; Seaworthiness +4; Shiphandling +0; Speed wind x 25 ft. (average); Overall AC -3; Hull sections 40 (sink 10 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 3 light and 1 heavy; Space 75 ft. by 25 ft.; Height 10 ft. (draft 10 ft.); Deck: full (3); Complement 40; Watch 8; Cargo 150 tons (Speed wind x 15 ft. if 75 tons or more); Cost 12,500 gp.
Carrack
Carracks are versatile three- or four-mast sailing ships. Because of their huge size, they both make good merchant ships (because of their large holds) and ships of war (because they can mount many weapons). They are also excellent for extended overseas voyages, large enough to handle open water and able to carry plenty of provisions for the crew and passengers.
A standard carrack has a full forecastle and sterncastle, with the sterncastle stretching from the mizzenmast (and sometimes mainmast) to the stern of the ship and a forecastle from the foremast to the bow. Most carracks have 4 flush decks including their upper weather deck.
Carrack (3 masts): Colossal vehicle; Seaworthiness +4; Shiphandling -2; Speed wind x 25 ft. (average); Overall AC -3; Hull sections 100 (sink 25 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 5d6; Mounts 8 light and 3 heavy; Space 110 ft. by 30 ft.; Height 15 ft. (draft 15 ft.); Deck: full (4); Complement 300; Watch 15; Cargo 300 tons (Speed wind x 15 ft. if 250 tons or more); Cost 45,000 gp.
A great ship is a huge carrack, used by very wealthy merchants or as flagships in a fleet. They have a monstrous sterncastle that covers the entire quarter-deck and usually has a second deck on the sterncastle starting at the mizzenmast and sometimes a third deck that covers the jiggermast to the stern. The also have a multideck forecastle that starts at the foremast and continues to the bow. Great ships have 4 to 5 flush decks including the upper deck.
Great Ship (4 masts): Colossal vehicle; Seaworthiness +6; Shiphandling -4; Speed wind x 25 ft. (poor); Overall AC -3; Hull sections 240 (sink 60 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 4; Rigging hp 80 (hardness 0), AC 1; Ram 6d6; Mounts 12 light and 4 heavy; Space 150 ft. by 40 ft.; Height 20 ft. (draft 20 ft.); Deck: full (5); Complement 500; Watch 20; Cargo 500 tons (Speed wind x 15 ft. if 250 tons or more); Cost 60,000 gp.
Galley
Galleys have two masts and can be powered with oars or sails. Galleys are primarily built for war, equipped to carry onboard weapons, large complements of marines and archers and use oars for greater maneuverability and to attack other ships against the wind. Smaller galleys are used primarily in coastal waters, but the larger galleys are capable of ocean travel if necessary. Because of their slow wind speed and necessity to house rowers few galleys are used as merchant ships, but some retired larger military vessels are converted to use their rowing decks and living space for cargo and move only under power of their sails with a light crew.
The biggest galleys are the largest ship next to the carrack. Medium and Large galleys are fully decked, but small galleys only have a partial deck on its fore, stern, and around the sides, and holes where the rowers sit with a walkway running between their two rows. Because of their slow wind speed and necessity to house rowers few galleys are used for merchant ships though some retired military vessels are sometimes modified to use their rowing decks and living space for cargo and move only under power of their sails. Medium galleys modified in this way have a no oar speed, a complement of 100, and a cargo space of 400 tons. Large modified galleys have no oar speed, a complement of 140, and a cargo space of 500 tons. Because of their small cargo space and open deck, small galleys are not modified.
Small galleys usually have only a single mast and a partial upper deck. The upper deck wraps the inside of the ship, but has open space left for rowers a half deck down and stairs and a walkway between them. A small galley will usually have a small sterncastle but no forecastle. The rowers usually are one to an oar and are not covered by the deck, but are generally protected somewhat by the sides of the ship. Small galleys usually only have one lower deck that is used for provisions and cargo. Because of their space limitations, small galleys are usually used in costal waters and on short military missions in fleets. Their primary function is to ram enemy ships and have their complement of marines board the enemy vessel.
Small Galley: Colossal vehicle; Seaworthiness -2; Shiphandling +0; Speed wind x 15 ft., or oars 20 ft. (good); Overall AC -3; Hull sections 32 (sink 8 sections); Section hp 50 (hardness 5); Section AC 3; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 1 light and 1 heavy; Space 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Deck: partial (2); Complement 100; Watch 3 plus 70 rowers; Cargo 40 tons (Speed wind x 15 ft. or oars 15th. if 20 tons or more); Cost 12,000 gp.
Medium galleys have 2 masts and a full weather deck. They have a small sterncastle and sometimes a forecastle as well on which to mount weapons. Their rowers are completely protected and are contained on their own deck below the weather deck. Medium galleys have more room for storage and a larger complement than a small galley, but space is still limited and conditions are sometimes cramped. However, because of their full deck some medium galleys are modified as merchant ships by turning the rower’s deck into cargo space and using only their sails to move. Medium galleys modified in this way have no oar speed, a complement of 100, and a cargo space of 400 tons.
Medium Galley: Colossal vehicle; Seaworthiness +0; Shiphandling +2; Speed wind x 20 ft., or oars 30 ft. (average); Overall AC -3; Hull sections 60 (sink 15 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 4d6; Mounts 4 light and 2 heavy; Space 100 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Deck: full (3); Complement 200; Watch 7 plus 100 rowers; Cargo 150 tons (Speed wind x 10 ft. if 75 tons or more); Cost 25,000 gp.
Great galleys almost rival the great ships in size. Great galleys are very large and have 3 masts. They have a full weather deck and large forecastles and sterncastles with mounted weapons and positions for archers. Their rowers are protected on their own deck and sometimes great galleys have a second deck for rowers as well. Most great galleys can have 4 full decks including the weather deck and have plenty of room for cargo, passengers, and provisions. Because of their large size, some great galleys are also modified to be merchant ships. Modified great galleys have no oar speed, a complement of 140, and a cargo space of 500 tons.
Great Galley: Colossal vehicle; Seaworthiness +0; Shiphandling -2; Speed wind x 15 ft., or oars 20 ft. (poor); Overall AC -3; Hull sections 78 (sink 19 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging hp 60 (hardness 0), AC 1; Ram 6d6; Mounts 6 light and 3 heavy; Space 130 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Deck: full (4); Complement 300; Watch 10 plus 160 rowers; Cargo 150 tons (Speed wind x 10 ft. if 75 tons or more); Cost 35,000 gp.
Ship Enhancements
Armor Plating: You can increase the hit points and hardness of any vehicle by adding armor to any 10-foot section (other than rigging). All statistics below are per inch of thickness. Each layer takes damage separately. Damage left over after an outer layer is destroyed is dealt to the next layer inward; hardness is applied a second time if the new layer is a different material.
Masterwork Controls: Whether it's a finely tuned wheel that allows delicate adjustments to the rudder, or a complex harness system that directs the draft creatures with just a flick of the wrist, it's possible to get more performance out of a vehicle by improving its control system. Masterwork controls provide a +2 circumstance bonus on Handle Animal or Profession (sailor) checks made by the driver. The cost depends on the vehicle's size (its weight does not change). Cost: 300 gp (Medium-size), 600 gp (Large), 1,200 gp (Huge), 2,400 gp (Gargantuan), 4,800 gp (Colossal).
Passenger Spaces: Available cargo space can be converted for passenger use and increase the compliment size of the ship; one ton (2,000 pounds) of cargo space can accommodate one Medium-size or smaller passengers comfortably. This space is similar to what the crew uses and usually consists of cramped bunk beds or strung hammocks. Twice as many can squeeze into passenger space for short periods of time, but they are too cramped to fight effectively and are considered fatigued after an hour's travel. Cost: 200 gp per ton.
Passenger Spaces, Fancy: As above, but the passenger quarters are semi private and may consist of a tiny partitioned room on the ship. This space is similar to what officers use as their quarters and offices. It takes three tons of cargo space to accommodate one passenger at this level of comfort. Cost: 600 gp per ton.
Passenger Spaces, Luxury: As above, but the passenger quarters are much roomier, decorated, and private. This space is similar to what the master of the ship uses as his office and private quarters. Each luxury passenger space takes up six tons of cargo space. Cost: 1,500 gp per ton.
Ramming Prow/Plate: Vehicles equipped with a ramming prow take half damage from ramming attacks they initiate. (Normally, rams deal equal damage to both the target and the ramming vehicle.) The weight and cost depend on the vehicle's size. Weight: 500 lb. (Large), 1,000 lb (Huge), 2,000 lb. (Gargantuan), 4,000 lb. (Colossal); Cost: 500 gp (Large), 1,000 gp (Huge), 3,000 gp (Gargantuan), 5,000 gp (Colossal).
Rotating Platform: This low platform mounted on rollers doubles the fire arc of a siege engine (so catapults have 180-degree fire arcs, and ballistae can fire in any direction). A rotating platform doubles the number of crew required to operate the siege engine. Weight: 1,000 lb.; Cost: 500 gp.