Contents Medieval 2 Vehicle Construction Kit: Summary ...... 2 Medieval Ships Crew ...... 3 This supplement provides Dungeons & Dragons statistics for a variety of medieval ships. You do not require the Vehicle Galleys 4 Construction Kit to use these ships, but it is recommended for detailed information about a vehicle's components...... 4 Byrding Some ships in this supplement use weapons from VCK 4: ...... 5 Artillery. Statistics are provided here so you can play without ...... 6 that supplement. However, it is recommended you use VCK 4 for more detail, including gunpowder and ammunition costs, ...... 6 , Light alternate ammunition types, and the magazine component. Longship, Medium ...... 7 Recharge notation is given for rate-of-fire. Longship, Heavy ...... 8 ...... 9 Credits 10 , Light ...... Version 1.2 Dromon, Medium ...... 11 Author. Duncan Timiney (Marasmusine) 4 Dromon, Heavy ...... Images. All images are public domain or CC0 (creative commons no-attribution). Ships 2 Format. http://homebrewery.naturalcrit.com/ Cogs ...... 4 , ...... 4 If you have any questions or feedback, you can email me at Cog, War ...... 4 [email protected] Hulk ...... 4 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Junks ...... 4 Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast ...... 4 , Fishing product names, and their respective logos are trademarks of Zaw ...... 4 Wizards of the Coast in the USA and other countries...... 4 This work contains material that is copyright Wizards of Kakam the Coast and/or other authors. Such material is used with 4 Junk, Grand ...... permission under the Community Content Agreement for Dungeon Masters Guild. 2 Boats All other original material in this work is copyright 2019 by ...... 4 Duncan Timiney and published under the Community Foar-Oar Rowboat Content Agreement for Dungeon Masters Guild. Longboat ...... 4 Appendix A: Optional Rules 2 Storms at Sea ...... 4 Rocks and Icebergs ...... 4 Flooding ...... 4 Sinking ...... 4 Sample file

1 Medieval Ships his supplement represents galleys and ships Ships are maneuvered with a tiller and , or side- that were common prior to the age of , mounted steering oars. Typically a has one or two masts before the invention of full sailing rigs or ship's with simple square made from dense wool or . wheels. These systems are not advanced enough to routinely navigate Medieval ships are usually -built: the rough waters of large oceans, so trade and warfare is constructed from overlapping side planks held restricted to coastlines, rivers and inland seas. Ttogether with clinker nails, caulked with wool All the vehicles presented in this supplement have the fabric and tar. following traits: Objects. Ships are are objects that are immune to poison and psychic damage. Medieval Ships Summary Ship Cost Speed (mph) Crew Passengers Quarters Cargo (tons) AC HP DT Foar-Oar Rowboat 180 gp 5 4 8 – 0.6 13 75 5 Longboat 250 gp 5½ 11 12 – 1.2 13 100 5 Byrding 455 gp 9 13 2 – 5 15 150 5 Junk, Fishing 700 gp 9 3 4 – 12 15 240 10 Knarr 800 gp 7 7 5 – 21 15 220 10 Birlinn 1,075 gp 10½ 39 – – 0.25 15 130 5 Longship, Light 1,100 gp 10½ 43 – – 0.6 15 130 5 Longship, Medium 1,480 gp 10½ 63 – – 0.8 15 160 5 Longship, Heavy 2,950 gp 12 128 – – 1.5 15 200 10 Dromon, Light 4,230 gp 13½ 104 24 – 1 15 210 10 Cog, Trade 5,760 gp 2 15 10 Yes 57.5 15 320 15 Dromon, Medium 6,300 gp 14 168 34 – 1.5 15 250 10 Cog, War 6,510 gp 9 53 110 – 7.5 15 280 10 Hulk 7,250 gp 9 16 24 Yes 120 15 400 15 Zaw 8,790 gp 10 43 20 Yes 4 15 370 10 Kakam 10,120 gp 10 23 17 Yes 1.5 15 340 10 Dromon, Heavy 10,330 gp 14 278 50 – 2.5 15 280 15 Junk, Grand 153,000 gp 14 122 368 Yes 800 15 1,070 30

Cost. The cost of the ship and any boats it carries. It does not include the cost of supplies, ammunition or gunpowder. Speed. The vehicle's speed in a light wind in broad reach, and with the rowing team working in shifts if applicable. Passengers includes any combination of paying passengers and . Quarters. Most medieval ships do not have quarters. If the ship does not have quarters the crew must rely on being able to stop at night near a settlment, or to beach at an area with fresh water. Long journeys venturing into open ocean are risky. The crew may be exposed to extreme environments (Dungeon Master's Guide p. 110) and cargo space must be devoted to food and drink. DT. TheSample vehicle's damage threshold. file

2 Crew Ship descriptions use the following generic terms.

A "steerer" or "tiller" is the primary sailor for piloting the vessel (with steering oars or a tiller respectfully). "Helm crew" includes additional sailors required for moving or steering the vessel, by operating additional steering oars, assisting the tiller operate larger , and handling anchors. "Rowers" operate the ship's oars, and are overseen by "superintendants". Except during battle, rowers work in two shifts, with half the oars operating at one time. Off- shift rowers are trimmers, moving their position on the to keep it balanced in rough seas or high winds. A "rigger" works the ship's sails. On galleys, off-shift rowers work the sails. "Quarters crew" includes deck crew, stewards and cooks. "Officers" includes the captain and lieutenants. "Other crew" varies from ship to ship but might include crew-in-training, a doctor, paymaster, priest, cargo master or navigator.

Watchkeeping The number of watches a ship requires depends on its role and route.

Boats, and other ships intended to be used for less than a day, do not require watches. At night, coastal ships anchor near the shore, or are pulled onto the shore if the ship is light enough. As such, the ship does not require watches. However, the crew could be working up to 16 hours a day. A coastal ship with two watches allows the crew to work in 8 hour shifts instead. Galleys do not require watches. They are usually coastal ships with a rowing team working in shifts. Ocean-going ships must have at least two watches – typically three – because the helm and rig must be attended throughout the day and night. War ships have at least two watches, to account for crew lost in combat and to help defend the ship if it is boarded. An ocean-going might have three, four or even five watches. Sample file

3 Galleys Galleys are principally oar-powered boats with a low freeboard. Because the crew can quickly disembark, this Byrding allows them to excel at coastal raiding and trading. However, Huge object this puts them at a disadvantage in naval combat against conventional sailing ships. The higher freeboard and castles Armor Class: 15 of a make boarding actions difficult, and sailing Hit Points: 150 ship archers have a significant height and cover advantage. Speed: 9 mph

Byrding STR DEX CON − A byrding is a clinker-built merchant ship, primarily for 16 (+3) 2 ( 4) 11 (+0) domestic coastal trading. It has a single with a large square sail, and oars to the fore and aft on half-decks. The Damage Threshold: 5 undecked center is used for cargo storage. A high Acceleration / Deceleration: 3 mph / 10 mph allows this ship to fare well on the open ocean for short Cargo: 5 tons Crew: 13 journeys. Passengers: 2 A byrding is 40 feet long with a 10-foot beam. It relies on Cost: 455 gp its oars for its speed and can be pulled onto shore. As well as transporting merchants and their freight, they can be used to keep supplied with food and fresh water. A byrding has a laden mass of 10 tons and a lightship Slot Components weight of 3½ tons. 1 Wood structure Design notes: Mass iv (10 tons laden). Drag −2. 2–3 Oars (6 rowers) 4–8 Cargo (5,000 lbs) Crew and Passengers 9 Wood structure 1 steerer 10–11 Sailing rig (square sail) 12 rowers (strong) 12–16 Cargo hold (5,000 lbs) While the sailing rig is in use, 1 crew member is required as a rigger. 17–18 Oars (6 rowers) 2 passengers (utilitarian seats) 19 i. Helm (steering oar) Supplies. The byrding does not have quarters. 1 day of ii. Seating (2 utilitarian) supplies for a full crew weighs 85 lbs and costs 6 gp 5 sp. 20 Wood structure

Combat Damage. If a single attack deals 15 or more damage, a slot is disabled; if 75 or more damage, two slots are destroyed. Turning. 1 rotation.

Speed The byrding's speed assumes a strong rowing team working in shifts, with a light wind in broad reach.

In a strong wind, speed is 12 mph (acceleration 8 mph) With a full rowing team without the sail, speed is 5 mph (accelerationSample 1 mph). file

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