Wednesday, June 18, 2025

Ship Types

 Ship Types

1. Skiff (Standard Quality)

  • Description: A small, nimble vessel, typically used for short coastal trips, scouting, or ferrying passengers and goods to larger ships. While generally unarmed, some might be fitted with a single light weapon for defense.
  • Size Category: Large Vehicle (10-20 ft. by 5-10 ft. - exact dimensions can vary)
  • Creature Capacity: 2 crew, 2 passengers
  • Cargo Capacity: 0.25 tons
  • Speed Factor: 5 (Base Skiff Speed) + 0 (Standard Quality) = 5 (We will define how this translates to movement speed later, e.g., ft/round or miles/hour)
  • Ability Scores:
    • STR 11 (+0) (Small size, nimble)
    • DEX 12 (+1) (Easy to handle)
    • CON 11 (+0) (Basic durability)
    • INT 0, WIS 0, CHA 0 (Standard for vehicles)
  • Defenses (Hull - VP):
    • VP Armor Class (AC): 11 (Reflects light construction)
    • Vessel Points (VP): 50
    • VP Damage Threshold: 5 (Requires a significant hit to damage overall integrity)
    • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious.
  • Components:
    • Hull (VP): AC 11, HP 50 (VP), Damage Threshold 5.
    • Control & Movement (Oars): AC 12, HP 25. Locomotion (water) oars. Moves up to speed, with one 90-degree turn. If HP drops to 0, speed is 0.
  • Weapons: Unarmed.
  • Actions: On its turn, the skiff can move using its oars.

2. Caravel (Standard Quality)

  • Description: A versatile and relatively fast sailing ship, common for exploration, trade, and smaller-scale privateering. Its single ballista offers a deterrent and some offensive capability.
  • Size Category: Gargantuan Vehicle (60-80 ft. by 20 ft. - exact dimensions can vary)
  • Creature Capacity: 10 crew (minimum for operation), 10 passengers
  • Cargo Capacity: 50 tons
  • Speed Factor: 4 (Base Caravel Speed) + 0 (Standard Quality) = 4
  • Ability Scores:
    • STR 16 (+3) (Larger, but still manageable)
    • DEX 7 (-2) (Sail-dependent, less nimble than a skiff)
    • CON 13 (+1) (Decent durability)
    • INT 0, WIS 0, CHA 0
  • Defenses (Hull - VP):
    • VP Armor Class (AC): 15
    • Vessel Points (VP): 150
    • VP Damage Threshold: 10
    • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Hull (VP): AC 15, HP 150 (VP), Damage Threshold 10.
    • Control (Helm): AC 16, HP 50. Moves up to speed of its sails, with one 90-degree turn. If destroyed, the caravel can’t turn.
    • Movement (Sails): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Weapon (Ballista - 1): AC 15, HP 50. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  • Actions: On its turn, the caravel can move using its helm. It can also fire its ballista. If it has half its crew or fewer, it moves at half speed and can't use its ballista.

3. Galleon (Standard Quality)

  • Description: A large, multi-decked sailing ship designed for heavy cargo, numerous passengers, and significant firepower. Galleons are often used as merchant vessels, troop transports, or powerful pirate ships.
  • Size Category: Gargantuan Vehicle (100-130 ft. by 20-30 ft.)
  • Creature Capacity: 40 crew (minimum for operation), 60 passengers
  • Cargo Capacity: 200 tons
  • Speed Factor: 3 (Base Galleon Speed) + 0 (Standard Quality) = 3
  • Ability Scores:
    • STR 20 (+5) (Large, powerful hull)
    • DEX 4 (-3) (Slow to turn)
    • CON 20 (+5) (Extremely durable construction)
    • INT 0, WIS 0, CHA 0
  • Defenses (Hull - VP):
    • VP Armor Class (AC): 15
    • Vessel Points (VP): 300
    • VP Damage Threshold: 15
    • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Hull (VP): AC 15, HP 300 (VP), Damage Threshold 15.
    • Control (Helm): AC 18, HP 50. Moves up to speed, with one 90-degree turn. If destroyed, the galleon can’t turn.
    • Movement (Sails): AC 12, HP 100; -10 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Movement (Oars - Optional for some Galleons): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) oars. (Note: Not all galleons had oars, but adding it for versatility if you wish)
    • Weapons (Cannons - 2): AC 15, HP 100 each. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage. (Using Mangonel stats from UA as a placeholder for "cannon" until artificer cannons are detailed).
  • Actions: On its turn, the galleon can move using its helm. It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons.

4. Warship (Standard Quality)

  • Description: The pinnacle of naval engineering, built for pure combat. Heavily armored, with multiple decks of cannons and a strong ram, designed to withstand and deliver devastating broadsides.
  • Size Category: Gargantuan Vehicle (100-150 ft. by 20-30 ft.)
  • Creature Capacity: 60 crew (minimum for operation), 80 passengers
  • Cargo Capacity: 150 tons (less than a galleon, prioritized for weapons)
  • Speed Factor: 2 (Base Warship Speed) + 0 (Standard Quality) = 2
  • Ability Scores:
    • STR 24 (+7) (Massive and powerful)
    • DEX 4 (-3) (Very slow to turn)
    • CON 20 (+5) (Maximized durability and resilience)
    • INT 0, WIS 0, CHA 0
  • Defenses (Hull - VP):
    • VP Armor Class (AC): 16
    • Vessel Points (VP): 500
    • VP Damage Threshold: 20
    • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Hull (VP): AC 16, HP 500 (VP), Damage Threshold 20.
    • Control (Helm): AC 18, HP 50. Moves up to speed, with one 90-degree turn. If destroyed, the warship can’t turn.
    • Movement (Sails): AC 12, HP 100; -10 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Movement (Oars): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) oars (typically requires a large number of rowers, e.g., 80 for full speed, 40 for half, etc.).
    • Weapons (Cannons - 3): AC 15, HP 100 each. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
    • Weapon (Ram): AC 20, HP 100, Damage Threshold 10. The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the warship.
  • Actions: On its turn, the warship can move using its helm. It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons.

This provides the base "Standard Quality" versions. Next, we will define how the "Poor," "Good," "Excellent," and "Legendary" quality levels modify these base statistics.

Poor Quality:

  • Speed Factor: -1 (as agreed)
  • AC (Hull & Components): -1
  • Vessel Points (VP) & Component HP: -20% (e.g., a Skiff's 50 VP becomes 40 VP; a Caravel's 150 VP becomes 120 VP). Round down.
  • Damage Threshold (Hull & Components): -1 (minimum 1)
  • Weapon Attack Rolls: -1

Standard Quality: (This is our baseline, with no modifiers)

Good Quality:

  • Speed Factor: +1 (as agreed)
  • AC (Hull & Components): +1
  • Vessel Points (VP) & Component HP: +10% (Round down)
  • Damage Threshold (Hull & Components): +1
  • Weapon Attack Rolls: +1

Excellent Quality:

  • Speed Factor: +2 (as agreed)
  • AC (Hull & Components): +2
  • Vessel Points (VP) & Component HP: +25% (Round down)
  • Damage Threshold (Hull & Components): +2
  • Weapon Attack Rolls: +2

Legendary Quality:

  • Speed Factor: +3 (as agreed)
  • AC (Hull & Components): +3
  • Vessel Points (VP) & Component HP: +50% (Round down)
  • Damage Threshold (Hull & Components): +3
  • Weapon Attack Rolls: +3

Here are the detailed ship definitions for your naval adventures in Valeria, incorporating all the agreed-upon rules for size, quality, weaponry, speed, Vessel Points (VP), and component damage. The treacherous waves of Valeria await!


Vessels of Valeria: By Size and Quality

Life on the waves in Valeria is a perilous, yet exhilarating, path to fortune and legend. Your vessel is your home, your weapon, and your shield against the countless dangers beyond the Crimson Horizon. Ships in Valeria are rated by both their inherent size and their construction quality, which significantly impacts their performance.

Key Definitions:

  • Vessel Points (VP): Represents the ship's overall structural integrity. When a ship's VP drops to 0, it is sinking or wrecked. Only specialized weapons (ballistas, cannons, rams), monstrous attacks, or significant fire damage can reduce a ship's VP. These attacks must also meet or exceed the Hull's VP Damage Threshold.
  • Component HP: Individual components (helm, sails/rigging, weapons) have their own HP and AC. When a component's HP reaches 0, it is disabled or destroyed, impairing the ship's function but not directly sinking it.
  • Damage Threshold (DT): An attack must deal damage equal to or greater than this number to affect the component's HP or the hull's VP. Damage failing to meet the threshold is superficial.
  • Speed Factor: An abstract rating that determines both Combat Speed (movement per round) and Travel Pace (miles per hour/day).
    • Combat Speed: (Speed Factor) x 10 feet per round
    • Travel Pace: (Speed Factor) x 1 mile per hour (x 24 for miles per day)
  • Weapons: Cannons are powerful siege weapons available only on Galleons and Warships due to their recoil. Caravels carry ballistas.

Skiff

A small, nimble vessel, typically used for short coastal trips, scouting, or ferrying passengers and goods to larger ships across the scattered islands of Valeria. While generally unarmed, its maneuverability can be its best defense.

Base Attributes (All Qualities):

  • Size Category: Large Vehicle (10-20 ft. by 5-10 ft.)
  • Creature Capacity: 2 crew, 2 passengers
  • Cargo Capacity: 0.25 tons
  • Ability Scores: STR 11 (+0), DEX 12 (+1), CON 11 (+0), INT 0, WIS 0, CHA 0
  • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious.
  • Components:
    • Control & Movement (Oars): AC 12, HP 25. Locomotion (water) oars. Moves up to speed, with one 90-degree turn. If HP drops to 0, speed is 0.
  • Weapons: Unarmed.
  • Actions: On its turn, the skiff can move using its oars.

Skiff (Poor Quality)

  • Speed Factor: 5 - 1 = 4 (Combat Speed: 40 ft/round, Travel Pace: 4 mph / 96 miles/day)
  • Hull (VP): AC 11 - 1 = 10, VP 50 - 20% = 40, VP DT 5 - 1 = 4
  • Other Component AC/HP/DT: AC 12 - 1 = 11, HP 25 - 20% = 20.

Skiff (Standard Quality)

  • Speed Factor: 5 + 0 = 5 (Combat Speed: 50 ft/round, Travel Pace: 5 mph / 120 miles/day)
  • Hull (VP): AC 11, VP 50, VP DT 5
  • Other Component AC/HP/DT: AC 12, HP 25.

Skiff (Good Quality)

  • Speed Factor: 5 + 1 = 6 (Combat Speed: 60 ft/round, Travel Pace: 6 mph / 144 miles/day)
  • Hull (VP): AC 11 + 1 = 12, VP 50 + 10% = 55, VP DT 5 + 1 = 6
  • Other Component AC/HP/DT: AC 12 + 1 = 13, HP 25 + 10% = 27.

Skiff (Excellent Quality)

  • Speed Factor: 5 + 2 = 7 (Combat Speed: 70 ft/round, Travel Pace: 7 mph / 168 miles/day)
  • Hull (VP): AC 11 + 2 = 13, VP 50 + 25% = 62, VP DT 5 + 2 = 7
  • Other Component AC/HP/DT: AC 12 + 2 = 14, HP 25 + 25% = 31.

Skiff (Legendary Quality)

  • Speed Factor: 5 + 3 = 8 (Combat Speed: 80 ft/round, Travel Pace: 8 mph / 192 miles/day)
  • Hull (VP): AC 11 + 3 = 14, VP 50 + 50% = 75, VP DT 5 + 3 = 8
  • Other Component AC/HP/DT: AC 12 + 3 = 15, HP 25 + 50% = 37.

Caravel

A versatile and relatively fast sailing ship, common for exploration, trade, and smaller-scale privateering across Valeria's island chains. Its single ballista offers a deterrent and some offensive capability against lesser threats.

Base Attributes (All Qualities):

  • Size Category: Gargantuan Vehicle (60-80 ft. by 20 ft.)
  • Creature Capacity: 10 crew (minimum for operation), 10 passengers
  • Cargo Capacity: 50 tons
  • Ability Scores: STR 16 (+3), DEX 7 (-2), CON 13 (+1), INT 0, WIS 0, CHA 0
  • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Control (Helm): AC 16, HP 50. Moves up to speed of its sails, with one 90-degree turn. If destroyed, the caravel can’t turn.
    • Movement (Sails): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Weapon (Ballista - 1): AC 15, HP 50. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
  • Actions: On its turn, the caravel can move using its helm. It can also fire its ballista. If it has half its crew or fewer, it moves at half speed and can't use its ballista.

Caravel (Poor Quality)

  • Speed Factor: 4 - 1 = 3 (Combat Speed: 30 ft/round, Travel Pace: 3 mph / 72 miles/day)
  • Hull (VP): AC 15 - 1 = 14, VP 150 - 20% = 120, VP DT 10 - 1 = 9
  • Other Component AC/HP/DT:
    • Helm: AC 16 - 1 = 15, HP 50 - 20% = 40.
    • Sails: AC 12 - 1 = 11, HP 100 - 20% = 80.
    • Ballista: AC 15 - 1 = 14, HP 50 - 20% = 40, Attack Roll +6 - 1 = +5.

Caravel (Standard Quality)

  • Speed Factor: 4 + 0 = 4 (Combat Speed: 40 ft/round, Travel Pace: 4 mph / 96 miles/day)
  • Hull (VP): AC 15, VP 150, VP DT 10
  • Other Component AC/HP/DT:
    • Helm: AC 16, HP 50.
    • Sails: AC 12, HP 100.
    • Ballista: AC 15, HP 50, Attack Roll +6.

Caravel (Good Quality)

  • Speed Factor: 4 + 1 = 5 (Combat Speed: 50 ft/round, Travel Pace: 5 mph / 120 miles/day)
  • Hull (VP): AC 15 + 1 = 16, VP 150 + 10% = 165, VP DT 10 + 1 = 11
  • Other Component AC/HP/DT:
    • Helm: AC 16 + 1 = 17, HP 50 + 10% = 55.
    • Sails: AC 12 + 1 = 13, HP 100 + 10% = 110.
    • Ballista: AC 15 + 1 = 16, HP 50 + 10% = 55, Attack Roll +6 + 1 = +7.

Caravel (Excellent Quality)

  • Speed Factor: 4 + 2 = 6 (Combat Speed: 60 ft/round, Travel Pace: 6 mph / 144 miles/day)
  • Hull (VP): AC 15 + 2 = 17, VP 150 + 25% = 187, VP DT 10 + 2 = 12
  • Other Component AC/HP/DT:
    • Helm: AC 16 + 2 = 18, HP 50 + 25% = 62.
    • Sails: AC 12 + 2 = 14, HP 100 + 25% = 125.
    • Ballista: AC 15 + 2 = 17, HP 50 + 25% = 62, Attack Roll +6 + 2 = +8.

Caravel (Legendary Quality)

  • Speed Factor: 4 + 3 = 7 (Combat Speed: 70 ft/round, Travel Pace: 7 mph / 168 miles/day)
  • Hull (VP): AC 15 + 3 = 18, VP 150 + 50% = 225, VP DT 10 + 3 = 13
  • Other Component AC/HP/DT:
    • Helm: AC 16 + 3 = 19, HP 50 + 50% = 75.
    • Sails: AC 12 + 3 = 15, HP 100 + 50% = 150.
    • Ballista: AC 15 + 3 = 18, HP 50 + 50% = 75, Attack Roll +6 + 3 = +9.

Galleon

A large, multi-decked sailing ship designed for heavy cargo, numerous passengers, and significant firepower. Galleons are often seen plying the trade routes between Valeria's largest island nations, or serving as formidable bases for powerful pirate fleets.

Base Attributes (All Qualities):

  • Size Category: Gargantuan Vehicle (100-130 ft. by 20-30 ft.)
  • Creature Capacity: 40 crew (minimum for operation), 60 passengers
  • Cargo Capacity: 200 tons
  • Ability Scores: STR 20 (+5), DEX 4 (-3), CON 20 (+5), INT 0, WIS 0, CHA 0
  • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Control (Helm): AC 18, HP 50. Moves up to speed, with one 90-degree turn. If destroyed, the galleon can’t turn.
    • Movement (Sails): AC 12, HP 100; -10 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Movement (Oars - Optional for some Galleons): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) oars.
    • Weapons (Cannons - 2): AC 15, HP 100 each. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
  • Actions: On its turn, the galleon can move using its helm. It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons.

Galleon (Poor Quality)

  • Speed Factor: 3 - 1 = 2 (Combat Speed: 20 ft/round, Travel Pace: 2 mph / 48 miles/day)
  • Hull (VP): AC 15 - 1 = 14, VP 300 - 20% = 240, VP DT 15 - 1 = 14
  • Other Component AC/HP/DT:
    • Helm: AC 18 - 1 = 17, HP 50 - 20% = 40.
    • Sails: AC 12 - 1 = 11, HP 100 - 20% = 80.
    • Oars: AC 12 - 1 = 11, HP 100 - 20% = 80.
    • Cannons (each): AC 15 - 1 = 14, HP 100 - 20% = 80, Attack Roll +5 - 1 = +4.

Galleon (Standard Quality)

  • Speed Factor: 3 + 0 = 3 (Combat Speed: 30 ft/round, Travel Pace: 3 mph / 72 miles/day)
  • Hull (VP): AC 15, VP 300, VP DT 15
  • Other Component AC/HP/DT:
    • Helm: AC 18, HP 50.
    • Sails: AC 12, HP 100.
    • Oars: AC 12, HP 100.
    • Cannons (each): AC 15, HP 100, Attack Roll +5.

Galleon (Good Quality)

  • Speed Factor: 3 + 1 = 4 (Combat Speed: 40 ft/round, Travel Pace: 4 mph / 96 miles/day)
  • Hull (VP): AC 15 + 1 = 16, VP 300 + 10% = 330, VP DT 15 + 1 = 16
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 1 = 19, HP 50 + 10% = 55.
    • Sails: AC 12 + 1 = 13, HP 100 + 10% = 110.
    • Oars: AC 12 + 1 = 13, HP 100 + 10% = 110.
    • Cannons (each): AC 15 + 1 = 16, HP 100 + 10% = 110, Attack Roll +5 + 1 = +6.

Galleon (Excellent Quality)

  • Speed Factor: 3 + 2 = 5 (Combat Speed: 50 ft/round, Travel Pace: 5 mph / 120 miles/day)
  • Hull (VP): AC 15 + 2 = 17, VP 300 + 25% = 375, VP DT 15 + 2 = 17
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 2 = 20, HP 50 + 25% = 62.
    • Sails: AC 12 + 2 = 14, HP 100 + 25% = 125.
    • Oars: AC 12 + 2 = 14, HP 100 + 25% = 125.
    • Cannons (each): AC 15 + 2 = 17, HP 100 + 25% = 125, Attack Roll +5 + 2 = +7.

Galleon (Legendary Quality)

  • Speed Factor: 3 + 3 = 6 (Combat Speed: 60 ft/round, Travel Pace: 6 mph / 144 miles/day)
  • Hull (VP): AC 15 + 3 = 18, VP 300 + 50% = 450, VP DT 15 + 3 = 18
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 3 = 21, HP 50 + 50% = 75.
    • Sails: AC 12 + 3 = 15, HP 100 + 50% = 150.
    • Oars: AC 12 + 3 = 15, HP 100 + 50% = 150.
    • Cannons (each): AC 15 + 3 = 18, HP 100 + 50% = 150, Attack Roll +5 + 3 = +8.

Warship

The pinnacle of naval engineering in Valeria, built purely for combat. Heavily armored, with multiple decks of cannons and a reinforced ram, designed to withstand and deliver devastating broadsides in the most brutal sea battles.

Base Attributes (All Qualities):

  • Size Category: Gargantuan Vehicle (100-150 ft. by 20-30 ft.)
  • Creature Capacity: 60 crew (minimum for operation), 80 passengers
  • Cargo Capacity: 150 tons (prioritized for weapons and supplies over general cargo)
  • Ability Scores: STR 24 (+7), DEX 4 (-3), CON 20 (+5), INT 0, WIS 0, CHA 0
  • Immunities: Poison, Psychic. Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious.
  • Components:
    • Control (Helm): AC 18, HP 50. Moves up to speed, with one 90-degree turn. If destroyed, the warship can’t turn.
    • Movement (Sails): AC 12, HP 100; -10 ft. speed per 25 damage taken. Locomotion (water) sails.
    • Movement (Oars): AC 12, HP 100; -5 ft. speed per 25 damage taken. Locomotion (water) oars (requires a large crew; specific speed reduction might apply if crew is below certain thresholds, as per previous D&D rules).
    • Weapons (Cannons - 3): AC 15, HP 100 each. Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
    • Weapon (Ram): AC 20, HP 100, Damage Threshold 10. The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it suffers from the crash is instead applied to the ram. These benefits do not apply if another vessel crashes into the warship.
  • Actions: On its turn, the warship can move using its helm. It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its weapons.

Warship (Poor Quality)

  • Speed Factor: 2 - 1 = 1 (Combat Speed: 10 ft/round, Travel Pace: 1 mph / 24 miles/day)
  • Hull (VP): AC 16 - 1 = 15, VP 500 - 20% = 400, VP DT 20 - 1 = 19
  • Other Component AC/HP/DT:
    • Helm: AC 18 - 1 = 17, HP 50 - 20% = 40.
    • Sails: AC 12 - 1 = 11, HP 100 - 20% = 80.
    • Oars: AC 12 - 1 = 11, HP 100 - 20% = 80.
    • Cannons (each): AC 15 - 1 = 14, HP 100 - 20% = 80, Attack Roll +5 - 1 = +4.
    • Ram: AC 20 - 1 = 19, HP 100 - 20% = 80, DT 10 - 1 = 9.

Warship (Standard Quality)

  • Speed Factor: 2 + 0 = 2 (Combat Speed: 20 ft/round, Travel Pace: 2 mph / 48 miles/day)
  • Hull (VP): AC 16, VP 500, VP DT 20
  • Other Component AC/HP/DT:
    • Helm: AC 18, HP 50.
    • Sails: AC 12, HP 100.
    • Oars: AC 12, HP 100.
    • Cannons (each): AC 15, HP 100, Attack Roll +5.
    • Ram: AC 20, HP 100, DT 10.

Warship (Good Quality)

  • Speed Factor: 2 + 1 = 3 (Combat Speed: 30 ft/round, Travel Pace: 3 mph / 72 miles/day)
  • Hull (VP): AC 16 + 1 = 17, VP 500 + 10% = 550, VP DT 20 + 1 = 21
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 1 = 19, HP 50 + 10% = 55.
    • Sails: AC 12 + 1 = 13, HP 100 + 10% = 110.
    • Oars: AC 12 + 1 = 13, HP 100 + 10% = 110.
    • Cannons (each): AC 15 + 1 = 16, HP 100 + 10% = 110, Attack Roll +5 + 1 = +6.
    • Ram: AC 20 + 1 = 21, HP 100 + 10% = 110, DT 10 + 1 = 11.

Warship (Excellent Quality)

  • Speed Factor: 2 + 2 = 4 (Combat Speed: 40 ft/round, Travel Pace: 4 mph / 96 miles/day)
  • Hull (VP): AC 16 + 2 = 18, VP 500 + 25% = 625, VP DT 20 + 2 = 22
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 2 = 20, HP 50 + 25% = 62.
    • Sails: AC 12 + 2 = 14, HP 100 + 25% = 125.
    • Oars: AC 12 + 2 = 14, HP 100 + 25% = 125.
    • Cannons (each): AC 15 + 2 = 17, HP 100 + 25% = 125, Attack Roll +5 + 2 = +7.
    • Ram: AC 20 + 2 = 22, HP 100 + 25% = 125, DT 10 + 2 = 12.

Warship (Legendary Quality)

  • Speed Factor: 2 + 3 = 5 (Combat Speed: 50 ft/round, Travel Pace: 5 mph / 120 miles/day)
  • Hull (VP): AC 16 + 3 = 19, VP 500 + 50% = 750, VP DT 20 + 3 = 23
  • Other Component AC/HP/DT:
    • Helm: AC 18 + 3 = 21, HP 50 + 50% = 75.
    • Sails: AC 12 + 3 = 15, HP 100 + 50% = 150.
    • Oars: AC 12 + 3 = 15, HP 100 + 50% = 150.
    • Cannons (each): AC 15 + 3 = 18, HP 100 + 50% = 150, Attack Roll +5 + 3 = +8.
    • Ram: AC 20 + 3 = 23, HP 100 + 50% = 150, DT 10 + 3 = 13.

Approximate Ship Cost Guide

These costs are a guideline; resourceful players or DMs might find opportunities for bargains, salvage, or higher prices depending on market conditions in various ports of Valeria.

Quality Cost Modifiers:

  • Poor Quality: 0.5x (half the Standard cost)
  • Standard Quality: 1x (base cost)
  • Good Quality: 1.5x
  • Excellent Quality: 2.5x
  • Legendary Quality: 5x (These are often unique, renowned vessels, or masterworks of artificer engineering.)

Skiff

A small, nimble vessel. Ideal for personal travel, short-range scouting, or reaching larger ships from shore.

  • Base Cost (Standard Quality): 500 gp

    • Poor Quality Skiff: 250 gp
    • Good Quality Skiff: 750 gp
    • Excellent Quality Skiff: 1,250 gp
    • Legendary Quality Skiff: 2,500 gp

Caravel

A versatile and relatively fast sailing ship, common for exploration, trade, and smaller-scale privateering. Equipped with a ballista for defense.

  • Base Cost (Standard Quality): 10,000 gp

    • Poor Quality Caravel: 5,000 gp
    • Good Quality Caravel: 15,000 gp
    • Excellent Quality Caravel: 25,000 gp
    • Legendary Quality Caravel: 50,000 gp

Galleon

A large, multi-decked sailing ship designed for heavy cargo, numerous passengers, and significant cannon firepower. Often used for major trade routes or as powerful pirate flagships.

  • Base Cost (Standard Quality): 30,000 gp

    • Poor Quality Galleon: 15,000 gp
    • Good Quality Galleon: 45,000 gp
    • Excellent Quality Galleon: 75,000 gp
    • Legendary Quality Galleon: 150,000 gp

Warship

The pinnacle of naval engineering in Valeria, built purely for combat. Heavily armored, with multiple decks of cannons and a reinforced ram, designed for naval supremacy.

  • Base Cost (Standard Quality): 50,000 gp

    • Poor Quality Warship: 25,000 gp
    • Good Quality Warship: 75,000 gp
    • Excellent Quality Warship: 125,000 gp
    • Legendary Quality Warship: 250,000 gp

Operating a ship in Valeria, whether for trade, exploration, or daring piratical raids, involves significant ongoing costs beyond the initial purchase. These expenses primarily cover your crew's wages, their morale, and the constant need for supplies and maintenance to keep your vessel afloat and functional on the treacherous seas.

Crew Wages

The cost of your crew depends on their numbers and their skill level. These are typical monthly wages for various roles in Valeria's maritime world. Remember that good captains often supplement wages with shares of plunder or the promise of adventure to maintain loyalty and morale.

  • Basic Sailor / Deckhand: 5 gp per month. These are the general laborers, responsible for routine tasks, hauling ropes, and swabbing decks.
  • Skilled Crew: 10-15 gp per month. This includes specialized roles like Cannoneers, Riggers, Helmsmen, and Lookouts, who possess particular aptitudes crucial for ship operation and combat.
  • Minor Officers: 20-30 gp per month. Roles such as Bosun, Quartermaster, Surgeon, and Cook fall into this category. They manage specific aspects of the ship and its crew, and their expertise is vital.
  • First Mate: 40-50 gp per month. The First Mate is the captain's right-hand, responsible for much of the day-to-day discipline and operations.
  • Captain (NPC): 80-100+ gp per month. This cost would apply if players hire an NPC captain. Player characters serving as captain would not pay themselves, but might bear the financial responsibility for the crew. A captain's pay often includes a significant share of any profits or plunder.

Keeping your crew fed and paid is paramount to maintaining high Crew Quality and avoiding discontent or mutiny. Neglecting their needs will quickly lead to problems!

Ship Supplies & Maintenance

Beyond wages, a vessel requires a steady stream of resources to remain operational.

  • Provisions: This covers food, fresh water, and other necessities for the crew.
    • Basic Rations (per person): 1-2 silver pieces per day. This can be purchased in bulk at various ports.
    • Spirits (Rum/Ale): A vital component of crew morale, costing approximately 10-20 gp per week for a medium-sized crew (20-40 people).
  • Repair Materials: Ships take damage from storms, combat, and general wear. Timber, canvas, rope, pitch, and iron are always in demand.
    • General Upkeep (Monthly Estimate): This covers wear and tear not due to combat.
      • Skiff: 10 gp per month
      • Caravel: 50 gp per month
      • Galleon: 150 gp per month
      • Warship: 300 gp per month
    • Specific Repairs (per HP repaired): For damage taken in combat or major incidents, expect to pay around 1 gp per 5-10 HP (VP or Component HP) repaired. This often requires skilled shipwrights, especially for significant hull damage, who might charge additional fees. Rare materials for advanced repairs or upgrades (especially for Artificer-crafted components) will come at a premium.
  • Ammunition:
    • Ballista Bolt: 1-2 gp each.
    • Cannonball (Iron): 5-10 gp each. These are heavy, require significant resources to forge, and are crucial for damaging a ship's VP.
    • Specialized Cannon Shot (Chain, Grape, Explosive Shells): 15-30 gp each. These artificer-crafted munitions offer tactical advantages in combat, such as shredding sails or devastating enemy crews.

Simplified Management (Optional)

For DMs who prefer to abstract these costs, you can use a simplified "Managing a Ship" downtime activity. This often involves assigning a competent NPC captain and crew to haul cargo or offer services, earning a set profit each month (e.g., 5d20 gp as per some D&D rules) that covers all operational expenses, unless a complication arises. This allows players to focus on adventure rather than meticulous bookkeeping.

Monthly Upkeep Costs for Vessels in Valeria

Quality Multipliers for Upkeep:

  • Poor Quality: 0.5x (half the Standard upkeep)
  • Standard Quality: 1x (base upkeep)
  • Good Quality: 1.5x
  • Excellent Quality: 2.5x
  • Legendary Quality: 5x (Reflects highly specialized crews, rare provisions, and intricate maintenance for top-tier vessels)

Skiff

A small, personal vessel, low on crew and provisions.

  • Standard Quality Skiff: 30 gp per month
    • Poor Quality Skiff: 15 gp per month
    • Good Quality Skiff: 45 gp per month
    • Excellent Quality Skiff: 75 gp per month
    • Legendary Quality Skiff: 150 gp per month

Caravel

A mid-sized sailing ship requiring a dedicated crew for its sails and single ballista.

  • Standard Quality Caravel: 350 gp per month
    • Poor Quality Caravel: 175 gp per month
    • Good Quality Caravel: 525 gp per month
    • Excellent Quality Caravel: 875 gp per month
    • Legendary Quality Caravel: 1,750 gp per month

Galleon

A large vessel with a significant crew, multiple decks, and powerful cannons, demanding substantial resources.

  • Standard Quality Galleon: 900 gp per month
    • Poor Quality Galleon: 450 gp per month
    • Good Quality Galleon: 1,350 gp per month
    • Excellent Quality Galleon: 2,250 gp per month
    • Legendary Quality Galleon: 4,500 gp per month

Warship

The most formidable vessel, requiring a large, highly skilled crew and immense resources to maintain its combat readiness and complex systems.

  • Standard Quality Warship: 1,400 gp per month
    • Poor Quality Warship: 700 gp per month
    • Good Quality Warship: 2,100 gp per month
    • Excellent Quality Warship: 3,500 gp per month
    • Legendary Quality Warship: 7,000 gp per month

Valeria: In the Beginning

  Valeria Creation Myth In the shimmering void before time truly began, before the whisper of wind or the roar of oceans, stood the V...