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Created by Brightshield

Built for Dungeons & Dragons 5th Edition


Inspired by the collected works of D20 Future, The Arms &
Equipment Guide, Stormwrack, Star Wars Saga Edition, and
Starships of the Galaxy.
A special thanks to:
My wife, for her patience and support,
SHG Studios, for their help with the art,
Homebrewery for their wonderful creation tool,
My parents, who unknowingly kickstarted my lifelong passion
for the world's greatest roleplaying game,
And to all who supported Izzy's Slightly Used Airships on the
DMs Guild, for making this an awesome and worthwhile
adventure.

Legal:
This work may not be distributed on any cloud, file-sharing, or
any other similar website or system. This work is only for
distribution on DMsguild.com. Reproduction in whole or in
part without written permissions is prohibited.
The e-mail address BrightshieldGames@Gmail.com is a
lawfully authorized agent in matters regarding the
enforcement of this copyright.
Copyright Established February 7th 2018
All rights reserved.

1
Second star on the right...

T
he wonder of the age of sail lingers still.
Reproduced in a variety of media, the legacy
endures from the detailed recreations of the Izzy's Airship Handbooks
amateur model builder, to the glorious naval When I first released Izzy's Slightly Used Airships, I
battles represented in Hollywood movies and did so with the intention of releasing a DM
AAA video games. companion book; a simple book containing a few
extra quests, and some basic airship statistics.
Unfortunately, this wonder can get bogged down by historical However, this is no longer my plan.
accuracy and minutiae. In light of the overwhelming demand for a
Dungeons and Dragons is not a game of historical recreation. vehicular combat system, I have elected to change
The past is the lens through which we project our fantasy, but course on the matter. Izzy's will be a core line of
it does not define or restrict it. four books:
Izzy's Slightly Used Airships
It is in this projection where the airship is seen most clearly. Izzy's Guide to Fight and Flight
Izzy's Airships à la Carte
An airship embodies both the historical sense of freedom and Izzy's Slightly Used Airships DM Companion
adventure which the age of sail inspires, and the sheer
technological wonder which is flight itself. With humanity These volumes are designed to tackle specific
having taken to the skies and the stars, we are inspired by the shortages in the realm of 5e airships: an absence of
challenges which lay ahead for us, and the exploration to in-game infrastructure regarding their plot
come. interaction and purpose, the absence of combat
rules, and a lack of construction guidelines.
As I write these books it is my deepest wish to aid in the
expression of this shared sense of wonder. It is my hope that these volumes will fill the void of
game resources while balancing the needs of both
the DM, and the players.
Once you have tasted flight you will walk
the earth with your eyes turned skywards,
for there you have been and there you will
long to return.
-Leonardo da Vinci

Chapter 1 | Introduction
2
Gnomish Paradise
There was once a time, a simpler time, when Izzy was a
significantly less famous miscreant. Attempting to eke out a
meager living as a humble adventurer, she soon found herself
over her head, and was sentenced to a life of hard labour. Her
sentence was to be carried-out aboard a noble sky-yacht for
attempting to steal a pair of elven boots. The worst part was,
she already had a pair of elven boots, but the color was off.
Even though she could always dye them, Izzy would know
their true colour. And in her mind, she was the only one
whose opinion mattered.
"I sentence you to a lifetime of penal labour!"
When Izzy first heard those words, she was confused and
reminded of a limerick or two. Then she looked up 'penal' in
the dictionary and was appropriately horrified. Locked in a
small (even by gnomish standards) cell, and fed nothing but
gruel, Izzy soon succumb to the illness most feared by
gnomes, sobriety.
After what seemed like weeks, (it was the better part of the
afternoon) Izzy was released from her cell. Looking at her
new surroundings, it became clear that her cell was actually
just a packing crate, and she had been loaded aboard her new
prison: The Flight of Fancy. An abomination in the eyes of
good taste, the interior of the pleasure yacht was a cascade of
different animal print fabrics, with accents of both brass and
silver.
Unwilling to meet a person who would dare clash metallics
in their decor, Izzy attempted to make a break for the door,
but not before a large stone hand grabbed her by the arm.
Looking behind her, she saw a woman who seemed to be
carved from granite, dressed in leather armor, and with eyes
as blue as ice. There were only three times in Izzy's life
where she had been left speechless.
This was not one of them.
"Are you a golem!?" filterless, she exclaimed.
"I am your jailor. Now come with me." The stone-faced
woman responded.
Lead by the arm, and carried more so than pulled, Izzy was
taken into the bowels of the ship. Izzy had played this game
before, counting and memorizing the twists and turns of the
hallways for when she made her escape.
With a forceful thud she was thrown into a soot covered
room, lit only by the fires of a steam boiler.
"This is your home now, keep it running." Her jailor
demanded.
Izzy nodded, and allowed her eyes to adjust as she looked
around her. The fire light highlighted the intricacies of
machines working in tandem. A cornucopia of exotic tools
lined a workbench. She was in the engine room of an airship,
and she was in love.
As her guard locked the door behind her, Izzy knew that
this engine room wasn't a prison.
It was an opportunity.

3 Chapter 1 | Introduction
As an Extension Of A Character or
Vehicles Group's Identity
If a player or DM wants to see the use of vehicles within the Sometimes, a character just wants to be called "Captain".
course of an adventure, it is important to discuss and realise Regardless of the frequency of its use, a vehicle can be an
the purposes that vehicle plays within the scope of the intrinsic part of a character's identity. Merely the act of
adventure, and what it will contribute to the game. owning a ship, and what it represents, is enough to establish
a strong context to a character's motivations, ideals, and ties.
Within the context of Dungeons & Dragons vehicles serve For example, a ship could be moored in dry dock,
four major purposes in regards to gameplay and narrative. unusable, but Captain Vallon won't rest until they fulfil their
dying mothers dream of seeing it sailing again.
From Place to Place The reality is that regardless of how the ship is used in the
Oftentimes, when one adventure concludes and another campaign, its sheer existence is enough to shape the
begins, a DM feels the need to change the environment of the narrative tone of an adventure.
campaign. Vehicles serve as the simplest and most expedient
means of moving from place to place. Their speed and safety Non-Combat Airship Complications
can even eliminate the need to include random encounters, d20 Result
or any other narrative obstacles one might find cumbersome. 1:Critical Your ship encounters a severe storm of
In most cases, using a vehicle to migrate the characters Fail supernatural origin, and crashes.
takes the following form:
"As you board the ship The Harlequin's Daughter in the ice 2-3 Your ship encounters a severe storm of
supernatural origin, and only the players
wracked port of Iqshalluk bay, the wind seems to howl at you can save it.
one last time. The conditions aboard this creaky dwarven
ship are cramped, but your extra expense has paid off: you've 4 Wait, some owlbears can fly?!
been given a private room for you all to share, and you dine 5 You encounter a friendly airship looking
with the captain and his officers. Your trip is long, and to trade.
uneventful, save a nighttime raid by merfolk, all of whom 7-8 The ship has a run-in with the local
were driven off before you could be roused from your authorities.
chambers.
”After two weeks time, you finally arrive in the sunny port of 9 You encounter a falling pot of petunias.
Allaue-Vortae with sun shining brightly on your faces, and the (Don't panic.)
sweet smell of the ocean palms wafting in on the warm 10-11 You encounter a planar portal to an
breeze." elemental plane.
12 You encounter an airship which has
As Environments onto Themselves recently fallen victim to a pirate attack.
Boarding actions, shipwrecks, ship-to-ship combat, these are 13 The crew is attempting to munity.
the hallmarks of a vehicle centered campaign. In these
situations, the physical layout of the ship serves as a fertile 14 Your ship is visited by a pair of young
environment for adventure. Individual characters have time Bronze Dragons(if by sea) or Silver
Dragons (if by air) who are in search of
to shine. Their skills and abilities can interact with the ship pirates.
on a round-by-round basis, immersed in combat, or in skill
challenging situations, which are the hallmarks of D&D. 15-17 There has been a murder on board the
Be it performed in the theatre of the mind or on a battle ship. (Likely involving the butler.)
map, a strong communal understanding of the ship's layout is 18 You encounter another ship in distress.
essential, and visual aids will most certainly be needed. 19 You learn exactly what is done with a
drunken sailor.
Plot Hooks, Lines, and Sinkers
"Yarr! Here be a hook! Thar be adventure!" 20: Critical You encounter favourable winds, and your
Success travel time is reduced by 25%, also your
-Capt. Exposition ship bypasses customs.

Entire campaigns can revolve around a single ship, where the


players all assume roles aboard the same ship. Alternatively
the game world could consist of a scattering of islands, where So, I heard you want airship rules
the characters have no choice but to interact with boats or
airships to participate in the campaign. This title doesn’t just contain airship rules. It
In these instances, players can form emotional or narrative contains rules for pretty much all vehicular combat,
be it by land, sea, or air.
attachments to various vessels within the game, whose Secondly, this book is not a primer in nautical
presence becomes vital to the story itself. In situations like and aeronautical engineering. The rules presented
this, it's not unusual for ships to take on their own persona, within are an abstraction of fantastical combat and
and become something akin to an NPC, endowed with their are designed to be concise yet versatile and, most
own motivations and dispositions. of all, fun.

Chapter 1 | Introduction 4
Vital Statistics

The Airship
Cost Built By Tonnage Speed Crew Pass. Cargo (tons) DT AC HP Landing Keel Beam Weapons
20,000 gp - 35 tons 8 mph 10 20 1 - 13 300 - 100ft 45ft 3

Cost: This is the cost to purchase the ship outright, assuming Hitpoints: A vessel’s hit points decrease when it takes
one has the appropriate paperwork and licences for the area damage greater than its damage threshold. Damage typically
it is being sold in. Black market modifiers are ultimately at doesn’t have any impact on a vessel’s functions until its
the DM's discretion. current hit points reach 0 or lower.
Built by: The origin of the vehicle, expressed as a race or Landing: Some airships are limited in the areas on which
nation of origin, can provide inspiration into the description they may moor. Some airships can land without assistance on
and behaviour of a ship, as well as influence the attitudes of solid ground, others are designed to land on bodies of water.
NPCs and PCs alike as they interact with it. Airships without the capacity to land may only do so at
purpose-built structures, or airship docks. Otherwise, they
Tonnage: The weight of the vessel in tons. This figure can be must anchor above the ground.
useful in situations where the weight or mass might be of Vehicles which attempt to land on solid ground without the
some relevance, especially if the vessel must be pulled by ability to do so take damage equal to 1d10 times their current
draft animals. speed (in mph) divided by 10, to a minimum of 1d10.
Speed: To convert a ship's overland speed to feet per round, Vehicles which attempt to land on water without the ability
simply multiply the speed by 10. While this might not be the to do so will sink at a rate of 5ft per round. After one round,
most accurate method, it is the most convenient. their speed is slowed, and after two rounds, their speed is 0
until removed from the water.
Crew: The minimum number of crew required for the ship to
function without penalty. The speed of a vehicle with less Keel: This represents the total length of the ship, excluding
than 90% of its crew is reduced by 1 mph. A vehicle with less any sails, air-balloons, or attached bladders.
than half its crew cannot take any manner of attack actions or Beam: This represents the total width of the ship, excluding
reactions, and a ship with less than a quarter of its crew is any sails, air-balloons, or attached bladders.
slowed, and has disadvantage on all ability checks.
See page 119 of the DMG for more details. Weapons: The number of weapon slots on a ship is an
abstraction of the number of weapon systems which could be
Passengers: Unless otherwise noted, the passengers figure installed on a ship without extensive modification.
represents the number of small or medium creatures the ship
can carry at a poor accommodation. Taking Damage
Cargo (tons): This represents the amount of cargo a ship can Throughout your adventure, your airship might take some
hold without penalty. Typically this number is larger on wear and tear. For the most part, damage to your vessel won’t
sailing vessels than on land or air vehicles of similar size. affect its performance in any meaningful way, until it reaches
A vessel which exceeds this limit is reduced to half speed, 0 hit points that is. Once a vessel reaches 0 hit points, it
and a vessel which carries cargo in excess of its limit will be becomes incapacitated and may no longer take any actions or
unable to set a speed and will react differently depending on reactions. If a disabled vessel takes additional damage equal
its vehicular type. to one half its maximum hit points, it is considered to be a
Land vehicles will require repairs equal to 1/4 of their hit wreck which is beyond repair.
points in order to move again, as the weight has damaged Most airships lack a single gargantuan balloon filled with a
their chassis. lighter-than-air gas. Engineers discovered early on that it was
Water vehicles will sink at a rate of 5ft per round. They are a recipe for disaster, and have since filled the baloons with
assumed to have a deck elevation equal to 1/4 of their beam much smaller bladders of gas. When an airship is reduced to
width 0 hit points, it begins to descend at a rate of 60ft per round. If
Air vehicles will descend at a rate of 60ft per round. the airship becomes a wreck while still falling, it will then fall
at the standard rate of 500ft per round.
Damage Threshold: Any effect which deals damage to the An aquatic ship will only begin to sink once it has become
ship must meet or exceed this threshold. Attacks which fall a wreck. A ship will fist flounder for 1d12 minutes, after
short of this threshold have no effect. Those attacks which which it descends at a rate of 5 ft per round.
exceed this threshold deal damage as normal. A vehicle cannot be the target of a sneak attack, or any other
attach which relies on the awareness of the target.

5 Chapter 1 | Introduction
Variant: Damage Complications Izzy's Adventures Beyond the 4th wall
As a vessel approaches 0 hit points, it becomes less and less
able to function at its desired performance. Under the Howdy! I bet you were wondering when I'd show up in person.
damage complications rule, once a vessel has been reduced It is my guide after all. The fact is, although I am quite the
below half of its maximum hit points its speed is reduced by conesseur of all things areospace, I'm actually not the best
1 mile per hour. when it comes to rules, regulations, guidlines, laws, page
Furthermore, the DM may then roll for additional references... You get the idea.
complications on the chart below. Once the vessel has been Honestly, my talents are best summarized as gabbing,
reduced below one quarter of its maximum hit points its stabbing, and the recitation of dirty limericks.
speed is reduced by an additional 1 mile per hour, and the
DM may roll on the chart a second time. "There once was a dwarf from Anauroch"
Non-fire related complications can be removed in lieu of 5 But while rules may seem dry, they do serve one glorious
hit points of healing. A ship cannot be subjected to the same purpose: to stop you all from killing each other. While the
complication twice, if a double is rolled the ship suffers no rules in this chapter are kept as short and sweet as possible,
complication. Fire related complications can be resolved by (much like your glorious guide) I've also included a boatload of
extinguishing the fire. variants so that you can scale the combat to a level to which
you find most engaging.
Damage Complications
d10 Result
1 The ship's propulsion is damaged, it is now slowed
2 One of the ship's weapon systems has failed. If the
ship has no weapons, it suffers no complication.
3 The ship's cargo hold has been ruptured, 2d20%
of its cargo is lost or damaged beyond repair.
4 The rudder is locked. The ship may no longer
change its course.
5 A small oil fire has ignited on the deck. The helm is
now obscured by a thick black smoke.
6 The rudder is damaged. The vessel can only veer
starboard.
7 The vessel's hull is damaged. Its damage
threshhold is reduced by 3.
8 A munitions magazine has caught fire. The ship
takes 2d6 fire damage per round until
extinguished.

Saving Throws
If an effect requires a saving throw the ship will use the
better of either its own saving throws, or those of its
commander. A vessel always has disadvantage on saves vs
damage.
An airship may never benefit from an ability which further
reduces damage as the result of a saving throw (such as
evasion).

Resistances
Unless otherwise noted, each vessel is immune to poison and
psychic damage, while also having resistance to cold damage.
Futhermore, unless otherwise noted, vessels are immune
to the following conditions: Blinded, Charmed, Deafened,
Fatigued, Frightened, Petrified, Poisoned, Prone, and
Surprised.
These resistances and immunities do not extend to their
crew.

Chapter 1 | Introduction 6
Ships in Combat

P
resenting ships in combat is something that Hard to Port / Starboard
requires a great deal of communication
between the players and the Dungeon Master. A vessel may use its attack action to rotate its facing 45°. This
As a DM, it is important to understand the scale is in addition to any rotation caused by the adjust course
of player expectations, but also the balance of bonus action.
your own workload. This chapter frames
vehicles in such a way that players can fight Ready
them as if they were monsters, but that could remain When a vessel wishes to wait for a circumstance before its
unsatisfying for exploits such as boarding actions, or for own actions it takes a Ready action on its turn, which lets it
when players wish to target specific ship systems and act using your reaction before the start of your next turn.
equipment. To address this, a variant rule system Ships in First, the commander decides what perceivable
Focus is presented to help create immersive, yet non- circumstance will trigger the reaction. Then the commander
cumbersome vehicular combat. will choose the action the vessel will take in response to that
trigger. Examples include: “Once the ship is in range, all
Actions in Combat weapons fire!" or, "Once the ship closes, adjust our heading!"
When the trigger occurs, you can either take your reaction
For a character to command a vessel four conditions must be right after the trigger finishes or ignore the trigger.
met. Remember that a vessel can take only one reaction per round.
They must start their turn behind the helm of a ship. The readied action may prepare any attack action other
The crew must at least maintain an indifferent attitude than ready, as well as any bonus action, or reaction.
towards them.
The crew must also be willing to obey their commands.
The character must have the appropriate tool proficiency
Move Actions
to operate the vessel Vehicular move actions do not directly dictate the movement
of a vessel, but instead set conditions which influence its
If these conditions are met, then players in command of the movement. Vessels have a set speed which dictates the
vessel may spend their own actions to instruct the ship in number of squares it must move during its turn. The
battle. The ship from that point onward acts on the initiative commander decides when in the turn this movement occurs
of its commander.
For the simplicity of communication, actions are sorted Set Speed
into the following categories: attack actions, move actions, Barring any obstacles or obstructive factors a vessel moves a
bonus actions, reactions, and free actions. number of feet equal to its set speed at the end of its turn.
The vessel can move a number of feet equal to its speed in
Attack Actions mph times 10, but it may only change its set speed by one-
quarter rounded-down each turn. So, a ship with a speed of 8
Attack mph can move up to 80ft each turn, but it can only increase
When a vehicle makes an attack, the crew will let loose with or decrease its speed by 20ft per turn. A vessel with a set
all prepared ordinance. Each weapon system on the craft speed of zero is at the mercy of its environment for
then resolves their attacks and damage separately. Any movement.
attacks from the crew, such as spells, boarding actions, or This movement must be made in a straight line. To alter a
weapons attacks, are tracked in their own initiative, and not vessel’s heading, the adjust course action must be taken.
included in this action. Unless otherwise noted, a vehicle can only set a reverse
speed of 1mph or 10ft per round.
Full speed ahead Ramming
While ships may not be as nimble as other creatures, they Any vessel which moves into the space of another vessel at a
can still gain some benefit from devoting all their efforts to speed equal to or greater than 20ft per round must make a
their speed. This action results in a vessel moving an ram attack as a free action. If the ramming vessel's tonnage is
additional number of feet equal to one half of their current more than double that of the target, the attack is made with
set speed. This action is not available outside of combat. advantage, and the damage is doubled. If the attacking
vessel's tonnage is less than half than that of the target's, then
Brace for impact the attack is made with disadvantage, and the damage is
Once a vessel has braced for impact, with its hatches closed, halved.
and munitions stowed, it is focused entirely on its defense.
Until the start of its next turn, all attacks against it are made Ramming another ship is the single best way to meet new
with disadvantage, and it no longer has disadvantage on people.
saving throws against damaging effects. -Izzy

7 Chapter 1 | Introduction
Afterward, the vessels involved make opposing strength Man Weapon Station
checks. If the rammed vessel fails the check, it is pushed a
distance equal to half of the set speed of the ramming ship. When a character mans a weapon station, the ship as a
The ramming vessel's speed is then set to half of what it was creature loses that weapons attack, and the character may
when the ramming began. If the ramming vessel has already instead operate the weapon on their own initiative. The
moved more than half of its set speed, it moves no further in characters may replace the existing attack bonus of the
this turn. If the rammed vessel fails the check by 10 or more, weapon if theirs is greater. Otherwise, the character is free to
the ramming vessels speed is unaffected. If the rammed use the original attack bonus for the weapon listed in the
vessel wins the check, the ramming vessel stops moving, and Dungeon Masters Guide. No special proficiency is required,
its speed is then set to 0. as it's more important to let all players join in on the fun than
Once the attack is resolved, the ramming vessel may adjust it is to bog the game down with even more feats and
course as a free action. The DM is free to make this course proficiencies.
adjustment instead of the commander, and may also adjust
the course of the rammed vessel as they find appropriate. If you're concerned over the fact that all adventurers need to
If the ramming vessel is moving less than 20 ft per round, take advanced courses in stabology in order to use a sword or
then it does not make a ramming attack, it stops all bow, but apparently possess an innate ability to use
movement, and its speed is set to 0. complicated siege weaponry, you're probably not a lot of fun
If a vessel's speed is still greater than 20 after the ram
attack, it may continue to make additional ram attacks, even at parties.
against the same target. -Izzy

Cast or raise an anchor Damage Control


Vessels with an anchor may cast them. Starting at the As an action, any player stationed on a vehicle which is
beginning of their next turn, a ship with a cast anchor has damaged, but still above 0 hit points, can perform damage
advantage on all saves against any effect which would force control. This then grants the vehicle 5 temporary hit points. If
them to move, and their speed is set to zero. This effect a character is proficient in an appropriate tool set, this action
persists as long as the vessel is moored to the anchor, or until grants 10 temporary hit points instead.
the start of the turn after the anchor is raised.
Behind the Screen: Ships as
Bonus Actions Creatures
The best way to handle combat between vessels is
Adjust course to treat the vessels as creatures.
Over the years, there have been many attempts to
A vessels commander may instruct it to rotate course 45° as integrate vehicular combat into Dungeons and
a bonus action ether before, after, or along any point of its Dragons with none of them offering clear and
move. A vessel may not adjust course if its speed is ether set concise rules.
to 0, or is 0. The single most important thing to remember
A ship may not take this action more than once per round, about vehicular combat in Dungeons and Dragons is
unless otherwise noted. that it is not meant to be the crux of the game.
D&D is not a game about ships fighting ships, it is
Taking the adjust course or hard to port/starboard can be a game of characters overcoming obstacles.
As such, by presenting the ships as creatures we
taken at any point along your move, and reflect the fact that
can abstract the role of vehicles in combat to such
most vessels are considerably less agile than other creatures. a degree that the characters' actions become
-Izzy meaningful.

The system in this book draws heavy influence


Reactions from The Arms and Equipment Guide,
Typically, a ship's reaction is only expended during the ready Stormwrack,D20 Modern, D20 Future, and Star Wars
action. A ship cannot make opportunity attacks. Spells, Saga Edition.
effects, and attacks which deny reactions, such as shocking PS: Even though they are treated as creatures, they
grasp, have no effect on vehicles. They can, however, affect cannot be the target of a sneak attack, assassin
their commander. strike, or any other similar attacks.

Other Character Roles


Sadly, not everyone gets to be the captain. (That is to say I really wish I was able to turn my ship at increments other
unless you all have your own ship. Then in that case, than 45°, but last time I tried it summoned a Quarut.
congrats!) So, if you're not behind the captain's chair, what -Izzy
can you do? This section focuses mainly on in combat tasks.

Chapter 1 | Introduction
8
Ships and The Grid
Vehicular combat involving vehicles larger than 50 ft is best Variant: Firing Arcs
resolved on a combat grid of a larger scale. In this way, the
distances traversed and the size of the ship can be scaled to For greater realism, and more engaging combat, consider
fit on your playing surface. A scale of 1" to 25ft is limiting some of a vehicle's weapon systems to being able to
recommended. attack targets soley within the rules of a ships face. In this
system, a starboard mounted weapon may only fire upon a
target which falls between the two starboard rules on the
The Token ship token. Since the maneuverability of a vehicle is limited
The best shape for a ship marker is an octagon. An octagon to 45° increments, it should be easy to determine which arc a
clearly outlines the space in which a ship operates and can be ship falls into.
rotated at 45° increments while still staying within the
bounds of its size. If a targeted creature is large enough to fall within two firing
arcs, then it may be targeted by both.
Some weapons might list a turret arc of dorsal or ventral.
These turrets may fire at any target above or below the
vessels midline, regardless of their position in the other four
arcs.

Weapon Stations

An indication of the ships current course should be marked


on the token. This can either be as simple as an arrow, or a
representation of the ship itself, as seen above.
In vehicular scale, also known as the overland map, a ship
is considered to occupy a square shaped area with each side
equal to the ships longest dimension, even if the ship would
not occupy such a space in character scale.
Lastly, the token should also have a diagonal X placed over
it, clearly indicating the vessels fore, aft, port, and starboard
sides. These diagonal markings are essential if you wish to
use the firing arc variant. Siege weapons can be illustrated on a ship at character scale.
Each of the siege weapon markers provided with this book
"Hey! What about Dorsal and Ventral?" is a question you are marked with three circles, two shaded, and one filled.
might be asking yourself, no one wants to be caught dead These circles represent crew positions, where those
"exhibiting 2-dimensional thinking". Well, you're right. Those manning it contribute their actions to load, aim, and fire the
are important directions, and for three-dimensional flight, you
weapon. The filled circle is the space for the character
responsible for firing the weapon, and whose attack roll is
can assume that each weapon arc extends into three
used.
dimensions. This still limits a ships ability to fire straight up or
down. Some ships get around this with the use of cauldrons,
or specially placed turrets.
-Izzy

9 Chapter 1 | Introduction
-
Weather
While some vehicles might have propulsion systems which
transcend such mundane concerns as "wind direction" or
"Izzy stop! Please don't, that's a monsoon!" many ships are
still at the whim of the winds.
Winds
The Dungeon Masters Guide presents three different wind
speeds, None, Light, and Strong. This guide will expand on
these existing wind systems, while adding direction as well.
Direction
The direction of wind is restricted to the eight cardinal
directions, and as such, correspond to the eight different
directions a ship may take in 45° increments. The direction of
the wind is at the will of the DM, but may also be resolved
randomly via d8.
For the purposes of simplicity, the direction of the wind will
only be of consequence if a ship's heading is completely
against the wind (in the complete opposite direction of the
wind) and with the wind, or in the same direction as the wind.
For instance, if the wind was blowing north east, then all
ships travelling north east are traveling with the wind, and all
those traveling south west are against it.
None
This wind is just-right, and for the most part, represents a
convenient wind which allows all vessels to move at their
normal speed without issue.
Variant: Dead Wind Precipitation
The lack of a speed penalty imposed by the "None" wind Rain or snow can be an excellent source of tension on the
condition was simply to allow for a DM to avoid any high seas, adding to the gravity of any encounter.
additional complications. For a more realistic experience,
ships caught in an area of no wind are slowed, unless they Heavy Precipitation
have magically assisted propulsion. In addition to limited visibility, heavy rain and snow can also
make the deck of a ship cold and slippery. A DM is free to
Light treat the ships deck as an area of extreme cold and slippery
During times of light wind, any vessel traveling with the wind ice at their own discretion.
may use the full speed ahead action as a bonus action
instead of an attack action, and while outside of combat its Lightning, Real Lightning.
overland speed is considered to be increased by 50%. Any You never know when lightning is going to strike! Natural
ship without magical propulsion is slowed if it attempts to lightning deals 17 (5d6) points of lightning damage to any
travel against the wind. creature or object it hits, or half as much on a successful
reflex save. Generally, lightning will only strike the tallest
Heavy object in an area, making airships and tall ships a likely
During times of heavy wind, any vessel traveling with the target.
wind may use the full speed ahead action as a bonus action
instead of an attack action, but doing so requires a DC 20 We can't forget about submarines!
Wisdom (Vehicles) check. Failure results in the action being Who could possibly forget about submarines!
wasted. Submarines can be affected by the tides in the same way
While outside of combat a vessels overland speed is that ships are affected by the water. If you want to introduce
considered to be increased by 50%, so long as a DC 20 tides and their directions to sub-aquatic combat you can
Wisdom (Vehicles) check is passed at the start of every hour. simply use the wind rules, but swap air for water!
Failure results in loosing any bonus to speed for that hour.
Any ship without magical propulsion which attempts to -Izzy
travel against the wind has its speed set to 0. Any ship with
magical propulsion is slowed instead. Airships are not
required to land during times of heavy winds.
Weapon Systems
Name Cost Crew Damage Type Attack Bonus Weight Range Weapon Slots
Ballista 1,500gp 3 3d10 piercing +6 1/2 ton 120/480 1
Cannon 5,500gp 3 8d10 bludgeoning +6 3 tons 600/2,400 2
Cauldron 250gp 3 3d6 fire ~ 1/2 ton - 0
Crossbow, Mounted 75gp 1 1d12 piercing +3 - 150/600 0
Mangonel 2,500gp 3 5d10 bludgeoning +5 1 ton 200/800 1
Musket, Mounted 500gp 1 2d8 bludgeoning +3 - 100/400 0
Ram 250gp - 3d10 piercing +8 2 tons ~ ~
Trebuchet 2,750gp 3 8d10 bludgeoning +5 3 tons 300/1,200 3

All player characters are considered proficient with the Weapon Slots Each ship has a capacity for the number of
weapons in this chapter. Each weapon can only be fired, at a weapons systems it can accommodate. Each weapon's slot
maximum, once per round, regardless of circumstances. value is counted against the vehicle's total. A vehicle cannot
install a weapon system which would cause it to exceed its
Cannon Cannon may not be available for sale in every total.
campaign. Ask your DM if this ordinance is right for you.
If your DM doesn't allow gunpowder in the campaign, don't Ship Customizations
push the issue! Just respect their decision and ask them again These options are presented to provide the basic options for
when they're tired. ship customization. New customizations require time to
-Izzy install and are completed at a rate of 25gp per day by a team
of at least 5 carpenters or mechanics.
Cauldron Cauldrons can only be used to attack targets Passenger Compartments A Ship may sacrifice cargo space
directly beneath you and are most often employed on airships in exchange for creating room for more passengers.
as a means of dumping flammable oils onto their targets. Passenger spaces in the comfortable category, and above, are
private accommodations
Ram Unlike the ram listed in the DMG, ship mounted rams
do not require a crew. While they do not occupy a weapons
slot, a ship may only be outfitted with a single ram. All ships Passenger Spaces
are assumed to have a ram installed. Type Cost per passenger Cargo Space
Poor 10gp 1/2 ton
Trebuchet A trebuchet may only fire once every other turn.
Modest 25gp 1 ton
Weapon Statistics Comfortable 50gp 2.5 tons
Crew The number of able creatures required to man the Wealthy 250gp 5 tons
weapons systems. For each crew less than this number an Aristocratic 1000gp 10 tons
additional turn is required between firing. The crew required
to man these weapons is an addition to the crew requirement
for the vessel and must be counted against the passengers
aboard the vessel. If the ship cannot accommodate the extra Weapon Slots A ship may create a new weapon slot by
creatures, the weapon goes unmanned. An unmanned sacrificing 2 tons of cargo space, and paying an additional
weapon cannot fire. 100gp. It cannot create new weapon slots in excess of twice
Attack Bonus This is the attack bonus used in resolving the of its original capacity.
weapon attacks. Unless there are exceptional player or non-
player characters manning the weapon system, the weapon
will use the value indicated here.
Weight The weight of the weapon is counted against the
cargo capacity of the vessel.

10 Chapter 1 | Introduction
Variant: Ships in Focus

A
ttacking a vehicle as if it is a creature is a great Characters can still target and damage vehicles directly, but
way to facilitate combat between airships, and this system allows for players to easily disarm, disable, or
between spells and airships, but it fails to utilize commandeer a ship without too many additional
the mechanics of D&D to its full potential. The considerations.
Ships in Focus variant is designed as a way for
DM's to integrate character scale, and vehicular
scale combat, without sacrificing the fun of Leaving Focus
either. A vehicle which does not have any player characters aboard it
and is not likely to be subject to any spell effects which
Setup require a high level of detail, should be taken out of focus by
removing its vehicular map from the table. In practice, the
To properly represent this combat, you will need a large number of vehicles kept in focus should be as few as
surface with which to illustrate the relative distances and reasonably possible to not clutter the table or distract those
movements of vehicles. On the battle mat used, one inch playing.
represents 25 ft, and tokens are used to represent the
different ships. Lines have been drawn on the ships to
indicate their current heading. This area is called the Overland Characters
overland Map Sometimes, creatures decide to leave a vehicle. Whether it be
Adjacent to the overland map are the vehicular maps. by swimming, flying, or walking, they will need to be
Vehicular maps come into play whenever a player character is represented on the overland map. If such an event occurs, the
on board an airship, and at times when granularity required creatures themselves are out of focus. Place their token on
for the use of spells and other attacks. the overland map and track their movement after adjusting it
When a ship's vehicular map is in play, it is in focus. to the new scale. If an event occurs which requires a creature
to engage in activities which require a closer scale, such as
Ship Combat melee combat, create a 5 square by 5 square area of the map
within which to illustrate the creature’s activities at character
While a ship is in focus, all the visible creatures and objects scale, effectively bringing their activities back into focus.
aboard the ship become represented on the vehicular map.
Characters can target the ship’s systems as unattended I know what you're thinking; "Gee, Izzy this whole "ships in
objects, allowing them to disable weapon systems, or damage focus" thing would be great if we had, I don't know, airship
the vehicles's propulsion.
NPC's are assumed to be acting on their commander’s maps!" Well, ya know what? I'm just one gnome. I have such
initiative, and do not need to be tracked separately until such little fingers!
a time as they leave their post. This allows for boarding Don't worry though, there will be more maps in Izzy's Airships
actions to maintain the integrity of the vehicles as a creature’s A la Carte, and Izzy's DMs Guide. I am nothing if not committed
system and avoids bogging down gameplay with minutae. to quality.
-Izzy

Chapter 1 | Introduction 11
The Mystic Arts

W
hat do you mean, 'That's not how magic Persistent Area Effects
works'? I'm a gnome for Ioun's sake, I think I
know how magic works! I'll have you know Spells with area effects, which do not explicitly anchor them
that all gnomes posess an innate magical in place or allow them to be moved, do not move along with a
affinity! We talk to badgers. It's in our blood. vehicle if cast aboard its deck. For instance, a wall of sand
Badger magic!" will not move along with a vessel, but a wall of stone will.
"That's forest gnomes! You're a rock gnome." Kolli Fire
responded coldly.
Izzy rolled her eyes, "Oh so now you're the gnome expert Most vehicles are made of wood. This brings with it an
too! I see how it is!" occupational fire hazard. A wooden hulled vehicle will catch
"Izzy, no matter how much you complain, I will never waste fire whenever it is subject to a critical hit which deals fire
my time building you a magic jug that will dispense a daily damage or rolls a natural 1 on a saving throw vs fire damage.
supply of mayonnaise." The fire begins as a 5ft by 5ft area and has a 50% chance of
"Oh yeah?! Well I'll show you! I'll learn magic, and I'll make doubling in size at the end of each round. A creature can
my own magic item, and it'll have mayonnaise, honey, wine, extinguish a 5ft section of fire as an attack action by stomping
and all the things! I'll show you!" on it or smothering it with whatever is handy. Alternatively,
each 5ft section of fire can be extinguished with 5 gallons of
Izzy stormed off to her tinker-corner and sat down with a water.
thud. Pouting, she began to scribble on a blank sheet of
parchment, "Alchemy Jug" across the top. Summoning heavy things
"I'll show them all."
Summoning heavy things is surprisingly effective. In general,
a large creature weights half a ton, a huge creature weighs 2
Spell Casting tons, and a gargantuan creature weights 5 tons. If a beast is
Spell casting creates a fair share of complications for summoned, don't be afraid to look up the average weight for a
vehicular combat, as vehicles often serve as both opponents typical member of the species!
and terrain. Conjuration spells can summon walls or If a wall of stone is summoned, each 10ft x 10ft section of
creatures which may encumber a ship, transmutation spells the wall has a weight of 4 tons. However, its magical nature
can alter features for the ship mid battle, and evocation spells prevents it from forcing a ship off balance.
can just set everything on fire.
This section will attempt to clarify some of the trickier Did you know that earth elementals deal double damage to
questions regarding spells and their interactions with airships? Kolli taught me that! By example!
vehicles. I miss that boat.
-Izzy

Chapter 2 | Magic
12
Magical Winds Improved Counterspell
There are more than a few spells which conjure winds to 5th level abjuration
move creatures around and for the most part they do not Casting Time: 1 reaction, which you take when you see a
treat ships any differently, with only a small exception. creature within range casting a spell
Range: 500 feet
If a wind spell is cast upon a vehicle with sails with the intent Components: S,M,V (A rusted lodestone)
of providing it propulsion on its current course, then the Duration: Instantaneous
vehicle counts as a creature two sizes small for the purposes You attempt to interrupt a creature in the process of
of the spells effects. A character can speed up a vehicle by casting a spell. If the creature is casting a spell of 4th level or
casting wind into its sails. The commander can choose lower, its spell fails and has no effect. If it is Casting a Spell of
whether or not to contest the spell with a saving throw or 5th level or higher, make an ability check using your
choose to fail it. spellcasting ability. The DC equals 10 + the spell's level. On a
success, the creature's spell fails and has no effect.
Summoned Elemental Propulsion At Higher Levels: When you cast this spell using a spell slot
In cases where a summoned elemental is attempting to of 5th level or higher, the interrupted spell has no effect if its
propel a vessel through its ability to manipulate its element, level is less than or equal to the level of the spell slot you
(as opposed to cases where it is serving as a draft animal) a used. Furthermore, the range of the spell is increased by
vessel may then use the Full Speed Ahead action as a 100ft for each additional level spent.
reaction as opposed to an attack action. To accomplish this,
the vessel must be attended by 1 elemental per 10 tons of its Repair Damage
tonnage. 1st-level evocation
Casting Time: 1 action
Mending Range: Self
Mending is one of the single best spells for vehicular repair, Components: V, S
even though it takes 10 rounds to cast. For each casting of Duration: Instantaneous
mending, a ship heals 1 hp. This healing cannot be used to An object or construct you touch regains a number of hit
repair a damage complication. points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels: When you cast this spell using a spell slot
New Spells of 2nd level or higher, the healing increases by 1d8 for each
slot level above 1st.
Bard
Unseen Crew
1st Level 3rd-level conjuration
Repair Damage Casting Time: 1 action
3rd level Range: A vehicle within 30 feet
Unseen Crew Components: V S M (An empty bottle of beer)
Duration: 24h
5th Level This spell creates 10 invisible, mindless, shapeless forces
Improved Counterspell which performs tasks at your Command until the spell ends.
The crew springs into existence in unoccupied spaces aboard
Sorcerer the vessel. They each have AC 10, 1 hit point, and a Strength
1st Level of 10, and can't Attack. Once all of them are killed, the spell
Repair Damage ends. Each unseen crew member is bound to the targeted
vessel and cannot leave.
5th Level Once, on each of your turns as a Bonus Action, you can
Improved Counterspell mentally Command the crew to move up to interact with an
object. The servant can perform the complex tasks that a
Wizard typical crewmember could do, such as manning the weapons,
1st Level
manning the rigging, and swabbing the deck. Once you give
the Ccommand, the servant performs the task to the best of
Repair Damage its ability until it completes the task, then waits for your next
3rd level Command. If left idle for more than 5 minutes, the unseen
Unseen Crew crew member will find an appropriate job for it to perform.
5th Level Kolli wrote this spell for me! Fun fact, on each casting, there is
Improved Counterspell a 10% chance that one of the spectral crew members will sing
a sea shanty!
Spell Descriptions -Izzy

Chapter 2 | Magic 13
Unfriendly Skies The Fuchsia Mimsy
The Jade Funk: This ship can represent a flying mages tower
As players begin to take flight in their wonderful, albeit for a spellcaster of any race or background in need of an
slightly used airships, they will find that the skies are not so aerial laboratory. If encountered, it will almost certainly have
devoid of challenges after all. an archmage on board, along with 1d4 mages and their
While an airship might allow the players to rise above apprentices.
trivial random encounters and offer them a quick and reliable
means of travel, they also have the downside of being The Nisos
remarkably conspicuous. The Scylla: The sister ship to The Nisos is known as The
Thankfully, the skies are out of reach for most who notice Scylla. This hobgoblin war vessel is armed to the teeth. It's
you. The capacity for flight is possessed by only a fraction of equipped with 2 fore cannons, 3 port and starboard cannons
all monsters, and even fewer can reach the altitudes required each, and an aft cannon. This ship’s entire passenger capacity
to be a threat. is a mix of goblins, hobgoblins, bugbears, and worgs. It is out
This chapter introduces three airships, along with their for war.
crews and captains, as pre-statted encounters. They are fully Oscars' Folly
formed and ready to be dropped into any campaign. Jimboree: Unlike its necromantic doppelganger, this cargo
vessel is held aloft by a living skyfish named James. Its cargo
Friends or Foes capacity is doubled.
Of the airships presented in this chapter, only one is an The Thimble
innate threat. The remaining two can be treated as roleplay Hop-Scotch: Tugboats are among the more common of
encounters, or even as narrative seasoning. airships, this one could be on a mission to retrieve cargo, or
The choice is yours. to assist a ship in distress.
The Wild Alraed
Izzy's Ships as Encounters Ships of all seasons: On stormy evenings a ship with this
Izzy's Slightly Used to Airships presents six different airships silhouette can be seen flying towards the sunset. At least
available for purchase. While those models are unique, and three other ships with its profile have been seen, but each
exclusive to Izzy's Emporium, ships resembling them can be with a different elemental orb. The remaining ones have orbs
encountered in your travels. of fire, ice, and wind.
However, the ships in the list to follow are devoid of the Zannes Star
lovable quirks and are considerably more mundane then Unkown: A ship matching this description has only been seen
what's found in Izzy's Slightly Used to Airships. once before-on the night that villagers of Kaelderset went
missing. May the gods have mercy on their souls.
Chapter 3 | NPCs
14
A Date with Drakes

W
hat is that ship doing on my tarmac!?" Kolli
exclaimed. "Is that what I think it is?" Rushing
from her cottage on the other side of the
emporium, her hooves clacking on the smooth
stone below.
"Surprise!" Izzy said triumphantly, throwing glitter out
from her pockets. "Isn't it just friggin' EPIC!?"
"It's a hobgoblin warship, Izzy! For the love of..."
Kolli took a moment to take in what she was seeing, a red
and tan airship, with two nacelles of ridged air balloons
flanking a central hull. A ship so unmistakably hobgoblin in
design, and one with a notorious history.
"Is that, is that The Nisos?!?" Kolli sank to her knees,
overcome with a sense of impending doom.
"Looks that way." Replied Granite, catching up with the two
of them.
"I got it at a military auction! Can you believe that no one
wanted to buy it?" Izzy asked, seemingly completely oblivious
to the dangers the ship possessed.
"Yes Izzy, I can! Do you know whose ship this was? What air
group it was a part of? This is the The Nisos Izzy, sister ship
of The Scylla, and support cruiser for The Aesacus! You know
that ship right? The hobgoblin flagship?"
Visibly frustrated, Kolli threw her hands into the air, and
staggered back onto her hooves.
"She's going to come looking for it. You know that right?"
"Who?" Granite inquired.
"The Queen Bitch of the Universe!" Kolli replied, indignantly
towards Izzy.
Izzy chuckled, casually dismissing Kolli's concerns.
"Is that what you're scared about? You're worried that
some legendary hobgoblin archmage will descend upon this
establishment in military force, and retrieve the only ship
captured under her command?"
"Yep." Granite interjected.
"Is that all?" Izzy smiled impishly. "I wouldn't worry about
that. I hired on some additional muscle." With a snap of her
fingers, Izzy conjured the illusion of a waving green flag in
the air above her.
On cue, two dragons took flight from the nearby
mountains, and swept overhead at stunning speed. Circling
around, they took roost upon the emporium's tower, and
stared silently down at Izzy and her friends.
"May I present Kizzideth the Bronze, and Drazar the Black,
the newest members of our family."
Chapter 3 | NPCs
15
Lore
Arcana
A Ship of the Line DC 10: This ship is made from exceptionally light
The notoriously unpronounceable Indefatigable is a proud materials. Its speed is exceptional for its size
example of their majesty's fleet. Built of darkwood, bronze, DC 15: The ship is propelled by mechanical fins, which
and cloth woven of solid cloud, the Indefatigable is a allows it to mitigate the affects of wind
testament to the ingenuity of the citizen races. History
The richly stained and well polished hull contains a DC 10: This ship is called the "Indefatigable". It is part of
multicultural crew of the finest officers, as well as a flight of the royal navy, and has an impressive history given its
giant eagles and their riders. small size
The Indefatigable, impressive as it is, is not built for DC 15: This class of ship usually has a flight of giant
outright warfare. Rather, it was designed for the patrol of eagles on board, as well as a harpoon gun to prevent
royal airspace and emergency response. Its duties include escape
customs searches, prisoner transportation, pirate DC 20: This ship does not require a warrant to board
engagement, and the defense of nearby merchant craft. craft, and has a history of "surprise inspections".
Its most useful feature is the prow mounted harpoon gun.
The harpoon gun is designed to prevent the escape of fleeing Perception
ships, and to facilitate boarding actions. DC 10 This ship has a compliment of 2 cannon, one fore,
and one aft, ballistae stationed at all four quarters, and a
mast mounted ballista capable of firing in all directions.
DC 20: The prow mounted ballista is fitted with a
grappling hook and can fire fore, port, and starboard.

The Indefatigable
Cost Built By Tonnage Speed Crew Pass. Cargo (tons) DT AC HP Landing Keel Beam Weapons
50,000 gp Alliance 45 tons 8 mph 20 35 3 10 15 350 Water 100ft 45ft 9

Chapter 3 | NPCs
16
The Indefatigable Distress Signal. If under attack, the Indefatigable will
cast dancing lights as a free action, creating a diamond
Gargantuan Construct, Lawful Good (Crew)
of four red lights in the air. Intelligence is its
Armor Class 15 spellcasting ability
Hit Points 350 Quasi Magical Propulsion Movement penalties from
Speed fly 80ft. wind are halved.

Showing better of Ship or Commander Actions


STR DEX CON INT WIS CHA *Multiattack The Indefatigable may fire all its weapons
at once. Cannons ( 1x Fore, 1x Aft.) ranged Weapon
30 (+10) 14 (+1) 18 (+4) 18 (+4) 17 (+3) 16 (+6) Attack: +6 to hit, range 600/2,400ft., one target. Hit
45 (8d10)
Damage Immunities poison, psychic Prow Grappler. Ranged Weapon Attack: +6 to hit, Range
Resistances Cold 120/480ft., one target. Hit 15 (3d10)
Condition Immunities Blinded, Charmed, Deafened,
Fatigued, Petrified, Poisoned, Prone, Surprised On Hit, any movement which would cause the target
Senses As per crew to move further away from the indefatigable is slowed
Damage Threshold 10 and requires an opposed strength check,. Success by
Challenge 10 10 or more ends this condition.
Ballistae (1x Port, 1x Aft, 1x Starboard) *Ranged Weapon
Counterspell. (Recharge 4-6) The ship is host to a small Attack: +6 to hit, Range 120/480ft., one target. Hit 15
cabal of abjurers, and may cast counterspell as a 3rd (3d10)
level spell using intelligence as its spellcasting ability. Ballista Turret. *Ranged Weapon Attack: +6 to hit,
The range of this spell is increased to 500ft. Range 120/480ft., one target. Hit 15 (3d10)

Crew Manifest (Cr 14) Combat


30 Guards (MM 347) (25xp) The Indefatigable will always run from a larger threat, unless
2 Knights (MM 347) (700 xp) it knows that reinforcements are on their way. The crews of
3 Mages (MM 347) (2,300 xp) royal ships are able to communicate long distances via the
5 Giant Eagles (324)(200xp) and 5 Archers as riders dancing light cantrip, and are able to call for help across
(VGE 210) great distances. If the ship has confirmed reinforcements, it
2 Master thieves (VGE 216) will attempt to grapple the threat to prevent it from fleeing,
5 Swashbuckers (VGE 217) while bombarding it with a full force of its ordinance. If
5 Commoners, as Support Staff (MM 345) possible, the two master thieves will be snuck aboard the
Captain Dhanial (1000xp) hostile ship in hopes of sabotaging its operations.
The guards represent the deck crew and gunnery officers, all If engaged in combat against a ship of equal or smaller threat
of whom are armed for war in case of boarding actions. All than itself, the Indefatigable will almost always attempt a
commoners take battle stations below decks, and will only hostile boarding action. Using the eagles to shuttle troops
emerge to extinguish fires. onto the opposing ship, those boarding will immediately
Each of the crew members are equipped with Parachute begin to start as many fires as possible by use of torches and
Pantaloons (Izzy's Slightly Used Airships, pg 7), the master alchemist fire. The giant eagles will actively pull the gunners
thieves each possess a Ring of Feather Falling. All knights, of the target ship from their posts and release them in the
archers, and swashbucklers are equipped with 3 alchemist open sky.
fires, and 5 torches each. Upon the surrender of the enemy ship, the Indefatigable
will offer full quarter to those who surrender and force all
Boarding Actions ranking officers to walk the plank on charges of piracy.
When boarding actions are initiated, the ship will deploy its Unless given a good reason not to, the hostile ship will then
flight of 5 giant eagles and their riders. each eagle carries an be impounded. There is a 50% chance that any ship
extra passenger of ether a Knight or a Swashbuckler to impounded in this way will be available for sale at Izzy's
parlay with the boarded ship's captain. In situations requiring Slightly Used Airships within 2d10 days.
stealth, the master thieves (typically Gnomes or Halflings)
will hide in the plumage of two of the eagles. The thieves will Please, stop before you hurt yourself. Let me help you out, it's
secretly search the ship for contraband or conduct sabotage pronounced: "in·de·fat·i·ga·ble". Indefatigable: adjective, to
operations during battle. If unable to safely extract via a flying persist tirelessly.
eagle, they each have a Ring of Feather Falling on their -Izzy
person.

Chapter 3 | NPCs
17
Captain Omar Dhanial
The Father of Dragons
Captain Dhanial has had the pleasure of fostering 3 silver
dragon eggs, and 4 silver dragon wyrmlings (the twins were a
handful!). A kind-hearted man in his early 90's, he has seen a
fair share of combat, but has always made time for his family.
A widower at a young age, he never had children of his own,
but during his time of grief he was visited by a pair of ancient
silver dragons. After having seen his selfless acts in battle
again and again from their mountaintop home, they entrusted
him with a dragon egg to raise as his own.
After 21 years of fostering, the wyrmling would venture out
into the world, emboldened by the knowledge and love that
their adoptive father had given them. Omar, in turn, would be
granted another egg, each time from a different pair of
dragons.
As Captain Dhanial has been a great friend to the silver
dragon community, they see him as a kindred spirit. A force
of unrelenting goodness among the clouds, they have even
nick-named him "The Silver Lining".
Completely unwilling to retire, and determined to die with
the open sky above and below him, Omar has made up for his
increasing frailty with the acquisition of a Belt of Giants
Strength. This ensures that he is still strong enough to play
with his wyrmling daughter, Argentea.
Whenever he has shore leave, he always takes the time to
visit his kids.
Captain Omar Dhanial
Medium humanoid (Human), lawful good

Consequences Armor Class 17 (mithril breastplate)


Hit Points 44(10d8-10)
If he is killed in battle, the person or group responsible for Speed 30ft.
his death will have a bounty placed on their heads to the sum
of 25,000 gold pieces. The bounty is for the corpse only, and it
must be returned in a state which would prevent use of the STR DEX CON INT WIS CHA
raise dead spell. Furthermore, all persons who claim the 21 (+5) 14 (+2) 9 (-1) 12 (+1) 17 (+3) 16 (+3)
bounty are to be given a commission of knighthood, or a full
royal pardon if they are not deemed bondable.
In addition to this, Captain Dhanial's eldest foster child is a Saving Throws str +9, wis +7
Damage Immunities Cold
young silver dragon named Ornhaurach. She is on the cusp Condition Immunities Diseased, Fear
of adulthood, and her birth parents are both ancient silver Senses Passive perception 15
dragons with a strong sense of justice. Languages Common, Draconic, Elven, Giant Eagle
Challenge 4 (1000 XP)
If encountered in combat, Omar is best taken alive.
Well Weathered All charisma checks made against
Rumors the captain are made with disadvantage.
He isn't a human; he's an ancient silver dragon in human Light Hearted Generations of raising dragons have
form. blessed him with immunity to falling damage.
He is literally a father of dragons. I hear he has a secret
second wife, a silver dragoness. A Beacon of Hope While in command of an airship,
He might look frail but he's as strong as a giant! all members of its crew have advantage on saves vs
Captain Dhanial has fostered four dragons over the fear.
course of his life: Ornhaurach, Flurry, Argent, and Actions
Argentea. From what I hear, Ornhaurach just laid a clutch
of eggs! Multiattack The Captain makes two great sword
He moonlights as a gourmet chef. Appearantly his attacks.
signature dish is something called basked-luskan? Greatsword Melee weapon attack, +11 to hit, reach
His first wife was killed by pirates. 5ft, on hit 12 (2d6+6) slashing damage.
He had a shot at being admiral several times, but nothing
could take him away from the open skies.
18 Chapter 3 | NPCs
Lore
Ad Caelis, Victoria!
The Aesacus is a fleet command ship for the Hobgoblin
Aerial Defense Force, and one of the single largest military Arcana
airships ever commissioned. Featuring the hallmark dual DC 10: This ship is heavily armored and relies on two
ridged-body ballasts on ether side, with a hull composed of ballasts of magic gas to keep it sky worthy.
wrought iron, adamantine, and darkwood, this ship is DC 15: The ship is propelled by mechanical impellers,
unmistakeably goblin in origin. this allows it to mitigate the affects of wind.
Boasting an absurd armament, its cannon number are 1 History
fore, 3 port and starboard each, 2 aft, and 1 dorsal turret, DC 10: This ship is called "The Aesacus", and it is part of
bringing the total to 10. the Hobgoblin Aerial Defense Force. If we're seeing this,
Atop of its fortifications, it also features a single we can't be too far from hobgoblin lands.
distinguishing characteristic: a span in the center of its hull. DC 15: The ship prefers to fly above its targets. Our best
The primary tactic of The Aesacus is to cripple an enemy bet is to not let it get on top of us!
ship with cannon fire, and then fly directly above it. From the Perception
center span, goblin shock troops can descend on cables, and DC 10 This ship has a compliment of 10 cannons, one
use those very cables to anchor the ships together. Once the fore, two aft, three each at port and starboard, and one
ships are moored together, with The Aesacus on top, dorsal turret able to fire in all directions. It also features 4
additional troops can descend down the cables to secure the cauldrons mounted in its central span.
enemy ship. If the boarding operations are unsuccessful, the DC 20: There are cages full of dying men hanging from
center abscess can also be used to dump cauldrons of pitch the hull.
and vials of alchemist fire on top of their target.

The Aesacus
Cost Built By Tonnage Speed Crew Pass. Cargo (tons) DT AC HP Landing Keel Beam Weapons
85,000 gp Hobgoblin 100 tons 5 mph 35 50 5 15 15 500 - 200ft 85ft 25

Chapter 3 | NPCs
19
The Aesacus Counterspell. (Recharge 5-6) The ship is host to a small
cabal of devastators, and may cast counterspell as a 3rd
Gargantuan Construct, Lawful Evil (Crew)
level spell, using intelligence as theor spellcasting
Armor Class 15 ability. The range of this ability is 500ft.
Hit Points 500 Fireball (Recharge 6) As a bonus action, the ship may
Speed fly 80ft. (hover) launch a fire ball as per the spell. It deals 36(8d8) fire
damage, DC 16 Dexterity save for half damage.
Showing better of Ship or Commander
Quasi Magical Propulsion Movement penalties from
STR DEX CON INT WIS CHA wind are halved.
35 (+12) 16 (+2) 16 (+3) 20 (+5) 14 (+2) 14 (+2)
Actions
Multiattack The Aesacus may fire all its weapons at
Damage Immunities poison, psychic once.
Resistances Cold
Condition Immunities Blinded, Charmed, Deafened, Cannons ( 1x Fore, 2x Aft, 3x Port, 3x Starboard) ranged
Fatigued, Petrified, Poisoned, Prone, Surprised Weapon Attack: +6 to hit, range 600/2,400ft., one
Senses As per crew target. Hit 45 (8d10)
Damage Threshold 15 Cannon Turret ranged Weapon Attack: +6 to hit, range
Challenge 13 600/2,400ft., one target. Hit 45 (8d10)
Cauldrons (x4) 16(3d10) fire damage, DC 15 dexterity
save for half damage

Crew Manifest (CR 19) Lastly, the worgs on board the ship exist as a means of long
distance communication. The howls of a worg echo for miles,
5 Hobgoblin Devastators (VGE 164) and can communicate a wealth of complex information in a
1 Hobgoblin Warlord (MM 187) (2,300 xp) dialect which is almost indistinguishable from wolf howls to
2 Hobgoblin Captains (MM 186) (700 xp) the untrained ear. In the rare situation that the ship is
20 Hobgoblins (MM 186) (100 xp) boarded, they assist in repelling the attackers.
5 Goblin Bosses (MM 166) (200 xp)
40? Goblins (MM 166) (50 xp) About the Goblins...
1 Goblin Bard (VGE 211)
1 Bugbear Chief (MM 33) (700 xp) You may have noticed that the number of crew members
5 Bugbears (MM 33) (200 xp) onboard this vessel greatly exceeds the number of crew and
5 Worgs (MM 341) (100 xp) passengers which could fit, and that's before accounting for
Legate Resne Devastata Magnus (8,400 xp) the increased size of the bugbears and worgs. The fact of the
matter is: no one knows where all the goblins sleep, or how
The Hobgoblins represent the deck crew and ships officers,
while the goblins act as gunnery crew and support staff. As many there are. The goblins have infested the superstructure
loathe as they are to admit it, the hobgoblins acknowledge the of the ship, and while they still work to maintain the vessel,
natural goblin talent for ordinance. The goblin bosses serve their ever growing population is of great concern.
to keep the goblins in line, and to ensure that the bugbear's -Izzy
sacraments are manufactured.
The bugbear chief aboard is unusually pious. His devotions
are towards the bugbear god Grankhul the Sleepless. In Combat
Determined to overcome his species' predisposition to Hobgoblin ships have little interest in capturing or
lethargy, he has demanded that the goblins aboard create and impounding other vessels. Instead, they prefer to force other
maintain percolators and steam expression filters so that this ships to ground, and then loot the wreckage for goods and
tribe might ingest coffee, a drink he believes to be a slaves. As such, their strategies usually center on bombarding
sacrament to his wakeful god. enemy ships with cannon fire and spells. Once a ship has
The goblin bard exists as a jester, and is present as a been suitably disabled, The Aesacus will then attempt to
means to ward off the creation of a nilbog entity. hover over the enemy vessel, and unleash their bugbears and
Of all of the crew, the devastators are treated with the most surplus goblins upon their foes by way of zip-lines. If their
respect. As the Legate herself rose from their ranks, they initial boarding raid fails, the ship will unleash all four of its
have been granted the space to maintain their library on cauldrons of flaming oil, setting the enemy ship on fire.
board the ship, and dine along side the legate and her
officers. When facing hobgoblins, one only surrenders if one wishes
The hobgoblin warlord and captains exist as executive for a quicker death.
officers to the legate, and offer advice when asked.

Chapter 3 | NPCs
20
Legate Resne Devastata Magnvs
Senatora Provincia Hominvs, Flame
of the Eastern Wind
May the gods have mercy on those who dare cross her.
Legate Resne, Magnus of the Devastators, regent of all
conquered human lands, is a veteran of at least a dozen
successful military campaigns into the lands of lesser races.
Like all hobgoblins, she has achieved her rank through
merit and victory. Having lost her arm in battle against an
elvin blade singer, she has since refused to undergo magical
treatments to restore it, or construct a prosthesis. Instead,
she keeps her injury as a reminder of her own weakness, and
as a lesson in the costs of failure.
Trained in the magical arts of devastation, she is one of the
foremost experts on magic in the hobgoblin empire. Having
long since outgrown the constraints of the school, she has
since invested in the school of evocation.
Now in her late 40s, her career has only gained Legate Resne
momentum ever since she reached the pinnacle of goblin
ranks. Determined to establish her legacy, she is growing Medium humanoid (Hobgoblin), lawful Evil
ever more dangerous to her foes. Armor Class 15 (Mage Armor)
Hit Points 115 (18d8+36)
Personal Life Speed 30ft
Legate Resne has been married for 30 years, and has 22
living children, and 47 grandchildren. She refuses to serve STR DEX CON INT WIS CHA
alongside any of them, as she demands her glory be her own,
and that her children earn it for themselves. Her shore leave 11 (+0) 14 (+2) 14 (+2) 20 (+5) 17 (+3) 16 (+3)
is divided between her political duties in the senate, and
vacationing with her husband so that she might collect her Saving Throws Int +9, Wis +7
thoughts. Skills Arcana +12, History +13
Damage Resistance Damage from spells
Consequences Senses Passive perception 15, Darkvision
Languages Goblinoid, Worg, Draconic
If she were to die in battle, the entirety of goblin-kind would Challenge 12 (8,400 XP)
wage a holy war so massive it would almost certainly ascend
her into sainthood. Thankfully, Legate Resne does not want Spellcasting. The Legate is an 18th-level spellcaster.
to be remembered for her death, but rather for the deaths she Her spellcasting ability is Intelligence (spell save
brings to others. Her ideal death is to die in her sleep, carried DC 17, +9 to hit with spell attacks). The legate can
to her tomb in a procession of 500 great-grandchildren, and cast Fly and Counterspell at will and has the
laid to rest alongside her husband in a mausoleum made of following Wizard Spells prepared:
her enemies’ bones. Cantrips (at will): Fire Bolt, light, Mage Hand,
Mending, Prestidigitation
Rumors 1st level (4 slots): Detect Magic, Identify, mage
She may have lost her hand, but she doesn't need it. She armor, Magic Missile
uses magic to create a phantom hand. 2nd level (3 slots): Detect Thoughts, Mirror
Have you ever seen her around her husband? She's a Image, Misty Step
completely different person! You would almost think she 3rd level (3 slots): Counterspell,Fly, Lightning
Bolt
had a soul. 4th level (3 slots): Banishment, Fabricate, Fire
She doesn't kill her most hated enemies outright. Instead, Shield
she locks them in a cage hanging from her ship. 5th level (3 slots): Cone of Cold, Scrying, Wall of
Some say she's the greatest Devastator to have ever lived. Force
I heard she made a deal to Asmodeus for arcane power, in 6th level (1 slot): Globe of Invulnerability
exchange for the souls of 1000 of her descendants. 7th level (1 slot): Teleport
She refuses to learn common, save for just enough to 8th level (1 slot): Mind blank
introduce herself as "Queen Bitch of the Multiverse". 9th level (1 slot): Meteor swarm
She once destroyed a small fleet by herself.

Chapter 3 | NPCs 21
Lore
Murder in the Sky Arcana
What was once a humble merchant ship has since become an DC 10: You haven't the slightest idea how this thing flies.
abomination of engineering, reason, and health and safety DC 15: Are those oars? No.. Wait. Those are magic
regulations. brooms tied to sticks!
The Hellspear takes its name from the gigantic, cast-iron DC 20: It appears to function off of some sort of magic.
ram welded onto its prow, and from the miracle that it flies. DC 30: The ship has a bound fire elemental contained in
With a hull of oak and steel plates, it is easily identified by the its aft, which the crew agitates by feeding it alchemist's
layers of vulgar graffiti which grace its hull, not to mention fire. The resulting explosion propels the ship forward at
the trail of soot and flame it leaves in its wake. astounding speed. The magic broomsticks seem to be
used for basic maneuvering.
With only a basic armament of a single ballista, The
Hellspear relies on two unconventional methods of offense: History
its ram, and the near suicidal tendencies of its crew. DC 10: This ship has a famous reputation for reckless
In combat, the ship will ram its foes at full speed, and on piracy. Its current captain is a winged Kobold named
the moment of impact, its crew will leap aboard the other Scritches.
ship and attack their crew directly.
If The Hellspear feels it is outclassed, it will use its superior Perception
speed to flee from danger and live to fight another day. DC 10: You can easily spot this vessel. It is always on fire.
DC 15: The hull of the ship is encrusted with profane
graffiti from a cornucopia of different languages.
DC 20: Those are not oars, they are in fact broomsticks.

The Hellspear
Cost Built By Tonnage Speed Crew Pass. Cargo (tons) DT AC HP Landing Keel Beam Weapons
15,000 gp ? 15 tons 10 mph 5 10 5 6 13 150 - 40ft 25ft 1

Chapter 3 | NPCs
22
The Hellspear Captian Skritches
gargantuan Construct, Chaotic Evil (Crew) Small humanoid (Kobold), Chaotic Evil

Armor Class 13 Armor Class 13


Hit Points 150 Hit Points 7(3d6-3)
Speed fly 100ft (hover) or fly 15ft (hover). There is Speed 30ft., fly 30ft.
no in-between

Showing better of Ship or Commander STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 9 (-1) 8 (-1) 2 (-2) 20 (+5)
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 20 (+5) Senses darkvision, passive Perception 8
Languages Common, Draconic
Challenge 1/4 (50 XP)
Damage Immunities poison, psychic
Resistances Cold
Sunlight Sensitivity. While in sunlight, the kobold
Condition Immunities Blinded, Charmed, Deafened,
has disadvantage on attack rolls, as well as on
Fatigued, Petrified, Poisoned, Prone, Surprised
Wisdom (Perception) checks that rely on sight.
Senses As per crew
Damage Threshold 6 Pack Tactics. The kobold has advantage on an attack
Challenge 6 roll against a creature if at least one of the kobold's
allies is within 5 feet of the creature and the ally
Magical Propulsion Movement penalties from wind isn't incapacitated.
are negated.
Actions
To the Max! When setting speed, the ship may only
move at a rate of 15ft, or 100ft. This ignores the Dropped Rock. Ranged Weapon Attack: +5 to hit,
rules on speed incrementation. one target directly below the kobold. Hit: 6 (1d6 +
3) bludgeoning damage.
Ultra-Ram After moving at least 50ft on that turn,
The Hellspear may execute a melee attack from its
fore section against an adjacent ship. This is in
addition to the existing rules regarding ramming. Rumors
Actions I think this is just a winged kobold who found a pirate
shirt.
Ballista Turret. Ranged Weapon Attack: +6 to hit,
Range 120/480ft., one target. Hit 15 (3d10)
There have been countless "Captain Skritches" in the
past, this is just one in a long line of disposable kobolds.
Ultra-Ram, Melee Weapon Attack (fore), +10 to hit, Secretly, he knows that after all his years of piracy, his real
32 (5d12) peircing damage treasure was his children all along.

Crew Manifest (Cr 2)


5 thugs of various races (MM 350)
Captain Scritches
No one in their right mind would sign onto this ship, and
fewer still live for very long once aboard. Only Skritches has
had any longevity. Propelled by a furiously enraged fire
elemental, bound to the ship and agitated by alchemist’s fire,
the ship maintains a speed only surpassed by elemental
galleons.
Variant: Catastrophic Destruction
Once this ship reaches 0 hit points, the bound fire elemental
breaks free in a glorious explosion. All creatures aboard the
vessel, and within 50 feet are subjected to 70 (20d6) fire
damage, with a dexterity save DC of 16 for half damage. The
fire elemental is thus empowered by the resulting blast and
reproduces. Where the Hellspear once was, there are now
1d6+1 fire elementals who are hostile to everything forever.

Chapter 3 | NPCs
23

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