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Merchant Yacht

Merchant Yacht
Yachts are fast sailing vessels that move quickly and handle Sea Ghost
shallow waters with ease. These ships can carry cargo or The Sea Ghost is an example of a merchant yacht.
when not laden can pursue slower ships due to its light-weight This ship appears prominently in the Sinister
frame. These were often the choice of merchants, smugglers, Secrets of Saltmarsh, and may end up in the hands
and pirates. of the characters.
A merchant yacht has the following features:
Ceilings. The ceilings in the lower deck, and cabins are 8 feet
high with 6-foot-high doorways. The bilge is 4 feet high.
Doors. The ship's doors are made of wood and have AC 15. 18
hit points. and immunity to poison and psychic damage. A lock
can be picked with a successful DC 15 Dexterity check made
using thieves' tools, or the door can be forced open with a
successful DC 20 Strength (Athletics) check.
Footlockers. Footlockers on the ship are iron or brass and
have AC 19, 18 hit points, and immunity to poison and psychic
damage.
Light. Hanging lanterns may cast bright light throughout the
ship.
1. Main Deck
Rigging. Rigging on the ship can be climbed without an ability The main deck of the yacht has the following features:
check.
Hatch. A covered, 10-foot-square opening leads to the hold.
Sails. The ship has a single 60-foot-tall mast with sails to
catch the wind. Railing. The main deck has a 3·foot·high rail around its
perimeter that provides half cover for Medium creatures and
Example Crew three-quarters cover for Small creatures behind it.
A merchant yacht requires only a small crew to sail the vessel.
If the characters are guests on a merchant yacht, the crew Jolly boat. A jolly boat is lashed upside down on the main
consists of the following creatures, all of which have deck.
proficiency with water vehicles in addition to their normal
statistics: 2. Forecastle
The forecastle has the following features:
One captain (bandit captain)
Two other officers from the following: a first mate, a bosun, Capstan. The capstan sits in the center of the forecastle.
a quartermaster, or a cook (nobles)
Seven sailors (commoners) Railing. The forecastle has a 3-foot-high rail around its
perimeter that provides half cover for Medium creatures and
three-quarters cover for Small creatures behind it.
3. Poop Deck
The poop deck has the following features:
Railing. The poop deck has a 3·foot-high rail around its
perimeter that provides half cover for Medium creatures and
three-quarters cover for Small creatures behind it.
Tiller. The ship's tiller is here at the aft of the poop deck. It
rises above the deck about 6 feet from the stern and has a
horizontal arm about 6 feet long.
4 - 6. Galley and Food Stores
These areas contain the kitchen and food storage.
7. Guest Quarters.
Three hammocks hang from the walls and three chests are
bolted to the ground beneath them.
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8. Officer's Quarters
This master cabin has quality furniture including a bed, a Merchant Yacht
table, and a desk. A footlocker is bolted to the floor. Guargantuan vehicle (90 ft. by 30 ft.)
9. Captain's Quarters
This master cabin has ornate furniture including a bed, a Creature Capacity 10 crew, 10 passengers
table, a couch, and a desk. A footlocker is bolted to the floor. Cargo Capacity 50 tons
Travel Pace 5 miles per hour (120 miles per day)
10. Crew Quarters
Eight hammocks hang from the posts and walls in this large STR DEX CON INT WIS CHA
quarters. Beneath each hammock is a brass chest bolted to
the floor. 18 (+4) 7 (-2) 15 (+2) 0 0 0

11. Hold Damage Immunities poison, psychic


The ships cargo is stored here in this central chamber of the Condition Immunities blinded, charmed, deafened,
ship. exhaustion, frightened, incapacitated, paralyzed,
The hold has the following feature: petrified, poisoned, prone, stunned, unconscious

Hatch. A covered, 10-foot-square opening leads to the bilge. Actions


12 - 13 (14 & 15). Private Quarters On its turn, the yacht can take the move action
below. It can't take this action if it has no crew.
These private quarters are a step above the crew quarters
containing their own furniture and footlockers. The behind Move. The yacht can use its helm to move with its
the stern wall is a holloww area that may or may not allow for sails.
a hidden space beyond it.
Hull
16. Bilge Armor Class 15
This area stretched the full width and length of the ship. It
contains the ballast necessary for ship operations. Hit Points 250 (damage threshold 10)
Control: Helm
Armor Class 18
Hit Points 50
Movement: Sails
Armor Class 12
Hit Points 100, -5 ft. speed per 25 damage taken
Speed (water) 45ft.; 15ft. while sailing into wind;
60ft. while sailing with the wind

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Barque
Barque Example Crew
Barques are multi-masted large sailing vessels. Their unique A barque requires a crew to sail the vessel. If the characters
rigging allows them to sail with great capacity using a smaller are guests on a barque, the crew consists of the following
crew. These grand ships can hall a large cargo across vast creatures, all of which have proficiency with water vehicles in
distances. addition to their normal statistics:
A barque has the following features: One captain (bandit captain)
Ceilings. The ceilings are 8 feet high with 6-foot-high Four other officers from the following: a first mate, a
doorways. bosun, a quartermaster, a navigator, or a cook (nobles)
Ten sailors (commoners)
Doors. The ship's doors are made of wood and have AC 15. 18
hit points. and immunity to poison and psychic damage. A lock
can be picked with a successful DC 15 Dexterity check made 1. Main Deck
using thieves' tools, or the door can be forced open with a
successful DC 20 Strength (Athletics) check. The main deck of the ship has two staircases on each of the
fore and aft sides leading to the respective decks.
Footlockers. Footlockers on the ship are iron or brass and The main deck of the barque has the following features:
have AC 19, 18 hit points, and immunity to poison and psychic
damage. Hatch. A covered, 10-foot-square opening leads to the lower
hall.
Light. Hanging lanterns may cast bright light throughout the
ship. Railing. The main deck has a 3·foot·high rail around its
perimeter that provides half cover for Medium creatures and
Rigging. Rigging on the ship can be climbed without an ability three-quarters cover for Small creatures behind it.
check.
2. Forecastle
Sails. The ship four masts. Two 60-foot-tall masts, and two The forecastle has the following features:
40-foot-tall masts. All have sails to catch the wind.
Capstan. The capstan is positioned off to one side of the
forecastle.
Railing. The forecastle has a 3-foot-high rail around its
perimeter that provides half cover for Medium creatures and
three-quarters cover for Small creatures behind it.
3. Quarterdeck
The poop deck has the following features:
Railing. The quarterdeck has a 3·foot-high rail around its
perimeter that provides half cover for Medium creatures and
three-quarters cover for Small creatures behind it.
Wheel. The ship's wheel is here at the fore of the quarterdeck.
4. Captain's Quarters
This master cabin has ornate furniture including a bed, a
table, a couch, and a desk. A footlocker is bolted to the floor. A
staircase leads down to the galley.
5. Navigator's Room
This forward cabin contains a large table for use in plotting
Emperor of the Waves courses and managing the ship's travels. Navigational devices
The Emperor of the Waves is an example of a barque are typically scattered around the room.
sailing ship. In "Salvage Operation" this ship is
attacked by an elder octopus and hereos attempt its 6. Grand Staircase
rescue. There is always the possibility those heroes This orante staircase provides access to the lower deck from
salvage and restore the ship. the navigator's room. It is finely crafted.

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7. Lower Hall
This hall allows access to several areas of the lower deck. Barque
The hall has the following feature: Guargantuan vehicle (100 ft. by 40 ft.)
Hatch. A covered, 10-foot-square opening leads to the cargo
hold. Creature Capacity 15 crew, 10 passengers
Cargo Capacity 150 tons
8. First Mate's Cabin Travel Pace 5 miles per hour (120 miles per day)
This large cabin has quality furniture including a bed, a table,
and a desk. A footlocker is bolted to the floor. STR DEX CON INT WIS CHA
9. Private Quarters 20 (+5) 7 (-2) 18 (+4) 0 0 0
These private quarters are a step above the crew quarters
containing their own furniture and footlockers. Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
10. Officers' Privy exhaustion, frightened, incapacitated, paralyzed,
This small room provides adequate privacy. petrified, poisoned, prone, stunned, unconscious

11. Food Storage Actions


This foreward cabin is used to for food storage. This area is
often a prime candidate for stowaways. On its turn, the barque can take the move action
below. It can't take this action if it has no crew.
12. Crew Quarters Move. The barque can use its helm to move with its
Several hammocks hang from the posts and walls in this large sails.
quarters. Beneath each hammock is a brass chest bolted to
the floor. Hull
Armor Class 15
13. Galley
These areas contain the kitchen and mess hall. A stairway Hit Points 375 (damage threshold 20)
leads up to the captain's quarters. Control: Helm
The galley has the following feature:
Armor Class 18
Trapdoor. A covered trapdoor opens to the cargo hold. A
wooden ladder assists the decent. Hit Points 50
Move up to the speed of the ship's sails, with one
14. Cargo Hold 90-degree turn. If the helm is destroyed, the barque
This area stretches the full width and length of the ship. It can't turn.
contains some area set aside for ballast necessary for ship
operations. The rest and majority is used to store cargo and Movement: Sails
supplies. A small ladder leads up to a trapdoor in the galley. Armor Class 12
Hit Points 100, -5 ft. speed per 25 damage taken
Speed (water) 45ft.; 15ft. while sailing into wind;
60ft. while sailing with the wind

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