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Keelboat

One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They’re perfect for pleasure cruises, as they’re easier and less expensive to operate than larger vessels.   A keelboat requires a single crew member to operate smoothly. If the characters are guests on a keelboat, the crew consists of a single captain who has the statistics of a bandit captain with proficiency with water vehicles.

Power Generation

The keelboat has one 10-foot-tall mast with sails.

Propulsion

The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars.

Weapons & Armament

A ballista is mounted on the fore of the deck. Ten ballista arrows are stacked and secured nearby.

Armor and defense

Hull Armor Class 15 Hit Points 100 (damage threshold 10)   Control: Helm Armor Class 12 Hit Points 50   Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If the helm is destroyed, the keelboat can’t turn.   Movement: Oars Armor Class 12 Hit Points 100; −5 ft. speed per 25 damage taken   Speed (water) 20 ft.   Movement: Sails Armor Class 12 Hit Points 100; −5 ft. speed per 20 damage taken   Speed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind   Weapon: Ballista Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.   Keelboats typically include a ballista only when they are equipped for combat.

Sensors

A hanging lantern or two casts bright light across the ship.

Additional & auxiliary systems

Rigging on the ship can be climbed without an ability check.

Hangars & docked vessels

Footlockers. Beneath each bed is a footlocker. The footlockers are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.   Furnishings. Two beds and a desk with a chair stand at the aft of the cabin.

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