Airships

Overview

With the advancement of Seth Kaiser’s affordable airships for all, private ownership of airships have become much more reasonable. While still heavily regulated and monitored by the Royal Order of Knights, Eisen has entered into a burgeoning period of airship travel and innovation.  

Owning Ships and Paying Crew

There are three categories of airship - small, medium, and large. The crew for medium and large airships is included as part of the lifestyle expenses. Small airships are personal crafts and do not require crew provided you know how to fly the ship yourself. Lifestyle will only support one airship.   Small airships can be purchased by anyone of comfortable lifestyle and above. (Mini-Caravel)   Medium airships can be purchased by anyone of wealthy lifestyle and above. (Sloop/Schooner, Brig/Frigate, 4th-Rate)   Large airships can be purchased by anyone of aristocratic lifestyle. (3rd rate, 2nd-rate, Galleon, 1st rate)   Optional Purchasing Rule: You may buy a "lower class" ship and gain an additional 3 upgrade slots. For ex. an aristocratic buyer may get a Sloop and gain an additional 3 upgrade slots to customize the ship.   Each ship style comes with a number of available upgrade slots, passenger capacity, and hauling capacity.

Replacing / Repairing Your Ship

Adventuring is a dangerous and expensive business, and eventually your ship will take damage. Most minor damage can be repaired with the mending spell and a good carpenter that's easily hired with lifestyle, but major repairs take time and a shipwright to fix. To represent this cost, if your ship takes more than half its HP in damage, you must spend a downtime and 5,000 gold per 100 HP to repair it. Once the ship has reached half HP, lifestyle and mending can cover the rest.   If your ship is completely destroyed or lost and forever unretrievable, you may pay to replace your ship for the replacement cost. This does not include any upgrades.  

Starting Ship Stat Blocks

All airships begin with no arms, armor, or upgrades. While the ship itself is purchased via lifestyle, guns and upgrades are purchased using In-Game Gold.  
Ship StyleCost to
Replace
SizeSpeed /
Speed in Combat
CrewPassengersCargo
(tons)
ACHPDamage
Threshold
Ram
Damage
Upgrade
Points
Mini-Caravel Personal Craft15,000 gpSmall10 mph/40 ft1-3up to 35010150102d82
Sloop/Schooner20,000 gpMedium15 mph/150 ft20up to 105015200103d82
Brig/Frigate30,000 gpMedium12 mph/120 ft125up to 2020015300155d84
4th Rate Frigate40,000 gpMedium14 mph/140 ft350up to 5020015400156d85
3rd Rate Brigantine60,000 gpLarge12 mph/120 ft500Up to 10030013600206d86
2nd Rate Brigantine80,000 gpLarge10 mph/100 ft700Up to 20040010800208d87
1st Rate Brigantine/Galleon100,000 gpLarge10 mph/100 ft850up to 250500810002510d88
 

Ship Upgrade Slots

Each ship comes with a number of available upgrade slots for luxuries and benefits you can purchase with in-game gold to customize your ship. You may not buy additional upgrade slots for your ship type UNLESS you are purchasing a "lower class" ship than your lifestyle level. If so, you may add 3 ship upgrade slots to your ship "type".   Ex: Veronica buys a Schooner, a ship typically available to the wealthy. Because she has aristocratic lifestyle, she is able to upgrade the ship more and has 3 additional slots, giving her a total of 5 upgrade slots instead of the schooner's usual 2.  

Upgrade options are as follows:

 

Structural Upgrade (1 slot each)

ARMOR PLATING By attaching metal plates to the ship, the hull’s damage threshold is increased by +5. Cost: Small Ship: 2400 Gold, Medium Ship: 6000 Gold, Large Ship: 12,000 Gold   CONCEALED WEAPON PORT The ship’s weapon ports, if it has any, are altered to be hidden from the outside. A concealed weapon port can only be recognised with a successful DC 15 Wisdom (Perception) check. Cost: 100gp per port (multiple ports cost one slot)   GLASS BOTTOM Glass windows are placed in the bottom of the hull, allowing those inside to look out into the sea. Cost: 400G per 10 square feet of glass   INCREASED CARGO CAPACITY By rearranging partitions and cleverly placing bulkheads, the ship’s cargo capacity is increased by 10%. Cost: Small Ship: 1200 Gold, Medium Ship: 3000 Gold, Large Ship: 6000 Gold   RAM A ram, usually sheathed in bronze or iron, is mounted on the ship’s bow. A ship equipped with a ram deals an additional 2d8 points of damage when ramming, and reduces the damage taken to 1/2 the damage inflicted. Cost: Small Ship: 100 G, Medium ship: 500 G, Large Ship: 1000 G   RAPID-DEPLOY SAILS The ship’s rigging is altered to use the most advanced modern technology to allow the sails to be raised and lowered faster than normal. Ships can normally only turn 90° once during any movement, and these rapid sail adjustments allow a second 90° turn. These sails also give advantage on all Dexterity or Intelligence checks made to pilot the ship. Cost: Small Ship: 800 Gold, Medium Ship: 2000 Gold, Large Ship: 4000 Gold   SILK SAILS / ELEMENTAL ENGINE Silk sails can be designed in whatever colour the players desire, and are often embroidered with insignia or coats of arms. Silk sails give the ship superior rates of movement, as a result the speed of a ship with silk sails increases by 25%. An elemental engine can push a ship at the same speeds, with the benefit of not needing the wind, but the drawback of burning resources. Only silk sails or an elemental engine may be used at one time. Cost: Small Ship: 800 Gold, Medium Ship: 2000 Gold, Large Ship: 4000 Gold  

Ship Weapons (1 slot each)

All ships weaponry is presumed to come with suitable ammunition and needed crew   SWIVEL GUNS (2 guns) Armor Class: 19 Hit Points: 60 Damage Immunities: poison, psychic Swivel guns are small cannons that can be relocated wherever they are most needed on deck. Usually mounted atop a wooden pillar, they can be crewed by only one man, and fire almost exclusively small caliber round shot or grapeshot. Round Shot: Ranged Weapon Attack: + dexterity modifier + proficiency bonus to hit, range 250/500 ft., one target. Hit: 16 (3d10) bludgeoning damage Cost: 300 gold for two guns   LONG 9 (BOW OR STERN CHASER) (2 guns) Armor Class: 19 Hit Points: 60 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/6,000 ft., one target. Hit:16 (3d10) bludgeoning damage Cost: 800 GP for two guns   12-POUNDER LONG GUN (2 guns) Armor Class: 19 Hit Points: 70 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 ft., one target. Hit: 22 (4d10) bludgeoning damage Cost: 800 GP for 2 guns   18-POUNDER LONG GUN (2 guns) Prerequisite: The ship must be a Frigate, 4th rate, 3rd rate, 2nd rate, 1st rate or Galleon in order to carry these cannons Armor Class: 19 Hit Points: 70 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 ft., one target. Hit: 33 (6d10) bludgeoning damage Cost: 1200 GP for 2 guns   24-POUNDER LONG GUN (2 guns) Prerequisites: The ship must be a 4th rate, 3rd rate, 2nd rate, 1st rate or Galleon in order to carry these cannons Armor Class: 19 Hit Points: 75 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/6,000 ft., one target. Hit: 44 (8d10) bludgeoning damage Cost: 1600 gp for 2 guns   32-POUNDER LONG GUN (2 guns) Prerequisites: The ship must be a 1st rate or Galleon in order to carry these cannons Armour Class: 19 Hit Points: 80 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/10,000 ft., one target. Hit: 55 (10d10) bludgeoning damage Cost: 1800 gp for two guns   36-POUNDER LONG GUN (2 guns) Prerequisite: The ship must be a 1st rate or Galleon in order to carry these cannons Armour Class: 19 Hit Points: 80 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 2,000/12,000 ft., one target. Hit: 66 (12d10) bludgeoning damage Cost: 2000 GP for two guns   CARRONADES Carronades are much shorter than their equivalently sized long gun counterpart, but are just as effective. However, their range is roughly 2/3 that of a long gun of similar size.   12-POUNDER CARRONADE (2 guns) Armour Class: 19 Hit Points: 70 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 500/3,000 ft., one target. Hit: 22 (4d10) bludgeoning damage Cost: 800 GP for two guns   18-POUNDER CARRONADE (2 guns) Armour Class: 19 Hit Points: 70 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 500/3,000 ft., one target. Hit: 33 (6d10) bludgeoning damage Cost: 1000 GP for two guns   24-POUNDER CARRONADE (2 guns) Armour Class: 19 Hit Points: 75 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 1,00/3,000 ft., one target. Hit: 44 (8d10) bludgeoning damage Cost: 1200 GP for two guns   32-POUNDER CARRONADE (2 guns) Armour Class: 19 Hit Points: 80 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/5,000 ft., one target. Hit: 55 (10d10) bludgeoning damage Cost: 1400 GP for two guns   36-POUNDER CARRONADE (2 guns) Armour Class: 19 Hit Points: 80 Damage Immunities: poison, psychic Round Shot: Ranged Weapon Attack: +6 to hit, range 1,000/6,000 ft., one target. Hit: 66 (12d10) bludgeoning damage Cost: 1600 GP for two guns  

Specialty Shot (1 slot each)

Shot is purchased once and assumed to be resupplied   Canister Shot: Canister shot consists of a can filled with musket balls that explodes when fired from a cannon. Unlike grape shot, the balls can not penetrate cover. When used in place of round shot, use the following stats: Ranged Weapon Attack: Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw. Creatures further than 15-feet away have advantage on the saving throw. A creature takes bludgeoning damage equal to half that dealt by the equivalent round shot on a failed save, or half as much damage on a successful one.   Chain Shot: Chain shot is two iron balls linked together with a chain. As the balls would whirl like bolas when fired, chain shot is particularly effective against sails and rigging. When used in place of round shot to attack a ship’s sails or rigging, the attack has a -2 to hit due to the difficult involved in firing accurately at a specific ship part. However, a successful attack deals double damage to the ship’s sails or rigging.   Grape Shot: Grape shot functions like canister shot, only it consists of larger balls in canvas sacks. Due to the larger size of the ammunition, it retains some penetrative abilities and ignores half cover. When used in place of round shot, use the following stats: Ranged Weapon Attack: Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw. Creatures further than 15-feet away have advantage on the saving throw. A creature takes bludgeoning damage equal to half that dealt by the equivalent round shot on a failed save, or half as much damage on a successful one.  

Room Upgrades (1 slot each)

  CAPTAIN’S QUARTERS Cost: 2,500 gp Benefit: The captain gains a +2 to all ability checks made to command the crew. In addition, any PC actively attempting to protect the life of the captain adds 1d4 to all of their attack rolls to hit.   FANCY CABIN Cost: 3,000 gp per two cabins Benefit: A character that spends a long rest in this room regains all of its expended Hit Dice, instead of half their total. In addition, these cabins can be rented out to paying passengers to make at least 5 sp per mile traveled.   JAIL Prerequisite: The ship must be a Brig, Caravel, Frigate, 4th rate, 3rd rate, 2nd rate, 1st rate, or Galleon in order to install this room Cost: 2,500 gp Benefit: The ship is outfitted with cells to securely hold a number of humanoids equal to five times the ship’s total upgrade slots. The specifics of the cells are up to the DM and the players, though it is recommended that the cells provide an average level of challenge to break out of. These cells are intended to incarcerate nonmagical creatures only, and do not contain wards of any kind.   LABORATORY Cost: 2,500 gp Benefit: Alchemist’s supplies, a poisoner’s kit, and a herbalism kit are always considered to be present here, and within this room any checks with these tools are made with advantage by individuals who have proficiency with them.   LIBRARY Prerequisite: The ship must be a Brig, Frigate, 4th rate, 3rd rate, 2nd rate, 1st rate, or Galleon in order to install this room Cost: 2,500GP PER SPECIALTY (Nature, History, Religion) Benefit: When taking at least an hour to perform an Intelligence or Wisdom check to find specific knowledge within this room, you gain advantage on the roll. At creation, you may choose one from History, Nature, or religion. In doing so, the focus of the library’s repository of knowledge is the chosen subject, which allows the owner and their allies to take 10 as their roll for any one Intelligence roll made in this room until they complete a long rest.   MAGE’S SANCTUM Cost: 2,500 GP per Specialty (abjuration, necromancy, etc) Benefit: When taking at least an hour to perform an Intelligence (Arcana) check in this room, you gain advantage on the roll. At creation, you may choose to pick one of the schools of magic. In doing so, the focus of the room’s repository of knowledge is the chosen school, which allows the owner and their allies to take 10 as their roll for any one Intelligence (Arcana) roll made in this room until they complete a long rest.   MAP ROOM Cost: 2,500 gp Benefit: This room contains a large number of maps ether in physical paper or magical display. Those skills in Navigator's Tools can use this room to plot better course taking advantage of air currents, mountain ranges, and environmental factors providing 10% reduction in long flight times. This also can be used to give an advantage to try to sneak past known patrols or pirate areas.   UPGRADED MESS HALL (all ships are assumed to have some sort of dining space - this is an upgraded version) Prerequisite: The ship must be a 4th rate, 3rd rate, 2nd rate, 1st rate, or Galleon in order to install this room Cost: 2,500 gp Benefit: This room can comfortably accommodate between one quarter and a half of the crew and passengers on the ship for a sitdown meal. If a hireling or player character has at least one meal in this room between long rests, they gain a 1d6 inspiration die (as the bardic inspiration class feature) that can be used at any point until the next long rest on any ability check made that directly affects the vessel in some way.   OFFICER’S QUARTERS Cost: 2,500 gp Benefit: As part of this upgrade, the owners of the ship must choose a member of the ship’s crew to become an officer. This room becomes their quarters. An officer gains a +2 to all ability checks made to command any combat-oriented hirelings on board the ship. In addition, any hireling overseen in combat or commanded by a an officer adds 1d4 to all of their attack rolls to hit.   UPGRADED PASSENGER CABIN (all ships are assumed to have some sort of passenger cabins if they are able to accomodate passengers. This is an upgraded version) Cost: 2,000 gp per 4 cabins Benefit: These rooms can be rented out to paying passengers to make at least 2 sp per mile travelled.   REINFORCED POWDER ROOM Cost: 2,000 gp Benefit: Fitted with three locks and metal plated walls, this room prevents anyone trying to ignite the ship’s powder supply. Anycharacter attempting to enter this room without the required keys must succeed on three DC 16 Dexterity checks using Thieves’Tools. In addition, if the powder supply is ignited, the explosion iscontained within the room and will not cause a fire throughout the ship.   TELEPORTATION CIRCLE Prerequisite: Mage’s Sanctum Cost: 209,500 gp (includes cost of someone casting the circle - this is the same cost of paying someone to cast the spell for a permanant circle) Benefit: This upgrade allows a permanent teleportation circle as stated in the teleportation circle spell to be placed in either the Laboratory, Library, Mage Sanctum, or Workshop. This circle can be used to travel to any other permanent teleportation circle providing the user knows the destination circle’s sigil sequence. Using the teleportation circle in this way does not require the use of material components.   TEMPLE Cost: 2,500 gp +500 gp for every extra shrine Benefit: When implementing this upgrade, choose a deity to dedicate it to. Any character aligned to this deity that spends at least 1 hour praying in this room may choose to be under the effect of the bless spell for 1 minute at any point during the next hour. This is at ST discretion.   TRAINING DECK Cost: 2,500 gp Benefit: Those that spar or train here keep their reflexes and skills sharp. After spending at least 1 hour training in this room. This effect lasts until a long rest. • You practice scoring hits on your opponent with ease. You have advantage on the first attack roll you make using the weapon you trained with. This applies once per combat.   WAR ROOM Cost: 2,500 gp Benefit: Characters friendly to the captain of this ship may have their journeys planned in this room. When going ashore, characters that have spent at least 1 hour preparing in this room have advantage on the first ability check they make. In addition, characters defending a ship with a war room may add 1d4 to all of their attack rolls to hit when engaging in ship-side combat   Workshop Cost: 2,500 gp Benefit: Three tool are always considered to be present here, and within this room any checks with these tools are made with advantage by individuals who have proficiency with them. The player defines the tools with the staff at the time of airship creation.