The Wavecrester

gargantuan vehicle (80ft x 30ft),

Armor Class: 0
Creature Capacity: 15 crew, 10 passengers
Cargo Capacity: 10 tons
Speed: 5 mph (125 m/day)
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
0 (-5)
WIS
0 (-5)
CHA
0 (-5)
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses: Passive Perception 5

Crew quality: +4

Number of crew aboard: 10 NPCs, 5 PCs

Actions

On its turn, the Wavecrester can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than 10 crew and only 1 action if it has fewer than five. If it has fewer than 3 crew it cannot take any actions.

Move: the Wavecrester uses its helm to move with its sails.

Fire Scorpio: the Wavecrester fires one of its scorpios.

Hull

Armor Class: 15

Hit Points: 300 (damage threshold 10)

Control: Helm

Armor Class: 16

Hit Points: 50

If the helm is destroyed, the ship can't turn.

Movement: Sails

Armor Class: 14

Hit Points: 75 ; -10 ft speed per 25 damage taken.

Speed (water): 40 ft; 15 ft while sailing into the wind.

Weapons: Scorpios

Armor Class 15

Hit Points 50 (each)

Ranged Weapon Attack: +7 to hit, range 120/480 ft, one target. Hit: 14 (2d10+3) piercing damage.

Scorpios have an arc of fire about 120 degrees from the bow on each side.

The Wavecrester

Layout of the Wavecrester's deck

Length80 ft
Beam30 ft
Sail PlanBrigantine

The Wavecrester is a brigantine, a two-masted ship with two square sails on her fore mast and two square sails on the main mast with a large gaff sail over the quarterdeck. Two headsails fly from her bowsprit. Her masts are about 75 ft tall each. There is a crow's nest 40 ft up in each mast, and netting lets anyone climb up without an ability check.

She was originally owned by Captain Maldus Strongmantle. During a trading run between Solstice and Covenant, they were boarded and captured by the pirate crew led by Durg 'the Shank', who executed the officers on board and enslaved the crew before going on a plundering streak, looting several ships before being stopped by the crew of the Windflower.

Officers

Captain, Quartermaster and Bosun need to be assigned. The first mate is chosen from the surviving crew. Captains should have proficiency in water vehicles. Quartermasters are navigators and should have proficiency in cartographers or navigator tools. Bosuns are in charge of keeping the ship in good condition, and should have proficiency in Carpenter's tools or similar.

RoleCheckProficiency gainedPlayerProficiency
CaptainIntelligenceWater VehiclesIris
First MateCharismaIntimidationNila (npc)
QuartermasterWisdomNavigator ToolsUrbanus2/5
BosunStrengthCarpenter's ToolsTranvol
SurgeonWisdomMedicineThalia2/5
CookWisdomCook's UtensilsHelge3/5

If the players do not have the required proficiencies, they can still perform that role, albeit possibly less well than someone with proficiency. If they spend some time learning their craft, they could develop the proficiency later on. Once every day on board, the players can roll a DC 15 check as described in the table. Once they have 5 successes (natural 20s count as 2 successes) they gain proficiency in the relevant skill.

Officer actions

Some officer roles get special actions to help the ship, both in and out of combat.

Take Aim (all officers)

As an action, the officer directs the crew’s firing, aiding in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn.

Full Speed Ahead (Captain only)

As an action while on deck, the captain can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn.

Repair (Bosun Only)

Once per day, the ship’s bosun can make a Strength check using carpenter's tools. On a 15 or higher, each damaged component regains hit points equal to 1d6 + the crew’s quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again.

Crew

An average crew member costs about 20gp a month (in wages and supplies used), and the total running expenses for supplies, minor repairs and salaries is currently around 400gp/month. The following are a few of the crew that are on board the Wavecrester.

First Mate Nila nan Maeral

Female high elf. Became the de facto leader of the surviving crew during their captivity under Durn. The crew all look up to her. Tall, with raven hair and piercing green eyes. Looks after the ship when the captain is ashore.

Ol' Tubb

Oldest among the crew. Portly human male with grey hair and a full beard who sings sea shanties and plays his mandolin. It is unclear which of his myriad of songs and stories that are true, but they are always entertaining.

Whiskers

Tabaxi sea-priest of Aegir. Older, with solid grey fur. Sees omens in small inconsequential events which he shares with everyone. Has some skill with healing magic.

Crew quality and actions

Crew quality is a measure of both how good the crew is, and how loyal they are to the captain. It ranges from -10 to +10, and is added to ship ability checks, saving throws and attack rolls. A ship with negative quality might even have a mutiny.

Crew Actions Cost Description
Hire specialist250gpIncreases crew count by 1, increases quality by 1
Hire able seaman50gpIncreases crew count by 1
Hire warm bodies10gpIncreases crew count by 1, decreases quality by 1
Double Rations50gpIncreases the crew quality by 1, can be used once per week
Combat Drills1 week downtimeIncreases the crew quality by 1, can be used once per month
Shore LeaveDowntimeIncreases the crew quality by 1 per day of downtime, up to a maximum of +3

Upgrades

While the Wavecrester is a capable trading ship, a few upgrades could prove a big benefit, especially in combat. All of these upgrades are not readily available, some might need a drydock, others require special craftsmen who will only give their services in return for a favor. They may also take some time to install.

Some examples of where upgrades could be bought/found: purchased at the shipyard in Greystone, recovered from a shipwreck, salvaged from a defeated pirate ship.

Upgrade Cost Description
Lubed-up rudder chain150gp+1 Dexterity
Workshop500gpCreates a space for crafting under deck
Ram1000gpAdds a sturdy ram in the front of the ship, +2 Strength
Scorpios1500gpA pair of deck mounted crossbows
Cannons15000gpTwo cannons on either side
Efficient Bulkheads2500gpIncreases the cargo capacity by 5 tonnes
Staysails1200gpIncreases the travel speed of the ship by 1 mph
Self-tacking foresails1000gpDecreases the crew requirement for maximum efficiency by 2 (only the highest tier is affected)
Windsilk sailsSpecialIncreases the travel speed by 1 mph, the combat speed of the sails by 20ft and removes the penalty for sailing into the wind
Siren's Ship's BellSpecialMounted at the helm, ringing this bell forces the captain any hostile ship to make a DC 15 Wisdom saving throw or be forced to stop his pursuit. Any hostile action after this wakes them from their slumber and they resume their original course of action. Once used, can not be used for 5 (1d4+3) days.
Fluxcharger EyeSpecialLooking through this magical spyglass negates any effects of non-magical fog
Hydra Slime Anti-foul CoatingSpecialWith this coating applied to the hull, the Wavecrester ignores non-magical difficult terrain

This is not a complete list.

Cannons

Four cannons on the deck, two on each side. Each cannon requires three dedicated crew to fire efficiently, which means six crew can fire one round from one side of the ship per round. They can aim about 30 degrees fore and aft.

Armor Class 20

Hit Points 100 (each)

Cannon Ball (Ranged Weapon Attack): +(dex + prof) to hit, range 300/600 ft, one target. Hit: 26 (4d12) + dex bludgeoning damage. Deals double damage to hulls.

Chain Shot (Ranged Weapon Attack): +(dex + prof) to hit, range 400/800 ft, one target. Hit: 16 (3d10) + dex bludgeoning damage. Deals double damage to sails.

Grape Shot: 10x100ft line. All creatures in the area must make a Dexterity Saving throw (DC 8+prof+dex) or suffer 28 (8d6) piercing damage, or half as much on a successful save. Deals no damage to ship parts or other structures.

Ram

Armor Class 18

Hit Points 75 (damage threshold 10)

The Wavecrester has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the ram rather than the hull. This does not apply if another ship crashes into the Wavecrester.