Ship Yards
There are three ship yards in Porter's Bar, as befits a major port, that supports large inland and sea-ward fishing fleets as well as coastal and deep-sea merchant fleets.
All of the ship Yards in Porters Bar, like the other ship yard in Allium,follow the basic rules for shipping as laid out in the 2nd edition PHB and DMG. They appears to be fairly compatible with both 1st and 3rd edition rules (from the core books) as well.
Basic Shipping Guidelines
Prices of ships, boats and other items from the PHB
Caravel |
10,000 gp |
Barge |
500 gp |
|
Coaster |
5,000 gp |
Canoe - Small |
30 gp |
|
Cog |
10,000 gp |
Canoe - War |
50 gp |
|
Curragh |
500 gp |
Raft |
100 gp |
|
Drakkar |
25,000 gp |
Small Keelboat |
100 gp |
|
Dromond |
15,000 gp |
Oar Common |
2 gp |
|
Galleon |
50,000 gp |
Oar Galley |
10 gp |
|
Great galley |
30,000 gp |
Sail |
20 gp |
|
Knarr |
3,000 gp |
|||
Longship |
10,000 gp |
Ship and Boat descriptions from the PHB
Caravel: This ship was sailed in late Medieval/early Renaissance times and was the type of ship Columbus used to reach the New World. (It should be used only in late Medieval settings.) It normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. The average cargo displacement is 150-200 tons. Coaster: Also called a round ship, this is a small merchant ship that hugs the coasts. This is a sailing ship, fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men, and the cargo capacity is about 100 tons. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with smaller crews than galleys. Cog: This ship is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and fore- and sterncastle. the cargo capacities of cogs vary greatly, but the average is 100 to 200 tons. Currach: This is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single mast caries a small square sail, but the currach is usually worked by oars. It is normally 20 to 40 feet long. the crew is approximately six to eight and the cargo space is limited--no more than five tons. Drakkar: The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power. The crew of 60 to 80 men rows, one man to an oar. Up to 160 additional man can be carried for boarding and raiding. Due to its great size, a drakkar is not very seaworthy. This and the fact there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, a drakkar is usually built by kings and rulers and is not used for the mundane task of shipping cargo. Dromond: This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is about 130 to 175 feet long and 15 feet wide, making it a very slender ship. The cargo capacity is around 70 to 100 tons.
Ship and Boat Data from the DMG
Table 76:
Boat Movement
Vessel |
Feet/Round |
MPH |
Cargo |
Length |
Kayak |
200 |
2 |
250 lbs. |
8-10 ft. |
Canoe, small |
200 |
2 |
550 lbs. |
10-15 ft. |
Canoe, war |
180 |
2 |
800 lbs. |
25-35 ft. |
Coracle |
60 |
1* |
600 lbs. |
8-10 ft. |
Keelboat or raft |
60 |
1* |
2,000 lbs. |
15-20 ft. |
Barge |
60 |
1* |
4,000 lbs. |
25-40 ft. |
Rowboat |
160 |
1.5* |
600 lbs. |
8-12 ft. |
*These vessels can triple their hourly movement when the sail is raised (provided the wind has the right heading).
Ship Types
Ship Type |
Base Move/Hour |
Emergency Move |
Seaworthiness |
Caravel |
4 |
5 |
70% |
Coaster |
3 |
4 |
50% |
Cog |
3 |
4 |
65% |
Curragh |
2/3 |
10 |
55% |
Drakkar |
2/4 |
12 |
50% |
Dromond |
2/9 |
12 |
40% |
Galleon |
3 |
6 |
75% |
Great galley |
3/6 |
11 |
45% |
Knarr |
4/2 |
12 |
65% |
Longship |
5/2 |
13 |
60% |
Base move per hour is the average speed of the vessel under good conditions. Where two numbers are separated by a slash, the first is the speed under sail and the second is the rowing speed.
To determine the movement of a ship per round (in rare occasions where this is necessary), multiply the current speed times 30. This is the yards traveled per round.
Emergency move is the top speed of the vessel in emergency or combat situations. For sailing ships, emergency speed is gained by putting on every yard of sail possible. Galleys and other oared ships rely on the strength of their rowers. This speed can only be maintained for short periods of time. Too long and rowers will collapse; masts, yards, and sails will break.
Seaworthiness rates the vessel's ability to remain afloat in dangerous situations, notably storms, hidden shoals, extended voyages, huge monster attacks, and rams. Any time the DM rules that there is a chance of sinking, he rolls percentile dice. If the roll is equal to or less than the seaworthiness rating of the ship, it remains afloat, though bailing or repairs may be necessary. If the roll is higher than the seaworthiness rating, the ship sinks.
Ports and anchorages give a seaworthiness bonus of +50%. Thus, vessels at anchor are in little or no danger from a normal storm.