D&D 5E Cost of manning a ship (Ghosts of Saltmarsh, DMG)


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Tonguez

A suffusion of yellow
There are also other members of a crew such as a cook and surgeon. Not sure if the links above go over all of these other types of crew.

Ships surgeons are really a 18th Century innovation and really only show up on Naval Ships or as pirates :). Most ships had a medicine chest but few had a real surgeon.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Ships surgeons are really a 18th Century innovation and really only show up on Naval Ships or as pirates :). Most ships had a medicine chest but few had a real surgeon.
This might still be relevant to those playing in Eberron given its more "modern" feel.
 

Zardnaar

Legend
A ancient Greek Trireme cost one talent to run a year iirc my classics correctly.

That's 57 pounds of cold or 2850 gp a year.
 
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Salthorae

Imperial Mountain Dew Taster
Ships surgeons are really a 18th Century innovation and really only show up on Naval Ships or as pirates :). Most ships had a medicine chest but few had a real surgeon.

There are so many anachronisms in D&D already, having a ship's surgeon should be acceptable, especially given the prevalence of healing magics, healer's kits, and medicine skills.
 


jasper

Rotten DM
Ok Since the ship is going to a local discount (aka the equipment list in PHB/SRD are for tourist um Adventurers) Let take a look those prices and cut them in half. What would a ship need?
Ammo for various weapons. Call it 5 Gp for 200 rounds.
Barrels 30+ 15 gp
Block and tackle 2 1 gp
Chain 100 feet 25 gp
Crowbar (and other type tools say 4 each) 4 gp
Grappling hooks 10+ 10 gp
Hammers 20 of different types 10 gp
Healers kit 2 5 gp
Hourglass 12 gP
Hooded lantern 10+ 25 gp
Oil for lantern 1 gp for the voyage
Rope hempen various too much due to ship rigging but say 20 gp
can people think of anything else
 


jasper

Rotten DM
From the weapon chart and some are repurposed.
Pikes 2 5 gp
Nets Fishing, hauling, cargo 1 gp per 10 square foot.
Great Axe 15 gp each
Clubs 20 for 1 sp
Fishing trident 3 for 5 gp
Whip morale improvement 2 GP.
 

jasper

Rotten DM
Now what type of cool but mostly useless to adventurers magic items can we come up with.
Magic stove box. So no open flames.
Barrel of Purified Water.
Self mending sails. Only good for normal wear and tear. If E Flynn messes up your sails, hit him.
Ever true compass. Or have one which always point toward home port.
Self rowing oar for rowboats and other small boat.
Anchor of recall. Never have to cut the chain.
Anti insect bedding.
Rescue floating ring. Gives a healing potion to user
Blessed fishing rod/net. improves catch chances
 

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