The Savage Tide
The Sea Wyvern
|Lavinia Vanderboren||Ship’s Master||Human (f)||Sailing on The Blue Nixie|
|Aressa Mallik||Captain||Human (f)|
|Trevan Knotwood||Navigator||Human (m)|
|Father Conrad Feres||Chaplain / Surgeon||Human (m)|
|Lirith Veldriose||Sailor||Human (f)|
|Gillo “Tiny” Greenbottle||Sailor||Orc (m)|
|Tansy Greenbottle||Sailor||Halfling (f)|
|Herrin Dellmont||Sailor / Farmer||Human (m)|
|?||Sailor / Farmer|
|Bretha Dargyth||Sailor / Smithy||Dwarf (f)|
|?||Sailor / Carpenter|
|Willam Nesk||Ship’s Boy||Human (m)|
|Urol Forol||Explorer||Gnome (m)||Curious and excited|
|Avner Meravanchi||Younger Noble Son||Human (m)|
|Bandaby Chisk||Manservant||Human (m)|
|Quenge Asper||Manservant||Human (m)|
|Helena Hale||Musician||Half-Elf (f)|
|Roland Hale||Infant||Human (1/4 elf) (m)|
|Trisha Laine||“Seamstress”||Human (f)|
|Clary Goodkind||Seamstress||Halfling (f)|
|Jenna Sweetleaf||Botanist||Human (f)|
|Kale Sweetleaf||Zoologist||Human (m)|
The caravel is a seaworthy, nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A caravel is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced design, and not every seafearing people have the skills and knowledge to build one.
Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind x 30 ft. (average); Overall AC -3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 7; Cargo 120 tons (Speed wind x 15 ft. if 60 tons or more); Cost 10,000gp.
Seaworthiness: This ship’s overall sturdiness. This modifier is applied to any Profession (sailor) checks the captain or master makes in order to avoid foundering, sinking, and hazards that large, well-built vessels avoid more easily than small and frail ones.
Shiphandling: The ship’s agility and numbleness. This modifier is appled to Profession (sailor) checks the captain or master makes in order to avoid collisions, come about, sail close to the wind, and other situations that small, swift vessels avoid more easily than large and clumsy ones.
Speed: The ship’s speed and its nautical maneuvering ability rating. Sailing vessels have a base speed, which is then modified by the wind strength. Wind speed modifiers are x1 for a light wind (0-10mph), x2 for a moderate wind (11-20mph), and x3 for a strong wind (21-30mph). For stronger winds, there is a chance that the ship is driven directly downwind.
Overall AC: The AC of the ship as a whole. However, an attacker usually targets a single hull section at a time when attacking a Huge or larger ship.
Sink: The number of hull sections that need to be destroyed to sink the ship outright. A ship can sink from the destruction of a single hull section, but it is not automatic.
Ram: The damage dealt by the vehicle per 10 feet of speed it currently possesses if it rams another object.
Mounts: The number of weapons the ship can mount. A light mount is suitable for a ballista or a light bombard; a heavy mount is suitable for a catapult.
Space: The length and width of the area taken up by the ship.
Height: The height of the main deck about the water line. Draft represents the depth of the vessel’s keel below the water line.
Watch: The number of crewmembers necessary to make course changes, adjust for wind changes, and generally handle the ship. Usually, the watch consists of a helmsman, a lookout or two, and a small number of deckhands who can go aloft to change the set of the sails as necessary.
Complement: The number of crewmembers and passengers who can be carried by the vessels for an extended voyage.
Options for upgrading the ship include weapons (ballistas, bombards, catapults, etc.) and other mundane accessories (davit, diving bell, grappling ramp, and netting). Some magic items available to upgrade the ship include everfull sails, a living figurehead, a planar helm, and secure lines.