Ashford has a list of things he can procure for you to improve the Pheonix as well as the costs associated with supplies and crew. He explains that he expects the expedition to be a 3 week trip and has budgeted accordingly.
Item | #Available | Cost (each) | Notes |
---|---|---|---|
Ship fitout | |||
Cannon Repair | 9 | 500gp | The Pheonix is stocked with 12 cannons but most are in very poor repair. Your investigations only find three in working order. |
Repair Materials | inf | 20gp / ship HP | If the ship is damaged repairs can be made in any port. If you want to make repairs while at sea (effective up to 80% of the ship's total health) or at non-port landings you will need the materials. Most materials can be scavenged from islands given enough time, but this time is measured in weeks or even months, not days. |
Supplies (simple) | 250gp | Food and water. Better quality supplies improve crew morale. | |
Supplies (comfortable) | 500gp | Food and water. Better quality supplies improve crew morale. | |
Crew (Officers) | The Pheonix requires a crew of 20 to operate. It must have a captain and Ashford operates as quartermaster. The other officers are optional but not having them could put you at a severe disadvantage against certain situations. You can choose to hire an officer or have one of the party take it on themselves. Hiring is more expensive but guarantees that you will have someone experienced to do the job, if you fill the role yourself you can reduce the number of crew you must hire but you will need to make checks to keep the ship sailing smoothly. | ||
Ship Captain | 80gp | A good captain is smart and charismatic, able to handle ships proficiently and good at both persuasion and intimidation. | |
First Mate | 60gp | Supervise and encourages the crew, someone charismatic, persuasive but also able to be intimidating when needed. | |
Bosun | 60gp | The technical expert on the ship who leads repair and maintenence efforts. Ideally strong, athletic and proficient with carpenter's tools. | |
Quartermaster | 40gp | Part of the deal in purchasing this ship was that Ashford remained with it as quartermaster. | |
Surgeon | 80gp | Tends to injuries and illness and oversees sanitation. Intelligent people with a good knowledge of medicine and the use of herbalism kits are ideal for this role. | |
Cook | 60gp | Good food means a happy and healthy crew. The best cooks are proficient in brewing as well as cooking and have good constitution. | |
Crew (General) | |||
Gunners | 60gp | Trained gunners are skilled sailors who are also able to use the ship cannons effectively and can fight as guards on the ship if needed. | |
Sailors | 40gp | The bulk of most ship crews is made up of everyday sailors. | |
Ship Upgrades | |||
Churning hull | 1 | 16,000gp | A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of th is upgrade. By draping the chains over a ship's hull, the storm's fury thrashes into the water around it. The water within 210 feet of the ship is difficult terrain for everything other than this ship. |
Reinforced Hull | 1 | 15,500gp | A master shipwright can use superior materials and clever design to make a ship's hull more resilient. Such reinforcement doubles the hull's hit point maximum. |
Vigilant Watch | 1 | 16,500gp | A row of crystal orbs. each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. Invisible creatures are visible while on the ship or within 120 feet of it. |
Ever-Full Sails | 1 | 15,500gp | These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. |
Defiant Sails | 1 | 15,000gp | These sails glitter with a fine coat of mithral treated with abjuration magic. While the sails are unfurled. ranged weapon attacks made against the ship and anyone aboard it are made with disadvantage, as a result of the sails' protective magic. This drawback doesn't apply if the attacker is aboard the ship. |
Scything Oars | 1 | 15,500gp | Sharpened. magically reinforced oars make a vessel dangerous to approach. When the ship takes an action that moves it with these oars, any creature or object in the water within 10 feet of it at any point of the move must make a DC 10 Dexterity saving throw, taking 2d6 slashing damage on a failed save or half as much damage on a successfuI one. |
Arcane Artillery | 1 | 15,500gp | Using methods similar to those used to produce magic weapons, a skilled spellcaster imbues a ship's weapon with destructive energy. This weapon gains a +2 bonus to its attack and damage rolls, and its attacks count as magical. |
Concussive Rounds | 1 | 15,500gp | Enhanced by abjuration magic. this weapon's attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle's hull, that vehicle's speed decreases by 2d l 0 feet until the start of the attacker's next turn. |
Explosive Rounds | 1 | 15,500gp | Drawing on powerful evocation magic, this weapon's attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits. it deals an extra 2d6 fire damage. |
Guardian Figurehead | 1 | 15,500gp | This figurehead depicts an armored knight. As an action, the ship can activate this item, causing it to animate as an iron golem. The golem acts on the ship's turn when the captain uses one of the ship's actions. The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours. |
Red Dragon Figurehead | 1 | 15,500gp | This figurehead depicts a red dragon rearing to strike, its mouth open. As an action, the ship can activate this item to create a 60-foot cone of flame that originates from the figurehead. Each creature and object in the cone must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Once a ship uses this action, it can't use it again for 1 minute. |
Storm Giant Figurehead | 1 | 15,500gp | This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone that originates from the figurehead. Each creature in the cone must make DC 12 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can't use it again for 1 minute. |
Smuggler's Banner | 1 | 15,500gp | This flag is meant to be flown from a ship's mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or crests. The banner's true power is its ability to aid a ship in making rapid escapes. As an action, the ship and all friendly creatures aboard it teleport up to 3 miles to a known destination of the captain's choice. Hostile creatures aboard the ship don't move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can't teleport in this way again for 2d6 days. |
Personal Supplies | |||
Health Potion | 9 | 50gp | |
Potion of Water Breathing | 5 | 400gp | |
Bottled Breath | 7 | 250gp | |
Potion of Resistance | 2 | 500gp | |
Scroll of Greater Restoration | 1 | 5000gp | |
Mithril Chain | 1 | 600gp | Mithril and Adamantine armor is available as trade flows north from the Rhun Alliance. The dwarves do however charge a premium. |
Mithril Breastplate | 1 | 1200gp | |
Adamantine Splint | 1 | 800gp | |
Bag of Holding | 1 | 500gp | |
Spies' Murmer | 2 | 600gp | This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies’ Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated. |
Pearl of Power | 1 | 500gp | |
Sun Blade | 1 | 5000gp | "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each." |
Seeker Dart | 3 | 550gp | "This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart." |
Necklace of Prayer Beads | 1 | 5000gp | "This necklace has 6 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). To use one, you must be wearing the necklace. Once a magic bead's spell is cast, that bead can't be used again until the next dawn. This particular necklace contains the spells; Bless (2 beads), Cure Wounds (2nd level), Lesser Restoration, Branding Smite, Wind Walking," |