WNH Ship Repairs

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Rock of Bral Costs

  • Materials: 2gp per point. This is reduced to 1gp for guild members.
  • Mending Magician: 4gp per hit point repaired, in a single day. If a ship
  • Modest Repairs: 7gp per day for each Shipwrights' Guild crew. This is reduced to 5gp for guild members.
  • Drydock Repairs: 10gp per day for a Shipwrights' Guild crew. Additional crews working in drydock cost as per Modest Repairs.

Practical Repairs

By and large, most ships are repaired by the application of skilled workers, raw materials, and time.

  • Crews: A ship repair crew consists of at least one worker skilled with carpenter's tools, and a minimum of four others to assist them. Each such team can repair one hit point per day to a ship's hull or other components.
  • Typical Cost: 2gp - 3gp per hit point restored. There is no additional cost if the repair crew is made up of ship's crew. This amount is folded into the cost for repair crews, however.

Modest Repairs

If the ship's hit points are above the halfway point, the ship doesn't need to be put into drydock – repairs are possible while the ship is moored normally.

  • Typical Cost: 7gp - 10gp per day for a crew of shipwrights.

Drydocks Repairs

If the ship's hit points have dropped below the half-way mark, it must be put up in a drydock to repair it at least to 50% hit points.

  • Typical Cost: 1gp - 3gp per day for a ship berthed at drydock. This does not include the cost of repair crews.

Magical Repairs

  • Mending: Mending can be used to repair light damage to a ship – that is, a ship component that has taken one third of its hit point total in damage or less. Using mending in this way repairs one hit point per minute of focused work with the cantrip.


Hiring Magicians: A magician capable of using mending can command between 3 - 5 gp per hit point repaired. Rock of Bral: It isn't uncommon for drydock repair crews to repair a vessel up to the two-thirds hit point mark, and then a Shipwright magician come in to tend to the rest of the damage at a discounted rate of 2 gp per hit point. This is only offered on ships that receive mundane repairs at the drydock first, however.


Repairing the Crucible's Landing Gear Non-Functioning (0 hp). When broken to this degree, the landing gear cannot be used in any capacity. Those who encounter it for the first time must spend 5 days of downtime digging into its guts while it is in a drydock brace or while in motion during spelljamming to try and understand the mechanism. This is a DC 15 Intelligence (tinker's tools) check. With a DC 20+, the tinker discovers some immediate repairs that can be made as part of the examination, recovering 1d6 hit points. Half-Functional (1-50 hp). At this stage, the landing gear can be used, but it can cause some difficulties. When it is deployed, roll on the Broken Landing Gear Table: roll 1d6 and add +1 for every 10 full hit points it is currently below 50 (+5 at 1-9 hp; +4 at 10-19 hp; +3 at 20-29 hp; +2 at 30-39 hp; +1 at 40-49 hp). Repairing it at this level requires a dry dock brace, and 50 gp worth of tinkering materials for each 5 days spent repairing it. At the end of each such period (which requires a crew of 5 workers, one of whom must be proficient in tinker's tools), the landing gear recovers 1d10 hit points. The landing gear can only be repaired above 50 hp if the repairs are performed with a single dose of the Professor's Inexorable Mechanistic Lubricant for each 5 day period of repairs. Fully Functional (51-100 hp). At this stage, the landing gear can be used without difficulty. Repairing the landing gear from 51-75 hit points still requires a dry dock brace (as above), plus a dose of the Professor's Inexorable Mechanistic Lubricant per 5 day of repair. Repairing the landing gear from 76-100 hit points requires only a single worker proficient with tinker's tools, a dose of the PIML, and 2 days of work with no need for a dry dock brace (most commonly by standing on the other side of the hull, using the gravity plane directly)