Deathknight Dreadnaught Vehicle in Not Forgotten Realms | World Anvil

Deathknight Dreadnaught

 
General features
Dreadnaught Features The death knight-dreadnaught is a galleon crafted from humanoid bones bound together by plates of iron and necromantic magic. Ceilings. The lower decks of the vessel are cramped, with ceilings just six feet high. Creatures taller than this height must stoop to get around. Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light throughout the vessel's interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight. Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead creatures onboard the vessel or within 60 feet of it have advantage on saving throws against features that turn undead.    

Example Crew

   

Room description

D1. Coastal Rocks The dreadnaught rests on slippery sea rocks that are regularly dashed by waves. These rocks count as difficult terrain. During combat, any creature that ends its turn on the rocks must roll a die: on an odd result, a wave smashes into them and they must succeed on a DC 15 Strength saving throw or fall prone.   D2. Skeletal Figurehead The animated skeleton of a stone giant is lashed to the ship's bow. This giant skeleton (see appendix A) cannot move and uses the following attack in place of a scimitar:   Halberd. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 21 (3d10 + 5) slashing damage. The evil spirit of the death knight can see and speak through the skeletal figurehead (see "Death Knight's Soul"). If the death knight spots intruders outside the ship, it alerts Fheralai below deck and she moves to confront her new guests (see "Fheralai Stormsworn").   D3. Main Deck The main deck contains a set of stairs that descend into the bowels of the ship, a ballista mounted on a rotating platform (see "Siege Equipment" in chapter 8 of the Dungeon Master's Guide), and a hatch that opens into the ship's stores. The hatch can only be opened by creatures with a combined Strength score of 18 or more.   Two anchorites of Talos (see appendix A) are stationed at the ballista, with an additional anchorite present on deck for every two characters in the party, including sidekicks. If combat occurs here, the anchorites on the forecastle and quarterdeck (areas D5 and D6) respond immediately.   D4. Hellfire Orb The iron brazier mounted on the mainmast contains an ever-burning orb of flame. The spirit of the death knight can see and talk through this orb, perceiving its surroundings with darkvision to a range of 120 feet (see "Death Knight's Soul"). Once per day, the death knight can hurl a magical ball of fire that explodes at a point it can see within 240 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.   D5. Forecastle The front deck of the dreadnaught is fitted with a ballista mounted on a rotating platform. Two anchorites of Talos (see appendix A) are assigned to this weapon. When no threats are present, the cultists take turns daring each other to spit on the skull of the giant skeleton mounted under the bowsprit.   D6. Quarterdeck The ship's wheel is fixed to the quarterdeck. The wheel is the round, iron shield that Emberlost carried in battle. If a creature the death knight doesn't know or like touches the wheel, the intruder must succeed at a DC 15 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much necrotic damage on a successful one. After taking this damage, the creature can safely hold the wheel and steer the ship without taking further damage.   D7. Poop Deck Two rear-facing mangonels (see "Siege Equipment" in chapter 8 of the Dungeon Master's Guide) are mounted on the poop deck, guarded by two anchorites of Talos (see appendix A). As these weapons can only fire to the rear of the ship, the anchorites can't use them to target the other decks. If combat ensues below, the anchorites move on foot to engage in melee or hurl lightning bolts down on the intruders.   The hatch here opens into a 20-foot-deep shaft leading to the ship's magazine. During naval combat, a bucket and winch are used to haul rocks up from the magazine to load the mangonels. A character can climb down the chain to access the magazine at area D13   D8. Chart Room The desk is here is laden with sea charts, old maps of the Sword Coast, and enough instruments to assemble a complete set of navigator's tools. Characters who study the ship's course deduce that it set sail from the distant nation of Estagund four months previously. The old maps show the locations of dozens of long-lost barrows along the Sword Coast, indicating that the sailors came here to unearth something buried. Most of these tombs have already been looted or destroyed, but others could form the basis for your own dungeon-based adventures. Ularan Mortus was hunting for the mausoleum of the black dragon Chardansearavitriol. He took the map showing its location with him before he fled the ship.   D9. Storage Lockers These lockers contain supplies for maintaining the vessel: spare rope, buckets, tubs of grease, and other mundane tools. A character who hides inside a locker gains advantage on any Dexterity (Stealth) checks made to evade the crew.   D10. Captain's Cabin This cabin belonged to Ularan Mortus but has since been claimed by Fheralai Stormsworn. Anyone who searches the cabin and succeeds on a DC 12 Intelligence (Investigation) check discerns that a new resident recently reclaimed the room.   A leather-bound journal lies open on the floor next to the bed. Characters examining the journal discover clues about the necromancer's plans for the region. Give the players the "Necromancer's Journal" handout from appendix C, the contents of which is reproduced in a sidebar below. A note in the journal indicates that Fheralai may have kidnapped a bard to appease the spirit bound in the ship.   Treasure. A liquor cabinet contains ten bottles of rare spirits worth 100 gp each. The historical tomes on the bookshelves have a combined value of 800 gp but weigh a total of 250 pounds. Necromancer's Journal This journal belonged to Ularan Mortus, a high priest of Myrkul, god of death. As a member of the Cult of the Dragon, Ularan Mortus colluded with evil dragons to plot the downfall of the Sword Coast. He hopes to reanimate the soul of Ebondeath, a legendary black dragon, and petition it to steal a magical artifact from the town of Leilon. The journal provides no name or clues about the nature of this artifact, but it seems vital to the high priest's invasion plans. Ularan Mortus sailed over the ocean onboard an undead galleon imbued with the soul of the death knight named Emberlost. The death knight's homeland, Anauria, once lay in this region, and the high priest fears that Emberlost is becoming obsessed with this bygone realm. At this point in the journal, another hand has made a note in the margin: "Roadhouse? Could bard win him over?"   D11. Oar Deck This gloomy oar deck looks like the belly of a whale, with gargantuan ribs sweeping from the walls to form rowing benches for the undead crew. The deck underfoot is littered with humanoid bones to a depth of 1 foot. Two large, unmanned drums are positioned to the rear of the deck.   If the death knight's soul knows that intruders are onboard, it animates a team of minotaur skeletons to defend the deck. There is one skeleton present for every member of the party, including sidekicks. The skeletons hide underneath the bones until intruders draw near, and then arise to attack them with surprise. If combat ensues here, Gol Badwind arrives from area D12 to investigate after two rounds.   Skeleton Crew. Once per day when the dreadnaught needs to move, the death knight can animate a rowing crew of fifty skeletons from the bones piled here. This occurs at the end of the quest if the players stop Tarbin Tul's singing (see area D17). D12. Badwind's Cabin This cabin is occupied by Fheralai's second-in-command, Gol Badwind, a grossly fat, grumpy half-orc male blackguard. Badwind is the cultists' quartermaster.If the characters slay him, all anchorites left onboard become frightened of them.   Treasure. Badwind carries an alchemy jug at his belt, which he swigs from while doing his rounds. D13. Magazine This chamber holds iron balls, ballista bolts, and rocks for the vessel's siege weaponry. A 20-foot-high shaft ascends from here to the poop deck (area D7   D14. Crew Quarters String hammocks are strung up here like cobwebs. When they enter this area, the characters hear singing drifting from the cabin at D17. Due to the awkwardness of this space, any Medium or larger creature fighting in here counts as squeezing into a smaller space (see "Creature Size" in chapter 9 of the Player's Handbook).   The hammocks are enchanted to attack anyone who enters without the death knight's permission. Each hammock has the statistics of a rug of smothering except that it looks like a hammock when using its False Appearance feature. One hammock animates for every member of the party, including sidekicks.   D15. Galley The old crew used this galley to prepare food, which consisted of spartan gruels and dry biscuits. There is nothing else in here but bad recipes.   D16. Surgery The door to this compartment is boarded over with heavy planks of wood. Ularan Mortus was known for constructing obedient servants from the stitched-together bodies of former enemies. After the anchorites discovered that the golems in here were immune to lightning damage, they sealed them inside this chamber and boarded up the door. There is one flesh golem inside the compartment for every two members of the party, including sidekicks (rounded down). The golems attack anyone who enters.   Treasure. An apothecary's bag inside the surgery contains three potions of greater healing. D17. Death Knight's Soul The corpse of a knight wearing plate armor slumps on a throne at the rear of this compartment. The ship's bones spill from the knight's chest and are entwined with his body, fusing him to the vessel. This was the death knight Emberlost, and though his corpse (as well as the ship itself, hosts his cursed soul, Emberlost may speak through the corpse and see through its eyes, but can't animate it otherwise.   If questioned, the death knight reveals its yearning for Anauria, its lost homeland. Characters who succeed on a DC 20 Intelligence (History) check recall some tidbit of ancient Anaurian lore that impresses the death knight. It has no loyalty to Fheralai and gladly betrays her if the characters offer a better deal. The terms of such a deal (and if it's even possible) are left up to you (the DM) and your players.   If anyone touches the corpse or strikes it with a melee weapon attack, Emberlost withdraws his body into the hull, swallowing it in bones.   The Bard. Tarbin Tul, a kidnapped male human bard (see appendix A) spends his waking hours singing songs of old Anauria to the death knight to keep it appeased. Tarbin wears an ankle manacle that is chained to a heavy iron ball weighing 50 pounds. He is desperate to escape but terrified of defying Fheralai Stormsworn. If Tarbin is taken from the dreadnaught, the soul of the death knight becomes enraged and it steers the vessel out to sea (see "Death Knight's Soul"). D18. Stores The dreadnaught's stores contain mundane supplies for the journey: barrels of salted meat, cords of wood, nails, and cloth.   D19. Prisoner Cell When the bard Tarbin Tul (see area D17) becomes too exhausted to perform, the anchorites lock him in this cold cell to recuperate. The door is magically locked with an arcane lock spell and can only be opened by castig either knock or dispel magic. Unlocking the door alerts the death knight's soul to the presence of intruders inside the vessel.   D20. Armory This armory contains racks of maces, spears, and hammers for use by the ship's crew.   Treasure. One of the racks contains a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket. D21. Flooded Hold The hold is unlit and flooded to a depth of 3 feet with dark, briny water.

 
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STR DEX CON
Damage Immunities poison, psychic   Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious  

SHIP COMPONENTS

   

Hull

   

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