Heartbreaker Vehicle in Not Forgotten Realms | World Anvil

Heartbreaker

 
General features
     

Example Crew

  Captain: Klarr Besham (Tylan Ilueph, drow mage). He's a humorless taskmaster whose tarantula familiar is always on his shoulder.     Three drow elite warriors (mates) and seventeen drow, all magically disguised as slender humans while aboard their vessel. All are loyal members of Bregan D'aerthe, and all know that Zardoz Zord is Jarlaxle Baenre in disguise  

Room description

  J1. Main Deck. Three sailors (drow) and a mate (drow elite warrior) are on deck at all times. If the characters board the ship and ask to speak with the captain, the mate asks their business before even thinking about disturbing him. Jolly Boats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys are used to hoist these boats in and out of the water. J2. Storage. The smell of tar permeates this cluttered cabin, which contains the following features: Barrels of tar are secured with nets to the starboard wall below mounted tools. Against the port wall, tight rolls of white canvas are stacked on top of each other and secured with rope. J3. Mates' Cabin. This cabin has the following features: Twin hammocks hang perpendicular to one another. Two off-duty mates (drow elite warriors) relax in the hammocks. Three walnut chests sit under the hammocks. The chests are unlocked. Treasure. Each chest holds two sets of common clothes, a waterskin filled with wine, and a pouch containing 3d6 gp and 4d10 sp. J4. Crew Cabins. Each of these cabins holds four hammocks. One off-duty sailor (drow) rests in each cabin. J5. Galley. Heat and savory scents burst from this cramped cabin, which contains the following features: A busy cook (commoner) works a frying pan with one hand and stirs a pot with the other over a small stove. Dirty dishes are stacked in a washbasin. A table holds foods in various states of preparation. The cook is too busy to speak with characters, and is quick to holler in alarm if attacked, drawing the attention of the crew.   J6. Pantry. Secured to the walls are racks of cooking ingredients, including jars of spices, sacks of flour, and casks of lard. J7. Dining Cabin. The crew dines here throughout the day. At any given time, the cabin contains the following: Six sailors (drow) are enjoying a meal. Aboard the Heartbreaker or the Hellraiser, the sailors are joined by 1d4 carnies (commoners). Furnishings include a table, ten stools, and two oak cabinets containing dishes, tankards, and utensils. J8. Forecastle. The forecastle is within sight of the sailors on the main deck (area J1), the aft castle lower deck (area J9), and the aft castle upper deck (area J11). Figurehead. A gilded wooden figurehead of a female elf with flowing hair sticks out from the ship's prow, reaching forth with both hands. Since the figurehead is unpainted, there's no way to tell that it depicts a drow, but a character who inspects the figurehead closely and succeeds on a DC 13 Wisdom (Perception) check notices a tiny embossed spider on its forehead. A detect magic spell or similar magic reveals an aura of illusion magic around the figurehead-the effect that makes every drow aboard the ship appear as a human. A drow's gender, height, and weight are unchanged; the illusion affects only appearance, not voice or mannerisms. Casting dispel magic on a disguised drow causes the illusion around it to wink out only for a moment. An antimagic field suppresses the figurehead's magic within the field's area. Destroying the figurehead ends the effect throughout the ship. A figurehead has AC 15, 50 hit points, and immunity to poison and psychic damage. J9. Aft Castle Lower Deck. This deck has the following features: Two sailors (drow) are here at all times. Stairs to port and starboard climb to the aft castle upper deck (area J11) and the captain's wheel. Anchor. The ship's anchor is accessed from this deck. It can be raised or lowered by one creature in 10 rounds (1 minute), by two creatures in 5 rounds, by three creatures in 3 rounds, or by four creatures in 1 round. J10. Captain's Cabin. Regardless of which ship the characters are on, this opulent cabin contains the following features: Stylish purple drapes cover the large windows that look out over the harbor. To one side of a central pillar rests a comfortable bed, its oak headboard carved to resemble a kraken. An oak dining table surrounded by six high-backed chairs rests on the opposite side of the central pillar. Other furnishings include a glass-doored cabinet containing shelves of books, a wooden trunk sealed with a padlock, and a small writing desk. Captain. Each ship's captain (drow mage) can usually be found here, with a nimblewright acting as an attendant and bodyguard. A captain is happy to meet with characters who ask to speak with him, mostly to gauge whether they pose a threat. If the characters are polite, the captain invites them to join him for a meal. If the characters grow tiresome or threatening, he commands them to leave the ship at once, sounding an alarm if they refuse.   Fastened to each captain's belt is a ring holding a number of keys. One key unlocks the trunk in this cabin; other keys unlock any locked doors on the captain's ship.   Book Cabinet. Each captain keeps a modest collection of mundane books. Each hides his spellbook in a secret space under the bottom shelf, which can be found with a successful DC 14 Wisdom (Perception) check. The spellbook contains the following spells: cone of cold, control water, counterspell, detect magic, fireball, fly, greater invisibility, ice storm, mage armor, magic missile, misty step, Rary's telepathic bond, sending, shield, suggestion, thunderwave, water breathing, and web. Locked Trunk. A successful DC 20 Dexterity check by a character using thieves' tools opens the padlock, or it can be broken off with a successful DC 20 Strength (Athletics) check. The trunk contains folded clothes, 250 gp in a sack, 1d6 pearls (worth 100 gp each) in a silk pouch, a potion of water breathing, and a bottle of excellent wine (worth 25 gp), bearing a label in the shape of an eye patch and the name "One-Eyed Jax" in Common. J11. Aft Castle Upper Deck. This highest deck of the ship is within sight of the forecastle (area J8), the main deck (area J1), and the aft castle lower deck (area J9). It has the following features: The ship's wheel stands atop the deck. Two sailors (drow) are stationed here at all times.   Wheel. If the ship is sailing with a full crew, a character who has proficiency with water vehicles can stand at the wheel and steer the vessel. J12. Orlop Deck. This hold contains the following features: Large grilled doors in the ceiling open to allow goods to be moved to and from this hold using the cargo elevator. A 15-foot-by-10-foot section of floor opens to reveal the lower cargo hold (area J17 aboard the Eyecatcher or the Hellraiser; area J19 aboard the Heartbreaker). Crates and barrels stacked to the ceiling are tied down to ensure that they don't move. These containers hold food and water for the crew and the carnies.   Players' Map—Orlop Deck Cargo Elevator. To activate an elevator platform, a creature must stand on the platform and use an action to pull a lever up or down. The platform can't be raised higher than the main deck (area J1) or lowered deeper than a ship's lowest cargo hold. The trapdoor in the floor opens when the cargo elevator is raised. If the platform is raised to area J1, the trapdoor remains open until the elevator platform returns to this area or area J17 (J19 on the Heartbreaker).   J13. Head. The reek of urine fills the cramped head. Privies-each little more than a bench seat with a hole open to the water below-are this room's only features. J14. Carnies' Cabins. Eight narrow cabins are fitted with hammocks, each of which holds a resting carnival performer or worker (commoner). Carnies call for help when they are confronted by intruders and fight only in self-defense. J15. Brig. A door made of crisscrossing iron bars and fitted with a sturdy lock seals off this cabin, whose only feature is a chamber pot. The captain carries the key to the door. The lock can be picked by a character who makes a successful DC 17 Dexterity check using thieves' tools (made with disadvantage from inside the cell). A successful DC 23 Strength (Athletics) check forces the door open. The door has AC 19, a damage threshold of 10, 27 hit points, and immunity to poison and psychic damage. Jailed Sailor. There's a 25 percent chance that a sailor (drow) is being held in the brig after punching a crewmate during an argument. Brig Occupant d100 result 1-25 A Sailor is here 26-100 The cells are empty J16. Armory. The drow store their weapons and armor here while the ship is at sea. If the characters are captured and stripped of their equipment, their nonmagical belongings are stowed here. The cabin has the following features: Empty weapon racks and armor hooks line the walls. Stairs lead down into the ship's belly.   Stairs. The stairs lead to area J17 on the Eyecatcher or the Hellraiser, or to area J20 on the Heartbreaker. J17. Upper Cargo Hold. Eyecatcher and Hellraiser only The fantastical floats of the Sea Maidens Faire are broken down and kept in the lower cargo hold of the Hellraiser, while the Eyecatcher holds pieces of broken and experimental floats. (See area J19 for a description of the Heartbreaker's lower cargo hold.)   Cargo Elevator. If the cargo elevator platform is lowered to this area while creatures are in the 15-foot-by-10-foot space where the platform lands, each of those creatures must succeed on a DC 10 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone and restrained until the platform is raised. A creature that succeeds on its saving throw moves to a space of its choice next to the elevator platform without provoking opportunity attacks.   J19. Heartbreaker Upper Cargo Hold. Heartbreaker only   Beastly odors fill the hold of the Heartbreaker, becoming stronger as the characters get closer to the creature pens (area J20). The hold is mostly empty on parade days. On other days, it contains disassembled wagons (axles, wheels, and cages) that are used to pull exotic creatures through crowded streets. Tools needed to assemble and repair the wagons hang from hooks on the walls.   Cargo Elevator. If the cargo elevator platform is lowered to this area while creatures are in the 15-foot-by-10-foot space where the platform lands, each of those creatures must succeed on a DC 10 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone and restrained until the platform is raised. A creature that succeeds on its saving throw moves to a space of its choice next to the elevator platform without provoking opportunity attacks. J20. Creature Pens. This section of the hold reeks of animal musk and waste. When they're not being paraded through city streets in cage-wagons, the monstrous attractions of the Sea Maidens Faire growl, chortle, stamp, snort, and roar in closed stalls. Two handlers (commoners with proficiency in Animal Handling) walk from stall to stall, carrying buckets of food and speaking softly to the creatures.   Each pen is effectively a cell equipped with a sliding door that can be double-latched from the outside. A wagon assembled in area J19 can be backed up to any pen. With the pen door open, a successful DC 15 Wisdom (Animal Handling) check then coaxes a caged creature into the back of a wagon. This check is made with advantage if food is given to the creature. If this check fails by 5 or more, the creature escapes, panics, and begins attacking indiscriminately as it tries to win its freedom. Any such ruckus alerts the animal handlers or other crew members if they are nearby.   The following creatures are kept in the twelve pens:   Two apes Four giant fire beetles One rhinoceros One hippogriff One tiger One axe beak One allosaurus Two death dogs Two panthers One giant vulture One owlbear One polar bear The death dogs and the giant vulture are evil, and the giant vulture can understand Common (though it can't speak). They seize any chance to escape and revel in the suffering of other creatures.   J21. Handlers' Cabin. Heartbreaker only This cabin contains hammocks for the two handlers who work in area J20. If the creatures have been taken on parade, the handlers are asleep in their hammocks.   J22. Beast Supplies. Heartbreaker only Supplies and food for the creatures in area J20 are stored here:   Haunches of meat hanging from the ceiling give this cabin a sickly-sweet scent. Shovels, ropes, chains, buckets, bales of hay, and several large crates are pushed against the walls. The crates hold a variety of lichens, mosses, and fungi that are fed to the herbivorous creatures. A successful DC 20 Intelligence (Nature) check identifies the vegetation as native to the Underdark, and the haunches of animal meat as deep rothé—an ox-like creature raised for its meat by drow in the Underdark.   J23. Gunslingers' Hold.     No one is allowed down here without the captain's permission, and the guards have orders to kill trespassers on sight. This area contains the following features:   Two drow gunslingers (see appendix B) stand guard outside area J27. The hold is filled with barrels containing ale and fresh water. The barrels are held down by cargo nets hooked to the floor. Drow Gunslingers. The drow take cover behind the walls that divide this area as they shoot. They fight to the death to keep intruders from reaching area J27. J24. Cleaning Supplies. These closets hold mops, brushes, buckets, and soap used for scrubbing the decks. J25. Gunslingers' Cabins. These two cabins are the quarters of the drow gunslingers in area J23. Each contains the following features:   A hammock hangs on the wall opposite the door. A wooden mannequin and a walnut chest rest against the wall by the door. The mannequins double as armor racks, though no armor currently adorns them.   Treasure. Each chest holds two sets of common clothes, a waterskin filled with wine, and a pouch containing 3d6 gp and 4d10 sp. J26. Lockers. Lining this hall are eight closets used as storage lockers by the workers and performers of the Sea Maidens Faire. They contain traveling clothes and outerwear hanging on hooks, as well as boots and shoes.   J27. Smokepowder Storage. The locked door to this forward cabin has a wooden sign nailed to the outside that reads, in Common and Elvish, "RESTRICTED AREA. DO NOT ENTER." The room contains the following features:   Twenty wooden kegs are secured to the walls with ropes. Each keg has a paper label, written on which are the words "SMOKEPOWDER! EXPLOSIVE!" in Common and Elvish. A shelf above the kegs is lined with wooden boxes. Boxes. Ten wooden boxes on the shelf each contain one hundred pistol bullets. Kegs. Each keg holds five pounds of smokepowder (see appendix A). When one keg explodes, all other kegs within the area of effect explode as well. If half the kegs explode at once, the blast blows a hole in the forward hull large enough to sink the ship. If all twenty kegs explode at once, the blast blows half the ship to smithereens, shatters windows throughout the Dock Ward, and can be heard as far away as the Field Ward.

Движущая сила

Hull

Armor Class 15 Hit Points 300 (damage threshold 15)  

Control: Helm

Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.  

Movement: Sails

Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.

Вооружение

Weapons: Ballista

Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Weapons: Mangonel

Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

 
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STR DEX CON
20 (+5) 7 (-2) 17(+3)
Damage Immunities poison, psychic   Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious  

SHIP COMPONENTS

   

Hull

  Armor Class 15 Hit Points 300 (damage threshold 15)

Control: Helm

Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

Movement: Sails

Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.  

Weapons: Ballista

Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Weapons: Mangonel

Armor Class 15 Hit Points 100 Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.  

Actions

On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.   Fire Ballista. The ship can fire its ballista (DMG, ch. 8).   Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8).   Move. The ship can use its helm to move with its sails.
Владелец
Владеющая организация
Цена
10000
Луч
20
Длина
100
Скорость
5 miles per hour (120 miles per day)
Дополнение/Экипаж
30 crew
Грузо- и пассажировместимость
20 passengers, Cargo Capacity 100 tons

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