Icingdeath Vehicle in Not Forgotten Realms | World Anvil

Icingdeath

 
General features
  Ceilings. The ceilings in the lower deck, holds, and cabins of the ships are 8 feet high with 6-foot-high doorways. Doors. The ships' doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. Figureheads. A detect magic spell or similar magic reveals an aura of illusion magic around either ship's 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, but only for a moment. An antimagic field (including the one generated by the crystal on Twinkle in area T5) 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. Light. Hanging lanterns cast bright light throughout the ships. Rigging. Rigging on the ships can be climbed without an ability check. Sails. The ships each have three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing. Sunshield. The decorative cloth hanging from the masts of each ship can be unfurled to create a sunshield, shading the deck of the ship in dim light and allowing the drow to avoid the penalties from their Sunlight Sensitivity feature. It takes one creature 1 minute to unfurl all the cloths on a ship. Multiple creatures working together can reduce the time proportionately.

Crew

  Each ship has six officers: a captain, a first mate, a bosun, a quartermaster, a surgeon, and a cook. Each officer is disguised as a merchant going to Neverwinter to beg for Lord Neverember's aid. The officers and Captain Deloz Montiv of Twinkle are neutral drow elite warriors. Captain Xalti Tezzan of Icingdeath is a chaotic neutral drow mage Captain Deloz of Twinkle is disguised as a male Rashemi human weapon merchant. He is quiet, calculating, and observant. The captain often does random inspections of his crew, and checks in on his passengers to make sure they're comfortable (and not getting into trouble). Captain Xalti of Icingdeath is disguised as a male Calishite human iron merchant. He is impulsive, nosy, and confident. The captain enjoys showing off his magic and making a bet on the outcome of almost any event. Crew: forty neutral drow sailors

Room description

  I1. Icingdeath Main Deck A rowboat on this deck of the ship covers a hatch used for loading and unloading large cargo into the main hold (area I7).   A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the capstan's spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as an action lowers the weapons back into the cargo hold.   Magic Statue. An 8-foot-tall, 4,000-pound stone statue of Drizzt Do'Urden, a famous drow ranger, stands near the front of the main deck, posed with hands on the pommels of his famous, sheathed scimitars. The statue's mouth is open in a goofy grin. A detect magic spell reveals that the statue radiates an aura of transmutation magic. Whenever a creature on the main deck speaks the statue's command word ("Artemis"), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to 30 feet or shoot a stream of water out of its mouth at a target within 30 feet of the statue. The stream of water has the same effect as the geyser option of a decanter of endless water. If the command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic damage. Captain Xalti Tezzan (see "Drow Crews") knows the statue's command word. I2. Icingdeath Forecastle This deck contains a ballista and ten bolts for the siege weapon, secured with rope.   I3. Icingdeath Aftercastle This deck holds the ship's wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can press the button, causing the panther head attached to the aft of the ship to release a 20-foot-square patch of oil onto the surface of the sea, which the head then ignites by releasing a jet of flame from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage.   I4. Icingdeath Captain's Cabin The door to this cabin is locked (see the "Icingdeath and Twinkle Features" sidebar). Captain Xalti Tezzan (see "Drow Crews") holds the key. If the characters enter this room, read the following boxed text aloud:   Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall. The inside lid of the chest is covered by a swarm of insects spiders), which attack any creature who opens the chest, expect Xalti. The chest contains Xalti's spellbook, which includes all the spells he has prepared, as well as detect magic, find familiar, and fireball. The inside cover of the spellbook also contains the phrase "Artemis animates" in Elvish (a clue to animating the statue in area I1).   I5. Chart Room. This cabin contains a 3-foot-high table set with navigator's tools, as well as two easels and two frames on the walls holding nautical maps of the Sword Coast.   Secret Door. A character who succeeds on a DC 13 Wisdom (Perception) check notices the outline of a secret door in the wall that leads to area I6. I6. Oil Pump Room When the characters enter this room, read the following boxed text aloud:   Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship. Each 1-foot-diameter, 2-foot-high, 50-pound canister is filled with oil used by the panther head attached to the aft of the ship (see area I3). A character can detach a canister of oil from the pipes with a successful DC 15 Intelligence check using tinker's tools. If more than one oil canister is disconnected, the panther head does not function.   If a canister takes 5 or more points of fire damage from a single spell or attack, it explodes in a 10-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. This also catches the ship on fire, and will require immediate attention to keep it from spreading any further.   I7. Icingdeath Main Hold The sailors rest in shifts using the sixteen hammocks strung up in cabin around many stacked crates. The crates hold rations, supplies needed to maintain and repair the ship, and small barrels of fresh water and ale.   There are also six ballistae below deck, each with ten bolts of ammunition secured by ropes beneath. When the capstan on the main deck (area I1) is turned, a gear wrapped around a pillar connected to the capstan also turns, raising the ballistae and ammunition to the main deck via rising pillars.   I8. Icingdeath Galley. Crew members converse, play games, and share meals around the table and eight chairs attached to the floor of this cabin.   I9. Icingdeath Cargo Cabin Several large crates are secured in this cabin. A peek inside the crates reveals what appear to be iron ingots, bars of gold and silver, and other trade goods. Interacting with these objects reveals they are made of painted wood.

 
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STR DEX CON
20(+5) 4(-3) 20(+5)
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 500 (damage threshold 20)

Control:

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

Movement: Oars

Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (water) 20 ft. (requires at least 20 crew)  

Movement: Sails

  Armor Class 12 Hit Points 100; -10 ft. speed per 25 damage taken Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind.

Weapon: Ballistas(2)

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

Weapons: Naval Ram

Armor Class 20 Hit Points 100 (damage threshold 10) The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.

Actions

Владелец
Владеющая организация

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