The Kren'Sar Aquisition List
Frost-Locked Hull - 5000 Gold - 10 days
Replaces the hull with supernatural ice drawn from elemental planes. The hull and other parts of the ship are immune to cold damage but vulnerable to fire.
Living Vessel - 11,000 Gold - 15 days
The vessel's hull is augmented with living wood imported from the Feywild through the Feywild Concordant established by the cleric Delrora in 2063. The hull draws sustenance from water and sunlight and is covered in vines and thick leaves. As long as the ship has at least 1 hit point, the hull will regain d10 hitpoints every minute.
Reinforced Hull - 5000 Gold - 8 days
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 - 8000 Gold - 3 days
A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. The orb's can either make invisible creatures visible or detect magic, on board and within 120 feet of the ship. The captain can decide what the orbs detect once every morning.
Clockwork Coal Injection - 3500 Gold - 4 days
Using a combination of magic and clockwork, the coal furnace requires only one crew member to operate it - simply pulling a lever to activate the system and keep the propellers running until the system is deactivated. The efficiency of this system also increases the speed provided by the propellers by 1.
Ever-Full Sails - 7000 - 7 days
These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of Air. Wind whips and whistles around them, allowing the ship to move at full sailing speed (60ft) regardless of the relative wind direction.
Arcane Artillery - 2000 per weapon - 3 days each
Using a method similar to those used to produce magical 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. You may choose the type of magical damage from fire, ice or shock.
Trained Hippogriff - 4000 Gold - 1 day
Aquire a trained Hippogriff for the ship. It can carry up to two crew members comfortably and can defend the ship when needed. The Wyvern cage could hold two Hippogriffs.
Red Dragon Figurehead - 7500 Gold - 2 days
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 6d6 fire damage on a failed save, or half of that on a successful one. Once a ship uses this action, it can't use it again for 1 minute.
Bones of Endless Toil - 14,000 Gold - 2 days
The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radience. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a failed save, it immediately rises as a zombie obedient to the ship's captain. The zombie gains working knowledge of the ship, allowing it to serve as a member of the crew. It does not equire a bed, food or pay. A number of creatures equal to the ship's capacity (30) can be animated in this manner at any given time.
Smuggler's Banner - 2000 Gold - 1 day
This flag is meant to be flown from a ship's mast. Its 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.
Taskmaster's Drums - 4000 Gold - 1 day
This 4 foot tall bronze drum comes with a pair of iron mallets. A creature can activate the drums as an action, causing the hammers to float above the drum and strike it to produce a thundering rhythm. For the next round, all creatures aboard gain 1 additional action on their turn. Once the item is used, it can't be activated again for 2d10 hours.
Complete Helm Repairs - 10,000 Gold - 7 days
The Kren'Sar has a mysterious chair embedded in to the deck, surrounded by cables and forgotten crystals. Using gnomish technology and knowledge gained from the work of the Astral Assembly, you could get this mysterious contraption working again, whatever it does...
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