The Black Shark - Submersible
The Black Shark - is captained by a Drow woman named Vyldrisark. She uses an illusion to disguise herself as elven. There are three Gnomes that maintain and operate the submersible.
The Black Shark has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine's structural integrity fails when the vessel drops to 0 hit points, whereupon it floods and sinks. The submarine has the following general features:
Interior spaces are unlit. (The drow rely on darkvision to see.) All furnishings and features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set into the floors. Doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A door's lock can be picked by a character who makes a successful DC 18 Dexterity check using thieves' tools. A door can be forced open by a character who succeeds on a DC 25 Strength (Athletics) check. Vaconto has keys to all locked doors. All doors are airtight while closed. U1 - Entrance Hatch - Descending from Vaconto’s Cabin is a small metal ladder. This area is magically pressurized to keep water from entering the shark if the hatch is opened while the submarine isn’t docked to the Seawolf. If the outer Hatch and the inner door are opened underwater the submarine will flood.
U2 - Engine Room - The door to this are is locked. A plaque on the door reads ENGINE ROOM in common and Gnome. The room has the following features: The engine room is filled with machines that hiss, whir, and clatter constantly. A Rock Gnome named Boltar monitors the machinery at all times. Nearby is a copper speaking tube which enables communication with the control room/command area. Drawers in the walls contain screwdrivers, wrenches and other tools. To port and starboard are 3’ by 2’ passageways that lead deeper into the machinery.
U3 - Submariner Cabin - A drow guard is in this room. The port alcove contains a net hammock and a steel footlocker. A diving suit hangs in the closet to the south. The helmet of the suit acts as a “Cap of Water Breathing”
U4 - Stateroom - The door to this cabin is locked. The scent of lavender magically permeates the cabin. A hammock is suspended in the starboard alcove. [A detect magic spell reveals that the wall behind the hammock radiates with an aura of transmutation magic.] Closet - The locked closet aft of the cabin contains a wooden rack stocked with rare wine bottles (25) each worth 25 gp . Magic Window - Touching the wall behind the hammock renders the wall transparent from this side. Touching it again makes the window go away. Wooden Trunk - The trunk isn’t locked , lifting the lid causes panels in the front and sides to open. Releasing a swarm of mechanical spiders that attacks anyone other than Vaconto. This swarm has the statistics of a Swarm of Insects. The swarm has vulnerability to lightning damage and is immune to paralyze , petrify knock prone or poison. In the bottom is a secret compartment DC 13 Perception check. Inside Vaconto keeps A Shard bar worth 10000gp! Also contains the Cloak of the Manta if I haven't given it to them already.
U5- Submariner Cabin 02 - A Drow guard sleeps here if not awoken by combat. The room contains a net hammock and a steel footlocker. Inside the locker is 65 gp and a comb carved with dragon bone worth 5 gp and a pair of obsidian dice worth 25 gp.
U6- Submariner cabin 03 - Steel locker and and a net hammock. Locker is empty and unused.
U7 - The control Room - Has two levels, a command center with two ladders running between the levels. Two circular soundproof windows are embedded in the port and starboard bulkheads. The window panes are made of glasssteel a resilient metal magically rendered transparent.
U7A - Observation Deck - An elevated 10 foot high platform with a grilled floor supported by two metal columns. Two padded swivel chairs are bolted to the deck which is enclosed by a thin steel railing. The height of each chair can be adjusted to accommodate small or medium sized creatures. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached.
LOWER DECK
U7b- Three Rock Gnome engineers named Lorella, Trevor, and Anwar Leffen are on duty here along with two drow guards. The Drow guard the control room and keep the gnomes on task. Lorella is doing maintenance on the chairs and Trevor and leffen are checking gauges on the back wall doing a systems check. A copper speaking tube enables them to communicate with the engine room. Pilot Seat - The pilot can detach the submarine as well as control it’s speed, direction and depth. The pilot can also electrify the hull for 1 minute, after which the system will need an hour to recharge. Any creature that comes into contact with it will take 4d10 lightning damage on failed save DC 15. Half for a save. A creature wearing metal armor gets disadvantage
U8 - Engineers Cabins - Each of these four compartments contains an off duty Gnome sleeping in a hammock. The four gnomes are named Ulster, Brigham, Birmingham, and Brooks. Each has a footlocker with clothes tinkers tools, and a personal effect.
U9- Dining room - A walnut dining table is surrounded by eight padded swivel chairs. Soft ambient music fills the room created magically.
U10 - Galley - A kitchenette holds an iron stove a steel food preparation table with utensils dangling above it. A lidded steel box with a foot pedal pumps water which scrubs dishes and utensils. A cart holds cutlery and dishes.
U11- Pantry - Metal shelves with light netting contains fruits and vegetables. Casks of wine and meat. Two barrels of ale and drinking water stand beneath the shelves.
U12- Privy - Toilet and washbasin. Above the basin is a mirror with a cabinet which holds soap and towels.
U13 - Air System - The door to this area is locked. A plaque on this door reads “AIR SYSTEM” in common and gnome. The room has the following: The area is filled with machines that hiss, whir, and clatter constantly. Drawers in the walls contain screwdrivers, wrenches, and other tools. To port and starboard 3rd’ high 2’ wide passageways lead deeper into the machinery. The Quasi magical machinery in this area generates and circulates fresh air throughout the submarine. A detect magic spell or similar magic reveals an aura of conjuration magic throughout the area. A character with proficiency with tinkers tools can use them to disable the machinery with a DC 15 intelligence check. The same check can be used to reactivate them. When this machinery is shut down air stops pumping through the vessel. Unless turned back on creatures trapped inside will suffocate within two days.
The Black Shark has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine's structural integrity fails when the vessel drops to 0 hit points, whereupon it floods and sinks. The submarine has the following general features:
Interior spaces are unlit. (The drow rely on darkvision to see.) All furnishings and features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set into the floors. Doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A door's lock can be picked by a character who makes a successful DC 18 Dexterity check using thieves' tools. A door can be forced open by a character who succeeds on a DC 25 Strength (Athletics) check. Vaconto has keys to all locked doors. All doors are airtight while closed. U1 - Entrance Hatch - Descending from Vaconto’s Cabin is a small metal ladder. This area is magically pressurized to keep water from entering the shark if the hatch is opened while the submarine isn’t docked to the Seawolf. If the outer Hatch and the inner door are opened underwater the submarine will flood.
U2 - Engine Room - The door to this are is locked. A plaque on the door reads ENGINE ROOM in common and Gnome. The room has the following features: The engine room is filled with machines that hiss, whir, and clatter constantly. A Rock Gnome named Boltar monitors the machinery at all times. Nearby is a copper speaking tube which enables communication with the control room/command area. Drawers in the walls contain screwdrivers, wrenches and other tools. To port and starboard are 3’ by 2’ passageways that lead deeper into the machinery.
U3 - Submariner Cabin - A drow guard is in this room. The port alcove contains a net hammock and a steel footlocker. A diving suit hangs in the closet to the south. The helmet of the suit acts as a “Cap of Water Breathing”
U4 - Stateroom - The door to this cabin is locked. The scent of lavender magically permeates the cabin. A hammock is suspended in the starboard alcove. [A detect magic spell reveals that the wall behind the hammock radiates with an aura of transmutation magic.] Closet - The locked closet aft of the cabin contains a wooden rack stocked with rare wine bottles (25) each worth 25 gp . Magic Window - Touching the wall behind the hammock renders the wall transparent from this side. Touching it again makes the window go away. Wooden Trunk - The trunk isn’t locked , lifting the lid causes panels in the front and sides to open. Releasing a swarm of mechanical spiders that attacks anyone other than Vaconto. This swarm has the statistics of a Swarm of Insects. The swarm has vulnerability to lightning damage and is immune to paralyze , petrify knock prone or poison. In the bottom is a secret compartment DC 13 Perception check. Inside Vaconto keeps A Shard bar worth 10000gp! Also contains the Cloak of the Manta if I haven't given it to them already.
U5- Submariner Cabin 02 - A Drow guard sleeps here if not awoken by combat. The room contains a net hammock and a steel footlocker. Inside the locker is 65 gp and a comb carved with dragon bone worth 5 gp and a pair of obsidian dice worth 25 gp.
U6- Submariner cabin 03 - Steel locker and and a net hammock. Locker is empty and unused.
U7 - The control Room - Has two levels, a command center with two ladders running between the levels. Two circular soundproof windows are embedded in the port and starboard bulkheads. The window panes are made of glasssteel a resilient metal magically rendered transparent.
U7A - Observation Deck - An elevated 10 foot high platform with a grilled floor supported by two metal columns. Two padded swivel chairs are bolted to the deck which is enclosed by a thin steel railing. The height of each chair can be adjusted to accommodate small or medium sized creatures. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached.
LOWER DECK
U7b- Three Rock Gnome engineers named Lorella, Trevor, and Anwar Leffen are on duty here along with two drow guards. The Drow guard the control room and keep the gnomes on task. Lorella is doing maintenance on the chairs and Trevor and leffen are checking gauges on the back wall doing a systems check. A copper speaking tube enables them to communicate with the engine room. Pilot Seat - The pilot can detach the submarine as well as control it’s speed, direction and depth. The pilot can also electrify the hull for 1 minute, after which the system will need an hour to recharge. Any creature that comes into contact with it will take 4d10 lightning damage on failed save DC 15. Half for a save. A creature wearing metal armor gets disadvantage
U8 - Engineers Cabins - Each of these four compartments contains an off duty Gnome sleeping in a hammock. The four gnomes are named Ulster, Brigham, Birmingham, and Brooks. Each has a footlocker with clothes tinkers tools, and a personal effect.
U9- Dining room - A walnut dining table is surrounded by eight padded swivel chairs. Soft ambient music fills the room created magically.
U10 - Galley - A kitchenette holds an iron stove a steel food preparation table with utensils dangling above it. A lidded steel box with a foot pedal pumps water which scrubs dishes and utensils. A cart holds cutlery and dishes.
U11- Pantry - Metal shelves with light netting contains fruits and vegetables. Casks of wine and meat. Two barrels of ale and drinking water stand beneath the shelves.
U12- Privy - Toilet and washbasin. Above the basin is a mirror with a cabinet which holds soap and towels.
U13 - Air System - The door to this area is locked. A plaque on this door reads “AIR SYSTEM” in common and gnome. The room has the following: The area is filled with machines that hiss, whir, and clatter constantly. Drawers in the walls contain screwdrivers, wrenches, and other tools. To port and starboard 3rd’ high 2’ wide passageways lead deeper into the machinery. The Quasi magical machinery in this area generates and circulates fresh air throughout the submarine. A detect magic spell or similar magic reveals an aura of conjuration magic throughout the area. A character with proficiency with tinkers tools can use them to disable the machinery with a DC 15 intelligence check. The same check can be used to reactivate them. When this machinery is shut down air stops pumping through the vessel. Unless turned back on creatures trapped inside will suffocate within two days.
Power Generation
Type
Elemental Engine
Description
-20 ft. speed per 25 damage taken
AC
18
HP
100
Locomotion
-20 ft. speed per 25 damage taken
Nickname
The Shark
Designation
VSS
Owner
Owning Organization
Price
15000
Rarity
incredibly rare
Length
45'
Height
15'
Speed
2 MPH
Complement / Crew
Min. 2 / Max 10
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