The Gleaming Whale, Sailing Ship
The Whale is the larger cargo ship owned by the Diligent Corbomites. Vaconto uses this for his legitimate shipping business. It sails to the bow and the fletching as well as the Dwarven Lands and Penthos. In the hold are many smuggling compartments for contraband. The captain of the ship is a human man named Carus Bolter. In reality though he is a drow named Bryzzlazar. Carus looks like a tall dark haired man with a large beard. He wears a fine coat and breeches both dyed red and black.
Areas of the ship -
Jl. 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. 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.
]6. PANTRY
Secured to the walls are racks of cooking ingredients, spices , jars of lard and eggs.
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 ld4 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 J 1), the aft castle lower deck (area J 9), and the aft castle upper deck (Area J 11).
Figurehead. A gilded wooden figurehead of an ornately carved whale sticks out from the ship's prow.
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 manner- isms. 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 jll) 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.
JlO. CAPTAIN'S CABIN (Carus Bolter)
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.
Bolter can often be found here. He will angrily order anyone who approaches to get off of the ship. He will hit a rune on his desk if possible to sound the alarm. DC 16 perception check for characters to notice.
Fastened to the 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. The captain keeps a modest collection of mundane books. 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, ld6 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.
Jll. AFT CASTLE UPPER DECK
This highest deck of the ship is within sight of the forecastle (area J8), the main deck (area Jl), 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.
J12. UPPER CARGO HOLD
This hold contains the following features: • Large grilled doors open to allow cargo to be moved. 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 J 17 ) 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.
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 J 1) or lowered deeper than a ship's lowest cargo hold. The trapdoor in the Boor opens when the cargo elevator is raised. If the platform is raised to area Jl, the trap-door remains open until the elevator platform returns to this area or area j 17.
J13. HEAD
The reek of urine fills the cramped head. Privies- each little more than a bench seat with a hole open to the wa- ter below-are this room's only features.
Jl4. MATES CABINS
Eight narrow cabins are fitted with hammocks, each of which holds a resting sailor or worker (commoner).
jl5. 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. There's a 25 percent chance that a sailor (drow) is being held in the brig after punching a crewmate during an argument.
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 non-magical 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.
Safe : The armory aboard the Angry Seawolf also features a 750-pound cast iron safe with a combination lock. Vaconto and his lieutenants (Arbuck Kettlebloode, Clatter Star and Velour Suede) know the combination: 1- 20-59. A character can pick the lock with a successful DC 25 Dexterity (Investigation) check using thieves' tools. Each attempt takes 1 minute. A knock spell or similar magic also opens the safe, which contains three pistols, twelve leather packets of smokepowder, three leather pouches containing twenty bullets each, and 250 gp in a sack.
Stairs. The stairs lead to area j 17.
J 17. LOWER CARGO HOLD
Currently the Gleaming Whale is shipping timber and iron ore to Penthos. The large tree trunks are split in half and tied together with thick hempen rope 2” wide. Large wooden crates hold rocks with dark metal peeking through their exterior. Recently mined iron ore, well over a ton of it. DC 18 Investigation check reveals almost invisible panels cut into the floor. With a deft hand you open the panels to reveal 12” deep 3rd wide spaces that contain 856 gp worth of gems. Rubies, sapphires, and small diamonds are held in purple velvet sacks. Also about 40 bottles of an illegal liquor made in Dragon Mouth. The liquor is known to be a religious vigor in the Dragon born society. 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 (2dl0) 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.
J 18. Secondary Storage Closets - In the Port side there is small barrels of pitch, extra rope, and pieces of timber used for repairs at sea. In the starboard side there are barrels of fresh water and ale. As you enter this one a smell can be detected behind the barrels. In a canvas bag wrapped with rope is a body. The woman known as Velma is in the cloth, dead. She has her throat cut and in her hand is a scrap of paper. The only visible words are “Meet me by the docks and I will tell you what you need to know” If the party makes it this far have Velour Suede and his goons walk up behind them with a slow clap. “Congratulations idiots, you are soon to join her. Get ready for a burial at sea!” Initiate combat!.
J 23. Lower Hold - Two Drow Guards are in her trying out a new barrel of Ale. The room itself is a store room for Barrels of ale and fresh water for long journeys.
J 24.Weapons Hold - Falchions, Rapiers, and crossbows are stored here. Most are in excellent shape and a history check DC16 players can glean points of origins for many of them. Some from as far away as Dragon Mouth, some from the elves.J
J 28. Walk In Closets - The Port side of this closet contains several high end outfits fitted for Vaconto. The starboard side has several high end women's dresses and complete outfits.
J 29. Guest Cabin - This richly appointed cabin is set aside for special guests. It contains a large bed, a cabinet with a mirror and an empty trunk by the foot of the bed.
J 30. Vaconto's Cabin - The door to this cabin are locked. If anyone other than Vaconto turns the handle a magic mouth spell activates and shouts "Have you no manner! filthy peasants!" The sound is loud enough to be heard by anyone on this deck.The Room is a lavish cabin with a wide king size bed, a chess table set up, and a nimblewright in the corner who looks deactivated. A tall closet is against the far wall. (DC 14 investigation check reveals a locked secret door, reveals the ladder going down to the submersible the black shark)
The remaining wall has a locked door leading to Vaconto's private Sauna.
Loot Available - Cloak of the Manta, Potion of Water Breathing, Verisar's Plate Pack, and 1200 in gold.
J 31. - Training area - A web of ropes and dummies can be found here for combat training.
J 32. Vaconto's Sauna - Steam issues up from the black coals in the center of the room. Inviting wooden benches are complete with folded towels. (staying here for over one minute causes the player to make a DC15 constitution check or suffer exhaustion and 1d6 fire damage. Anyone immune to fire takes no damage.
Jl. 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. 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.
]6. PANTRY
Secured to the walls are racks of cooking ingredients, spices , jars of lard and eggs.
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 ld4 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 J 1), the aft castle lower deck (area J 9), and the aft castle upper deck (Area J 11).
Figurehead. A gilded wooden figurehead of an ornately carved whale sticks out from the ship's prow.
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 manner- isms. 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 jll) 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.
JlO. CAPTAIN'S CABIN (Carus Bolter)
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.
Bolter can often be found here. He will angrily order anyone who approaches to get off of the ship. He will hit a rune on his desk if possible to sound the alarm. DC 16 perception check for characters to notice.
Fastened to the 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. The captain keeps a modest collection of mundane books. 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, ld6 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.
Jll. AFT CASTLE UPPER DECK
This highest deck of the ship is within sight of the forecastle (area J8), the main deck (area Jl), 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.
J12. UPPER CARGO HOLD
This hold contains the following features: • Large grilled doors open to allow cargo to be moved. 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 J 17 ) 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.
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 J 1) or lowered deeper than a ship's lowest cargo hold. The trapdoor in the Boor opens when the cargo elevator is raised. If the platform is raised to area Jl, the trap-door remains open until the elevator platform returns to this area or area j 17.
J13. HEAD
The reek of urine fills the cramped head. Privies- each little more than a bench seat with a hole open to the wa- ter below-are this room's only features.
Jl4. MATES CABINS
Eight narrow cabins are fitted with hammocks, each of which holds a resting sailor or worker (commoner).
jl5. 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. There's a 25 percent chance that a sailor (drow) is being held in the brig after punching a crewmate during an argument.
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 non-magical 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.
Safe : The armory aboard the Angry Seawolf also features a 750-pound cast iron safe with a combination lock. Vaconto and his lieutenants (Arbuck Kettlebloode, Clatter Star and Velour Suede) know the combination: 1- 20-59. A character can pick the lock with a successful DC 25 Dexterity (Investigation) check using thieves' tools. Each attempt takes 1 minute. A knock spell or similar magic also opens the safe, which contains three pistols, twelve leather packets of smokepowder, three leather pouches containing twenty bullets each, and 250 gp in a sack.
Stairs. The stairs lead to area j 17.
J 17. LOWER CARGO HOLD
Currently the Gleaming Whale is shipping timber and iron ore to Penthos. The large tree trunks are split in half and tied together with thick hempen rope 2” wide. Large wooden crates hold rocks with dark metal peeking through their exterior. Recently mined iron ore, well over a ton of it. DC 18 Investigation check reveals almost invisible panels cut into the floor. With a deft hand you open the panels to reveal 12” deep 3rd wide spaces that contain 856 gp worth of gems. Rubies, sapphires, and small diamonds are held in purple velvet sacks. Also about 40 bottles of an illegal liquor made in Dragon Mouth. The liquor is known to be a religious vigor in the Dragon born society. 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 (2dl0) 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.
J 18. Secondary Storage Closets - In the Port side there is small barrels of pitch, extra rope, and pieces of timber used for repairs at sea. In the starboard side there are barrels of fresh water and ale. As you enter this one a smell can be detected behind the barrels. In a canvas bag wrapped with rope is a body. The woman known as Velma is in the cloth, dead. She has her throat cut and in her hand is a scrap of paper. The only visible words are “Meet me by the docks and I will tell you what you need to know” If the party makes it this far have Velour Suede and his goons walk up behind them with a slow clap. “Congratulations idiots, you are soon to join her. Get ready for a burial at sea!” Initiate combat!.
J 23. Lower Hold - Two Drow Guards are in her trying out a new barrel of Ale. The room itself is a store room for Barrels of ale and fresh water for long journeys.
J 24.Weapons Hold - Falchions, Rapiers, and crossbows are stored here. Most are in excellent shape and a history check DC16 players can glean points of origins for many of them. Some from as far away as Dragon Mouth, some from the elves.J
J 28. Walk In Closets - The Port side of this closet contains several high end outfits fitted for Vaconto. The starboard side has several high end women's dresses and complete outfits.
J 29. Guest Cabin - This richly appointed cabin is set aside for special guests. It contains a large bed, a cabinet with a mirror and an empty trunk by the foot of the bed.
J 30. Vaconto's Cabin - The door to this cabin are locked. If anyone other than Vaconto turns the handle a magic mouth spell activates and shouts "Have you no manner! filthy peasants!" The sound is loud enough to be heard by anyone on this deck.
J 31. - Training area - A web of ropes and dummies can be found here for combat training.
J 32. Vaconto's Sauna - Steam issues up from the black coals in the center of the room. Inviting wooden benches are complete with folded towels. (staying here for over one minute causes the player to make a DC15 constitution check or suffer exhaustion and 1d6 fire damage. Anyone immune to fire takes no damage.
Class
Nickname
The Gleaming Whale
Designation
VSS
Owner
Crew
Owning Organization
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