The Pineapple Blade
The Brigantine vessel captained by a Water Genasi Woman named Una Queverly. She keeps her crew relatively small and the ship faster and more maneuverable than most in the class. Her main objectives are to make as much money as possible while hurting the East Tellenheim Company. She is a type of honorable rogue figure who needs to make some gold but only steals from the big shipping companies or the large city ships. She will always default to helping the little folk and defend anyone from being bullied or ripped off.
Captain Queverly - Water Genasi woman with a shady past. She is currently trying to get out of Warshaw before the East Tellenheim Company finds out she stole a good portion of their cargo from the dock fire. Mostly Coffee, Barrels of Wine, and silk.
She will charge 25 gold per passenger for the trip to Copenhaus.
First Mate - A scruffy looking goblin man named Chilldrat Grunk. Balding wears a black tri corner hat. Let eye is scarred and milky white.
Bosun - Halfling woman named Rittering Bark, tan skin with long black hair pulled into a ponytail.
Chef - Tortle man named Galapago Jo, Light green skin with a dark bluish green shell.
Powder Monkey - Halfling man named Grapeshot, Shaggy brown hair with two fingers missing on his left hand.
Gunner - Human Woman named Buna Trove, Black Hair trimmed on the left side, dark skin muscular. Looks like Michelle Rodriguez in the DnD Movie. Less leather and more lightweight cotton shirts and vest.
Sailmaster - Aarokocra woman with macaw like features named Caraloo Rheet. Blue and green feathers on top of head with white around eyes.
Quartermaster - A bugbear man with several burn scars on his torso including the right side of his face. Name is Rudder Jaywaloo. He was hunted for sport by a group of elvish noblemen a few years ago. He barely survived by swimming out to sea. He was rescued by Queverly and given a place on the ship.
Mate - Halfling woman named Annabel Gristlefoot, lighter skin and dirty blonde hair. From the town of Vela'Rus.
Mate - Human man named Gunter Rifesway, Bald man with broad shoulders and a black moustache.
Lookout (Crow's Nest) - Aarokocra man with hawk like features goes by the name Goldeneye.
Captain Queverly - Water Genasi woman with a shady past. She is currently trying to get out of Warshaw before the East Tellenheim Company finds out she stole a good portion of their cargo from the dock fire. Mostly Coffee, Barrels of Wine, and silk.
She will charge 25 gold per passenger for the trip to Copenhaus.
First Mate - A scruffy looking goblin man named Chilldrat Grunk. Balding wears a black tri corner hat. Let eye is scarred and milky white.
Bosun - Halfling woman named Rittering Bark, tan skin with long black hair pulled into a ponytail.
Chef - Tortle man named Galapago Jo, Light green skin with a dark bluish green shell.
Powder Monkey - Halfling man named Grapeshot, Shaggy brown hair with two fingers missing on his left hand.
Gunner - Human Woman named Buna Trove, Black Hair trimmed on the left side, dark skin muscular. Looks like Michelle Rodriguez in the DnD Movie. Less leather and more lightweight cotton shirts and vest.
Sailmaster - Aarokocra woman with macaw like features named Caraloo Rheet. Blue and green feathers on top of head with white around eyes.
Quartermaster - A bugbear man with several burn scars on his torso including the right side of his face. Name is Rudder Jaywaloo. He was hunted for sport by a group of elvish noblemen a few years ago. He barely survived by swimming out to sea. He was rescued by Queverly and given a place on the ship.
Mate - Halfling woman named Annabel Gristlefoot, lighter skin and dirty blonde hair. From the town of Vela'Rus.
Mate - Human man named Gunter Rifesway, Bald man with broad shoulders and a black moustache.
Lookout (Crow's Nest) - Aarokocra man with hawk like features goes by the name Goldeneye.
Power Generation
Mast and Sail
Propulsion
SECRET - Captain Queverly has three shape water stones mounted in the hull cleverly hidden from any prying eyes. In her quarters she has a steering stone hidden under her map table. If need be she can activate this steering stone which also connects to the shape water stones adding over 4 knots of speed and power and making the ship more maneuverable than it should be. She only uses it desperate situations and it only lasts for ten minutes. Afterward it's quite expensive to recharge and hiring a discrete mage unaffiliated with the Assembly is always difficult.
Weapons & Armament
8 Twelve pound cannons, 4 mounted on either side.
Communication Tools & Systems
A sailing ship or warship has the following features:
Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors. The ship's 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.
Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle The forecastle has the following features:
Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Quarterdeck
The quarterdeck has the following features:
Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors. The ship's 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.
Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).
Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle The forecastle has the following features:
Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Quarterdeck
The quarterdeck has the following features:
Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Class
Nickname
The Fruit Ninja
Motto
Stick the ETC in the ribs and catch the gold that spills out
Creation Date
The Year SF3, 3023 (5 years old)
Current location
Width
60 ft.
Length
165 long
Height
172 ft.
Weight
1210 tons
Speed
6 knots to 12 knots (almost 14 mph)
Complement / Crew
14
Cargo & Passenger Capacity
8
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