Wanton Wench - Berth Deck
Description
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Colossal Water Vehicle
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Squares 196 (35 ft. by 140 ft.)
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Cost priceless
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Defense
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AC 2; Hardness 5
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HP 900/900 (449)
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Base Save +0
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Offense
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Maximum Speed: 180 ft. or 360 ft. (Sails of Speed) (see chart for daily movement)
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Acceleration 30 ft. or 60 ft. (Sails of Speed)
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CMB +8; CMD 18
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Ramming Damage 8d8
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Weapons 20 x light firedrake ballista (damage 3d8 or 6d8 fire damage, 19-20/x2, range 120', Piercing, Crew 1, Load 0) net launcher (no damage, entangled unless a DC 20 reflex save is made, range 120', Crew 1, Load = 1 turn)
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Projectiles 94 light ballista bolts (cost 10 gp each and weigh 10 pounds), 2 dragon-sized nets
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Can be outfitted with up to 20 large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward and aft sides of the ship.
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Magic
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Wanton Wench Figurehead (passive) - Wendy the Wanton Wench is a spirit that resides in the masthead and provides the ship with extraordinary intelligence. Wendy can act as an oracle once per week. Wendy's other powers are unknown.
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Strengthened Masts (passive) - The masts of the Wanton Wench are magically strengthened to withstand extraordinary stress. They will never snap in ordinary storms. The masts are not damaged by increased movement speed or flying.
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Tabitha's Mirror (passive) - The mirror causes the last occupant standing in front of it to be "reborn" in 48 hours. Resurrection is complete, broken bones are restored, and the viewer is young again (20 years for humans). Duplicates created from the mirror are pathologically driven to kill their counterpart. It is rumored that the each use of the mirror instills a bit of "evil" into the recipient.
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The Machine - Located in the ship's hold, this strange device provides mechanical power to run the ship's unique devices and magic. It is powered by magic items which are consumed as fuel. More powerful items will provide longer effects. Other powers of The Machine are unknown.
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Pennant of Cloaking (2 points per hour)- Allows the Wanton Wench to become invisible. The area of invisibility is dispelled when a siege engine is fired (other actions may also negate this effect). This item requires The Machine to function.
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Wings of Flying (2 points per hour) - Allows the Wanton Wench to fly. The ship has the same maneuverability as when in the sea, but its speed is tripled. This item requires The Machine to function.
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Mad Monk Net Launcher (2 points per hour) - Mounted at the fore of the ship, this large device can throw a weighted net about 120' catching creatures as large as dragons. It can be aimed fore, port and starboard (not aft). Creatures hit must make a DC 25 Reflex save or be entangled (no damage). This item requires a trained engineer. It use power from the Machine to function.
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Sails of Speed (2 points per hour) - Allows the Wanton Wench to double her movement for one day. Each consecutive day after that has a 20% cumulative change of ripping the sails, rendering them useless. This effect resets after 1 day. These sails are unaffected by flying and do not seem to need normal repair. This item requires The Machine to function.
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Firedrake Ballista (2 points per hour) - When activated, all ballista bolts can be fired as firedrake bolts (gunner decides when firing). Firedrake bolts act as alchemist's fire increasing initial damage to 6d8. Targets may catch on fire - causing 1d8 points of damage in each subsequent round. Targets hit may make a DC 15 save each round to put out the fire. Hits against wooden and flammable objects take 2d8 instead of 1d8 points of damage. These items require The Machine to function.
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Description
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This sailing ship is used for ocean travel. It can carry 150 tons of cargo in addition to a full crew and passengers.
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Propulsion current (air; two masts, 30 squares of sails, hp 150)
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Driving Check Profession (sailor)
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Forward Facing the ship's forward
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Driving Device steering wheel
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Driving Space the nine squares around the steering wheel at the aft of the ship
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Crew 16 (plus siege engineers and gunners as needed)
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Decks 2
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Add Item/Use Power
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Power/Time
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Fuel Add
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Fuel Use
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Balance
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Deck of Many Things
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CL 20 (Strong)
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8
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8
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Invisibility
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4 hours
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8
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0
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Greatsword +1
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CL 3 (Faint)
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1
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1
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Fly
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30 minutes
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1
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0
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20 x Dagger +1
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20
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20
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Invisibility
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3 hours
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6
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14
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Flying
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3 hours
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6
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8
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Invisibility
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3 hours
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6
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2
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Morningstar +1
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3
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5
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Armor
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15
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20
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Scroll
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1
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21
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Invisibility
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8 hours
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16
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5
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Black Iron
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8
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13
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Fly + Invisibility
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1 hour
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4
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9
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Invisibility
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1 hour
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2
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7
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Armor + Shield
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10
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17
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Invisibility
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Hidden Skerry 5pm-8:30pm
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7
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10
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Flying
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Blue Baron
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1
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9
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Flying + Arbalests + Net Launcher
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2 hours
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Determining Wind Direction
Determining Sailing Speed
Code of Articles
We the crew and patrons (hereafter called "the crew") of the ship do on this day, Friday the 13th of October, 907 of the Third Age, in the presence of our Captain, Lucky Lulu, and our companions do swear on our death to the pirate's code set forth below in service to the Wanton Wench.
- All crew must obey the captain and her officers.
- Destinations will be set by the patrons unless it unduly endangers the ship.
- Each crew member receives an equal share of food and drink, and one ration of liquor every day.
- Each crew member must do their fair share of work, and neither shirk duty nor pass off work to another, lest they face 20 lashes.
- Each crew member must tend to their own weapons and keep them ready for battle.
- Any crew member who can perform magic shall use their abilities on behalf of the ship. The priest may preach sermons to any interested volunteers permitted the safety of the ship is not compromised.
- Any crew member who suspects a hazard, be it storm cloud, sea monster, or enemy ship, must raise the alarm immediately.
- Any crew member who sees an unfamiliar sea creature must inform the captain immediately.
- Any crew member who shows cowardice in the face of the enemy or deserts in battle shall have their throat cut.
- No crew member shall hide their abilities from the crew.
- No fighting is allowed between crew members. Quarrels shall be set aside until shore leave, at which point grievances may be settled with violence on shore.
- Any crew member found stealing from others shall take 30 lashes and be put ashore at port.
- Any crew member who loses a limb in service to the ship shall be paid 800 gold for its loss.
- Any crew member caught below deck with open flame, magical or mundane, will suffer 10 lashes. All candles and lanterns are to be extinguished at sunset. This rule is waived for the alchemist who can work in his laboratory in the hold under supervision.
- No crew member is to play cards or dice for money while onboard, nor use such things to take advantage of their crew mates on shore.
- No crew member is to bring aboard a passenger unbeknownst to the captain. Both crew member and passenger face marooning.
- Any crew member found drunk on duty shall face 5 lashes. Any crew member too drunk to function effectively during battle shall have their hand cut off.
- No crew member will speak ill of the dead lest they summon restless spirits to the ship.
Crew
The Wanton Wench has a crew of 16 sailors and 4 gunners. By vote, the crew will be paid 1200 gold per month and will not get shares of treasure.
Name
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Position
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Notes
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Lucky Lulu
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Captain
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Quicksilver
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Quarter Master
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Commands crew, settles quarrels, distributes food, punishes minor offenses
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Swinging Cindy
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Sailing Master
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In charge of navigation, plots course, looks after instruments
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Tanya
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Boatswain
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Supervises maintenance and stores, inspects ship every morning, assigns deck activities
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Ginger
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Carpenter & Surgeon
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Maintenance and repair of hull, masts and yards; surgeon
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Emily
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First Mate
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Shift leader - day
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Amber
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Second Mate
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Shift leader - night
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Samantha
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Cook
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Naomi
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Day watch
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Heather
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Day watch
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Jen
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Rigger
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Glush the Blue
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Rigger
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Replaced Layla
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Sydney
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Swabbie
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Summer
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Cabin Girl
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Glendower Banes
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Night watch/Engineer
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Replaced Isabella
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Zoe
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Night watch
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Henry Rogers
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Siege Engineer
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Doppleganger
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Faith
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Gunner
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Doppleganger
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Sincere
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Gunner
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Doppleganger
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Deacon
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Gunner
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Doppleganger
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Christof Jonah Purifoy
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Patron
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Chironomous
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Patron
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Wrane Wrathborne
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Patron
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Nomed Oppenheimer
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Patron
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Java
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Patron
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Finnegan Shadowwhisper
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Patron
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Manifest
Carrying Capacity
The Wanton Wench has a carrying capacity of 150 tons of cargo in addition to its crew and passengers. It is currently carrying 7 tons of cargo.
- Permanent Stores = 2 tons
- Perishable Stores = 5 tons
Permanent Stores - These items are required for maintenance of the ship and routine needs of the crew. These supplies do not need to be restocked unless used for a specific task. The cost of these supplies is 1200 gp in most ports. The weight of these items is 4000 lbs (2 tons).
Item
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Cost
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Weight
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Notes
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Twine - 100' Coil (10)
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4gp
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200 lbs
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Hemp Rope - 200' Coil (25)
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100 gp
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1300 lbs
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2x needed to rig ship
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Canvas - 1500 sq ft
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150 gp
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450 lbs
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2x needed to rig ship
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Gear Maintenance Kit
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5 gp
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2 lbs
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Sail maintenance
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Nails and Spikes - Box
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5 gp
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20 lbs
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Rosin - Cask
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30 gp
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60 lbs
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Fill gaps
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Turpentine - Cask
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40 gp
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60 lbs
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Solvent
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Tar - Barrel
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20 gp
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200 lbs
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Waterproofing
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Pitch - Barrel
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20 gp
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200 lbs
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Waterproofing
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Linseed Oil - Cask
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40 gp
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60 lbs
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Drying Oil
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Varnish - Cask
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40 gp
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60 lbs
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Sealant
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Oil - Barrel
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100 gp
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200 lbs
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Buoy, Common (10)
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5 gp
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160 lbs
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Fishhooks - Box
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10 gp
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2 lbs
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Fishing Nets (8)
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32 gp
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80 gp
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Compass
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10 gp
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1 lb
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Backup
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Lanterns (8)
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56 gp
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16 lbs
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Candle Lamps (8)
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40 gp
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8 lbs
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Flint and Steel (4)
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4 gp
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1 lb
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Blankets (60)
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30 gp
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180 lbs
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Forge
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10 gp
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190 lbs
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Anvil, bellow, tongs, hammers (2)
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Carpenter (2)
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40 gp
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80 lbs
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Hatchet, saw, adze, plane, chisel, gouge, awl, crowbar, mallet, gimlet, auger & brace, knife, square, compass, ruler
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Specialized Ship Repair (2)
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60 gp
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60 lbs
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Caulking mallet, drawing knife, horsing iron, jerry iron, reeming iron, sail iron, racing knife, wrung staff
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Leather/Cloth (2)
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60 gp
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20 lbs
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Awls, knife, shears, whetstone, oil, needles, paste horn, pincers, polishing bone, tacks, thimble, thread
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Shovel (8)
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16 gp
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50 lbs
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Block and Tackle (2)
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10 gp
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68 lbs
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Boat Hook (2)
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1 gp
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10 lbs
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Marlinspike (2)
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1 gp
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12 lbs
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Brooms, Mops (8)
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2 gp
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8 lbs
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Buckets (20)
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10 gp
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20 lbs
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Surgeon's Tools
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20 gp
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5 lbs
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Antidote Kit
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100 gp
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3 lbs
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Healer's Kit (2)
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100 gp
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2 lbs
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10 uses per kit
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Cooking Kit (4)
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12 gp
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84 lbs
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Mess Kit (20)
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4 gp
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20 lbs
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Iron Pots (4)
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4 gp
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16 lbs
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Jugs (4)
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1 gp
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36 lbs
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Baskets (4)
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2 gp
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4 lbs
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Coffee Pots (2)
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6 gp
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8 lbs
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Perishable Stores - These items are consumed by the crew during the month and must be restocked each month that the ship is at sea. The cost of these supplies is 1200 gp in most ports. The weight of these items is 10,000 lbs (5 tons).
Item
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Cost
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Weight
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Notes
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Mad Monk Blue Ale (1 barrel)
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250 gp
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250 lbs
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Suppresses dreams for 24 hours
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Ale (30 barrels)
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390 gp
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6000 lbs
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1 gal/day
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Wine (8 barrels)
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100 gp
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1600 lbs
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2 pints/day
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Meat (3 barrels) - beef, pork, fish
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350 gp
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720 lbs
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1 lb/day
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Biscuits (3 barrels)
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30 gp
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600 lbs
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1 lb/day
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Dried Vegetables (1 barrel)
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20 gp
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200 lbs
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2 pints/day
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Dried Fruit (1 barrel)
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50 gp
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200 lbs
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2 pints/day
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Tallow (1 cask)
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10 gp
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60 lbs
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1 month supply
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Cheese (1 crate)
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80 gp
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60 lbs
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1 pint/day
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Salt (1 barrel)
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20 gp
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200 lbs
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1 month supply
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Spices (1 cask)
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90 gp
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60 lbs
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1 month supply
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Coffee (1 barrel)
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40 gp
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200 lbs
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1 month supply
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Soap (case)
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5 gp
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20 lbs
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1 month supply
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Candles (case of 100)
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1 gp
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5 lbs
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1 month supply
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Cloth (10 yards) - repair
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10 gp
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5 lbs
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1 month supply
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Leather (10 sq ft) - repair
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2 gp
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5 lbs
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1 month supply
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Metal - repair
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1 gp
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15 lbs
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1 month supply.
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Wood - repair
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1 gp
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50 lbs
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1 month supply
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NOTE: 1 cask = 10 gallons = 60 lbs; 1 barrel = 160 pints = 20 gallons = 200 lbs.