Difference between revisions of "Wanton Wench Statistics, Crew, and Manifest"
(Pushed from realm.) |
(Pushed from realm.) |
||
Line 24: | Line 24: | ||
| style="width:600px; background-color:gray"|'''Offense''' | | style="width:600px; background-color:gray"|'''Offense''' | ||
|- | |- | ||
− | |'''Maximum Speed''': 180 ft. (see chart for daily movement) | + | |'''Maximum Speed''': 180 ft. or 160 ft. (Sails of Speed) (see chart for daily movement) |
|- | |- | ||
− | |'''Acceleration''' 30 ft. | + | |'''Acceleration''' 30 ft. or 60 ft. (Sails of Speed) |
|- | |- | ||
|'''CMB''' +8; '''CMD''' 18 | |'''CMB''' +8; '''CMD''' 18 | ||
Line 32: | Line 32: | ||
|'''Ramming Damage''' 8d8 | |'''Ramming Damage''' 8d8 | ||
|- | |- | ||
− | |'''Weapons''' | + | |'''Weapons''' 20 x light firedrake ballista (damage 3d8 or 6d8 fire damage, 19-20/x2, range 120', Piercing, Crew 1, Load 0) |
|- | |- | ||
|'''Projectiles''' 94 light ballista bolts (cost 10 gp each and weigh 10 pounds) | |'''Projectiles''' 94 light ballista bolts (cost 10 gp each and weigh 10 pounds) | ||
Line 41: | Line 41: | ||
|- | |- | ||
|'''Wanton Wench Figurehead''' - 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. | |'''Wanton Wench Figurehead''' - 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. | ||
+ | |- | ||
+ | |'''Strengthened Masts''' - 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. | ||
|- | |- | ||
|'''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. | |'''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. | ||
Line 48: | Line 50: | ||
|'''Wings of Flying''' - 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. | |'''Wings of Flying''' - 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. | ||
|- | |- | ||
− | |''' | + | |'''Sails of Speed''' - 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. |
+ | |- | ||
+ | |'''Firedrake Ballista''' - 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. | ||
|- | |- | ||
| style="width:600px; background-color:gray"|'''Description''' | | style="width:600px; background-color:gray"|'''Description''' |
Revision as of 18:05, 4 April 2019
|
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.
|
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).
|
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).
|
NOTE: 1 cask = 10 gallons = 60 lbs; 1 barrel = 160 pints = 20 gallons = 200 lbs.