Original Ideas for SHIPS around the Shattered Continent of Azlant & the Sightless Sea?


Advice

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Deaths Adorable Apprentice wrote:

The Little Death is awesome! The Veiled Master is delightful and I have saved this on the list with a star next to it because I love the idea of possibly catching my players. I wanna know how they might escape! and I saw it after work and the name made be giggle be cause I am a pervert. Look it up!

I know all about "Le Petit Mort", you caught me being a pervert ;-)
The Wailing Devourer is delightful. I have so many ships I wanna throw at my players! So freaking many. And I love the lore on this one! That is a delightful story and I really want to run this encounter.
I enjoyed writing this one, wanted it to flow with your idea
Sunken Treasure is lovely and I am very fond of it. Plus the name might confuse my players. I enjoy confusing them.
i figured even underwater dwelling creatures might need to make use of a sea-going vessel.
avr wrote:

100. Swamp Skiff - - No Darned Name - - (swamp skiff)

DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: 4 passenger, can carry 6 at half speed.
Mart Featherstone (CN male halfling rogue 5) once had to make a getaway on the first boat he found. It was only later he found the portable hole built inside the tiny cabin with illusionary decorations, a very comfy chair and bed and its own supply of fresh air. At least that did explain the vicious magical runes he had to disable as he crawled onboard.
The extradimensional space makes for an excellent means of smuggling and the permanent nondetection on the boat helps too. Mart lives in fear of the original owner showing up looking for vengeance.
avr- nice. i had an idea of making a skiff be able levitate and become basically a hunters platform to snipe from but gave up on the idea. i like yours much better.


101. Pirate Ship - - Behemoth - - Azlanti man o’ war (sailing ship)
DEFENSE: Init +6, AC 19, touch 5; Hardness 10, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 150 ft. Ranged 20 light undersea ballistae +5 (3d8/19–20), CMB +25; CMD 30, Ramming Damage 10d8,
EQUIPMENT: 20 light undersea ballistae with 300 bolts (port, starboard and fore), long broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 60 squares of sailes (two masts), Cargo 7 points of plunder (ship’s arsenal, ship’s stores, salvage and smuggled goods).
CREW: Captain Cevah One-Eye (NE male cyclops barbarian 10; Profession [sailor] +16), Commander Scarhardt (CE male hobgoblin fighter 8), 10 ship’s officers (CE male grindylow fighter 6), 4 pirate (NE male margoyle rogue 3), 50 pirate (CE male hobgoblin fighter 3), 75 pirate (CE male goblin rogue 3), 25 (CE male bugbear fighter 3), 50 sailors

Captain Cevah One-Eye is a 9-foot, 600-pound cyclops of remarkable intelligence and ship-wise cunning that fights in-close with a huge falchion. Very few can hope to overcome a pirate ship captained by a Giant, and crewed by Gobliniods and Margoyles. No one knows where One-Eye or the Azlanti ship Behemoth came from, only that he recently started raiding the Chelish merchant shipping lanes in the Inner Sea and Arcadian Ocean.
Once per day, the Behemoth can
enlarge any crew standing on the top-deck for 10-minutes. The margoyles cannot be effected by this effect.


102. Merchant Ship - - S.S. Tucker - - (Varisian sailing ship)
DEFENSE: INIT +5, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 2 standard catapults with 25 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated trade goods).
CREW: Captain Braki (NE female kobold rogue 9), Profession [sailor] +12), Commander Rilta (NE female kobold cleric 7), 5 ship’s officers (CE kobold barbarian 5), 150 pirate (NE kobold fighter 4), 40 sailors (minimum 20)

The S.S. Tucker. It appears to be a derelict, but it's actually covered with traps and crewed by kobolds. The kobolds stay below decks during the day. They ambush people who get caught in the traps above deck.


103. Pirate Ship - - Tyrion - - (Adoran sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +18; CMD 28, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), standard catapult with 25 stones (fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods).
CREW: Captain Lanister Bigfeet (NG male halfling fighter 10), Profession [sailor] +20), Commander Tamebeth Hairfoot (NG female halfling cleric 8), 10 ship’s officers (CG halfling cleric 7), 150 pirate (NG halfling fighter 5), 40 sailors (freed slaves) (minimum 20)

An all-halfling ship that preys on Chelaxian ships, especially those carrying halfling slaves. The captain, a merry sort, enjoys chasing after buried treasure and a good intrigue. If he ever stops joking, that means you're in trouble.


104. Pirate Ship - - Wasp Queen - - Fey man-o’-war (sailing ship)
DEFENSE: Init +6 AC 19, touch 2; Hardness 5, hp 1,620 (sails 960), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, ram, rapid deploy silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 7 points of plunder (ship’s arsenal and stores)
CREW: Captain Leopold (CE male mite rogue 9; Profession [sailor] +20) Commander Kurli (CE male mite cavalier 7), 14 ship’s officers (NE mite fighter 5), 120 mite air pirate (NE munavri fighter 3), 60 sailors (minimum 20)

An "aircraft carrier." A huge ship (and a couple supporting vessels) manned by mites who raid ships from atop domesticated giant wasps (using their vermin empathy ability). Ship’s cargo storage is basically a giant wasp’s nest


just updating the main list of what we have so far, in case anyone needs inspiration. feel free to come up with unique abilities for your ship ideas.

Ships of the Shattered Continent:

59. Pirate Airship - - Cervantes’ Warhawk - - the Plane of Air - - CR 9 (Osirion made sailing ship)
DEFENSE: INIT +6, AC 16, touch 5; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d10 (reinforced keel)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, reinforced extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated goods). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.
CREW: Captain Cervantes Alba (CG male aasimar gunslinger 5/Brawler 5; Profession [sailor] +20), First Officer Wilbur M’Tura (CG male tiefling swashbuckler 6), 10 ship’s officers (CG human swashbuckler 1/fighter 4), 60 pirates (CN human rogue 3), 50 sailors (minimum 20)

Cervantes’ Warhawk is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to use its reinforced keel to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

62. Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: Init +4, AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)

Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

64. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
DEFENSE: Init +8, AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE: Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will);
Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
EQUIPMENT: Gear heavy ballista with 20 bolts (fore), ram, bite, Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls used as teeth for the megalodon like maw of the vessel.
CREW: Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 20 male Urdefhan fighter3/rogue3,

Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

67. Pirate Ship - - Morning Breeze/Devil’s Breath - - (Andoran merchant sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)
CREW: Captain Arin “Undertow” Wraithwind (N male undine expert3/rogue6; Profession [sailor] +20), 7 ship’s officers (LE human aristocrat 2/expert 3), 70 pirates (NE human fighter 2), 30 sailors (minimum 10)

This ship is glammered to appear as a slow moving merchant caravel (the “Morning Breeze”) when in reality it is a sleek, aggressive sailing ship (the “Devil’s Breath”).
Captained by the portly undine Arin “Undertow” Wraithwind, Arin plays up the merchant angle to the hilt. He even has his crew dress the part, keeping the ship under glamour most of the time, until he spies a likely target. This is when the glamour drops and the Devil’s Breaths’ pirate flag is raised and all bets are off. Undertow might be on the heavy side but he swims like a shark and fights like a dervish.

68. Smuggler’s Vessel, Elemental - - The Corbi - - (Varisian sailing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 7, hp 1,200 (sails 600), Save +14
OFFENSE: Maximum Speed 240 ft. Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, shallow keel, magically treated sails, light ram, rapid deploy silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 10 points of plunder (ship’s arsenal and smuggled stores)
CREW: Captain Elias Corbi (N male human rogue10; Profession [sailor] +20) 5 ship’s officers (LE human expert 3 / rogue 3), 10 pirates (NE human fighter 3), 20 sailors (minimum 10)

This already sleek and fast smugglers vessel is also powered by a water elemental, effectively doubling its speed or rigging the ship for silent running at normal speed.
Captain Elias Portran was once a Chelish Naval captain when his Patrol boat was sunk by pirates. Injured, he was floating on the remnants of his ship when he was found by a female sylph smuggler called Corbi. She nursed him back to health and they fell in love. Corbi continued to smuggle but was betrayed while she was on land, and promptly hung for being a pirate. Elias, distraught, took her name for his last in remembrance. He has been smuggling and upgrading their ship ever since. He holds no love for the Chelish Navy.

72. Pirate Hunter - - Gold Kissed Pearl - - CR 10 Munavri man-o’-war (sailing ship)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,620 (sails 960), Save +16, capable of teleporting between the Arcadian Ocean and the Sightless Sea 3/day.
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy silk sails, sturdy hull, 120 squares of violet sails (four masts), Cargo 8 points of plunder (ship’s arsenal and stores)
CREW: Captain Francesca Caviezel (LG female half-dragon munavri paladin 10; Profession [sailor] +20) Commander Lazlo Kurl (LG male munavri cleric 6), 14 ship’s officers (NG munavri fighter 2/expert 3), 120 munavri free soldiers (NG munavri fighter 3), 60 sailors (minimum 20)

The polished, powerful violet-sailed, intricately carved ivory ship is part of the Munavri initiative to destroy the Urdefhan presence in the Sightless Sea, be they pirate or otherwise. The Pearl’s ability to teleport grants her a tremendous advantage when combating other vessels.
Captain Francesca Caviezel is a half gold dragon munavri paladin held in high esteem by much of the munavri race. Her part draconic heritage makes her a formidable combatant, resulting in her being a feared captain of the Sightless Sea. So much so, the Urdefhan flee the sight of her Gold Dragon flag unless they out number her. Francesca’s kind heart is only over matched by her tenacity.

73. Pirate Barrel Boat - - Barrel O’ Terrible - - CR 5 Derro barrel boat (submersible ship)
DEFENSE: INIT +4, AC 16, touch 5; Hardness 5, hp 610 (no sails), Save +8, (magic; can submerge and reappear anywhere within ½ mile at will);
OFFENSE: Maximum Speed 90 ft., 120 ft. for short sprints, Ranged 6 underwater ballistae +3 (3d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8 plus 5d6 electricity damage (lightning coil ram),
EQUIPMENT: 6 underwater ballistae with 120 bolts (2 port, 2 starboard, 1 fore and 1 aft), broad rudder, lightning coil ram, periscope, sturdy hull, Cargo 3 points of plunder (ship’s arsenal and pirated goods).
CREW: Captain Driig (CE male derro sorcerer 4/oracle 4), Commander Zluur (CE male derro sorcerer 6, Profession [sailor] +14), 1 ship’s officer (CE derro fighter 4), 20 pirates (CE derro rogue 3), 20 sailors (minimum 10 who rotate out after each use of the lightning coil ram).

Each Barrel Boat is equipped with a lightning coil ram powered by the constant foot-peddling of derro sailors. It takes 3 full rounds to peddle enough to charge the Coil, 3 rounds the derro use to reposition. The Coil releases its charge when it deals ram damage, inflicting an additional 5d6 electricity damage to everyone in a 30ft cone in front of the boat at the point of impact Reflex DC15 for half, and automatically stunning the 10 sailors peddling the boat for 1 round, but dealing them no damage.
Barrel O’ Terrible is Captained by Driig, a notorious derro pirate Captain of the Sightless Sea who has long plagued its waters. Crazy but possessed of an insane cunning, Driig is perhaps the most stable of his crew, he's known for carrying out brilliant ambushes utilizing 6 to 10 barrel boats.
The Barrel O’ Terribles’ ability to submerge and reappear is unique to Driig’s vessel. It’s workings are currently unknown to Commander Zluur, who will launch a mutiny against Captain Driig as soon as he can figure it out and take his place as captain.

[While the Barrel Boats are all R.A. Salvatore’s’, the lightning coil ram is all mine.]

74. Pirate Ship - - Wrath of Ydersius - - Serpentfolk man-o’-war (serpent ship)
DEFENSE: Init +8 AC 19, touch 5; Hardness 7, hp 1,215 (no sails), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 30 light ballistae +8 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 30 light ballistae with 300 bolts (port, starboard, fore and aft), broad rudder, linked extended keel, ram, sturdy hull, Cargo 6 points of plunder (ship’s arsenal and stores)
CREW: Captain Ssscarzina (NE female serpentfolk swashbuckler 10; Profession [sailor] +20) Commander Ssseperado (NE male serpentfolk rogue 6), 8 ship’s officers (NE serpentfolk fighter 2/rogue 3), 120 serpentfolk pirates (NE serpentfolk fighter 3), 90 sailors (minimum 30)

Made of darkwood and polished to a scaly shine, this powerful 450-ft long vessel magically undulates sinuously and rapidly across the water, looking like great serpent. The 30-ft broad head of the ship gradually narrows to 5-ft wide at its tail. The head is capable of rearing 50-ft into the air and slamming down onto the deck, driving two 10-ft fangs into the target ship, hooking the two vessels together for boarding.
Captain Ssscarzina is a purecaste serpentfolk of white, red and gold scales, often referred to as Daughter to Ydersius by the degenerate serpentfolk. She fights with cold, casual, sinuous grace paired with deceptively quick strikes. Her intellect works the same way and she is most adept at flirting during a fight to distract her opponents if she deems them worthy adversaries.

76. Pirate Ship - - Eclipse All Light - - CR 10 (Drow sailing ship)
DEFENSE: INIT +7, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (4d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, quick release piercing ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 9 points of plunder (ship’s arsenal and pirated goods).
CREW: Captain Maluster Darkholm (CE male drow magus 6/ rogue 4; Profession [sailor] +20), Commander Pyrjerolm Darkholm (CE male drow fighter 8), 10 ship’s officers (CE drow magus 6), 80 pirates (CE drow fighter 3), 40 sailors (minimum 20)

Eclipse All Light is a mat-black vessel enchanted with a variety of non-detection spells and countermeasures. It can go invisible and lay a false water wake via hallucinatory terrain 3 times per day for 1 minute each use. The ship can also cast deeper darkness at the pilots will.
Captain Maluster Darkholm is wiry, whip-quick and fights in-close with a rapier that absorbs blood. Maluster is an otherwise forgettable dark elf. This is an affection he purposely cultivates. He likes to blend in, as much as a drow elf can, using disguise kits and a hat of disguise. Even among other Darkholm elves he is virtually anonymous. Maluster is meticulous and never leaves evidence of his doings. He leaves no trace of himself and no one but Maluster knows how he disposes of his victims or their ships.

He possesses an artifact of the Darkholm, a tiny adamantine bell called the Anvilknell that when struck against the hull, can teleport any ship of 3-masted size or smaller to a massive ravine on a smallish island (called the Riven Isle) in the Shattered Continent, creating its own ship graveyard on dry land.

78. Spire Outrigger Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 2 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
EQUIPMENT: 2 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated low profile rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: None.
CREW: 3 passengers.

The Mordant Spire elves travel the perimeter of the Shattered Continent on skimmers. The outrigger magical vessels carry up to 3 elves on it to patrol. This outrigger skimmer has the ability to send messages back and forth between the Mordant Spire and other outrigger skimmers. The outrigger can be operated as a sailing ship using command words in elvish or manually.

79. Spire Surf Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 150 (no sails), Save +12, Base Stealth +10
OFFENSE: Maximum Speed 90 ft. CMB +15; CMD 20, Ramming Damage 1d8
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: Single passenger, can carry 2 at half speed.

The agile surf skimmer is designed primarily for stealth and maneuverability and its not uncommon to see Mordant Spire elves firing bows from the stable platform. The surf skimmer can move at a height of 2 feet above the water for up to 5 hours per day. It can also cloak the board and rider to look like a dolphin or a shark for up to an hour per day, making viewers from ships believe they are seeing large pods of dolphins escorting them.

80. Spire Ship - - Acavna’s Reach - - Adjacent to the Ethereal Plane (Mordant Spire sailing ship)
DEFENSE: INIT +8, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 20 Spire Surf Skimmers, 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated low profile sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and ship’s stores).
CREW: Captain Retsulum Whitewave (LG male mordant elf sorcerer 10; Profession [sailor] +20), Commander Mlorej (LG male mordant elf rogue 8), 10 ship’s officers (LG male mordant elf magus (Spire Defenders) 6), 60 Vigilant Needle (LN male mordant elf fighter 3), 40 sailors (minimum 20)

Acavna’s Reach is constructed from some form of rune carved white wood that seems to radiate moonlight in the dark of night. The ship can also cast a variant of the daylight spell that generates moonlight at the pilots will.
In addition the ship and its occupants each have the ability to Ghostwalk as a swift action with a range of “personal”, targeting either the ship or any passenger whose been on the ship for 24 hours or more, for a duration of 1 round up to 3 times per day. The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator or ship gains the incorporeal subtype. This is an Ethereal plane using maneuver.
Captain Retsulum Whitewave is a witty if dour Mordant Spire Elf with a regal and commanding personality. He is in command of a small fleet of Mordant Spire outrigger and surf skimmers.

81. Merchant Ship - - Kelpie's Crossing - - (Andoran merchant caravel)
DEFENSE: Init +4, AC 16, touch 2; Hardness 5, hp 810 (sails 480), Save +9
OFFENSE: Maximum Speed 120 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8
EQUIPMENT: 20 light crossbows with 200 bolts (mobile), 25 boarding axes (weapons locker), standard rudder, standard keel, ram, standard sails; heavily patched, sturdy hull, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 8) Profession [sailor] +10; First Mate Ketra Semoo (CN female human rogue 5), 20 sailors, 10 oozes, usually below decks in the bilge),

Poorly maintained and lacking obvious defenses, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.

82. Scavenger/Pirate Ship - - The Smile of Gozreh - - (Shell towed by Merfolk)
DEFENSE: Init +4, AC 18, touch 10; Hardness 6, hp 405 (no sails), Save +12
OFFENSE: Maximum Speed 90 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +15; CMD 25,
EQUIPMENT: 20 light underwater crossbows with 200 bolts, 70 tridents, no rudder, no keel, no ram, sturdy hull (shell), Cargo 6 points of plunder (shell’s arsenal, collected sunken treasures & stores)
CREW: Leader Temarlan (CN male merfolk barbarian 8) 70 pirates (entire clan),

A giant clam shell used to hold the wealth of the Amber Spears clan, the danger is less the 'ship' itself than its clan of merfolk who may try to impose a tax on passing ships. There are a number of heavy spikes with attached bubble kelp on the shell which the merfolk can guide rapidly upwards towards the hulls of passing ships.

83. Pirate Ship - - Five Fires - - (Asmodean sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 8 points of plunder (ship’s arsenal, stores and 40 slaves).
CREW: Captain Diflins (LE female goblin cleric of Asmodeus 8); Profession [sailor] +20), Commander Derlin Webb (LE male human alchemist 8), 4 Human bullies (barbarian 2 / rogue 2), 5 ship’s officers (LE goblin cleric 6), 40 pirates (LE human fighter 3), 40 sailors (minimum 20)

Diflins is on a holy mission to acquire slaves for her church, whether by purchase, Derlin's drugs, or outright assault. She is willing to do honest trade along the way, but only up to a point. Also she really likes setting things on fire.

84. Pirate Outrigger - - The Moon's Vengeance - - (Strix Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 10 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
EQUIPMENT: 10 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and stores).
CREW: Captain Ixitach (NE female strix bard 7), Commander Tlachl (LE male strix inquisitor 5), 3 moon warriors (strix slayer 4), 10 sailors

Without the numbers to take over a sizable ship, the crew of The Moon's Vengeance prefer to steal goods. They may take a hostage to protect against immediate retaliation, but don't keep them for ransom. No longer useful hostages have a very short expected lifespan.

85. Mercenary Ship - - The Moon's Vengeance (II) - - (Varisian sailing ship)
DEFENSE: Init +6, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 3 points of plunder (ship’s arsenal and stores)
CREW: Captain Laurence (LN female half-elf swashbuckler 7) 7 ship’s officers (LN human fighter 2/ rogue 3), 50 pirates (NE human fighter 2), 30 sailors (minimum 15)

Unrelated to the above The Moon's Vengeance and very, very irritated by the coincidence of names. Captain Laurence and her crew see themselves as honest soldiers, for all they work as mercenaries. Fast cargo and passenger delivery is their other line of work.

Scavenger/Pirate Ships - - Goblin Outriggers
They may last no more than a year or two even if they never meet enemies, but goblin outriggers seem eternal. Some parts of the ships can be recycled many times so the same snake figurehead can reappear even after the first ship it was on is defeated. Goblins will scavenge rather than attack most times, but odd things may provoke them. In particular of goblin outriggers;

86. Pirate Outrigger - - Snakesnake - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +8
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 1 points of plunder (ship’s arsenal and stores).
CREW: Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7), Commander Farah (female medusa bard 5), 3 male goblin (barbarian 4), 10 sailors

There's nothing magical about the winged serpent figurehead on this ship, but Poog Firebreath will claim otherwise loudly. On occasion Farah (medusa) or one of her kin will travel aboard and lend a sort of credence to these claims to outsiders.

87. Pirate Outrigger - - Blackwoods - - (Goblin Outrigger)
DEFENSE: INIT +5, AC 14, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and pirated goods).
CREW: Burny Brak (N male goblin pyrokineticist 5), Commander Red Scar (male hobgoblin barbarian 5), 4 male hobgoblin (fighter 4), 10 sailors

Burned timbers warn that the goblins aboard are careless even as goblins go in their use of fire. The current leader is Burny Brak, but there's a rapid turnover in the leadership here as unsuccessful leaders are burned out.

88. Pirate Outrigger - - Black Star - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 17, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 5 points of plunder (ship’s arsenal and pirated goods).
CREW: Little Vruta (NE female goblin summoner 7), Commander Goth (male bugbear barbarian 6), 4 male goblin (rogue 4), 10 sailors

Little Vruta and her cadre of nihilistic worshippers of the Great Old Ones are exactly as creepy and dangerous as they look. Living sacrifices and torture - goth goblins don't just mess around with warpaint.

89. Floating Bazaar - - Aahoo Jahansouz’s Floating Bazaar - - (floating village of boats tied together)
DEFENSE: INIT +0, AC 12, touch 2; Hardness 5, hp 4,050 (sails 1200, oars 2160), Save +14
OFFENSE: Maximum Speed 60 ft. (Moves by oars or sail, but only around the shallow waters of a large peninsula),
Ranged 200 light ballistae +5 (3d8/19–20), 25 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 200 light ballistae with 4000 bolts (port and starboard), 20 standard catapults with 500 stones (fore and aft), no rudder, magically treated sails, rapid deploy sails, 300 squares of sails (multiple masts), Cargo 25 points of plunder (villages arsenal, villages stores and fenced stolen goods).
CREW: Proprietor/Mayor Aahoo Jahansouz (LG female elfing (half elf/half quickling) gunslinger 1 (mysterious stranger) /swashbuckler 1 (inspired blade) / paladin 4 (holy gun) / fighter 4 (trench fighter); Profession [sailor] +20), Commander *Khan* Nod (CG male half elf /half orc shaman 8), 10 village marshal (CG male human fighter 6), 260 pirate/mercenary (LN male & female various races fighter 3), 240 sailors (minimum 85)
Titles •••••••• The Floating Ruby,
Nation •••••• n/a
Region •••••• Arcadian Ocean
Size •••••••••• Large Village
Population •• 3,423
Demographics ••• 65% human, 10% elf, 10% dwarf, 3% aasimar, 2% muavri, 4% tiefling, 1% halfling, 5% other
Government •••••• Merchant Council
Alignment ••••••••• Neutral Good

Charismatic and beautiful, Aahoo actually started this floating village on the remnants of merchant vessel that had not been fully pirated. Said pirates took to the winds to avoid a Chelish man o’ war pursuing them. Being the only survivor and first mate, she tried time after time to barter a way back home but ended up turning a tidy profit, and more and more ships tied themselves off to get in on the heavy trading activity. As a half quickling, Aahoo Jahansouz became very popular very quickly shaking hands all the way. She learned who had what goods and who need this or that and was quick enough to get the word to the right ear, and turned even more profit. Eventually she made enough gold to pay death benefits for each and every member of her departed crew and payoff the lien on the ship and replace the bartered cargo. Aahoo Jahansouz is a crack shot and an excellent face for the village being a paladin of Abadar.

90. Floating Village - - Seedhaven - - (Living Sentient Tree; Classification: advanced man o’ war)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,900 (sails; leaves 1260), Save +18,
OFFENSE: Maximum Speed 120 ft. Ranged 15 light ballistae +10 (3d8/19–20)
Roots can reach the broken remnants of vessels on the sea floor, allow the villagers to salvage what they can before passing the wrecks into Seedhaven’s expansive branches to be used catapult style or just dropped on marauding pirates +9 (6d6), CMB +28; CMD 38, Ramming Damage 10d8
EQUIPMENT: 15 light ballistae with 300 bolts (strategically placed about the trunk), root rudder, trunk ram, sails; leaves can overlap in such a fashion as to perform as sails, sturdy trunk, 120 squares of leaf sails (equivalent to four masts), Cargo 7 points of plunder (ship’s arsenal, stores and salvage)
CREW: Captain Kaede Steelgrip (LG female human ward speaker brawling blademaster samurai 9); Profession [sailor] +18) Commander Arthur Curry (N male aasimar (Aquatic Drovier) Druid 7), 7 ship’s officers (NG human druid 2/expert 3), 110 villagers (NG various races expert 3), 60 sailors/fishermen.

The Seedhaven is a great floating tree which is propelled slowly by its undulating roots. It used to move about on a long circuit of its own until Kaede spoke to its kami and discovered how to guide it. Now she takes it where it's needed - Seedhaven brings a profusion of young fish with it wherever it goes which can raise fishing yields in the future.
With near two hundred people settled on it Seedhaven is a village, if not a floating bazaar. Kaede has ambitions to rival Aahoo Jahansouz though and has started a small fishing fleet based off Seedhaven, and would like to expand it into a small port.
A plaque above Kaede's home in a space built into the tree reads in High Azlanti 'Mobile Hatchery #6'. Some believe that the secret of controlling Seedhaven is within but she refuses to confirm or deny that.

91. Merchant Ship - - Oakheart - - (Chelish small sailing ship)
DEFENSE: Init +6, AC 17, touch 2; Hardness 5, hp 810 (sails 480), Save +10
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +9 (3d8/19–20) , 1 standard catapult +7 (6d6), CMB +10; CMD 20, Ramming Damage 5d8
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)
CREW: Klaus the Carver (CG male dwarf dwarven scholar bard 10) Profession [sailor] +20; First Mate Daisy (CG wyrwood wizard 6), 20 poppets tirelessly crew the Oakheart.

Some may sneer at Klaus and his ship, calling it the Ship of Lost Dolls for his preoccupation with 'rescuing' lost or discarded statues and similar then animating them, but Klaus is a canny businessman and doesn't hold it against them. The cost of animating an entire crew is substantial but he makes enough to cover the costs.
Due to limited cargo space, Klaus operates primarily as a courier, delivering letters, contracts, treaties and the like and he’s not above skimming the items for information he can make use of or turn a profit on. As a result, Klaus and Daisy have picked up a great deal of information about ruins Azlanti and other useful bits of knowledge that only a select few are aware of. Klaus will charge through the nose before he parts with any of it though.

92. Merchant Ship - - Pride of the Seventh Sea - - (Varisian sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 100 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods, cast-off ancient metal and stores).
CREW: Captain Indrani (NG female sea singer bard 7), Profession [sailor] +14), Commander Teriltan (N male elf haunt collector occultist 7), 2 ship’s officers (N human skald 4), 2 ship’s officers (NG dwarf cleric 4), 40 sailors (minimum 20)

With masts and rails made of metal salvaged from Azlanti ruins the Pride gleams in the sunlight. An odd effect of the ancient metal is that if the ship passes too close to a haunt the haunt may attach itself to the ship rather than its original location. The old hands among the crew know this very well and amuse themselves with newcomers' reactions until Teriltan shows up to deal with the matter.
Due to the heavy metal on-board the Pride is slightly slower than the average Varisian ship. Currently Captain Indrani is trying to salvage and trade for enough of the ancient metal to reinforce the keel and ram of the shining Pride.

93. Merchant (Pirate) Ship - - Angler - - (Andoran sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)
CREW: Captain Bait (CE male sahuagin mutant (malenti) barbarian 10; Profession [sailor] +18), Commander Natlirae the Death-Kiss (N female sahuagin mutant (four-armed) barbarian 9), 7 ship’s officers (CE malenti cleric 5), 70 pirates (CE sahuagin fighter 4), 20 malenti sailors (minimum 10)

The Angler appears to be a moderately wealthy trader with few defenses, crewed by a tribe of elves (malenti) but the ship hides menace like an iceberg, and the destruction that lies beneath. The main tactic is for the Angler to run-up the white flag if pirates are pursuing, then slow to a stop and await boarders. The hold is filled with 50 sahuagin fighters ready to swarm the deck and devour anyone foolish enough to attack the ship. The other 20 sahuagin pirates swim to the opposite side of the boarders’ ship and climb aboard to attack from the flank.
Captain Bait is mated to Commander Natlirae the Death-Kiss and their mating “rituals” leave them both with heavily scarred backs.

95. Pirate Ghost Ship - - Wailing Devourer - - Ulfen Langskip Warship (ghost ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 240, oars 240), Save +14, Submerge underwater at will and move at no loss of speed
OFFENSE: Maximum Speed 150 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sail, ram, sturdy hull, 60 squares of sails (single masts), Cargo 5 points of plunder (ship’s arsenal and stores).
CREW: Captain Deville (LE Male advanced mummy of the deep (Tome of Horrors Complete 439) Skald 5); Profession [sailor] +20), Commander Dubios (CE male Ghul (Bestiary 3 125)), 5 ship’s officers (CE Ghast barbarian 3), 40 pirates (NE ghoul rogue 3), 40 brine zombie sailors/rowers

When they failed to reach Valenhall in distant Arcadia, Captain Deville was chained to the anchor by his crew and dropped in the Aracadian Ocean. There he remained trapped with his deep platinum neckless of adaptation until he starved to death. He cursed his crew, blaspheming every unholy god he could think of before he perished. He turned into a mummy of the deep and lie trapped for 1000 years, such was his malice and rage it infected the anchor, which became an animated object that crawled to all the way to Valenhall as Deville impotently railed and raged. He was come upon by hapless beachcombers who unchained what they thought was a corpse from the anchor. Once they tried to remove his necklace Deville and the anchor attacked and killed the first members of his new crew. He now uses the anchor like a massive maul, which issues a keening wail when swung, and when he hits a target the anchor animates and initiates a grapple, then attempts to drag the victim overboard.
Rotting and bandaged in chains, Captain Deville slides with a slightly awkward gait as he moves. His body is covered in tattered and torn bandages. Seaweed hangs from his unloving form and water drips in a constant state from his desiccated body. If this Ancient Mariner is killed he, his ship and crew will vanish to the Ethereal Plane and will be unable to manifest again for one week, fully restored. Captain Deville can only be permanently killed if he is parted from his deep platinum neckless of adaptation and killed on the Ethereal Plane.

96. Alien/Fey “Ship” - - Rusalka - - Plane Shifts to/from the First World - - (Totally Alien/Fey ship; Classification: advanced man o’ war)
DEFENSE: Init +8, AC 20, touch 5; Hardness 10, hp 2,025 (no sails, no oars), Save +16
OFFENSE: Maximum Speed 150 ft. CMB +35; CMD 40, Ramming Damage 10d8
Tresses (Ex) The Rusalka’s long chain “hair” is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, the Rusalka does not gain the grappled condition itself. It can attack targets anywhere on or within the ship with up to 10 of its chain "hairs". +10 (4d8/20)
Rend Ship (Ex) As a full-round action, the Rusalka can attempt to use four tightly braided chains of "hair" to grapple a ship of its size (gargantuan) or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Rusalka gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the Rusalka grapples the ship, it holds the ship motionless for boarding. It can also simply rend the vessel, doing 10d8 each round with a successful grapple check.
EQUIPMENT: Hundreds of strands of fine chain “hair”, 10 attack strands of chain “hair” 300’ long, 4 tightly braded strands of rending chain “hair” 500’ long, unknown rudder, unknown keel, no sails, ram (chin), sturdy hull, Cargo 10 points of plunder (ship’s arsenal, stores, salvage and treasure)
CREW: Captain Vantess (alignment unknown, female unknown fey, wizard of unknown specialty 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kadraena (alignment unknown, female unknown fey, cavalier 9), 20 ship’s officers (alignment unknown, male unknown fey, fighter 7), 220 (alignment unknown, male/female various aquatic fey, various classes 4), 110 charmed slave sailors

This beguiling fey female head and porcelain face is partly obscured by long flowing black chains which resemble hair that dances and flows around it as if it were underwater. This “ships” totally alien design strikes both fascination and dread in observers. The fey face is both beguiling and beckoning.
It’s not known if it’s the chain "hair" or if magic or if it is some other strange means of egress that provides propulsion. The “ships” hull most closely resembles porcelain but is harder and lighter than steel.
To date, the Rusalka has never left survivors and scuttles the ships. It will pursue witnesses relentlessly to keep its presence here secret.

97. Submersible Ship - - Little Death - - (Deep Sea Serpent Submersible Ship; Classification: advanced man o’ war)
DEFENSE: Init +8, AC 20, touch 5; Hardness 10, hp 2,025 (no sails, no oars), Save +16
Elusive (Ex) As a full-round action while in water, the Little Death sea serpent ship can move up to its run speed (200 feet) without leaving any trace of its passing (identical in effect to pass without trace). The elusive Little Death gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, the Little Death is considered to be under the effects of a nondetection spell. Both of these effects function at caster level 20th and cannot be dispelled.
OFFENSE: Maximum Speed 200 ft. Ranged 20 heavy undersea ballistae +5 (4d8/19–20), CMB +30; CMD 35, Bite Damage 6d10, Constrict Damage 6d8, Ramming Damage 10d8, Swallow Whole (3 masts and smaller) 10d6 bludgeoning damage AC 21 33hp to escape, Tail Slap +33 (6d8/19–20 plus grab),
Powerful Tail (Ex) The Little Death’s tail slap is always a primary attack. When the deep sea submersible serpent ship deals damage to an object with its tail slap or via constrict damage, it ignores the first 10 points of hardness that object possesses.
Surge (Ex) The Little Death can surge forward as a fullround action at a speed of 400 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.
EQUIPMENT: 20 heavy undersea ballistae with 400 bolts (port and starboard), flexible rudder, flexible spinal keel, magically treated sea silk (sturdy hull), ram, no sails (no masts), Cargo 8 points of plunder (ship’s arsenal, ship’s stores, salvage and pirated goods).
CREW: Captain Oonmat (CE male? veiled master psion 10; Profession [sailor] +20), Commander Uagropf (CE female? aboleth kinetecist 8), 20 ship’s officers (CE male Sahuagin Mutant (Malenti) fighter 7), 150 pirates (CE male skum fighter 3), 190 (CE, male/female Adaros/Gutaki/Iku-Tursos, various classes 4), 150 enslaved sailors

This frightening gargantuan deep sea serpent skull, spine and ribs has a 50’ long tail of magically treated sea silk (treated to have the hardness of a ship’s hull) attached to it. Primary goal is to gain more slaves. To that end the Little Death first bites and swallows whole, the Adaros, Gutaki, Iku-Tursos and Skum then attack the crew of the entrapped ship, taking care to not kill potential slaves, as veiled master Oonmat will likely feed them to Little Death’s ravenous crew if they do.

98. Smugglers Nautiloid - - Sunken Treasure - - submersible nautiloid ship
DEFENSE: Init +6, AC 20, touch 5; Hardness 10, hp 1,620 (sails 240, oars 240) Save +14
Elusive (Ex) As a full-round action while underwater, the Sunken Treasure can move up to its run speed (120 feet) without leaving any trace of its passing (identical in effect to pass without trace). The Sunken Treasure is enchanted with a variety of non-detection spells and countermeasures. It can project image and lay a false water wake via the spell hallucinatory terrain 10 times per day for 3 minutes each use.
OFFENSE: Maximum Speed 150 ft. Ranged 15 light undersea ballistae +5 (3d8/19–20), CMB +25; CMD 30, Ramming Damage 10d8,
Surge (Ex) The Sunken Treasure can surge forward as a fullround action at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while surging.
EQUIPMENT: 15 light undersea ballistae with 300 bolts (port, starboard and fore), long broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 60 squares of sails (two masts), Cargo 7 points of plunder (ship’s arsenal, ship’s stores, salvage and smuggled goods).
CREW: Captain Gulper (NG male merfolk hunter 10; Profession [sailor] +20), Commander Burbler (NG male aquatic elf cleric 8), 15 ship’s officers (NG male aquatic elf fighter 6), 50 smugglers (NG male cecaelias rogue 3), 150 (CE, male locathahs various classes 3), 50 sailors

A gargantuan tropical spiral marine conch shell that bears long projections and a flared lip ply’s the oceans as probably the most notorious smuggler of the Arcadian Ocean. Captain Gulper’s vessel can go deeper than any other and salvages sunken treasures from their ships as if plucking an apple from a tree. Most frequently the Sunken Treasure is commissioned to retrieve lost treasure from sunken ships but Captain Gulper is not above taking targets of opportunity and actively seeks out the derelicts of the seas.
The Sunken Treasure can lay at rest on the sea floor for up to 2 weeks before needing to surface and take on fresh air, though the vessel can operate nearly as well with all compartments fully flooded, reducing maximum speed to 120

99. Swamp Skiff - - who names' a swamp skiff? - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: 4 passenger, can carry 6 at half speed.

This cumbersome skiff is designed primarily for shallow water, and maneuverability is not its strong suit.

100. Swamp Skiff - - No Darned Name - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long board, sturdy hull, Cargo: None.
CREW: 4 passenger, can carry 6 at half speed.

Mart Featherstone (CN male halfling rogue 5) once had to make a getaway on the first boat he found. It was only later he found the portable hole built inside the tiny cabin with illusionary decorations, a very comfy chair and bed and its own supply of fresh air. At least that did explain the vicious magical runes he had to disable as he crawled onboard.
The extradimensional space makes for an excellent means of smuggling and the permanent nondetection on the boat helps too. Mart lives in fear of the original owner showing up looking for vengeance.

101. Pirate Ship - - Behemoth - - Azlanti man o’ war (sailing ship)
DEFENSE: Init +6, AC 19, touch 5; Hardness 10, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 150 ft. Ranged 20 light undersea ballistae +5 (3d8/19–20), CMB +25; CMD 30, Ramming Damage 10d8,
EQUIPMENT: 20 light undersea ballistae with 300 bolts (port, starboard and fore), long broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 60 squares of sailes (two masts), Cargo 7 points of plunder (ship’s arsenal, ship’s stores, salvage and smuggled goods).
CREW: Captain Cevah One-Eye (NE male cyclops barbarian 10; Profession [sailor] +16), Commander Scarhardt (CE male hobgoblin fighter 8), 10 ship’s officers (CE male grindylow fighter 6), 4 pirate (NE male margoyle rogue 3), 50 pirate (CE, male hobgoblin fighter 3), 75 pirate (CE, male goblin rogue 3), 25 (CE, male bugbear fighter 3), 50 sailors

Captain One-Eye is a 9-foot, 600-pound cyclops of remarkable intelligence and ship-wise cunning that fights in-close with a huge falchion. Very few can hope to overcome a pirate ship captained by a Giant, and crewed by Gobliniods and Margoyles. No one knows where One-Eye or the Azlanti ship Behemoth came from, only that he recently started raiding the Chelish merchant shipping lanes in the Inner Sea and Arcadian Ocean.
Once per day, the Behemoth can
enlarge any crew standing on the top-deck for 10-minutes. The margoyles cannot be effected by this effect.

102. Merchant Ship - - S.S. Tucker - - (Varisian sailing ship)
DEFENSE: INIT +5, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 2 standard catapults with 25 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated trade goods).
CREW: Captain Braki (NE female kobold rogue 9), Profession [sailor] +12), Commander Rilta (NE female kobold cleric 7), 5 ship’s officers (CE kobold barbarian 5), 150 pirate (NE kobold fighter 4), 40 sailors (minimum 20)

The S.S. Tucker. It appears to be a derelict, but it's actually covered by traps crewed by kobolds. The kobolds stay below decks during the day. They ambush people who get caught in the traps above deck.

103. Pirate Ship - - Tyrion - - (Adoran sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +18; CMD 28, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), standard catapult with 25 stones (fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods).
CREW: Captain Lanister Bigfeet (NG male halfling fighter 10), Profession [sailor] +20), Commander Tamebeth Hairfoot (NG female halfling cleric 8), 10 ship’s officers (CG halfling cleric 7), 150 pirate (NG halfling fighter 5), 40 sailors (freed slaves) (minimum 20)

An all-halfling ship that preys on Chelaxian ships, especially those carrying halfling slaves. The captain, a merry sort, enjoys chasing after buried treasure and a good intrigue. If he ever stops joking, that means you're in trouble.

104. Fey Ship - - Wasp Queen - - Fey man-o’-war (sailing ship)
DEFENSE: Init +6 AC 19, touch 2; Hardness 5, hp 1,620 (sails 960), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, ram, rapid deploy silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 7 points of plunder (ship’s arsenal and stores)
CREW: Captain Leopold (CE male mite rogue 9; Profession [sailor] +20) Commander Kurli (CE male mite cavalier 7), 14 ship’s officers (NE mite fighter 5), 120 mite air pirate (NE munavri fighter 3), 60 sailors (minimum 20)

An "aircraft carrier." A huge ship (and a couple supporting vessels) manned by mites who raid ships from atop domesticated giant wasps (using their vermin empathy ability). Ship’s cargo storage is basically a giant wasp’s nest


No one's stopping you making your Eye In The Sky, Nemesis. There could easily be more than one magically enhanced swamp skiff out there.


Very well,
105. Swamp Skiff - - Eye-In-The-Sky - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long raft, sturdy hull, Cargo: Varies.
CREW: 4 passenger, can carry 6 at half speed.

Domingo Paloma is a very protective druid/gunslinger of his little bit of swamp. So much so, he took the income from a life of adventuring, commissioned a special swamp skiff and set off for one of the swampier parts of the Shattered Continent and declared it his druid’s grove.
His skiff is able levitate up to 100’ at the riders will and become basically a hunters platform to snipe from. He will set his sights on humanoids abusing his grove, taking them out and letting the swamp flora and fauna reap the rewards.


Or, indeed, there could be three.

106. Swamp Skiff - - Fugly - - (swamp skiff)
DEFENSE: INIT +0, AC 2, touch 2; Hardness 2, hp 35 (no sails, 2 push poles 10 hp), Save +4,
OFFENSE: Maximum Speed 30 ft. CMB +5; CMD 10, Ramming Damage 1d6
EQUIPMENT: long raft, sturdy hull, Cargo: Varies.
CREW: 4 passenger, can carry 6 at half speed.

Murkeye Mardemay only seems to have been around forever. She credits her long life with good Azlanti bloodlines and has many stories of the old days, including of times well before she lived. The truth is though after a particularly unfortunate trip she became undead (LE female ghoul sorcerer (vestige bloodline) 4). Her illusions can cover this fact up well enough, and with the right spices pork can almost taste like human flesh. When she just has to have a taste, it's lucky some people just need eatin' sure enough. Ah mean killin'.
The Fugly can manage an unusual turn of speed once per day, doubling its speed to 60' for a minute though it looks as though it's about to fall apart the entire time.


for a little more, there could be four.
105. Swamp Skiff - - Cabin Fever - - (advanced folding swamp skiff)
DEFENSE: INIT +2, AC 5, touch 2; Hardness 5, hp 70 (no sails, 2 push poles 10 hp), Save +6,
OFFENSE: Maximum Speed 60 ft. CMB +7; CMD 12, Ramming Damage 1d6
EQUIPMENT: long raft, sturdy hull, Cargo: Varies.
CREW: 4 passenger, can carry 6 at half speed.

Rudy Turncloak was once a the Captain of the former pirate hunter, Devastation. He was tricked out of his command by a Chelish Paracount, Sebastian Von Strom. When he reported back to Cheliax, he was labeled a traitor and scheduled to be hung. Fortunately he made his escape, and absconded with a prototype swamp skiff and slowly made his way to some swampland in the Shattered Continent. There, he has been plotting to get the Devastation back and clear his name.
This sturdy skiff has three modes. First, it can be folded into a square 6" in total diameter. Second, it can be unfolded into a sturdy swamp skiff, with the ability to push pole itself at a steady clip of 60' without worry for of obstructions, as it will maneuver around them. Third, it can continue to unfold into a small light cabin that maintains a comfortable temperature regardless of the weather outside.


108. Racing Ship, Elemental - - Razor - - (Varisian racing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 180 ft. Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, extended keel, light ram, rapid deploy magically treated silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 3 points of plunder (ship’s arsenal and stores)
CREW: Captain Elesbet Iasorb (CG female aasimar sorceress 10; Profession [sailor] +20) First Mate Serphin Kyle (NG male tiefling oracle 8), 5 ship’s officers (CN human expert 4 / rogue 2), 10 freemen (NG human fighter 3), 20 sailors (minimum 10)

This brilliant white, fast and sleek ship is powered by an air elemental, effectively increasing its speed, making it a formidable racer.
Captain Elesbet Iasorb is a Chelish noble with a vast family fortune. She has put quite an investment into the Razor and has recouped it tenfold. Definitely one of the most skilled sailors on the water, Elesbet is not above offering herself as a prize for a night, so confident she is in her ability. With the wind in her sails and hair she feels unbeatable and despite Razor’s enhancements she still takes risks whether or not she’s racing.


curious what you thought of the Rusalka

I am Nemesis wrote:

96. Alien/Fey Ship - - Rusalka - - Plane Shifts to/from the First World - - (Totally Alien/Fey ship; Classification: advanced man o’ war)

DEFENSE: Init +8, AC 20, touch 5; Hardness 10, hp 2,025 (no sails, no oars), Save +16
OFFENSE: Maximum Speed 150 ft. CMB +35; CMD 40, Ramming Damage 10d8
Tresses (Ex) The Rusalka’s long chain “hair” is strong and capable of making powerful primary natural attacks. When it uses its tresses to grapple an opponent, the Rusalka does not gain the grappled condition itself. It can attack targets anywhere on or within the ship with up to 10 of its chain "hairs". +10 (4d8/20)
Rend Ship (Ex) As a full-round action, the Rusalka can attempt to use four tightly braided chains of "hair" to grapple a ship of its size (gargantuan) or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the Rusalka gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the Rusalka grapples the ship, it holds the ship motionless for boarding. It can also simply rend the vessel, doing 10d8 each round with a successful grapple check.
EQUIPMENT: Hundreds of strands of fine chain “hair”, 10 attack strands of chain “hair” 300’ long, 4 tightly braded strands of rending chain “hair” 500’ long, unknown rudder, unknown keel, no sails, ram (chin), sturdy hull, Cargo 10 points of plunder (ship’s arsenal, stores, salvage and treasure)
CREW: Captain Vantess (alignment unknown, female unknown fey, wizard of unknown specialty 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kadraena (alignment unknown, female unknown fey, cavalier 9), 20 ship’s officers (alignment unknown, male unknown fey, fighter 7), 220 (alignment unknown, male/female various aquatic fey, various classes 4), 110 charmed slave sailors
This beguiling fey female head and porcelain face is partly obscured by long flowing black chains which resemble hair that dances and flows around it as if it were underwater. This “ships” totally alien design strikes both fascination and dread in observers. The fey face is both beguiling and beckoning.
It’s not known if it’s the chain "hair" or if magic or if it is some other strange means of egress that provides propulsion. The “ships” hull most closely resembles porcelain but is harder and lighter than steel.
To date, the Rusalka has never left survivors and scuttles the ships. It will pursue witnesses relentlessly to keep its presence here secret.
In Ulfen folklore, the rusalka (plural rusalki) is a female entity, often malicious toward mankind and frequently associated with water. Folklorists have proposed a variety of origins for the entity, including that they may originally stem from Ulfen paganism, where they may have been seen as benevolent spirits.


Was Rusalka one I forgot to comment on? It's a rather nasty fight and I have always liked angry hair :)

All the swamp skiffs are delightful.

No Darned Name and its paranoid owner are lovely. I enjoy playing paranoid people.

Eye-In-The-Sky is a fun name and it being a druid with a gunslinger is an interesting idea.

Fugly and Murkeye Mardemay are delightful. The vestigial bloodline is a really fun one. Undead that try to avoid being baddies are fun and can present a delightful moral conundrum for players.

Cabin Fever has a nice tie into Devastation and three abilities are rather cool.

Behemoth is awesome! Cyclops pirates are something I can support.

S.S. Tucker and the Kobolds.. I see what you did there ;)

Tyrion is fun. Why that name out of curiosity? And everyone hates the Chelish so this one is easy.

Wasp Queen: I want to run this just to describe the dozens of massive wasps pouring out of a ship and headed straight for the players.

Captain Elesbet Iasorb of the Razor is so arrogant and I rather like it!


So in the other thread we had talked about a airship tornado that the players or other people in the Plane of Air could used as a way piece together airships.

I am curious if anyone has any ideas along that line of thought. Ships or airships that have been cobbled together.


Deaths Adorable Apprentice wrote:

Tyrion is fun. Why that name out of curiosity?

1. did you not notice the captain's first name?
2. i figured with a crew of the vertically challenged i'd give the ship a strong name. Tyrion Lanister, the half-a-man.
3. Game of Thrones

109. Pirate Airship - - Mongrel - - Cobbled together man-o’-war (sailing ship)

DEFENSE: Init +4 AC 15, touch 2; Hardness 7, hp 1,620 (sails 960), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, ram, heavily patched sails, sturdy patchwork hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)
CREW: Captain Patches (NE male human ranger 10; Profession [sailor] +20) Commander Patchwork Pete (NE male dwarf artificer 8), 20 ship’s officers (NE dwarf fighter 5), 120 air pirate (NE dwarf fighter 3), 50 sailors (minimum 20)
This massive airship is an amalgamation of ships and at least one airship. The ship even looks like a motley collection of vessels, Varsian, Andoran, etc., and is likely to be voted most likely to sink as soon as it strikes water. While in the air the airship has a maximum speed 90 ft. On the water the vessel's maximum speed 120 ft.
Captain Patches was mainly a wandering vagrant taking on a little job here and a little job there over the years until he ran across a crashed airship. The airship was a loss, except for a fire elemental engine. So he salvaged it, found a derelict man o' war and an old artificer to help him install it. While the engine was never designed for a vessel so large it was plenty powerful enough to get it off the ground. Patchwork Pete, the artificer, decided to join Patches in the repairs and they cobbled together a ship that could survive contact with water. And then they turned pirate, taking ships to further "repair" the Mongrel.


No my brain did not make the connection, should have. I like it. Will make my player who was a fan super paranoid.

I like the Mongrel. It is precious!


110. Pirate Ship - - Phlogiston - - (Andoran sailing ship)
DEFENSE: Init +5, AC 16, touch 2; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapult +7 (6d6/+ooze), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 20 light ballistae with 300 bolts (port, starboard, and aft), 2 standard catapult with 50 barrels of ooze (fore), broad rudder, extended keel, ram, rapid deploy magically treated silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 8 points of plunder (ship’s arsenal, 50 glass lined barrels of various oozes and stores)
CREW: Captain Britain Skemo (CN male human swashbuckler 10; Profession [sailor] +20) First Mate Sabra Cline (N female sylph cleric 8), Second Mate Namfoodle Wickersham (N male gnome alchemist 8), 5 ship’s officers (CN human rogue 6), 70 pirate (CN half-orc fighter 5), 30 pirate (NG human swashbuckler 5), 30 sailors (minimum 15)

Captain Britain is an accomplished pirate, sailor and swashbuckler known for his unusual attack methods when taking other ships. His Second Mate, Namfoodle Wickersham, specializes in creating oozes and can place 2 or 3 in specially prepared glass-lined barrels that are then ready to be catapulted into the target ship. He also prepares barrels of black powder with caltrops (10d8)
If you really want it, you can switch out catapults for cannons +6 (6d8/+ooze),
Phlogiston = a substance supposed by 18th-century chemists to exist in all combustible bodies, and to be released in combustion.
.

I think I never explained: Cargo Points of Plunder
It basically equals Cargo Space. Every ship has a set number of Cargo Points; outrigger/single mast= 10 points, merchant/two masts =20 points, sailing ship/three masts =30 points, man o' war/four masts =40 points and gargantuan vessels =50-60 points.
Easiest way to handle this is to say every point equal's 1000gp in lootable stuff, like salvage, ships arsenal, ships stores, slaves, smuggled goods, trade goods, treasure, etc.


111. Merchant Ship - - Shining Eagle - - (Ulfen Knörr ship)
DEFENSE: Init +5, AC 17, touch 2; Hardness 5, hp 810 (sails 240, oars 240), Save +10
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +6 (3d8/19–20) , 1 standard catapult +5 (6d6), CMB +15; CMD 25, Ramming Damage 10d8
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 50 stones (fore), broad rudder, extended keel, magically treated rapid deploy sails, ram, 60 squares of sails (two masts), Cargo 9 points of plunder (ship’s arsenal, trade goods and stores)
CREW: Captain Lancaster Porter (CG Male expert 5/ rogue (spy) 5); Profession [sailor] +20), Commander Wilson Pfelps (CG male magus (kensai) 8), 5 ship’s officers (CG male barbarian 6), 50 freemen (CG male rogue 4), 40 sailors/rowers

Captain Lancaster Porter is a Chelish ex-patriot who found his families hellish ways distasteful and on a trip away from Cheliax he left the ship he was traveling on and disappeared. It took 10 years for him to resurface and when he did it was as the captain of an Ulfen Knörr ship. Over the next 10 years he made a comfortable fortune as a merchant and courier. What few know is that Lancaster is a spy, in actuality, a double agent for himself. While he ultimately answers to Cheliax, he is not above leaking a few secrets here and there.
Porter has a magic hand mirror that was originally keyed to contact his superiors in Cheliax. He long ago had it re-keyed to contact them and his many contacts all over Golorion. The mirror has a list of names etched on the back of it, all anyone has to do is call out one of the names to contact the said individual to converse with.


112. Floating Peat-Bog - - Peat Blight - - (Undead Sentient Tree; Classification: advanced man o’ war)
DEFENSE: Init +6 AC 21, touch 5; Hardness 10, hp 2,025 (sails; undead branches 630), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 15 light ballistae +10 (3d8/19–20) CMB +28; CMD 38, Ramming Damage 10d8
Peat-Bog: The thick, sticky, briny peat-bog is home to more than a hundred zombies, and when Peat Blight rams a vessel, that ship’s pilot must make a Profession: Sailing check or be stuck in the mire of the thick bog. Anyone falling into the bog must make a DC 18 strength check to escape. Anyone who is stuck in the bog for more than 10 rounds is submerged, and after a day submerged becomes a brine zombie. There are a variety of crypts and graves of unknown providence in the bog.
Rotten Roots: Roots can reach into the depths of the sea and snag the surrounding sea life, sharks and the like, using them as living bludgeons against any manner of threat. It can even throw said bludgeons into Peat Blight’s bare branches to be used catapult style or just dropped still living on assailants. +10 (6d6).
EQUIPMENT: 15 light ballistae with 300 bolts (placed around the base of the trunk), root rudder, trunk ram, sails; branches can overlap in such a fashion as to perform as sails, sturdy trunk, 60 squares of branch sails (equivalent to 2 masts), Cargo 5 points of plunder (ship’s arsenal, crypts and graves)
CREW: Captain Vlad Von Grundy (CE male dhampir vampire brawler 9); Profession [sailor] +16) Commander Helsbet Dumas (CE female tiefling vampire monk 8), 6 ship’s officers (CE vampire spawn brawler 5), 60 pirate (NE juju zombie), 110 brine zombie sailors.

Peat Blight is a great undead tree floating in dense peat-bog that is propelled slowly by undulating its rotting roots. The branches seem to drip with blood that is intoxicating to vampires. For the blighted tree to generate this undead intoxicant there must be a fresh body buried alive at the base of Peat Blight, where its roots slowly squeeze the juices and life from the body. The more bodies buried alive, the more frequently the Tree can be milked for the intoxicating beverage.
Captain Von Grundy has nine bottles of Peat Blight Blood Brandy and judiciously uses it to reinforce control over his crew. For every body fed to Peat Blight, Vlad also feeds a pint of his own blood to it, creating a stronger connection between him and the other undead on the tree. If a mortal were to drink an entire bottle of Peat Blight Blood Brandy, they turn into a vampire under Vlad's control, this how he made Helsbet Dumas into a vampire companion for himself. Before he turned her, he found her to be an tenacious rival and through their many combats he was eventually able to dominate her and make her his companion.
Helsbet, now a vampire under his control, wants nothing more than his ultimate destruction. Vlad is blissfully aware of Helsbet's desire.
A fallen plaque lies embedded in the peat near the base of the tree reads in High Azlanti 'Mobile Hatchery #13'.


The Besmara’s Pawns and Besmara's Fawns ships and crews were the two ships that were played by my group in Skulls And Shackles Adventure Path. I played Knot, a two-weapon-weapon-whip-tripping son of a poxied whore. ;-)
114. Pirate Ship - - Besmara's Pawns - - Varisian sailing ship
DEFENSE: Init +7, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapult with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)
CREW: Dread-Pirate-Captain-Commodore Mongo (CG male human fighter 10), Commander Van “Knot” Talyngen (N male human fighter 4/ rogue 4/ inquisitor 2; Profession [sailor] +20), 7 ship’s officers (CG elf cleric 6), 70 pirates (CG human fighter 4), 20 sailors (minimum 10)

Dread-Pirate-Captain-Commodore Mongo is not the sharpest tool in the shed, but his greataxe is sharp enough. Knot learned long ago to let Mongo proclaim himself Dread-Pirate-Captain-Commodore, as Mongo would strike out at anyone who opposed his mild delusion. So through subtle manipulation and direction, Knot guides Mongo’s actions. Knot is not malicious or outright deceitful; he just leads Mongo in the right direction doing what’s right for the crew and the ship. Mongo believes he is “only pawn in game of life”.
The Besmara’s Pawns and Besmara's Fawns ships and crews themselves have drawn the attention of Besmara herself, who on occasion will lend her aid in exchange for a quest. The Black Lady, the Sea Banshee has already brought both Mongo and Knot back from the dead once. Whether or not her whimsy still applies…


115. Pirate Luxury Yacht - - Besmara's Fawns - - Andoran pleasure ship
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal and stores)
CREW: The Seven Captains; Moonday, Toilday, Wealday, Oathday, Fireday, Starday and Sunday (CG female various races, various classes 10), Commander Evanshine (N female aasimar wizard 8); Profession [sailor] +18), 6 ship’s officers (CG female various races cleric 5), 70 pirates (CG female various races, various classes 4), 20 female sailors (minimum 10)

The women now known as Moonday, Toilday, Wealday, Oathday, Fireday, Starday and Sunday were all members of royalty rescued from death or slavery by the crew of Besmara's Pawns, on quests put forth by Besmara herself. Each of the Seven Captains has chosen to become pirates after their rescue, with an Andoran pleasure ship provided by Mongo (and Knot). They each take command of the ship on their respective days of the week. Besmara's Fawns’ crew is exclusively female, freed from slavery or the gallows by the Seven Captains.
The ship Wizard, Evanshine, is a member of the Order of Azrael. She recruits new members from the freed women, with the right temperament, to the Order, with the Seven Captains blessing.
The Besmara’s Pawns and Besmara's Fawns ships and crews themselves have drawn the attention of Besmara herself, who on occasion will lend her aid in exchange for a quest. The Fawns’ are currently questing to free women with no other recourse but to become pirates, too, whatever their crimes.
The Fawns' occasionally pose as a floating brothel to reel in marks foolish enough to fall for the ruse.


116. Pirate Ship - - Dread Gazebo - - Chelish man o’ war
DEFENSE: Init +6, AC 19, touch 5; Hardness 10, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +7 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 30, Ramming Damage 10d8,
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults and 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 120 squares of sails (four masts), Cargo 7 points of plunder (ship’s arsenal, ship’s stores and enslaved goods).
CREW: Captain Coltran (NE male human sorcerer 10; Profession [sailor] +16), Commander Reinhart (LE male human fighter 5/ hellknight 4), 10 ship’s officers (LE male human fighter 5/ hellknight 2), 50 soldiers (LE male human fighter 3), 75 soldiers (LE male human rogue 3), 25 soldiers (LE male tiefling fighter 3), 50 enslaved sailors

The devilish looking ship Dread Gazebo has a white gazebo figurehead, a small blue gazebo crow’s nest and a red gazebo on the aft deck. The Dread Gazebos’ pilot is capable of animating the gazebo’s (as large animated objects; 4 attacks +9, damage 1d8+9 each) to attack any boarders not wearing the Dread Gazebo’s colors.
Captained by Coltran and Commanded by Reinhart the hellknight, these twin brothers form a formidable duo, more than capable of ruthlessly policing the waters of the Inner Sea and the Arcadian Ocean. They routinely trade places using a hat of disguise and walk the ship as each other. Even their own crew has no idea the two are twins, as Reinhart always wears his helmet.


Phlogiston is delightful and I love the name

Shining Eagle is interesting and the mirror is freaking cool! So much could be done with that.

Peat Blight is freaking awesome. Visually compelling and it looks like a really cool encounter.

Besmara's Pawns and Besmara's Fawns are really fun.

The Dread Gazebo is hilarious!


Deaths Adorable Apprentice wrote:

Phlogiston is delightful and I love the name

i thought "Phlogiston" a good name for your combustible gunpowder ooze plan.

Shining Eagle is interesting and the mirror is freaking cool! So much could be done with that.
Knörr ships were viking version of merchant ships, in this case Ulfen. Glad you like the magic mirror, it was an original magic item i created.

Peat Blight is freaking awesome. Visually compelling and it looks like a really cool encounter.
This idea I really liked and could lead to some interesting intrigue with your players if they choose a side between Vlad and Helsbet.

Besmara's Pawns and Besmara's Fawns are really fun.
of all the adventure paths Skulls & Shackles was my favorite. I ought to send you Knot's character information.

The Dread Gazebo is hilarious! If you have any players old enough, the reference to a 'White Gazebo' should put them into fits of laughter

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