Shapogum Forg
SAILING SHIP - "Shapogum Forg"
Gargantuan Vehicle (100 ft. by 20 ft.)
Creature Capacity 30 crew, 20 passengers
Travel Pace 5 miles per hour (120 miles per day)
STR - 20 (+5)
DEX - 7 (-2)
CON - 17 (+3)
INT - 0
WIS - 0
CHA - 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hit Locations
1 - Upper decks/sails
2 - Main Deck/Forecastle,Quartercastle interiors
3 - Cannon Deck/lower Deck
4 - Hold
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.
Fire Ballistas: The ship can fire its ballista (DMG, ch. 8).
Fire Mangonel: The galley can fire its mangonel (DMG, ch. 8).
Broadside: (single cannon fire will be operated as action by the person on the cannon)
Move: The ship can use its helm to move with its sails this includes one (up to 90-degree turn) per turn.
Hull
Armor Class 15+2(armor - 20 tons)
Hit Points 300 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
SpellJammer Engine: Flight
This engine allows the ship to ascend and descend 20ft. for every 50ft. the ship moves forward.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapons
Weapon: Leviathan tooth ram
at low speed does 2d12 damage; at medium speed does 5d12 damage; at full speed does 8d12 damage. Vehicle(water) tool proficiency required to hit with weapon. +4 to hit. Siege weapon - deals double damage to structures, buildings, ships.
Weapon: Ballista
Armor Class 15
Hit Points 50
Damage Immunities: Poison, Psychic
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.
Weapon: Arcane Cannon
Wondrous Item, very rare
This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cannon: 11 each side
AC: 19
Hit Points: 75
Damage Immunities: Poison, Psychic
Action: Load, Aim, Fire or Broadside
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400ft., one target. Hit: 8d10 bludgeoning damage.
A sailing ship has the following features:
Ceilings: The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors: The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
Footlockers: Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light: Hanging lanterns cast bright light throughout the ship.
Rigging: Rigging on the ship can be climbed without an ability check.
Sails: The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Example Crew
A sailing ship or warship requires a large crew to properly sail the vessel. The crew consists of the following creatures, all of which should have proficiency with water vehicles in addition to their normal statistics:
One captain
Four other officers: a first mate, a bosun, a quartermaster, and a cook
Twenty-five sailors
One priest (the ship's surgeon)
1. Main Deck
The main deck of the ship has the following features:
Mangonel: Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.
Hatch: A covered, 10-foot-square opening leads to the lower deck (area W8).
Railing: The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Rowboats: Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle
The forecastle has the following features:
Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
7. Quarterdeck
The quarterdeck has the following features:
Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Wheel. The ship's wheel stands at the aft of the quarterdeck.
8. Cannon Deck
Twenty-two Cannon ports (11 each side) are now built in to the sides of the ship. Powder Kegs and Cannonball nets will be mounted on this deck.
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.
12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
Gargantuan Vehicle (100 ft. by 20 ft.)
Creature Capacity 30 crew, 20 passengers
Travel Pace 5 miles per hour (120 miles per day)
STR - 20 (+5)
DEX - 7 (-2)
CON - 17 (+3)
INT - 0
WIS - 0
CHA - 0
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hit Locations
1 - Upper decks/sails
2 - Main Deck/Forecastle,Quartercastle interiors
3 - Cannon Deck/lower Deck
4 - Hold
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.
Fire Ballistas: The ship can fire its ballista (DMG, ch. 8).
Fire Mangonel: The galley can fire its mangonel (DMG, ch. 8).
Broadside: (single cannon fire will be operated as action by the person on the cannon)
Move: The ship can use its helm to move with its sails this includes one (up to 90-degree turn) per turn.
Hull
Armor Class 15+2(armor - 20 tons)
Hit Points 300 (damage threshold 15)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
SpellJammer Engine: Flight
This engine allows the ship to ascend and descend 20ft. for every 50ft. the ship moves forward.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapons
Weapon: Leviathan tooth ram
at low speed does 2d12 damage; at medium speed does 5d12 damage; at full speed does 8d12 damage. Vehicle(water) tool proficiency required to hit with weapon. +4 to hit. Siege weapon - deals double damage to structures, buildings, ships.
Weapon: Ballista
Armor Class 15
Hit Points 50
Damage Immunities: Poison, Psychic
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.
Weapon: Arcane Cannon
Wondrous Item, very rare
This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cannon: 11 each side
AC: 19
Hit Points: 75
Damage Immunities: Poison, Psychic
Action: Load, Aim, Fire or Broadside
Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400ft., one target. Hit: 8d10 bludgeoning damage.
A sailing ship has the following features:
Ceilings: The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
Doors: The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
Footlockers: Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
Light: Hanging lanterns cast bright light throughout the ship.
Rigging: Rigging on the ship can be climbed without an ability check.
Sails: The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.
Example Crew
A sailing ship or warship requires a large crew to properly sail the vessel. The crew consists of the following creatures, all of which should have proficiency with water vehicles in addition to their normal statistics:
One captain
Four other officers: a first mate, a bosun, a quartermaster, and a cook
Twenty-five sailors
One priest (the ship's surgeon)
1. Main Deck
The main deck of the ship has the following features:
Mangonel: Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Each weapon has 10 mangonel stones stacked and secured near it.
Hatch: A covered, 10-foot-square opening leads to the lower deck (area W8).
Railing: The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Rowboats: Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.
2. Officers' Quarters
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.
3. Captain's Quarters
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.
4. Siege Weapon Ammunition
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.
5. Supplies
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.
6. Forecastle
The forecastle has the following features:
Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.
Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
7. Quarterdeck
The quarterdeck has the following features:
Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
Wheel. The ship's wheel stands at the aft of the quarterdeck.
8. Cannon Deck
Twenty-two Cannon ports (11 each side) are now built in to the sides of the ship. Powder Kegs and Cannonball nets will be mounted on this deck.
9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.
10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.
11. Guest Cabin and Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.
12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.
Current Info:
Captain: Kutotar Largash
First Mate: Juniper
Bosun: Garlord
Quartermaster: Raphael
Navigator: Newton Armwood(NPC) with Belt of Dwarvenkind
Cook: Leander
Sous Chef: Kollector
Priest: Chrysolite Starcloak
Cabin Boy: Jim Hawkins
Current Crew: 29
1 Cat - Eleanora(off with Atwood)
1 Cat - Scraggles
Crew Morale: 38
Cargo Manifest:
Cargo Capacity: 100 tons (Current - 46 tons filled)
3 Runs - Canvas
2 Barrels - Tar
26 Barrels - Rum (grog)
Garlord's Bath Barrel
1 weeks hard rations for everyone on board
1 Crate - Cotton
3 barrels Sugar
.75 Barrels - Oranges
5 goats
10 chickens
2 pigs
.1 tons of hallucinogenic fish
.8 tons of animal feed
.2 tons calamari(Kraken) 40 pounds of other fresh meat (pork or what have you)
9.5 crates of dried meat
.1 tons of fresh fruit .9 tons of root vegetables (carrots, potatoes, etc)
6 barrels of dried beans
5.5 barrels of rice
200 pounds of flour
25 pounds of butter
1 Barrel of cooking Oil
1 Barrel of Salt
Armory:
750 Cannon Balls
300 Chain Shot
20 Ballista Bolts
25 Mangonel Stone
9 Rifles
8 Blunderbuss
21 Pistols
34 Handaxes
8 Rifle Shot
20 Pistol Shot (Bullets)
1 Barrel Shot
10 Blunderbuss Shot
1 Barrel Blunderbuss Shot
15 Keg Black Powder
5 Cherry Bomb (Bomb on dndbeyond)
Special Crew:
Jason and Jossen each have a Sword of Lifestealing
"Calico" Jack Rackham
Kollector
Arcus
Jim Hawkins
Billy Bones
Captain: Kutotar Largash
First Mate: Juniper
Bosun: Garlord
Quartermaster: Raphael
Navigator: Newton Armwood(NPC) with Belt of Dwarvenkind
Cook: Leander
Sous Chef: Kollector
Priest: Chrysolite Starcloak
Cabin Boy: Jim Hawkins
Current Crew: 29
1 Cat - Eleanora(off with Atwood)
1 Cat - Scraggles
Crew Morale: 38
Cargo Manifest:
Cargo Capacity: 100 tons (Current - 46 tons filled)
3 Runs - Canvas
2 Barrels - Tar
26 Barrels - Rum (grog)
Garlord's Bath Barrel
1 weeks hard rations for everyone on board
1 Crate - Cotton
3 barrels Sugar
.75 Barrels - Oranges
5 goats
10 chickens
2 pigs
.1 tons of hallucinogenic fish
.8 tons of animal feed
.2 tons calamari(Kraken) 40 pounds of other fresh meat (pork or what have you)
9.5 crates of dried meat
.1 tons of fresh fruit .9 tons of root vegetables (carrots, potatoes, etc)
6 barrels of dried beans
5.5 barrels of rice
200 pounds of flour
25 pounds of butter
1 Barrel of cooking Oil
1 Barrel of Salt
Armory:
750 Cannon Balls
300 Chain Shot
20 Ballista Bolts
25 Mangonel Stone
9 Rifles
8 Blunderbuss
21 Pistols
34 Handaxes
8 Rifle Shot
20 Pistol Shot (Bullets)
1 Barrel Shot
10 Blunderbuss Shot
1 Barrel Blunderbuss Shot
15 Keg Black Powder
5 Cherry Bomb (Bomb on dndbeyond)
Special Crew:
Jason and Jossen each have a Sword of Lifestealing
"Calico" Jack Rackham
Kollector
Arcus
Jim Hawkins
Billy Bones
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