The Gloria

  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. Warships have two mangonels (DMG, ch. 8). 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:   Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.   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. Oar Deck Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.   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.
Owner
Owning Organization

Warship

Gargantuan vehicle, unaligned
Armor Class Hull: 15 , Helm: 18, Oars: 12, Sails: 12, Ballistas: 15, Mangonels: 15, Naval Ram: 20
Hit Points Hull: 500 (Threshold 20) , Helm: 50, Oars: 100, Sails: 100, Ballistas: 50, Mangonels: 100, Naval Ram: 100 (Threshold 10)
Speed 20ft Swim: 35ft

STR
20 +5
DEX
4 -3
CON
20 +5
INT
0 0
WIS
0 0
CHA
0 0

Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, fightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Challenge N/A


Actions

Fire Ballistas. The Warship can fire its ballistas; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 3d10 piercing damage   Fire Mangonels. The warship can fire its mangonels: Ranged Weapon Attack +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target Hit: 27 5d10 bludgeoning damage.   Move. The warship can use its helm to move with its oars or sails. As part of this move it can use its naval ram   Naval Ram The warship has advantage on all saving throws relating to crashing when it crashes into a creature or object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the warship.


 

When the oars are damaged, the ship has -5 ft. speed per 25 damage taken (when using oars for movement). Using the oars requires a minimum of 20 crew members and the ship moves at a speed of 20 ft.,   When the sails are damaged, the ship has -10 ft. speed per 25 damage taken. The sails provide a movement speed of 35 ft., the movement is reduced to 15 ft. while sailing into the wind, and is increased to 50 ft. while sailing with the wind

Comments

Please Login in order to comment!