Eyecatcher

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General features
  Ceilings. Cabins, holds, and passageways have 8-foot-high ceilings with 6-foot-high doorways connecting them. Doors. Unless otherwise noted, doors are made of wood. A door's lock can be picked by a character who makes a successful DC 15 Dexterity check using thieves' tools, or a door can be forced open by a character who makes a successful DC 15 Strength (Athletics) check. A ship's captain has keys to all locked doors aboard his vessel. Elevator Platforms. Each ship is equipped with an elevator platform that can be lowered and raised with a lever to make loading and unloading cargo easier. When not in use, this platform stays in the lowest cargo hold of each ship. See the descriptions of the cargo holds for more information. Lighting. Areas belowdecks are brightly lit by hanging lanterns. Rigging. Rigging can be climbed without an ability check.  

Example Crew

  Llorath Pharn captains the Eyecatcher as a human named Tarwind Arryhook. He loves games of chance and can't resist a good wager.       Three drow elite warriors (mates) and seventeen drow, all magically disguised as slender humans while aboard their vessel. All are loyal members of Bregan D'aerthe, and all know that Zardoz Zord is Jarlaxle Baenre in disguise    

Room description

Движущая сила

Hull

Armor Class 15 Hit Points 300 (damage threshold 15)  

Control: Helm

Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.  

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.

Вооружение

Weapons: Ballista

Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Weapons: Mangonel

Armor Class 15 Hit Points 100 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.

 
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  Вы можете присвоить себе следующие роли, чтобы расширить видимый контент:   Silver Marches   Daggerford   Baldur's Gate   Neverwinter   Waterdeep   Deadsnows
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STR DEX CON
20 (+5) 7 (-2) 17(+3)
Damage Immunities poison, psychic   Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious  

SHIP COMPONENTS

   

Hull

  Armor Class 15 Hit Points 300 (damage threshold 15)

Control: Helm

Armor Class 18 Hit Points 50 Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

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: Ballista

Armor Class 15 Hit Points 50 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.  

Weapons: Mangonel

Armor Class 15 Hit Points 100 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.  

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 Ballista. The ship can fire its ballista (DMG, ch. 8).   Fire Mangonel. The ship can fire its mangonel (DMG, ch. 8).   Move. The ship can use its helm to move with its sails.
Владелец
Владеющая организация

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