Campaign Notebook

Ships

 

Adventuring in Marhaven means spending a lot of time on board ships. Most of the ships encountered by the parties will be models taken directly from Stormwrack. Others, if they are interesting or memorable, will be kept here for reference.

All ship drawings were done with Profantasy's Campaign Cartographer II Pro. The scale is always the same: one square equals 5 feet.

 

Bad Wolf

The Bad Wolf is a pinnace, a small sailing ship captured by Group 1 in their first adventure (Help Wanted). It is mostly identical to the pinnace in Stormwrack and for a time served as the floating headquarters of the party. She is fully decked and has a reasonable-sized hold for a ship this small. There is a tiny sterncastle, atop which is the pilot's station.

 

Chimera

The Chimera is a brig, a very fast sailing ship favored by pirates and smugglers. Group 3 captured her from a smuggling crew involved with the Servants of the Beast Below.

A brig is a two-masted ship with sleek lines. Only an elf wingship is faster on the sea. Only the main deck and crew deck are drawn here, but there is also a cargo hold below the crew deck (accessible through the hatch shown) and a crow's nest atop the main mast. This brig is modeled after the one on page 173 of Stormwrack.

 

Daybreak

The Daybreak is a cog -- a basic, no-frills sailing ship. It was formerly owned by Captain Bulrick and used to transport passengers, which is why the lower deck is divided into so many individual cabins. This is the ship that carried Group 2 and its cleric charges to the Tumari coast and then left them for dead (No Good Deed). After Bulrick's death and the very public return of Group 2 still alive, the Daybreak acquired the reputation of being a cursed or unlucky vessel and lay idle for weeks because Bulrick's widow was unable to sell her. After Group 2, Quinn and W'Illot failed to clear the dead captain's name except in their own minds (Unholy Alliance), W'Illot persuaded Group 1 to trade the Bad Wolf plus 1500gp to the widow Bulrick for the Daybreak, a deal she happily accepted.

 

Torchwood

On their first night out from Corsuhn, a fast cutter called the Blood Moon attacked the passenger ship Triton, on which Group 2 had booked passage to Marhaven (The Lost Boys). She was flying the trademark blood-red sails of the Fell Armada at the time. The pirates were not up to the challenge, and now the ship belongs to Group 2. They renamed their floating headquarters Torchwood.

This cutter has a large hatch leading to the hold area below as well as a ladderway. There is a modest sterncastle which serves as the party's conference room/office area with the pilot's rig above. Four mounted heavy crossbows are available for defense. The lower deck has three cabins in it now and plenty of space for the party to add a few more without sacrificing too much carrying space. The hatch in the lower deck floor leads to the bilges.

 

The Lucent

The Lucent is an elongated and slightly simplified form of caravel with a single mast. She is specifically outfitted to carry prisoners or precious (but small) cargo using a steel-barred cell built into the forward cargo hold. For defense she is equipped with four heavy crossbows on turrets, two atop the fo'c'sle and two on the quarterdeck.

White Lady

Group 1 encountered this ship in its guise as a ghostly vessel crewed by hungry undead (Ghost Ship). They learned quickly enough that while the ship is certainly magical, the crew were little more than ordinary pirates wearing costumes and makeup.

This White Lady is a theurgeme, a ship powered by magic. A pair of large paddle-drums (12) turned by magic propel the ship through the water, allowing a single operator to control the ship by speaking command words and steering from the wheelhouse (1). The cabins (4,5,8,9) are spacious and comfortable and the cargo holds (7,10,11) expansive. The ship will do 3.5 knots in any weather and is capable of traveling on the water or diving below. When submerged the ship generates a bubbly envelope of airy water around itself that allows air-breathing crew or passengers to breathe normally.

 

 

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