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Huge Ship (Submarine) Propulsion: Steam engine Speed: 25 ft.

Crew: 20 Cargo: 10 tons Hull

Armor Class: 5 Hardness: 10 Hit Points: 90 Deck

Armor Class: 5 Hardness: 5 Hit Points: 20

Weapons: 2 torpedo launchers (fore)

Ship Qualities: Clever construction, grace under pressure, oceanworthy

Cost and Construction Time: 103,000 gp, and 7 months, 1 week

Sturdy iron construction, sound mechanics, powerful weaponry, and the magnificent power of steam make the Iron Whale a formidable vessel for any subsurface voyage. Originally constructed by the royal gnomish house of

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Gobstern to serve as discreet escorts for cargo vessels on long voyages, the Iron Whale is the latest charter in a proud line of gnomish sub-marines. Her current captain is Glinda Gesselute (Ftr2/Exp 8), the daughter of Gobstern’s head engineer, Vesselbo Gesselute.

Vesselbo was the designer of the first gnomish submarine some 45 years ago. Since those first voyages, the technology and construction qual-ity has improved, and crew safety is at an all-time high.

The Iron Whale’s current duty is to serve as escort to the royal family’s private ambassado-rial ship. With Captain Gesselute at the helm, the Iron Whale has successfully protected the royal vessel from three attempted assaults and is prepared for more.

1. Bridge: Comfortable and spacious by gnomish standards, the bridge of the Iron Whale is the command center of the vessel’s daily operations. Designed with comfort and accessibility in mind, the bridge features three station chairs that each control or monitor a particular function of the sub’s operation.

Station one controls the navigation of the Iron Whale with a control wheel that (through a series of rods, clockwork gears, and pulleys) operates the main rudder beneath the sub.

Station two monitors the status of the steam engine and controls the speed at which the Iron Whale travels. Multiple pressure gauges and an emergency cutoff valve are also accessible.

This station only handles the basic functions of the engine. Detailed operation and maintenance occur in area 3, the engine room.

Station three of the Iron Whale controls the pri-mary firing system of the torpedo launchers.

Like station two, this controls only the basic functions of the system; all torpedoes must be manually loaded in area 6, the torpedo room.

2. Crew Quarters: Designed to house two gnome crewmembers comfortably, these quar-ters are typically Spartan in decoration. Each of the crew quarters is usually furnished with two beds, one desk, and two small chests for per-sonal effects.

3. Engine Room: The heart and soul of the Iron Whale, the engine room is a marvel of gnomish technology and a wondrous sight

to many. In the center of this large room, a complex contraption of iron construction nois-ily generates the steam used to propel the Iron Whale. The steam engine of the Iron Whale requires no magic and runs on seawater and a blazing fire that is maintained by three to four crewmen who stoke the fire with coal. Water is pumped directly into the engine from the out-side by use of a clockwork valve system.

There is typically enough coal on the Iron Whale to maintain steam for one month of steady travel. In the event of an emergency, there is always at least one spellcaster on board who uses magic to supply the necessary heat to maintain the steam engine.

4. Parts Room: This room is merely used to store extra parts and tools needed for repairs to the steam engine while at sea.

5. Kitchen: During long journeys, this small kitchen is used to prepare simple meals. The kitchen features a small table and a stove that utilizes steam from the engine exhaust system.

6. Torpedo Room: The center of the Iron Whale’s defenses, the torpedo room is filled with two large chutes that exit the underside of the sub and operate on a high-pressure valve system to prevent flooding. The torpedoes are loaded with the aid of a small winch attached to the ceiling. The torpedoes are fired from the bridge, but there is also a manual firing system located in the torpedo room. The game rules for torpedoes are exactly the same as those cover-ing cannons, with the same range and damage.

7. Armory: This area is for the storage of any personal weapons the crew uses, as well as spare ammunition for the Iron Whale’s torpedo launchers. On average, there are always 15 tor-pedoes in storage at any given time and up to 25 personal weapons.

8. Water Closet: Using a system similar to the one in the torpedo room, the water closet makes use of a valve system that removes wastes from the sub without risk of flooding.

9 and 10. Supply Rooms: Used primarily for food and water storage, these supply rooms are simple, with iron walls and a sturdy door with no lock. The Iron Whale stores up to a month’s supply of dry rations, food, and water for extended voyages.

CHAPTER FIVE: Ship Designs

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CHAPTER FIVE: Ship Designs

Keelboat

Large Ship

Propulsion: Large sail, oars (2 sets) Speed: 40 ft. (sail), 30 ft. (oars) Crew: 6

Cargo: 8 tons Hull

Armor Class: 5 Hardness: 5 Hit Points: 45 Deck

Armor Class: 5 Hardness: 5 Hit Points: 20 Mast

Armor Class: 5 Hardness: 5 Hit Points: 300

Weapons: Ballista (fore) Ship Qualities: Built to last

Cost and Construction Time: 1,350 gp, and 2 months, 1 week

Keelboats are common sites on rivers and coastlines that host even a modicum of traffic.

A small, cheap design, the keelboat serves as a short-range transport in a variety of roles, from

exploration to trade. While its size prevents it from functioning as a major cargo carrier, it serves as the ideal transport for adventuring parties and small groups of travelers who need plenty of space for their gear and a reliable, steady boat.

Keelboats are common in frontier areas where simple, reliable transport is at a premium.

Many expeditions utilize them to cross lakes, travel up or down rivers, and conquer other aquatic obstacles. With its small crew, the keel-boat is cheap to maintain, and it’s also small enough that an expedition can carry one over-land for short distances. In frontier areas, the keelboat serves as a workhorse transport.

Keelboats rarely deploy for battle, though some enterprising bandits take to mounting light artillery on them to ambush and seize small river ships, particularly other keelboats. The design presented here is typical for a frontier area and sports a ballista in order to help ward off bandits, river trolls, and other hazards.

Design

The keelboat’s simple, no frills design keeps its price down but also prevents it

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from sporting any exotic features. Keelboats are built for durability and utility, and as such tend to be austere, simple design.

1. Pilot’s Deck: The keelboat’s aft is usually covered with a raised tarpaulin, providing a comfortable, shaded area on deck. The pilot guides the keelboat’s simple rudder from here.

2. Main Deck: During a keelboat’s travels, passengers, cargo, and gear crowd this area. A short mast holds a single sail, and should the keelboat journey on calm days benches and oars take up the slack. In areas known to harbor bandits and monsters, keelboats usually include a ballista mounted on the prow.

Ships in Service

Few keelboats acquire any level of infamy or fame. Like rowboats and other small craft, keelboats usually go without names. Some are given names of personal significance by their owners, pilots, or crews.

Lawbringer

Huge Ship

Propulsion: Large sail Speed: 40 ft.

Crew: 45

Cargo: 10 tons Hull

Armor Class: 5 Hardness: 7 Hit Points: 40 Deck

Armor Class: 5 Hardness: 5 Hit Points: 20 Mast

Armor Class: 5 Hardness: 5 Hit Points: 300

Weapons: Ballista (fore), heavy catapult (aft), ram (fore)

Ship Qualities: Bull of the sea, tough old girl, wind rider

Cost and Construction Time: 16,400 gp, and 6 months, 1 week

Patrolling the coastal regions as a beacon of law and justice on the seas, the sight of the Lawbringer’s proud sails and regal presence strikes fear into the blackened hearts of any seafaring villain.

Constructed by the Church of Valorous Glory five years ago, the Lawbringer is currently cap-tained by Father Reginald Emberheart (Clr7/Pal8), a seasoned war veteran and trusted cleric. Emberheart’s mission is as much

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CHAPTER FIVE: Ship Designs sonal as it is his duty: He hopes to one day find

the Chained Maiden, a slave ship, and her cap-tain, Ralkin Mudwater. Several years ago, Emberheart’s family fell victim to a slaving raid led by the Chained Maiden while he was away on church business. Unfortunately, he has not seen the slavers since. Emberheart and the Lawbringer patrol the waters in hopes of one day administering the justice that has eluded them for so long.

With an accomplished crew of clerics, pal-adins, and professional seamen with strong religious ties, the Lawbringer serves two pri-mary purposes. First, it is a patrol ship that works diligently to keep undesirable elements away from peaceful harbors and to eliminate pirate activity in the area. The Lawbringer’s second mission is to occasionally act as a ship of mercy in times of conflict, giving aid to the fallen vessels of brothers-in-arms and adminis-tering clerical aid to the wounded or dying. The ship is capable of serving as a seafaring hospi-tal if necessary.

1. Captain’s Quarters: The personal quarters of Father Emberheart, this room is modest in decoration, reflecting the simple demeanor and desires of the cleric. A bed rests near the far wall of the cabin and a large desk sits along the left side. The desk is typically covered with religious texts and harbor reports giving descriptions of known pirate or slave vessels in the immediate area, as well as ink, quills, and a small oil lamp for evening reading.

The room’s most prominent feature is the large stained glass window set into the far wall, above the bed. The masterfully crafted glass is a depiction of Emberheart’s deity in a scene of honor and glory. The blue shades and silvered lining create a beautiful illumination in the cabin.

2. Main Deck: The nerve center of the Lawbringer’s daily operation, the main deck also serves as a place of discussion and respect, and acts as a visible holding area for hooligans accused of piracy or other wrongdoings. Most of the crew spend a significant amount of their time on the main deck, tending to the sails and other such duties. On clear nights, crewmen sleep on the deck under the stars, breathing in the salty sea air.

The deck is typically covered with rope, extra supplies, and artillery ammunition, and houses a cage that is used to hold captives. The cage is constructed of heavy-duty iron and has one door on the front. A successful Open Locks check (DC 25) is required to open the padlock that secures the cage door.

There is a five-foot high crawlspace between the decks. This space covers the length of the ship and is used to store extra supplies, weaponry, and artillery ammunition.

3. Chapel: A rarity for seafaring ships, the Lawbringer supports a small chapel to Emberheart’s deity. The large cabin features pews, a podium, and a small marble statue of the god. Father Emberheart leads most of the regular prayers, but allows his fellow ship-mates to speak if the mood strikes them. If pos-sible, the crew participates in a prayer ceremo-ny every day, unless a situation dictates that their attention be diverted elsewhere.

4. Cargo Hold: Located on the lower deck of the ship, the cargo hold serves as a storage area for food, water, and medical supplies that the crew needs on a journey. At any given time, the cargo hold has enough food and fresh water for the crew to survive comfortably for 30 days, if rationed properly.

The cargo hold also acts as a small kitchen area for quick meals prepared while on open waters.

This kitchen is very modest, with only a small table that serves as a preparation area. Most of the crew eat dry rations or fruits while voyag-ing, but the kitchen is occasionally used when Emberheart entertains a visiting captain or ally.

5. Infirmary: The infirmary is a welcome sight to wounded seaman rescued by the Lawbringer’s crew. A spacious cabin with up to 20 small, one-man cots for the wounded, the infirmary also has two small tables that are used for operations, treatment, or divine cere-monies.

Father Almon (Clr5) acts as the Lawbringer’s primary healer and directs all of the crew’s healers in treatment methods during battle. He also tends to any injuries the crewmen receive by way of combat or accident.

At all times, the Lawbringer has at least two healing kits (PHB 110) and 10

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potions of cure light wounds on board. There is a 40 percent chance that Father Almon has at least two potions of cure moderate wounds as well, in addition to any materials needed for a raise dead spell. (Though he is unable to use the spell himself, he keeps the necessary mate-rials on board).

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