Entry in the Unique Ship Challenge III.
*- extended (doubled range). After the vodoni war in my campaign these weapons are slowly becoming more prevalent. Change them to regular catapults if you don't use the extended range ones.
(This hammership was built using the optional ship design bonuses in the War Captain's Guide)
This ship was built by the arcane for an enterprising young halfling by the name of Shen Anigans. Who fled Toril for the anonymity of wildspace, a number of years ago after pulling off not one, but two of the biggest gem heists ever seen in Waterdeep or Calimport. He was going to attempt the same feat in Suzail, but agents of the Lords and the theives guild of Calimport were quickly catching up to him. He booked passage on a ship out of Waterdeep to some place called the Rock of Bral, and hasn't looked back since.
When arriving at the Rock he was a bit taken a back at the various races all getting along amiably. He worked at plying his talents aboard various ships and ports, always trying to keep a low profile. He caught on quickly to the ways of wildspace and was fascinated with the tales of the swashbuckling pirates of space. He was especially enamored with one of the more legendary pirates, Bloodjack of Realmspace.
About a year ago he hit upon an idea for a new scheme. One that involved his favorite pirate. Getting in touch with the arcane he comissioned a ship to be built, the finest hammership that the last of his gems could buy. He had her painted in shades of red and named her the Lucky Victory. Bloodjack had returned to Realmspace, well sort-of. Shen figured to use the fearsome reputation of Bloodjack to his advantage and turn pirate himself. He attacks and loots ships while masquerading as the pirate ghost of Bloodjack. Rightly guessing that the thought of fighting a ghost ship made merchants more willing to surrender if given the opportunity and with some assurances.
Shen's favorite tactic is to lie in ambush or trail his prey while cloaked (either by spell or helm, whichever is used in your game, if neither use the ambush) and spring out at them when least expected. The sight of a hammership popping up at of nowhere, especially one glowing with an eerie phosphorescence can be somewhat demoralizing for your crew. Shen gives the vessel a chance to surrender before any shots are fired. Vessels surrendering are boarded, looted and then turned loose with the captives shaken up, but alive to tell the tale. If fight is given the Lucky Victory circles her prey softening her up with shots from her extended range catapults, after three or four shots are fired another opportunity is given for surrender. Should they refuse it this time, the Lucky Victory begins to dart it bringing more weapons to bear, this time however all foes are put to the sword and the ship is taken in tow for salvage or crippled and left adrift.
Shen accomplishes the ghost ship feat by using starshine or faerie fire to make the ship glow and liberal use of cantrips and illusion spells to wreath the ship in fog and ghostly sounds. The crew are all made up (mundane disguise techniques for the most part) to look like zombies and other undead. and when boarding the other ship cloaked in illusion spells to fool any onlookers. Shen himself uses his Hat of Illusion to appear as the terrible Bloodjack (picture Blackbeard with the burning wicks in his beard and all). For anyone who may have gotten a better look at the "ghosts", the use of a forget spell or suggestion is used to help them remember what really happened.
Shen Anigans - halfing, AC: 0 (bracers of defense ac6, ring prot. +2), MV: 6, T: 10; hp 45, #AT: 1, Dmg: by weapon type, S: 10, D: 19, C: 12, I: 15, W: 8, Ch: 18, AL: NE, THAC0: 16
He carries a short sword of quickness, dagger +2, and wears a robe of vanishing. He is quite agile and can snatch small objects hurled at him out of the air and throw them back at whoever threw them. He uses his Hat of llusion to appear as the great and terrible pirate Bloodjack. He also carries a bosun's whistle that summons an unseen ship's crew, and a pouch of Dust of sneezing and choking.
Shen is a reckless fellow always taking chances. He loves a good prank and is fond of the finer things in life. He's a personable halfling who's easy-going, fun-loving nature make him hard to dislike. He does have one weakness however and that is gambling. He likes to think of himself as a high-roller.
Shen alway prefers to outwit his opponents and is a slick enough talker to convinence a blind man he can see. He doesn't like to resort to violence, but that doesn't mean he isn't capable of it. He can be downright cold and vicious.
He figures to keep up the Bloodjack charade for as long as he can, it's been pretty easy money so far. If he's found out, he figures to head off to another sphere to try and run the scam there.
He's always on the lookout for agents of the Lords or the thieves guild, but isn't too fearful nowdays. He plans to return to Waterdeep and Calimport one day and pull off another outrageous heist just to rub their noses in it.
Tobias Aberais (Rif)- gnome, AC: 2 (bracers of defense ac2), MV: 6, W: 15; hp 34, #AT: 1, Dmg: by spell or weapon type, S: 8, D:14, C: 10, I: 18, W: 15, Ch: 15, AL: NE, THAC0: 16.
Rif is the primary helmsman. He dresses in expensive, loud clothing. None of those silly robes that some wizards wear. He is the loud, boisterous brother, with a penchant for getting into trouble, usally more than he can handle. His brother often has to bail him out of the messes he makes. He carries a dagger +2 at his waist, two wheelocks tucked in his waistband, and a pair of wands (magic missiles & illusions) in each boot top.
He is a specialist wizard with Illusion being his school and the spells he memorizes reflects this.
Thomas Aberias (Raf)- gnome, AC: 6 to 2 (ring of protection +3), MV: 6, F/W: 9/9; hp 58, #AT: 1, Dmg: by spell or weapon type, S:16, D: 15, C: 15, I: 12, W: 10, Ch: 11, AL: LE, THAC0: 12.
He has a short sword +4 defender, a dirk +1, and a potion of invisiblity. If there's heavy fighting he will don a suit of scale mail (if previously on the helm) and pick up two wheelocks out of the ships armory.
Raf is the quieter of the two brothers and tends to dress a bit more plain. He doesn't have the prankster in him that his brother does, and knows one day Tobias and Shen are going to get themselves into a mess he won't be able to get them out of.
Thomas has a knack for tactics and Garack and he are constantly drilling the crew knowing one day sooner or later someone will come hunting them and want to be ready for it.
Shen and Rif see him as a worry-wart and try and get him to relax.
As young gnomes, Tobias and his twin brother Thomas were always in trouble, caused mostly by Tobias, earning them the nicknames Rif and Raf.
They met Shen Anigans a few years ago, and Tobias found a kindred spirt in Shen. They love to play pranks on one another or, anyone else for that matter. With Thomas usually ending up coming to their rescue.
Like Shen, the brothers prefer not to use violence if it can be avoided, but if resorted to using it, they are efficent and can be quite ruthless.
Ra'Shawn de La'Rochelle - human, AC: 1 (scale mail ac4, cloak) MV: 12 C: 10 ; hp 63 #AT: 1 Dmg: by weapon or spell S: 15 D: 12 C: 15 I: 12 W: 18 Ch: 6 AL: CE, THAC0: 14
Specialty priestess of Lovitar. She typically carries a mace +2, Whip of Frost, Fire, and Fear., Cloak of Protection +3.
As a priestess of Lovitar her spells tend to be ones that will inflict pain and fear.
Ra'Shawn is the backup helmsman. She is tall, lean, with platinum hair. She lost her left eye in a battle with her neogi master, and wears a patch over it, but a long, ragged scar from the hairline to just below the jawline mars her beauty. As an orphan she was enslaved by the neogi had to learn to fight for her life among the other slaves. She is brash and totally uncouth. The other officers try and keep her out of any negotiations b/c of her ability to anger people with just a few words.
Unlike Shen and the brothers, Ra'Shawn revels in violence. She is a cruel, vicious woman who enjoys inflicting pain on others.
Shen and the other officers are currently looking to replace Ra'Shawn, preferably with someone a little less cruel and a bit more stable.
Garack- scro, AC: 2 (stud leather +3) MV: 12 F:10; hp 86, #AT: 3/2 Dmg: by weapon type, S: 18 94%, D: 16, C: 17, I: 13, W: 8, Ch: 10, AL: LE, THAC0: 11
He wears studded leather +3, and carries two wheelocks, a dagger of venom, and a bastard sword +3 (he is specialized with it). He also is proficient in unarmed combat, he wears cestus to inflict more damage when using it. He is a very dangerous opponent. He's proficient in many weapon types and uses all the tricks available in the Complete Fighter's Handbook or Combat & Tactics.
Garack is the ship's weaponmaster and handles boarding actions. Thomas and him have developed a firm friendship thru their love of tactics and miltary history, and spend long hours working on contingencies for every possible outcome in battle
He is a deserter from the scro army. He refused to give up his life for an incompetent commander and was sentenced to death for is insubordination. He escaped and fought his way out of the camp. Eventually making it into wildspace. He has worked as a mercenary for many different people and groups. He recently was offered a chance to work for himself and join the crew of the Lucky Victory as a partner with Shen and the brothers after thwarting several attempts on Shen life.
He doesn't trust Ra'Shawn and will be glad when they fid a replacement for her.
Garack admires Thomas for his keen insight on battlefeild strategies and tactics. He wishes his last commander possessed such qualities. He often kids Thomas about being a polymorhed scro who has amnesia.
There are a total of 48 crew memebers including the officers and captain. 24 belong to the weapon crews and the rest take care of the ship. The crew is of varying races and classes individual DM's should tailor this how they see fit. They should be however, considered a crack crew. The drills that Raf and Garack puts them thru keep them at a high state of readiness.
There is a 10% chance that the Lucky Victory will be carrying booty from a previous encounter.
This ship runs like a well-oiled machine with everyone knowing his or her place. This ship and its crew is intended to be a challenge to the characters, so they will fight intelligently and with every resource at their disposal.