Lady Redemption Warship, Gargantuan Armor Class 15 (+ Dex mod if proficient)

15 (+ Dex mod if proficient) Hit Points 500

500 Speed 30ft or 3mph Crew 20 creatures

20 creatures Passengers 20 medium creatures

20 medium creatures Carrying Capacity 10 tons

10 tons Propulsion Row, wind, gemstone turbines Hallowed. Fiends, elementals, and undead cannot board the ship, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. Energy Protection. Designated creatures on the ship have resistance to fire damage. The ship also gains resistance to fire damage, and is immune to being ignited. Hull. Once the ship falls under half its maximum hit points, the cargo hold will begin taking on water. Once the ship reaches 0 hit points or takes on water for 1 minute, the row deck will begin to flood and the ship will begin sinking. Rough Seas. Whenever the ship is damaged or jostled, spellcasters must make Constution save (DC 15) to maintain any concentration spells they are casting. If any creature is 5 feet from the edge of the deck, they must make a Strength save (DC 15) to avoid being tossed overboard. Sailors may add twice their proficiency to these saves. Row. The ship's movement can be increased by 2 ft per creature rowing. A creature must make an Athletics (Strength) check (DC 15) in order to contribute to the ship's movement. Up to 10 creatures can row. Ram. If the ship moves 30 ft before impacting a target, both the target and the ship take 8d8 bludgeoning damage. All creatures near the bow of the ship also take the 8d8 bludgeoning damage, and may make a Dexterity save (DC 15) in order to half that damage. Actions Ballistas (6). Ranged Weapon Attack: +6 to hit, range 300/600, reach 5ft., one target. Hit: 16 (3d10) piercing damage. Aiming, loading, and firing a ballista each individually require an action. The modifiers used are of the creature firing. Ballistas can be rotated one direction from the ship's facing direction, and up to 45 degrees upwards or downwards. Steer. The ship moves on the helmsman's turn. The helmsman makes a Steering (Dexterity) check (DC 15) in order to direct and propel the ship forwards. On a 20, the ship moves an extra 20 ft; on a 1, the ship is unable to move. The ship has a clear facing direction (one of the eight cardinal directions) and turning it by one direction requires 5 feet of the ship's movement. Repair. Damage to the ship can be repaired by a creature making a carpenter's tools (Dexterity) check (DC 15.) If successful, the ship regains hit points equal to the half the result. Scan. A creature in the ship's crow's nest can make a Perception (Wisdom) check at advantage in order to spot incoming threats or to search for land. Weather and environment may also affect the creature's ability to scan. Overboard. A creature can secure a rope ladder in order to rescue any creatures who have fallen overboard. Cargo Drop. A creature can throw cargo overboard, either to reduce the weight on the ship or as an attack on something in the water. Damage depends on the item tossed overboard. Rally. A creature (usually the Captain or First Mate) can make one of the Charisma checks in order to inspire and instruct the crew. The DC may change depending on the disloyalty of the crew or peril of the situation. Locations on the Ship Overall, the Lady Redepmtion is a 100 ft long by 40 ft wide by 50 ft tall, not including the 80 ft crow's nest. It sits 20 ft low in the water, with the row deck floating 5 ft above sea level. Stairs connect the adjacent decks and require 15 ft of movement to traverse. Fore Deck. The upper deck near the bow of the ship. It is elevated 10 ft above the main deck. 20 ft long by 40 foot wide, narrows towards the front. One ballista is located here. Main Deck. The upper deck at the center of the ship. 50 ft long by 40 ft wide. Four ballistas are located here, two on each side. Crow's Nest. A 10 ft radius bucket elevated 80 ft above the main deck. There are rope net ladders leading up to it. Poop Deck. The upper deck near the stern of the ship. It is elevated 10 ft above the main deck. 30 ft long by 40 ft wide. One ballista is located here. Galley. 20 rooms below the upper decks houses the crew and passengers. 100 ft long by 40 ft wide by 15 ft tall. Row Deck. 10 sets of oars under the galley. 90 ft long by 30 ft wide by 15 ft tall. Cargo Hold. Located under the row deck, at lowest level of the ship. Houses cargo and additional crew and passengers. 80 ft long by 20 ft wide by 10 ft tall. Turbines. Located at the very back of the ship, the turbines have 100 hit points and are damaged if the rear of the ship is attacked. If the turbines reach 0 hit points, the helmsman will be unable to steer until they are repaired. 1

Crew The crew of the Lady Redepmtion are a varied and diverse cast, featuring sailors, paladins, rogues, wizards, monks, and many others. Stats for basic sailors are shown below. Sailor Medium humanoid, various alignments Armor Class 12 (leather armor)

12 (leather armor) Hit Points 11 (2d8 + 2)

11 (2d8 + 2) Speed 30ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+4) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common, various

Common, various Proficiencies Vehicles (water) Racial Traits. Varies depending on the race of the sailer. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) slashing damage. Roles Aboard a ship there are many tasks, which are divided into loose roles, each with their own required skillsets. Captain. Rallies and instructs the crew, serving as general leadership aboard the ship. Makes any of the Charisma checks to rally the crew. First Mate. Assists the Captain and serves as a deputy figure aboard the ship, upholding morals and rules among the crew. Makes any of the Charisma checks to rally the crew. Navigator. Guides the ship along its intended path. Makes Survival (Wisdom) checks in order to determine the correct path to take. Helmsman. Steers the ship from the fore deck and coordinates with the coxswain. Makes Steering (Dexterity) checks to control the ship. Coxswain. Instructs the rowers and coordinates with the helmsman. Makes Persuasion (Charisma) checks to instruct the rowers. Rower. Provides additional propulsion to the ship. Makes Athletics (Strength) checks to propel the ship. Spotter. Serves as lookout from the crow's nest and reports any imminent threats or obstacles. Makes Perception (Wisdom) checks to spot targets. Ballista. Operates the six ballistas on the upper decks of the ship. The ballistas have AC 15 and 50 HP, and the crew manning it are at risk of being thrown overboard. Mechanic/Repairman. Maintain the ship and repair it in the case of damage. Upkeep, repair, and maintain the gemstone turbines. Makes carpenter's tools (Dexterity/Intelligence) checks to repair the ship. 2

Downtime Activities: Gambling Along their perilous journey, adventurers often take time to relax and recuperate. One form of entertainment (and possibly income) is gambling. Detailed here is a simple dice game that can be played by any number of people, either for leisure or for higher stakes. Ride the Boat Ride the Boat is a simple game involving 2 dice (anything from d6 to d20 works, but I prefer d12's.) The game is inspired by the drinking game Ride the Bus, and a careful reader may be able to discern some similarities. Rounds and Turns Games of Ride the Boat is played in rounds. At the start of each round, participants roll initiative using their Charisma modifier. Starting at highest initiative, the players take their turns. At the top of each round, the player can put forward a bet, and the other players must match the value of the bet as best they can. On each turn, a player is asked to roll the game dice (d12), with a question between each roll. The questions are as follows: Odd or Even? Call and then roll 1d12 Higher or Lower? Call and then roll 1d12 Inside or Outside? Call and then roll 1d12 Which dice higher? Call and then roll 2d12 For every correct call (i.e. "Odd", rolls a 3) the player can then give a drink to another player. For every incorrect call, the player then takes a drink and gains a loss. At the end of the round, the person with the least losses is declared winner and receives the betting pool. In the case of a tie, the pool is split between the two winners. Multiple rounds of the game can be played, and the effects of drinking become more and more impactful as the game goes on. Drinks Depending on the (alcoholic) beverage of choice by the players, each time a player drinks they must roll a Constitution save against the drink's DC. The DC starts at a value and increases with every following drink. For mead or ale, use a DC of 10 that rises by 1 every drink. For harder liquor, use a DC of 12 that rises by 2 every drink. If a player fails the Constitution save, they are considered poisoned and has disadvantage on Attack rolls and Ability Checks, as per the poisoned condition. Trickery and Cheating Cheating and underhand tactics are a staple of competitive gambling, and the DM is encouraged to allow players to show off their various abilities to gain the upper hand in the game. If a rogue wants to roll sleight of hand (Dexterity) check to adjust the dice roll, or if a spellcaster wants to use prestidigitation or thaumaturgy to affect a roll, they are contested by perception (Wisdom) checks by other players. If a paladin wants to add the effects of bless to a roll, it is contested by a religion (Intelligence) check versus their spell DC. Allow the players to use their abilities in non-combat scenarios, and judge against them as deemed fit. If a player is caught cheating, they automatically lose that roll and gain a loss. 1