The Circumstances

Hidden Cargo

Stats

Gargantuan vehicle, (60ft. by 20ft.)

Creature Capacity 3 crew, 4 passengers
Cargo Capacity 4 tons
Travel Pace 11 miles per hour (264 miles per day)
Tank Capacity 70 cubic feet (5 cubic feet per day of travel)
Range 3696 miles

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 13 (+1) 0 0 0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Hull

Armor Class 15
Hit Points 120

Balloon

Armor Class 15
Hit Points 70

If the balloon is destroyed the ship starts to fall from the sky at a rate of 10ft per round as the feather fall enchanted wood takes effect.

Control: Helm

Armor Class 12
Hit Points 50

Move up to the speed of the engine, with one 90-degree turn (pitch, yaw and roll combined). If the helm is destroyed the ship cannot turn.st

Deep Black Navigation Kit

The kit consists of:

  • A chalkless Velourian compass to align the compass with Velour without the need for the chalks.
  • A deep Black altimeter
  • A range finder that measures distance travelled
  • A set of deep black charts that show significant waypoints in the black that can be used for positioning.
  • A binder written by the Tofiz as a guide for using the instruments and navigating the black

Distress Beacon

Communicates your location directly to the Tofiz family who will then attempt to organise a rescue party. The cost of which will be paid for by the owner of the beacon. You can keep a note of how much your lives are worth with the Tofiz family so they know not to offer more than that amount.

The Tofiz family swear to negotiate fiercely on your behalf.

Movement: Arcanum Engine

Armor Class 17
Hit Points 30
Locomotion (air) Arcanum power, speed 100ft.

If the engine is destroyed, the Arcanum gas escapes. Anyone within a 15ft radius that has line of sight on the tank must make a DC 15 dexterity saving throw of suffer 3d6 piercing damage from the shards of broken tank that explode outwards as the tank pressure is violently compromised. Additionally, anyone within a 5ft radius must make a DC 15 constitution saving throw or suffer 2d6 poison damage as the gas escapes.

Afterburner

By burning four times as much fuel the speed of this ship doubles. The ship can maintain this for up to twelve hours providing that there are 2 trained crew on each engine monitoring it and ensuring that they don’t overheat. Each crew member must be replaced by a fully rested crew member every 4 hours. After using this feature the speed of the ship becomes zero for 12 hours while the engines cool off.

For each destroyed engine, the ship loses 20ft of speed. If two or more engines are destroyed, the ship cannot use the afterburner feature.

Actions

On its turn, the ship can move using its engine. The vehicle can only be turned if a crew member is manning the helm.