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Difference between revisions of "The Lionfish"
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− | + | Rill and Zeoll have placed a CL12 [http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/hallow.html Hallow] spell (including an [http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/aid.html Aid] spell) at the center of the Lionfish, covering the upper deck. Evil summoned creatures cannot enter the area, subject to their spell resistance. | |
− | + | Good-aligned creatures on the main deck are have: | |
* +1 morale bonus on attack rolls and saves against fear effects, | * +1 morale bonus on attack rolls and saves against fear effects, | ||
* +2 deflection bonus to AC, | * +2 deflection bonus to AC, | ||
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− | [[Bonetown_(game)|Return to the | + | [[Bonetown_(game)|Return to the Bonetown game page.]] |
Revision as of 14:00, 11 May 2017
The Lionfish is a sailing ship; it measures about 75 ft long and 20 ft wide. However, The Lionfish is a fast vessel! She sails at 4 mph, and carries only 50 tons of cargo. You need a crew of 12 (three per watch) plus captain and first mate to run her all three watches of the day. If you do, you can make 96 miles per day, or 32 miles per watch.
Rill and Zeoll have placed a CL12 Hallow spell (including an Aid spell) at the center of the Lionfish, covering the upper deck. Evil summoned creatures cannot enter the area, subject to their spell resistance.
Good-aligned creatures on the main deck are have:
- +1 morale bonus on attack rolls and saves against fear effects,
- +2 deflection bonus to AC,
- +2 resistance bonus on saves against attacks made or effects created by evil creatures.
- +17 temporary hit points, and
- immunity to any attempts to possess or exercise mental control over them.
Creatures that enter the area of the main deck receive only one attempt to suppress effects that possess or exercise mental control over them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. The DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell resistance does not apply to this effect.
The Ship Plan
1. Quarterdeck: The quarterdeck is a raised, open deck at the stern. The ship's wheel is here, along with a small davit for a ship's boat.
2. Foc's'le Deck: This is a raised, open deck atop the forecastle. There is provision for a ballista to be mounted here; though the weapon can't fire straight ahead because of the foremast. On the starboard side is the hawsepipe and tackle for the ship's anchor.
3. Master's Cabin: The largest and most comfortable cabin on the ship is still quite cramped by most standards.
4. Wardroom: The captain, officers, and passengers take their meals here. This room also serves as a drawing room or parlor for the officers and passengers.
5. Main Deck: This open deck features room for a catapult and two large companionways that descend to the lower deck. The companionways serve as both stairways (ladders, in nautical parlance) and cargo hatches. Chicken coops and pens for goats, lambs, or other small livestock often take up any available space left on the deck.
6. Forecastle: Most of the ship's crew sleeps here, although in good weather many crewmembers prefer to sleep on the open decks. The forecastle holds a dozen cramped bunks.
7. Galley: The ship's galley is in the forward part of the lower deck. It has a small stove and shelving for all kinds of foodstuffs. The ship's cook and his assistant(s) sleep here.
8. Chain Locker: The ship's anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the foc's'le deck.
9. Lower Deck: This space serves as the first of the caravel's cargo holds, as well as the crew's mess deck. Crewmembers take their meals sitting on whatever cargo is convenient. If the ship is heavily laden, this deck might be covered to within a foot of the overhead, leaving only a single fore-and-aft passage between the crates, casks, and bundles.
10. Officer's Cabins: These tiny cabins are the private rooms of the ship's officers.
11. Ship's Office: All the ship's paperwork is kept here, including cargo manifests, pay records, and the ship's paychest (usually in a sturdy, locked chest).
12. Sail Locker: Spare sails, canvas, and sewing gear is stored here, as well as plenty of lines, hawsers, firewood, and heavy tools.
13. Lower Hold: Most of the ship's cargo is stowed here, as well as provisions (including as many casks of fresh water as will fit). Beneath this lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship.