Devil's Tail

Ship

Caravel: Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind × 30 ft. (average); Overall AC –3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 7; Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more); Cost 10,000 gp.

The Devil's Tail would currently be valued at only around 7,000 gp, as it is in need of some repairs. It has however, been modified to mount 3 additional cannons, and now can mount 6 light cannons and no heavy cannons.

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This caravel is a typical example of the type, although the internal arrangement can vary greatly from ship to ship. Its notable features include:
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. The caravel mounts a ballista here; 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 a catapult and two large companionways that descend to the lower deck. The catapult can only be fired to the broadside; it can’t train forward or aft (a typical problem with large weapons mounted on small, cluttered ships). 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. Paying passengers usually bump an officer from his or her cabin to the forecastle.
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.

Crew

Abidemi - Human male from Falkor
Anand - Human male from Vasant
Balthasar - Human male from Amareth
Jaumet - Human male from Amareth
Mikkel - Human male from Amareth
Osvald - Human male from Amareth
Tenskwatawa - Human male from Orisha
Vespasianus - Human male from Makarios

Weapons -

Bombard, Light
The light bombard—also known as the perier or stonegun—is a relatively short and light piece designed to fire round stone shot with small charges of powder. Like the ballista, the bombard is a direct-fire weapon; due to its size a Medium creature takes a –4 penalty on attack rolls when firing a bombard, and a Small creature takes a –6 penalty. The light bombard takes up a space 5 feet across and weighs 500 pounds.
Reload: Full-round action and DC 10 Profession (siege engineer) check to swab out bore; full-round action and DC15 Profession (siege engineer) check to load powder and wad; full-round action and DC 10 Strength check to loadstone shot; full-round action and DC 10 Strength check to tamp the shot; full-round action to aim the bombard. Normal rate of fire is one shot per six rounds.

Item Cost Damage Critical Range Increment Typical Crew Type Mount
Bombard, light 2,000 gp 3d10 ×3 150 ft. 4 Direct Light
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