Jelly

The Jelly is an airship belonging to Carn & Revelle Shenbrook of Yartar

jelly.jpg

  • Currently on loan for the purpose of looting treasure from Blagothkus. The Shenbrooks will get 20% of the gp value of treasure taken.

Stats

  • 65’ long
  • base move 80 (8mph) on ice, snow or air → +/-4 mph for tail or headwind
  • speed change → 20/round
  • Ascend/descend → speed 50
  • turn per round → 90°
  • can enter water and navigate
  • gondolaAC13, 250hp, dt10 → immune to poison, psychic
  • balloonAC11, 50hp → immune to poison, psychic
  • typical height is 1200 (empire state building) to 3000 feet (low clouds), but can go higher

Cargo capacity

  • one ton
  • currently stocked with rations, food, water, and a keg of old, stale ale

Features

  • propeller → one crew to operate
  • furnace → one crew to operate
  • ladders: two 50-foot long rope ladders that can be lowered over the sides
  • crow’s nest → accessed by ropes on outside of balloon → DC10 Athletics or Acrobatics (can use passive) → fail by 5 = fall

Crew

crew tasks

  • furnace → action to change elevation
  • propeller control → action to change direction or speed
  • crow nest → better sighting
  • ballista
  • harpoon

Locations

1) Furnace

  • furnace → 10’ tall, bronze, AC15, 30hp, dt10 (immune fire, poison, psychic) → fire elemental trapped inside → not friendly
    • valve → controls altitude by letting more heat out

2) Harpoon Gun

  • spring-loaded, bronze with iron fittings, bolted to upper deck
  • 90 degree arc of fire (including up and down)
  • winch, 100’ rope, 10 steel-tipped harpoons
  • ballista equivalent → AC15, hp50, immune poison & psychic, +6 ranged (120/480) 3d10 piercing; one action to tie rope, load, aim or fire
  • harpooned target → no action except free self (DC15 Strength check, 1d10 piercing on success); can’t move away if roped
  • winch → use action to reel harpooned creature 20’ closer; can also raise and lower cargo

3) ballista

  • 90’ arc
  • crate → 12 bolts
  • AC15, hp50, immune poison & psychic, +6 ranged (120/480), 3d10 piercing; one action to load, aim or fire

4) propeller hatch (lower deck)

  • portholes → latched shut from inside, M creature can squeeze through
  • steel hatch → bolted shut → caution warning
  • iron levers → on nearby wall, labeled Thrust and Direction (can turn ship left or right)
  • inside hatch → steel walled compartment with bound air elemental → powers propeller
  • open hatch → elemental free and attacks
  • without elemental → ship can’t move on snow and ice; drifts with wind

5) crew quarters

  • Doors → bolt from inside, dc13 Athletics to force
  • 2 hammocks
  • Writing desk → lamp, one desk has deck on cards in drawer
  • Chair
  • Chest → partitioned in half
  • Porthole → latched on inside, M can squeeze through

6) Storeroom

  • Netting → attached to wall rings
  • Can hold 1000 days of provisions (divide by number fed)

Jelly

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