Storm King's Thunder
Jelly
The Jelly is an airship belonging to Carn & Revelle Shenbrook of Yartar
- 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
- gondola → AC13, 250hp, dt10 → immune to poison, psychic
- balloon → AC11, 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
- Captain → Felix Shenbrook
- First Mate → Two Llamas Running
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)