by John Belliston
Haunt by Frank Gori
The Pequod:
Artifact
Overwhelming Necromancy
Strong Transmutation
The Pequod is an intelligent item with the following
stats:
Alignment: LE
Int: 16
Wis: 14
Cha:10
Ego Check: 23
(Ego +5)
Base Item: (+12)
Senses 120 feet
Transform into a Colossal Whale (Use Great White Whale
stats) (+2)
Cast Skeleton Crew (+1)
Special Purpose (+2)
Can detect Whales within 60 ft (+1)
Bite Attack +25
(6d6 19-20)
If destroyed or damaged beyond repair the Pequod sinks
and one week later returns to the nearest port fully repaired with new
components.
Refer to Pathfinder vehicle rules located here http://www.d20pfsrd.com/equipment---final/vehicles#TOC-Sailing-Ship
for more info on vessels.
The ship was once owned by a captain so obsessed with his
hunt of a demonic white whale that he destroyed himself and his crew. Such was
the depth of his madness and hunger for slaughter that his blood soaked boat
continues on in his stead.
The Pequod is always a three masted boat with a whale
skull on its prow, though all other aspects of it's actual appearance change as
it rebuilds itself from the bones of what it kills and sunken ships.
The ship seeks to destroy its eternal quarry the demonic
white whale, though it will also hunt and kill any other whale that it comes
across. To fulfill its purpose it will seek out a crew.
When searching for a crew it travels toward the nearest
port. One week before the arrival of the boat all intelligent creatures with
Profession (Sailor), Profession (Whaler) or have spent at least three week on a
ship will have a dream about the ship's arrival. Once the ship makes port all
so effect must make a Will (DC 20) or they will board the ship with the intent
of becoming it's new crew. The ship will stay docked until at least 10 crewmen
board but will not allow more than 20. (If more crewman are required then the
Pequod will summon the needed number of skeletons to fill the roles.)
Once the crew is out to sea one will be selected by the
ship to be the Captain. As time goes on the madness of the ships first Captain
will slowly begin to seep into any that ride the vessel. Every 48 hours the
crew must make a will save (DC 20). For every failed check the crew gets a -1
to all rolls not directly involved with hunting whales or killing sea
creatures. This resets after a week off of the boat.
(For the purposes of all intelligent item rules the
Captain becomes the “owner”, however The Pequod can select a Captain of any
alignment, though for every step away decrease the amount of time by half.)
Once a day for an hour the boat can transform into a
Skeletal copy of the Great White Whale. While transformed the Crew are
protected by a magical bubble in the belly of the beast. The Captain can extend
this transformation to 24 hours by drowning one of the crew.
The Pequod is a fully stock and provisioned whaling
vessel. Every 24 hours the provision barrels refill with new food and water,
but the food always has the faint taste of brine and rot, and the water always
tastes slightly stagnant.
Once a day with a perception check (DC 16) 1d6 harpoons
can be found randomly placed on the deck. If the roll exceeds the DC by 10 or
more these harpoons are of masterwork quality.
Endless Whale Hunt
|
CR 10
|
Compelled to seek vengeance on the white whale the
effected Captain and the 5 crew members with the highest profession (whaling)
ranks must row out to harpoon any whales they come across.
XP 9,600
CE persistent haunt (10 ft. by 50 ft. ship)
Caster Level 11th
Notice Sense Motive DC 20 (to notice personality shift in captain)
hp 45, Trigger Whale sighted; Reset 1 day
CE persistent haunt (10 ft. by 50 ft. ship)
Caster Level 11th
Notice Sense Motive DC 20 (to notice personality shift in captain)
hp 45, Trigger Whale sighted; Reset 1 day
EFFECT
This haunt materializes as a sudden red gleam in
the captain and five crew member’s eyes and a pronounced limp from the captain.
A greater geas is cast on the captain
and the members of the harpoon crew whenever the ship senses a whale. The men
must slay the whale at all costs.
DESTRUCTION
The crew must mutiny and murder the captain to
defeat the haunt, only a death by mutiny will end the haunt.
No comments:
Post a Comment