The Dutchmann

Built in the Last Days of Eden from the Sloop "Golden Kraken"

The Dutchmann is a warship manned by an undead crew who were originally Edenians. They now sail with their Undead Warlock Captain "Davy Jones". Their goal, to find the other Heart Shards of the New World.

The Dutchmann's Key Figures:

Dread Captain Davy Jones, once known as Sahadin Al Sahir. By the permission of Necropita, he turned his crew into the undead so that they may return to the New World as an undying group. He has turned the "Heart Shard" in his possession into a phylactery for himself.

Jack the Warlock, First Mate of the Dutchmann. Not as strong as Davy Jones but his skills has greatly improved since becoming an undead.

Black Yoda, an Edenian goblin who has lost his soul force and is now serving under the Dutchmann. His swordsmanship is deadly especially since he feels no pain or remorse.

Scruffy, a powerful warrior who wields the "Light Bringer". Now he functions as Davy Jones' executioner. He is said to be comparable to a Death Knight.

Cyrus, He died in the lands of the New World but was brought back as an undead abomination due to a deal that was struck with Davy Jones. His immense proportions make him a powerful behemoth but has lost much of his past personality and intelligence.

A Warship with the following features:

Ceilings. The ceilings in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.

Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.

Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.

Light. Hanging lanterns cast bright light throughout the ship.

Rigging. Rigging on the ship can be climbed without an ability check.

Sails. The ship has three 80-foot-tall masts with sails to catch the wind and oars on the lower deck for rowing.

1. Main Deck
The main deck of the ship has the following features:

Mangonel. Sailing ships have one mangonel (DMG, ch. 8) attached to the deck. Warships have two mangonels (DMG, ch. 8). Each weapon has 10 mangonel stones stacked and secured near it.

Hatch. A covered, 10-foot-square opening leads to the lower deck (area W8).

Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Rowboats. Four rowboats are stacked on top of each other on this deck. Ropes and pulleys can hoist these boats in and out of the water.

2. Officers' Quarters
Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. The officers sleep in shifts so someone remains on duty to command the crew and carry out the captain's orders.

3. Captain's Quarters
The captain's quarters hold a bed and a desk. Beneath the bed is an iron footlocker that holds the captain's belongings.

4. Siege Weapon Ammunition
Shelves and rope on the walls of this cabin secure mangonel stones and ballista arrows.

5. Supplies
This area holds tools, barrels of tar, rope, extra material to repair sails, and other supplies needed to maintain the ship.

6. Forecastle
The forecastle has the following features:

Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.

Figurehead. Warships have an iron figurehead at the front of their forecastle, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.

Railing. The forecastle has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

7. Quarterdeck
The quarterdeck has the following features:

Ballista. On a warship, a ballista (DMG, ch. 8) is attached to the deck. Ten ballista arrows are stacked and secured nearby.

Railing. The quarterdeck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Wheel. The ship's wheel stands at the aft of the quarterdeck.

8. Oar Deck
Twenty-two benches are built into the deck of the lower deck, each with a 20-foot-long oar. When the ship is rowed, crew members sit on these benches to work the oars. Ten spare oars hang on the walls of the ship.

9. Privy
Benches line the walls of this room. Four holes carved in them house chamber pots.

10. Medical Cabin
Hooks and shelves on the walls hold medical instruments, bandages, balms, tonics, jars of leeches, and more, ready to treat injuries from combat or sailing mishaps.

11. Guest Cabin and Brig
This cabin is meant for guests and visiting high-ranking officials along for the journey. Since warships often have a greater need to house prisoners rather than guests, each bed aboard such a vessel also has a set of manacles (see chapter 5 in the Player's Handbook) attached to its frame.

12. Hold
This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.

13. Armory
The ship's supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked, the key kept by one of the ship's officers.

14. Upgraded Features

BONES OF ENDLESS TOIL, The bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC 12 Wisdom saving throw. On a successful save, it dies as normal.

If it fails, it immediately rises as a zombie obedient to the ship's captain. The zombie gains a working knowledge of the ship, allowing it to serve as a member of the crew. A number of creatures equal to the ship's creature capacity can be animated in this manner at any given time.

DEATH VESSEL, Crafted with materials harvested from the Shadowfell, this upgrade grams a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw.

On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used. it can't be used again until ld4 hours have passed.