THE RAY OF Arpelos

The Ray of Arpelos Size: Colossal (L135ft, W40ft, D15ft).
Propulsion: 12 large sails, 6 medium sails, 5 small sails.
Speed: 290ft (sails), 450 miles.
Crew: 120 normal, 395 maximum.
Cargo: 100 tonnes (30 tonnes provisions).
Hull: AC 5, Hardness 10, HP 90. (1" iron, 3" wood, 1" iron)
Deck: AC 5, Hardness 10, HP 90.
Mast: AC 5, Hardness 7, HP 350.
Weapons: 36 slots, 6 light ballistae port and aft, plus 12 on the forecabin.
Ship Qualities: Oceanworthy, Improved Buoyancy, Wave Rider.
Cost and Construction Time: 80,025gp, and 1yr, 5mos, 3wks.

The Ray of Arpelos was initially designed by Garalus, Chosen of Arpelos, and refined by Faeradd Bunuckle of Rakore. The over-all vessel design is experimental, since it is constructed around a hull that is 3" of wood, layered on both sides by 1" of steel. The larger size, iron-plated hull, and fair firepower make the improved clipper design formidable -- almost as formidible as its price-tag and construction time. The Ray of Arpelos was built out of the shipyards at Thayer's Rock, with construction initiated in late 1328, and completed in mid 1330 Avard.

The Chosen of Arpelos uses the Ray as a ghost-ship hunter and passenger liner, based out of Kur Maeth. The funds necessary for the ship were given to Gideon Enterprises in advance, as a secret way of funding Rakore and undermining the Inquisition. The vessel's anti-undead capabilities also make it a welcome force in the Gulf of Teras, and beyond, with its incredible speed.

Design
The six crow's nests are often platforms nearly ten feet on a side, allowing for a large number of archers, spotters, and crossbowmen to rain a deadly hail of missiles onto enemy decks. The snipers in the crow's nests target officers or important-looking persons.

1. Main Deck: The main deck sports two cargo hatches, and two fair-sized cabin areas, as well as six ballistae on each side -- usually kept in the stowed and tarped position. All twelve ballistae swivel. The decking is also made of iron-bound wood, just like the hull. The forward cargo hatch is designed for large pieces, and is usually accessed by a block-and-tackle crane built into the forward mast. The mid-ships cargo hatch is designed for smaller pieces, and has a sloped stairwell leading down. Aft is located the wheel, and minor navigational implements and tables.

2. Mid-Ships Hold: The majority of the ship's provisions are stored here.

3. Galley: Located aft, the galley serves both the crew and the passengers. A fair number of provisions are also located here.

4. Chain Locker: The ship's twin anchor-chains are stored here, as are additional sail-pieces and the like.

5. Forward Hold: Larger cargo pieces and special cargos are stored here, and this serves as the primary hold.

6. Cabins: The eight below-decks cabins are fifteen-by-fifteen foot rooms, with permanently-mounted bunks, furniture, and ammenities. Sliding doors that can be locked from the inside and outside seal the rooms for privacy or security.

7. Captain's Cabin: The captain's cabin is the aft cabin found on the main deck. The navigational charts and equipment are stored here, as well as the ship's library. The spacious room has a permanently mounted bunk, as well as a table large enough to seat nine guests. The large table is drawered for additional storage space.

8. Crew Cabin: Many of the crew stay here during their off-shifts, with slung hammocks and small lockers taking up the majority of the space.

9. Fore Deck: Six more light ballistae lie atop the foreward elevated deck, usually kept in the stowed and tarped position. All six ballistae swivel.

10. Aft Deck: Here are stored the four longboats, loadable by a block-and-tackle crane mounted on each of the three aft masts.

11. Armory: The armory holds leather armor and additional weapons for all the crew, as well as heavy crossbows, and the paybox.

Crew
The captain of the Ray of Arpelos is an old cleric name D'jar Kalmut. A destanae human from the east, he converted to the worship of Arpelos several years after the War of the Undead, and has been a ghost-hunter ever since. Most of the crew, in fact, were picked from the top ranks of sailors that hated the undead. Garalus also picked the crew for their ability to take the fight other vessels, figuring that the Ray of Arpelos would be able to catch almost any ship afloat.

Captain D'jar Kalmut: male destanae human; Clr7(Arpelos; CR 7; Size M (6 ft., 3 in. tall); HD 7d8; hp 29; Init -1 (-1 Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 leather); Attack +7/+7 melee (sabre and dagger, 1d6+2/1d4+2, crits19-20x2), or +4 ranged (dagger, 1d4, crit19-20x2); SV Fort +5, Ref +1, Will +7; AL CG; Str 14, Dex 8, Con 11, Int 10, Wis 14, Cha 12. Languages Spoken: Common, Franar. Skills and feats: Concentration +5, Disable device +2, Hide -1, Intimidate +4, Knowledge (religion) +8, Listen +2, Move silently -1, Perform (singing) +1.5, Profession (sailor) +10, Spot +2; Combat reflexes, Enlarge spell, Still spell, Two-weapon fighting. Cleric Domains: Sun, Protection. Cleric Spells Per Day: 6/5+1/4+1/2+1/1+1. Possessions: sabre, dagger, holy symbol, leather armor.
Captain D'jar is a big, intimidating man with a ferocious look -- and a heart of gold.

First Mate Gler Avindrale (Protector): male slate human; Pal2(Arpelos); CR 2; Size M (5 ft., 6 in. tall); HD 2d10+4; hp 18; Init +0; Spd 30 ft.; AC 12 (leather armor); Attack +3 melee (greatsword, 2d6+1, crit19-20x2), or -1 ranged (whatever's handy); SV Fort +9, Ref +1, Will +6; AL LG; Str 13, Dex 10, Con 14, Int 11, Wis 15, Cha 18. Languages Spoken: Common. Skills and feats: Concentration +6, Diplomacy +8, Heal +5, Hide +0, Listen +2, Move silently +0, Profession (sailor) +6, Spot +2; Power attack, Track. Possessions: greatsword, leather armor, holy symbol.
Gler keeps the crew together by being a professional, and his tracking ability frightens the fearful.

Second Mate Ha'amir al Helam: male destanae human; Pal2(Arpelos); CR 2; Size M (5 ft., 9 in. tall); HD 2d10; hp 20; Init +0; Spd 30 ft.; AC 12 (leather armor); Attack +2 melee (greatsword, 2d6, crit19-20x2), or +2 ranged (daggers, 1d4, crit19-20x2, RI10ft); SV Fort +7, Ref +8, Will +5; AL LG; Str 10, Dex 10, Con 11, Int 13, Wis 13, Cha 18. Languages Spoken: Common, Elven. Skills and feats: Concentration +2, Diplomacy +8, Heal +3, Hide +0, Knowledge (religion) +6, Listen +1, Move silently +0, Profession (sailor) +3, Ride (camels) +5, Spot +1; Lightning reflexes, Iron Will. Possessions: greatsword, leather armor, holy symbol.
Ha'amir is a jovial, friendly sort that plays practical jokes with the crew.

Bosun Jack Gellis: male slate human Clr3(Arpelos); CR 3; Size M (5 ft., 10 in. tall); HD 3d8+3; hp 15; Init +0; Spd 30 ft.; AC 10; Attack +3 melee (heavy mace, 1d8+1, crit19-20x2), or +2 ranged (whatever's handy); SV Fort +4, Ref +1, Will +5; AL CG; Str 13, Dex 11, Con 13, Int 11, Wis 14, Cha 11. Languages Spoken: Common. Skills and feats: Concentration +7, Craft (weaponsmithing) +4, Hide +0, Knowledge (religion) +1, Listen +2, Move silently +0, Profession (sailor) +5, Spellcraft +4, Spot +2; Combat Casting, Heighten Spell, Still Spell. Cleric Domains: Good, Healing. Cleric Spells Per Day: 4/3+1/2+1. Possessions: heavy mace, holy symbol.
The bosun is the most feared man on the ship, with a grim, professional contenance.

Cook Ian Gellis: male slate human; Clr2(Arpelos); CR 2; Size M (5 ft., 8 in. tall); HD 2d8+2; hp 14; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +2 melee (butcher knife, 1d4+1, crit18-20x2), or +2 ranged (butcher knife, 1d4, crit18-20x2, RI10ft); SV Fort +4, Ref +1, Will +5; AL CG; Str 13, Dex 13, Con 12, Int 12, Wis 15, Cha 17. Languages Spoken: Common, Sholin. Skills and feats: Concentration +6, Craft (wood-working) +2, Diplomacy +8, Gather information +4, Hide +1, Knowledge (religeon) +5, Listen +2, Move silently +1, Profession (cook) +5, Spot +2; Maximize spell, Point blank shot. Cleric Domains: Good, Healing. Cleric Spells Per Day: 4/3+1. Possessions: butcher knife, holy symbol.
The essence of the big, happy cook with a beard, and a butcher knife that's taken zombies' heads off.

Quartermaster Maggir MacKay: male slate human; Clr4(Arpelos); CR 4; Size M (6 ft., 5 in. tall); HD 4d8; hp 21; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee (heavy mace, 1d8+1, crit19-20x2), or +5 ranged (daggers, 1d4, crit19-20x2, RI10ft); SV Fort +4, Ref +3, Will +7; AL CG; Str 12, Dex 15, Con 11, Int 12, Wis 16, Cha 15. Languages Spoken: Common, Elven. Skills and feats: Concentration +7, Diplomacy +6, Heal +10, Hide +2, Listen +5, Move silently +2, Profession (sailor) +8, Scry +6, Spot +5; Alertness, Extra Turning (x2). Cleric Domains: Good, Profession. Cleric Spells Per Day: 5/4+1/3+1. Possessions: heavy mace, holy symbol.
A super-navigator, as well as a super-medic, Maggir is a giant of a man in stature as well as heart.

Man-At-Arms Rebecca des Mortair: female slate human; Clr3(Arpelos); CR 3; Size M (5 ft., 5 in. tall); HD 3d8; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +5 melee (shortsword, 1d6+2, crit19-20x2), or +4 ranged (daggers, 1d4, crit19-20x2, RI10ft); SV Fort +3, Ref +3, Will +6; AL CG; Str 14, Dex 14, Con 11, Int 10, Wis 17, Cha 11. Languages Spoken: Common. Skills and feats: Craft +2, Diplomacy +6, Hide +2, Knowledge (religion) +5, Listen +3, Move silently +2, Profession (sailor) +9, Spot +3; Brew Potion, Empower Spell, Weapon Focus (shortsword). Cleric Domains: Protection, Sun. Cleric Spells Per Day: 4/3+1/2+1. Possessions: shortsword, holy symbol.
A 'handsome' woman, she has a rough and tough tomgirl's attitude.

Marines (30): (race and sex vary); Ftr1; CR 1; Size M; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather); Attack +3 melee (longsword, 1d8, crit19-20x2), or +2 ranged (longbow, 1d8, crit20x3, RI100ft); SV Fort +4, Ref +1, Will +1; AL CG; Str 15, Dex 12, Con 14, Int 10, Wis 12, Cha 11. Languages Spoken: Common. Skills and feats: Craft +2, Handle animal +2, Hide +1, Knowledge (religion) +2, Listen +1, Move silently +1, Spot +3; Combat reflexes, Weapon focus (heavy crossbow), Weapon focus (longbow). Possessions: longsword, longbow, leather armor.
Elite, well-disciplined, and highly trained, they follow Bosun Jack Gellis' teachings and prayers wherever he leads.

Crew (90): (race and sex vary); Exp1; CR 1; Size M; HD 1d6; hp 6; Init +0; Spd 30 ft.; AC 10; Attack +0 melee (dagger, 1d4, crit19-20x2), or +0 ranged (dagger, 1d4, crit19-20x2, RI10ft); SV Fort +0, Ref +0, Will +2; AL CG; Str 10, Dex 11, Con 11, Int 11, Wis 10, Cha 10. Languages Spoken: Common. Skills and feats: Climb +4, Hide +4, Jump +4, Listen +0, Move silently +0, Profession (sailor) +4, Search +2, Spot +0, Use rope +4, Wilderness lore +4; Balance, Skill focus (climb). Possessions: dagger.
They're a well-paid, loyal group that are the best at what they do: sail.

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