Crom’s Riddle rests proudly at the bustling port of Seregon. The ship’s weathered hull gleams faintly in the sunlight, faintly pulsing with energy from the Core Crystal. Its wolf-shaped figurehead stares out to sea with glowing emerald eyes. Ethersilk sails hang slack for now, shimmering faintly as the ship's trim crystals hum softly in preparation for departure.

Crom's Riddle is a very old, 100 ton sailing ship with 30 crew, and 20 passengers, capable of traveling 100 miles per day.

The ship is upgraded with a crystal and Ethersilk sails, greatly increasing its speed.

The cost of ship travel is generally 1sp per mile.

Example Crew

A sailing ship or warship requires a large crew to properly sail the vessel. Warships carry extra soldiers to fight battles and fire the siege weapons. If the characters are guests on a sailing ship or warship, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (Narouc Goldengut)
  • Five other officers: a first mate, a bosun, a quartermaster, engineer and a cook
  • Twenty-four sailors

Crom's RIDDLE
Gargantuan Vehicle (100 ft. by 20 ft.)
Creature Capacity 30 crew, 20 passengers
Cargo Capacity 100 tons
Travel Pace 10 miles per hour (240 miles per day)
STR 20  (+5)
DEX 7 
(-2)
CON 17 (+3)
Actions
On its turn, the ship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than twenty crew and only 1 action if it has fewer than ten. It can't take these actions if it has fewer than three crew.
Fire Etheric Cannon 2K Mark I A. The ship can fire its Cannon
Fire Etheric Cannon 2K Mark I B. The ship can fire its Cannon
Move. The ship can use its helm to move with its sails.
Hull
Armor Class 15
Hit Points 300 (damage threshold 10) (Every 10 hit points disables one crew member)
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Armor Class 15
Hit Points 50

Ranged Weapon Attack: +5 to hit, range 300/1200 ft., one target. Hit: 25 (5d10) piercing damage.

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Description of Crom’s Riddle

Crom's Riddle

Description of Crom’s Riddle

Appearance:
The Crom’s Riddle is a 100-ton ship with a reinforced wooden hull treated with alchemical resins for durability. Its figurehead, a snarling wolf with glowing emerald eyes, doubles as a conduit for the Core Crystal’s energy, glowing faintly when the ship’s systems are powered. Above the deck, its translucent Ethersilk sails stretch out like ghostly wings, shimmering faintly with crackling energy when electrified.

On each side of the main deck, two imposing Etheric Cannons sit in rotating ball assemblies. These copper-clad barrels, lined with weapon crystals and brass supports, are ready to unleash devastating blasts of energy when needed. The ship’s rails and masts are fitted with power conduits that hum softly when active.


Core Crystal and Ethersilk Sails

The Crom’s Riddle relies entirely on the Core Crystal and Ethersilk sails for propulsion, stability, and energy needs.

  1. Core Crystal:

    • The Core Crystal draws etheric energy from the atmosphere, generating electricity to power the ship’s systems.
    • This electricity is channeled through power conduits to the Ethersilk sails, trim crystals, and etheric cannons.
    • The crystal is mounted in a reinforced housing below deck, where Engineer Karsin Windforged monitors its output and stability.
  2. Ethersilk Sails:

    • The nearly transparent sails stretch from the masts and bow, creating a broad surface area to interact with etheric currents.
    • When electrified by the Core Crystal, the sails become weightless and catch the etheric flows, pulling the ship forward regardless of the sea winds.
    • The direction and intensity of the etheric currents can be adjusted by trimming the sails, allowing for navigation independent of traditional wind patterns.
  3. Trim Crystals:

    • Positioned along the sides and keel of the ship, these smaller crystals stabilize the vessel during rough seas and help manage sharp turns or high speeds.
    • They also dampen the effects of rolling waves, reducing the likelihood of capsizing.

Etheric Cannons

Construction:
Each Etheric Cannon 2K features a copper-clad barrel with an internal framework of weapon crystals suspended on copper wires. These crystals focus the energy released by the Core Crystal into concentrated lightning-like blasts. The cannons rest on rotating ball assemblies, allowing them to be aimed in nearly any direction.

Mechanics:

  • Attack: Ranged Weapon Attack: +5 to hit, range 300/1200 ft., one target. Hit: 25 (5d10) piercing damage.
  • Overheat Mechanic: On a natural 1, the cannon overheats and cannot fire on the next round.
  • Blinding Flash: Any creature without goggles within line of sight must make a DC 12 Constitution saving throw or be blinded for 1d4 rounds.

Usage in Combat:

  • The cannons emit a blinding flash when fired, followed by the sound of crackling energy and the thunderous roar of impact.
  • Cannoneers are trained to aim at close range for maximum effect, though the blinding light makes long battles dangerous even for the crew.

How the Crom’s Riddle Operates at Sea

Sailing and Navigation:

  • The ship’s primary propulsion comes from its Ethersilk sails, which interact with etheric currents to provide forward momentum.
  • While the sails function independently of sea breezes, aligning the ship with favorable currents can greatly increase speed. Trim crystals allow precise control over the ship’s heading, even in rough seas.

Combat and Defense:

  • The Etheric Cannons provide a powerful defense against pirates, ghost ships, and other threats on the dangerous seas.
  • The cannons are most effective at close range but require careful management due to their tendency to overheat.
  • Crew members operating the cannons are equipped with goggles to protect their vision, though they still risk temporary blindness from prolonged use.

Power Management:

  • The Core Crystal is monitored constantly to ensure its energy output remains stable. A sudden loss of power could render the sails inoperable, leaving the ship adrift.
  • Engineer Karsin Windforged oversees maintenance, balancing power distribution between the sails, trim crystals, and cannons during combat or challenging conditions.

The Crom’s Riddle in Action

Narrative Scene:

As the Crom’s Riddle cuts through the dark waves, the Ethersilk sails hum faintly, glowing with the faint light of the etheric currents. The ship moves with unnatural speed, skimming the surface like a ghostly predator. The trim crystals glow softly, their energy stabilizing the ship as it rounds a sharp turn, avoiding jagged rocks hidden beneath the waves.

Suddenly, a dark silhouette emerges on the horizon—a pirate vessel with tattered sails and a menacing figurehead shaped like a skeletal dragon.

“Battle stations!” Captain Narouc barks, snapping his pocket watch shut. “Bring the cannons to bear!”

Karsin Windforged shouts orders from the engine bay, adjusting the Core Crystal’s output to redirect power to the cannons. Sparks fly as the conduits hum with energy.

On deck, crew members don their goggles as the Etheric Cannons swivel into position. With a deafening roar, the first cannon fires, a blinding flash illuminating the night. The bolt of lightning streaks across the water, striking the enemy ship’s hull with explosive force.

Mariska, shielding her eyes, mutters to Balik, “Remind me to thank House Achthoven for these fireworks—after we survive this.”

As the Crom’s Riddle veers sharply, the trim crystals stabilize the vessel, keeping it steady for the next shot. Ubel grips the railing, her Sentinel Shield glowing faintly in the cannon’s light.

“Keep firing!” she commands. “We’ll send them to the depths before they board us!”

Crew

The Crew and Officers

Captain Narouc Goldengut (Dwarf)

  • Description: A stout, broad-shouldered dwarf with a salt-and-pepper beard braided with copper beads. His piercing gray eyes and calloused hands speak of decades at sea.
  • Mannerism: Constantly checks his pocket watch, grumbling about "wasted tides and slack sails."

First Mate Merys Fairwind (Elf)

  • Description: Tall and lithe with short, windswept auburn hair and keen green eyes. Her sharp ears often twitch slightly in time with the rhythm of the sea.
  • Mannerism: Flicks a polished spyglass open and closed while deep in thought, as if seeking answers in its lenses.

Bosun Thom “Ropey” Klade (Human)

  • Description: A burly man with weathered skin and arms covered in faded tattoos of ships, anchors, and sea creatures. His unruly black hair and constant grin make him look more pirate than officer.
  • Mannerism: Speaks in convoluted nautical metaphors, gesturing dramatically as if enacting a private stage play.

Quartermaster Zinta Shadowfin (Tiefling)

  • Description: Crimson-skinned with sharp golden eyes and curved horns. Her calm demeanor belies a sharp tongue and a shrewd eye for detail.
  • Mannerism: Juggles coins or small items while giving orders, her sharp movements mesmerizing to watch.

Engineer Karsin Windforged (Dragonborn)

  • Description: A bronze-scaled dragonborn with a powerful frame and bright turquoise eyes. His heavy leather apron is studded with tools, and he carries a distinctive hammer engraved with runes.
  • Mannerism: When explaining ship mechanics, he punctuates his sentences by tapping his claw against metal pipes or rails.
  • Role: Oversees the Core Crystal, which powers the Ethersilk sails and regulates the ship’s movement. Karsin monitors the lift and trim crystals that stabilize the ship during rough seas and enhance speed by catching and amplifying etheric currents.

Cook Talla Greasepot (Human)

  • Description: A wiry woman with sun-darkened skin and a mop of curly brown hair tied under a bandana. Her apron is perpetually stained with cooking grease and flour.
  • Mannerism: Loudly hums off-key sea shanties while working, often adding her own nonsensical lyrics.

Reason to Visit

Top 2 Character Backgrounds Likely to Have Connections to Crom’s Riddle

  1. Sailor

    • Reason: As a large, notable ship, Crom’s Riddle would be familiar to sailors. Its upgraded speed and unique figurehead make it an attractive vessel for those in the maritime profession, whether they seek work on board or simply admire its reputation.
  2. Merchant

    • Reason: Merchants would be naturally drawn to Crom’s Riddle as a fast, reliable means of transporting valuable goods over long distances. The ship’s high speed due to Ethersilk sails and crystal enhancements makes it ideal for transporting items where time is of the essence, reducing the risk of spoilage or piracy.

Reasons Characters May Visit Crom’s Riddle

  1. Booking Passage for Long-Distance Travel
    Crom’s Riddle’s unique speed and reliability make it an ideal choice for characters needing to reach distant lands quickly and safely, either for personal or business reasons.

  2. Researching or Inspecting the Ship’s Advanced Modifications
    Characters with a curiosity about advanced shipbuilding, magical engineering, or the lore surrounding Crom’s figurehead may be drawn to the ship to study its Ethersilk sails, crystalline enhancements, or its famed figurehead.

  3. Negotiating Cargo Transport
    For those needing to move goods safely over long distances, Crom’s Riddle provides a high-speed option for delivering valuable or time-sensitive cargo, appealing to characters managing trade or specialized items.

Crom’s Riddle and the Sentinels

Crom's Riddle: The Departure

The rain poured relentlessly over the bustling pier as dawn broke over Seregon. Heavy clouds churned above, casting the docks in a dim gray light, while the oppressive heat and humidity clung to everything like an unwanted second skin. Sailors shouted above the storm, their voices barely cutting through the drum of rain and the groan of straining wood.
At the pier’s end, the Crom’s Riddle loomed, an imposing testament to the marriage of arcane innovation and seafaring tradition. The hull shimmered faintly with alchemical protection, and its snarling wolf-shaped figurehead glared ahead, emerald eyes glowing faintly with arcane energy. The translucent Ethersilk sails, furled tightly against the rain, shimmered as faint arcs of power flickered through their fibers.
A Camarasaurus, its bulky frame slick with rain, strained against a harness connected to a pulley system. The dinosaur’s clawed feet scraped against the soaked pier as it hauled a netted load of barrels and crates toward the ship’s hold. The markings on the barrels stood out even in the gloom: Old Knot Distillers and Firewave Brewery, the most renowned producers of rum and beer in Seregon.
The Camarasaurus slipped, its weight pulling the load askew. Dockworkers shouted as the crates swayed dangerously, a sailor slipping into the rain-slicked hold to guide them to safety.
“Watch the balance!” barked Captain Narouc Goldengut, stepping out from under the dripping awning of the gangplank. His salt-and-pepper beard gleamed with rain, and his voice carried over the din.

The Sentinels Arrive

The Sentinels moved single file down the slick pier, rain streaming off their cloaks and armor. Leading the group, Ubel Ironclaw strode with purpose, her Sentinel Shield strapped to her back catching faint glints of light. The shield’s surface bore the scratches of countless battles.
Beside her, Balik Walraven walked with the steady stride of someone unbothered by the chaos around him. The rain left his cleric’s vestments sodden, but his calm smile and occasional nod to passing sailors revealed his unshakable composure.
Mariska Vandeleur lagged slightly behind, a bounce in her step despite the rain. She hummed a jaunty tune under her breath, the melody somehow cutting through the storm’s noise. Her fingers tapped idly against the hilt of her whip, The Whip of the Eldritch Maw, a constant habit that spoke to her restless energy. Humming drowned out the whispers constantly emanating from the whip.
Further back, Jorin Longbow scanned the crowded dock, his keen eyes darting between sailors, cargo, and the occasional shadowy figure. He kept his hand near his bow, even in the wet conditions, ever the cautious ranger.
Last in line, utkacha, the shadowy tabaxi rogue, moved with an almost unnatural fluidity. The rain seemed to slide off him rather than soak in, and he melted in and out of the pier’s deeper shadows, watching everything with feline curiosity.

Boarding the Crom’s Riddle

At the gangplank, Captain Narouc Goldengut waited, his salt-and-pepper beard braided tightly against the rain. His gray eyes scanned the Sentinels with a practiced air, his pocket watch clicking shut with finality as they approached.
“Welcome back Sentinels. We're about five days from Elephant Island.” His voice was a deep rumble, carrying easily over the storm. “Get below to the mid-deck for the briefing. Don’t touch the conduits, and stay clear of the Ethersilk rigging unless you fancy getting fried.”
He gestured them aboard with a sharp motion, turning back to bark orders at the crew.
First Mate Merys Fairwind, her auburn hair plastered to her face, intercepted them halfway up the gangplank. Her expression was practical, bordering on curt. “Watch your step. Deck’s slick. Stow your gear mid-deck and don’t wander unless called. We’ve enough to manage without passengers in the way.”
Without waiting for a reply, she gestured them toward the stairwell leading below.

The Briefing

The passenger lounge on the mid-deck was dimly lit, with flickering lanterns casting long shadows over crates stacked along the walls. The rain thudded against the deck above, occasionally dripping through the cracks to form shallow puddles on the floor.
The Sentinels filed in, shaking off water and taking in the cramped space. Quartermaster Zinta Shadowfin, a tiefling with crimson skin and sharp golden eyes, approached with a crate of dark-lensed goggles.
“Captain’s orders,” she said briskly. “All passengers are issued goggles in case of combat. Etheric cannons are no joke—they’ll blind you faster than a flare spell. If we come under attack, stay below deck and put these on. Avoid looking at the cannons.”
She handed goggles to each of the Sentinels, pausing when she reached Metira Dijkstra, of House Dijkstra. Metira in her mid-20's, was dressed in a very expensive low cut dress, the latest fashion, now wet and plastered to her body. Her jasmine perfume hung in the air.
Metira twirled her goggles by one strap, a sly smile curling her lips. “Oh, but I like to watch,” she said, her tone low and playful.
Beside her, Okoria Karselridrith exhaled sharply through his nostrils, his tail twitching with irritation. The gold-scaled dragonborn didn’t bother to respond, but his huff spoke volumes: Another day of this, then.
Balik stifled a laugh, while Mariska grinned openly. “She’s going to get us in trouble,” Mariska murmured to Jorin, who gave a noncommittal grunt.

Departure

Above them, the faint hum of the Core Crystal grew louder as the ship’s systems awakened. Sailors shouted commands as the translucent Ethersilk sails began to unfurl, their glow cutting through the gloom like shards of sunlight.
The Crom’s Riddle groaned as the last of the cargo settled in the hold below. A bell rang sharply, and the ship began to move. The smooth motion startled only a few passengers, as the ship cut away from the pier with eerie precision.
The Sentinels exchanged glances as the city of Seregon receded into the rainy haze. The wolf-shaped figurehead snarled defiantly into the storm as the sails caught the etheric currents, lifting the ship into a smooth glide.
Mariska gave Ubel a sly grin. “Ready for adventure, Captain?”
Ubel smirked back, her scaly hand brushing the edge of her shield. “Ready as ever.”
Balik leaned against a crate, his voice calm but firm. “Let’s just hope we don’t have to save the ship before we even make it to Elephant Island.”
“Hope’s for the weak,” Jorin said quietly, his eyes fixed on the rain-soaked horizon. “But I’ll settle for clear skies.”
utkacha’s voice drifted from the shadows, smooth and quiet. “Clear skies are boring. The storm brings opportunity.”
The Crom’s Riddle surged forward, cutting through the storm as the Sentinels prepared for the unknown dangers ahead.

Cargo Manifest to Elephant Island from Seregon

Staples and Preserved Goods (High Durability & Demand)

  1. Wukka Grass Flour (35 tons)

    • Description: The staple flour of Seregon, made from wukka grass. Durable, lightweight, and in constant demand.
    • Trade Value: High. Essential for making injera and other breads.
  2. Roasted Wukka Nuts (5 tons)

    • Description: Light-producing nuts that also serve as a nutritious snack. These are roasted with honey and spices for added value.
    • Trade Value: Medium. Popular for their dual use as food and light sources.
  3. Dried Dinosaur Jerky (10 tons)

    • Description: Strips of dinosaur meat (mostly Triceratops and smaller herbivores) salted and sun-dried. The jerky is rich in protein and easy to store.
    • Trade Value: High. Protein is always in demand, and dinosaur jerky is a novelty for wealthier traders.
  4. Smoked Yahcha Beetles (5 tons)

    • Description: Preserved beetles believed to cure Blue Mist Fever. Packed in small crates for medicinal and culinary uses.
    • Trade Value: High. Valued for both health claims and exotic appeal.

Luxury Food Items (High Value, Smaller Volume)

  1. Sinda Berry Mousse Mix (2 tons)

    • Description: Packed ingredients for creating the Sinda berry mousse, including powdered caramel and port wine.
    • Trade Value: Very high. A dessert mix marketed to affluent buyers.
  2. Extract of Dancing Monkey Fruit (1 ton)

    • Description: Concentrated fruit extract prized for its flavor and use in cocktails or desserts. Stored in small, durable glass bottles.
    • Trade Value: Very high. A rare treat even in Seregon, making it a sought-after luxury.
  3. Spices (3 tons)

    • Description: A variety of locally harvested spices (paprika, ground pepper, dried herbs) packaged in tightly sealed containers.
    • Trade Value: High. Essential for both local cuisine and luxury markets.

  1. Rum and Fireswill (5 tons)

    • Description: Crates of bottled rum and barrels of Fireswill, a fiery, spiced liquor.
    • Trade Value: High. Alcohol is a consistent trade good, and both items are favored for their potency.
  2. Chatali Tea (2 tons)

    • Description: Seregon’s fragrant tea leaves, dried and packed in lightweight crates.
    • Trade Value: Medium. A popular export for its calming properties and distinct flavor.
  3. Coconut Milk (1 ton)

    • Description: Coconut milk sealed in glass jars for durability. A rare, high-demand item on Elephant Island.
    • Trade Value: High. Used in cooking and as a refreshing beverage.

Miscellaneous Exotic Goods

  1. Sun-Dried Banana Candy (2 tons)

    • Description: Packed in crates, this chewy, sweet treat is ideal for preserving and travel.
    • Trade Value: Medium. Popular for its exotic flavor and long shelf life.
  2. Plesiosaur Steaks (Frozen, 5 tons)

    • Description: Carefully frozen and packed in enchanted cold-storage crates to ensure freshness.
    • Trade Value: High. A luxury protein source, marketed as exotic "beef."

Summary of Cargo

  • Total Weight: ~100 tons
  • Breakdown:
    • Staples: 55 tons (flour, nuts, jerky, beetles)
    • Luxury Foods: 11 tons (mousse mix, fruit extract, spices)
    • Beverages: 8 tons (rum, tea, coconut milk)
    • Miscellaneous: 26 tons (candy, frozen meats)

This cargo mix offers a balance of practical staples for daily survival and high-value luxuries that will fetch a premium on Elephant Island.


Percentile Cargo Chart

Roll (d100)CargoWeight (Tons)Notes
01–35Wukka Grass Flour35 tonsThe staple flour of Seregon, essential for making injera and other breads.
36–40Roasted Wukka Nuts5 tonsRoasted and spiced; used as snacks and light sources.
41–50Dried Dinosaur Jerky10 tonsStrips of salted and sun-dried Triceratops and herbivore meat.
51–55Smoked Yahcha Beetles5 tonsMedicinal beetles, believed to cure Blue Mist Fever.
56–57Sinda Berry Mousse Mix2 tonsPackaged dessert ingredients, sought after by wealthier buyers.
58Extract of Dancing Monkey Fruit1 tonRare, concentrated fruit extract in small glass bottles.
59–61Spices3 tonsIncludes paprika, ground pepper, and dried herbs in sealed containers.
62–66Rum5 tonsCrates of bottled rum, popular for trade and morale.
67–68Fireswill2 tonsBarrels of fiery, spiced liquor.
69–70Chatali Tea2 tonsLightweight crates of fragrant tea leaves from Seregon.
71Coconut Milk1 tonPacked in jars; rare and highly valued on Elephant Island.
72–73Sun-Dried Banana Candy2 tonsSweet treats preserved for long-term storage.
74–75Plesiosaur Steaks (Frozen)2 tonsPacked in enchanted cold crates, considered a luxury protein source.
76–78Vertical Meat Supplies3 tonsDinosaur meat and bush meat, dried and seasoned for slow cooking.
79–83Sweet Potatoes5 tonsA long-lasting, versatile root vegetable for cooking.
84–88Millet Porridge Mix5 tonsPacked in barrels with dried fruit and honey; a hearty, simple meal.
89–91Bananas and Plantains3 tonsFresh fruit packed carefully in crates for short-term trade.
92–94Dried Fish3 tonsCrunchy small fish fried with salt, packed for long-distance transport.
95–96Prawn Skewers (Preserved)2 tonsDried and spiced prawns, packed in barrels for trade or rations.
97–100Dinosaur Bones for Crafting4 tonsLarge, cleaned bones from herbivores, valued for tools, weapons, or luxury goods.