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🌍 🌊 ⛵ Ahoy, ye landlubbers and sailors alike!

I, Gorrik Blackwater, Duergar pirate of the Underdark Seas, have plundered treasures from the deepest chasms and faced terrors that'd turn yer average drow to stone with fear. But among me countless treasures, none compare to the jewel I've recently laid me hands on - the Tiny Terra Orb.

Legend speaks of an ancient sorcerer who, in his attempts to create pocket dimensions, fused the essence of both land and sea into a crystalline sphere. This be no ordinary treasure, I tell ya! The waters within it ain't just waters - they be the tears of Tritons, and the ship inside? Ah, the ship holds tales of olden captains, mighty and fierce, who once tried to master the seas both above and below.

Many have tried to snatch this gem from me grasp, seduced by the mystical skies and clouds that dance within, but I've sent them all to the briny deep. Some say the orb be cursed, others reckon it holds the power to change the very tides of war.

So, if ye ever hear tales in a shadowy tavern, whispered over mugs of frothy ale, about Gorrik's greatest catch - know it ain't just a tale. The Tiny Terra Orb be real, and it be mine.

Keep a weathered eye on the horizon, for who knows what the orb might bring next! 🌍 🌊 ⛵

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Tiny Terra Orb

Wondrous Item, legendary

This clear crystal orb, about the size of a grapefruit, is an astonishing feat of magical craftsmanship. It contains a breathtaking miniature world: a detailed ship sails upon a glistening sea, surrounded by delicate swirling clouds and the ever-present hint of ozone.

The Tiny Terra Orb has 5 charges and regains 1d4 + 1 expended charges daily at dawn.

Ship's Manifestation (1 Charge). As an action, the user can hold the orb aloft and speak its command word, causing the orb to open from the top. When this is done, the ship (see Tiny Terra Ship) expands and manifests in a nearby large body of water, ready for use. The ship can be used normally until it is returned to the orb or for a maximum of 7 days. At the end of this duration, or when the user speaks the command word again, the ship shrinks and returns to the orb, regardless of distance. Cargo can be left on the ship when it's returned to the orb, preserving it in a stasis-like state. Creatures choosing to stay on the ship while it's inside the orb are treated to a tranquil and surreal environment. Within the orb, the waters are calm, with a perpetual soft glow emanating from them, like moonlight over a serene sea. The sky is a tapestry of pastel hues, an eternal twilight dotted with shimmering, star-like points that dance and shimmer. Clouds drift lazily, taking on fantastical shapes and occasionally releasing gentle showers of sparkling raindrops that dissolve into the water below.

While this environment is serene, it is not meant for prolonged stay. Creatures can remain within this microcosm inside the orb for up to 2d4 hours. After this time, they will feel an increasing sense of urgency and discomfort, pushing them to leave. If they don't exit after the allotted time, they are safely placed on the nearest shore outside the orb, with a temporary sense of disorientation.

Cloudstep Summoning (1 Charge). As an action, the user can release 1d4 + 2 miniature, dense clouds from the orb. Each cloud is strong enough to support one Medium or smaller sized creature. The clouds can be controlled mentally by the user and have a hover fly speed of 30 feet. They remain for 8 hours or until dismissed by the user as a bonus action.

Soothing Waters (1 Charge). As a bonus action, the user can focus on the orb's internal waters. Doing so allows the user or a creature they choose within 10 feet to gain the benefits of a short rest in a mere 1 minute.

Turbulent Storm (3 Charges). The user can invoke the power of the sea and skies within the orb to call forth a localized storm in a 100-foot radius, centered on the orb. This storm lasts for 10 minutes, creating difficult terrain and obscuring vision. Ranged attacks within the storm suffer disadvantage. Moreover, the user can control the direction and intensity of the winds in the storm, making it possible to steer ships, redirect airborne creatures, or even topple unsecured structures (see the spell control winds). The user can dismiss the storm early as a bonus action. The user can dismiss the storm early as a bonus action.

Orb's Repercussion. If the user attempts to use the orb when all charges are expended, the crystal cracks ominously and releases a catastrophic surge of water. This wave is 30 feet long, 5 feet wide, and 20 feet high. All creatures in its path must make a Strength saving throw (DC 17) or take 8d8 bludgeoning damage, being pushed 15 feet away. On a successful save, they take half damage and are not pushed.


Tiny Terra Ship

Gargantuan Vehicle (120 ft. by 30 ft.)

Creature Capacity. 30 crew, 20 passengers

Cargo Capacity. 200 tons

Travel Pace. 4 miles per hour (96 miles per day)

STR 22 (+6)

DEX 5 (-3)

CON 20 (+5)

INT 0

WIS 0

CHA 0

Damage Immunities. poison, psychic

Condition Immunities. blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

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 Cannons. The ship can fire its cannons.
  • Move. The ship can use its helm to move with its sails.

Hull.

Armor Class 16

Hit Points 400 (damage threshold 20)

Control: Helm.

Armor Class 18

Hit Points 75

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 150; -5 ft. speed per 25 damage taken

Speed (water) 40 ft.; 15 ft. while sailing into the wind; 55 ft. while sailing with the wind.

Weapon: Cannons.

Armor Class 15

Hit Points 75

Ranged Weapon Attack: +6 to hit, range 200/800 ft., one target. Hit: 22 (4d10) bludgeoning damage.

Main Hold: 120 tons. The largest storage area, typically used for bulk goods, general supplies, and larger items.

Secondary Hold: 50 tons. Situated adjacent to the main hold, this space is commonly reserved for more valuable or delicate goods, as well as perishables stored in cooler, shaded areas of the ship.

Tertiary Compartments: 20 tons. These smaller compartments are spread throughout the ship and are typically used for specialized storage. Examples include:

Armory: Weapons, ammunition, and armor.
Medicine Bay: Medical supplies and herbs.
Food Stores: Rations, fresh produce, and drink.
Spare Parts & Repair Bay: Tools, lumber, ropes, and other maintenance items.

Hidden Compartments: 10 tons. Secret alcoves and compartments for items requiring discretion, whether for smuggling or simply for safekeeping valuable items away from potential thieves.

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