Emerald Wake
Overview
The Emerald Wake is a gargantuan enchanted-wood vessel powered bythree Elemental Crystals, combining speed, arcane firepower, and an unusually diverse crew. Designed as both a privateering vessel and an adventuring ship, the Emerald Wake is capable of high-speed pursuit, ship-to-ship combat, boarding actions, and long-range naval operations.
Though officially classified as a large warship or privateer, the Emerald Wake is best understood as a mobile base of operations: part arcane vessel, part corsair raider, part experimental naval platform.
Owners / Stakeholders
| Name | Bio | Position | Status | Notes |
|---|---|---|---|---|
| Bonzu Pippinpaddleopsicoplois | M Halfline | Captain | Active | Current Captain of the Ship; respected by the Crew |
| Thyrdk Greyrum | M Dwarf | First Mate | Former | Left after feeling slighted and ignored by Bonzu, and distrustful of Bruce, to return to Zhuf'ganus |
| Dragonlord Placidusax | M Dragonborn | Officer | Active | Freelancing Adventurer onboard |
| Ezra Goldwin | F Tiefling | Arcane Warlock | Former | Left to train exotic animals in Moonshadow |
| Bruce the Black | M Human | Officer | Former | Left to Captain the The Revenant Tide after obtaining it from Black Alice |
| Celestia Holyblade | F Assimar | Officer | Former | Left to join Bruce on the Revenant Tide |
Specialists / Officers
| Officer | Role | Notes |
|---|---|---|
| The Bats | Cook | An Imp cooking team, often disguised as bats, known for questionable but effective shipboard meals. |
| Zhao Jin and Zhao Jun | Engineers | Twin artificers responsible for maintaining and enhancing the ship’s arcane systems. |
| Beef Stew | Gunnery Officer | Ogre sailor and cannon specialist; improves the ship’s heavy firepower. |
| Mazzy | Doctor / Medic | Halfling priest of Marrow who provides healing and medical support. |
| Val'Threx | Mascot | Green Dragon Wyrmling. Pretends to be in charge but secretly knows his place. |
Former Crew
| Officer | Role | Notes | Reason for Leaving |
|---|---|---|---|
| Rebecca Mason | Quartermaster | Human quartermaster and orphaned daughter of lighthouse keeper; manages supplies and voyage planning. | Left with Thyrdk to return to Zhuf'ganus |
| Skittles | Lookout | Tabaxi scout with strong perception and scouting instincts. | Left with Bruce the Black to crew the The Revenant Tide |
Emerald Wake Mk 3
| Feature | Value |
|---|---|
| Size | Gargantuan, 90 ft. long |
| Armor Class | 19, enchanted wood hull |
| Hull Points | 600 |
| Damage Threshold | 15 |
| Speed | 80 ft. using elemental propulsion; 20 ft. reverse |
| Crew | 40 minimum, 80 optimal |
| Power Source | Fire Crystal |
| Starting Morale | 5, maximum 7 |
| Crew Units | 3 |
| NPC Officer Capacity | 6 |
Armament
Arcane Cannon
The Emerald Wake carries long-range arcane cannons capable of striking single targets at extreme distance.
| Weapon | Range | Fire Rate | Target | Damage | Save | Special |
|---|---|---|---|---|---|---|
| Arcane Cannon | 1200 ft. | 1/round | Single target | 8d10 + 10 force damage | None | Disadvantage against targets smaller than Gargantuan |
Burst Cannon
The burst cannon is designed for area bombardment, clearing clustered enemies, deck crews, or exposed boarding parties.
| Weapon | Range | Fire Rate | Target | Damage | Save | Special |
|---|---|---|---|---|---|---|
| Burst Cannon | 400 ft. | 1/round | 20-foot radius | 4d10 + 10 force damage | DC 15 Dex save for non-objects | Disadvantage against targets smaller than Gargantuan |
Dragons Breath Turrets
Two short range Flame Spitting weapons, clearing clustered enemies, deck crews, or exposed boarding parties.
| Weapon | Range | Fire Rate | Target | Damage | Save | Special |
|---|---|---|---|---|---|---|
| Dragon's Breath | 60ft Cone | 1/round | 60ft Cone | 8d6 + 10 fire damage | DC 15 Dex save for objects to avoid catching on fire | One Turret on both the Port and Starboard side |
Crew
Tabaxi Privateers
The Emerald Wake’s tabaxi privateers serve as agile sailors, climbers, scouts, and boarding specialists. They are especially effective in rigging, vertical movement, and fast shipboard assaults.
| Trait | Details |
|---|---|
| Armor Class | 16 |
| Hit Points | 95 |
| Speed | 40 ft.; climb 30 ft. |
| Skills | Acrobatics +7, Stealth +6, Perception +5 |
| Tool Proficiencies | Vehicles (Water), Navigator’s Tools, Disguise Kit |
| Damage Resistances | Slashing, bludgeoning, and single-target damage from non-swarms |
| Condition Immunities | Charmed, grappled, prone |
| Senses | Darkvision 60 ft.; passive Perception 15 |
| Languages | Common, Tabaxi |
Notable traits include Feline Agility, allowing rapid movement across difficult terrain, and Acrobatic Assault, allowing them to climb rigging or walls without extra movement.
Goliath Marines
The goliath marines serve as the ship’s heavy boarding force. Where the tabaxi privateers excel in speed and agility, the goliaths specialize in holding the line and overpowering enemy boarding parties.
| Trait | Details |
|---|---|
| Armor Class | 17 |
| Hit Points | 130 |
| Speed | 30 ft.; swim 20 ft. |
| Skills | Athletics +8, Intimidation +5, Survival +4 |
| Tool Proficiencies | Vehicles (Water), Mason’s Tools, Brewer’s Supplies |
| Damage Resistances | Cold, bludgeoning, single-target damage |
| Condition Immunities | Frightened, grappled, exhaustion |
| Senses | Passive Perception 12 |
| Languages | Common, Giant |
Their notable abilities include Hold the Line, allowing them to impose disadvantage on enemy boarding attempts, and Relentless Endurance, allowing them to endure otherwise fatal blows.
Ship Relics and Equipment
Vigilant Watch Orbs
The Vigilant Watch Orbs are a row of crystal orbs, each filled with viscous liquid and a beholder’s eyeball, mounted along the ship’s hull. Invisible creatures become visible while on the ship or within 120 feet of it. Anyone approaching the ship at the same range has disadvantage on Stealth checks.
Any creature appearing on the ship by Dimension Door or similar magic is illuminated by Faerie Fire unless they succeed on a DC 15 save.
Smuggler’s Banner
The Smuggler’s Banner is designed to be flown from the ship’s mast. Its magic allows the ship to vanish into a misty haze, making it disappear from normal sight.
The banner is particularly useful for evasion, smuggling, and surprise maneuvers. However, its teleportation-like effect is risky: creatures aboard the ship do not move with the vessel and instead fall into the water when the ship relocates.
Flash Stone
The Flash Stone is unique item. Once every 14 days, the ship and crew can Teleport up to 1 mile in any direction.


