Tower of Ascension

Tower of Ascension

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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.