Geobukseon (Turtle Ship)
Slab

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https://talestavern.com/wp-content/uploads/2024/09/Turtle-Ext.jpg
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Author: WhisperingWolf
Status: Complete
TaleSpire Version: EA - Chimera
Genre: Other
Created On: June 12th, 2024
Last Updated: September 27th, 2024
Terrain: Water
Type: Boat
Creative Commons Lic. Attribution-NonCommercial-NoDerivs

The Korean turtle ship was made famous by Admiral Yi Sun-Shin during the Imjin Wars aka Hideyoshi’s Invasions. Some consider it histories first ironclad ship, but all agree it was the first ship in Asia that went from the traditional ram and board naval warfare to a focus on long-range combat using its 36-pound cannons.

Spiked Iron Hull
AC 20 DR 20 Max HP 500 Current HP
Special ·        The Crew has full cover when onboard this Ship.

·        Any creature attempting to board the Ship from above must succeed on a DC 18 Dexterity saving throw or take 4d10 piercing damage from the spikes.

Notes At 0 the ship breaks apart and begins to sink.
Abilities STR CON DEX CHAR INT WIS
Score 18 20 4 0 0 0
Saves +4 +5 -3 0 0 0
Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated,

Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Total Passengers 41 (5 Minimum, to move with sails) Travel Speed 4 mph (35 ft. per round)

Movement

Helm Crew 1 Pilot
AC 18 Max HP 50 Current HP
Notes ·        When damaged split the total damage with the Hull.

·        At 0HP the ship can’t turn, unless it switches to its oars.

·        The Pilot can add their Prof to the Ships DEX Save.

Oars Crew 10
AC 18 Max HP 100 Current HP
Speed 20ft
Notes ·        When damaged split the total damage with the Hull.

·        -5ft of speed for every 25 damage taken.

Sails Crew 4
AC 14 Max HP 50 Current HP
Speed 25ft no wind, 35ft with the wind, 15ft against the wind
Notes ·        When damaged split the total damage with the Hull.

·        -5ft of speed for every 25 damage taken.

Actions

Forward Light Cannon Crew 4
AC 24 Max HP 50 Current HP
Attack Lead Gunner’s WIS + Prof Range 300/1,200ft Damage 6d10
Notes ·        2 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Rear Light Cannon Crew 4
AC 24 Max HP 50 Current HP
Attack Lead Gunner’s WIS + Prof Range 300/1,200ft Damage 6d10
Notes ·        2 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Left Light Cannon Crew 12
AC 24 Max HP 150 Current HP
Attack Lead Gunner’s WIS + Prof Range 300/1,200ft Damage 6d10
Notes ·        6 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Right Light Cannon Crew 12
AC 24 Max HP 150 Current HP
Attack Lead Gunner’s WIS + Prof Range 300/1,200ft Damage 6d10
Notes ·        6 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

 

Special Actions

 

Maneuver Crew
Requires Prof with Sea Ships
Effect You can move a number of crew equal to your CHA MOD + Prof to another station.

Example: Move 4 gunners from the left cannons to the forward cannons

War Drum
Requires Prof with drums
Effect Grant the ship Adv on Action, Saving Throw, or Ability Check until the start of their next turn.
Combat Repair
Requires Prof with Carpenter/Tinker Tools or the Mending spell
Effect Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod

Long Rest Actions

 

Field Repair
Requires: Prof with Carpenter/Tinker Tools or the Mending spell
Effect: Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod
Dry Dock Repair
Requires: Prof with Carpenter/Tinker Tools or the Mending spell, and to be at a dock.
Effect: Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod

Cargo

Cargo Max 50 Tons Total  
Item # lb Item # lb
           
           
           
           

Possible Upgrades

Cannon | Improved Cost per Cannon 1,000gp
AC 24 Max HP 50 Attack +1 Range 600/2,400ft Damage 8d10

 

Cannon | Heavy Cost per Cannon 2,500gp
AC 24 Max HP 75 Attack +2 Range 800/3,200ft Damage 10d10

 

Cannon | Spell Cost per Cannon 2,500gp
AC 24 Max HP 100 Attack +3 Range 1,000/4,000ft Damage 10d12
Special This Cannon uses 1 Mana to fire and does not need cannonballs.

 

Figure Head | Blessed Replaces Forward Light Cannon Cost 3,500gp
AC 20 Max HP 100 Ammo 8 shots per 2 Oil Barrels, one round to reload
Requires A Divine Spell Caster
Special Can be used as an Arcane Spell Focus, it also allows the caster to target any creature on the Ship with a spell. The Caster must be touching the Figure Head.

 

Figure Head | Flaming Replaces Forward Light Cannon Cost 3,000gp
AC 20 Max HP 100 Crew 2 Ammo 8 shots per 2 Oil Barrels, one round to reload
Special Releases a 90 ft. long, 20 ft. wide line of flame from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Targets that are flammable continue to burn.

Example: a wooden Ship that is hit has a 20ft area set on fire, at the start of its next turn it takes another 4d6 fire damage, 1d6 for every 5ft area on fire. A Action can be taken by the crew to put out the fire, each crew member can put out a 5ft area. If left unchecked the fire will spread to all adjacent flammable objects at the end of the turn.

 

Figure Head | Gas Replaces Forward Light Cannon Cost 3,000gp
AC 20 Max HP 100 Crew 2 Ammo 8 shots per 2 Gas Barrels, one round to reload
Special Releases a 15ft cone of poison gas from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 6d6 poison damage on a failed save, or half as much damage on a successful one.

 

Figure Head | Runed Replaces Forward Light Cannon Cost 3,500gp
AC 20 Max HP 100
Requires A Arcane Spell Caster
Special Can be used as an Arcane Spell Focus, it also increases the range of spells to 600ft. The Caster must be touching the Figure Head.

 

Figure Head | Totem Replaces Forward Light Cannon Cost 3,500gp
AC 20 Max HP 100 Ammo 8 shots per 2 Oil Barrels, one round to reload
Requires A Primal Spell Caster
Special Can be used as a Primal Spell Focus, it also allows the caster to use an Action and 1 Mana to calm the weather within 30ft of the ship. The Caster must be touching the Figure Head.

 

Hull | Anti-Magic Runes Cost 50,000gp
Special As an Action 8 Mana can be spent to activate an Anti-Magic Spell around the ship for 10 minutes. Creatures inside are also affected by the spell. This disables a Spell Engine & Cannons if installed.

 

Hull | Cloaking Runes Cost 10,000gp
Special As an Action 2 Mana can be spent to activate a Invisibility Spell around the ship for 1 hour.

 

Sails | Billowing Sails Cost 15,000gp
Special When using these sails you always travel with the wind regardless of its direction.

 

Sails | Mending Sails Cost 10,000gp
Special These Sails regain 1d4 HP at the start of the round.

 

Steam Engine Replaces Sails Crew 3 Cost 10,000gp
AC 15 Max HP 50 Current HP
Speed 5 mph or 50ft per round
Special ·        The engine does not need wind, but consumes 1 ton of coal per day.

·        Once every other hour an Action can be taken to boost the Ships speed to 8 mph or 80ft per round for 10 minutes.

·        Repaired with Tinker Tools

 

Combustion Engine Replaces Sails Crew 2 Cost 25,000gp
AC 17 Max HP 75 Current HP
Speed 8 mph or 80ft per round
Special ·        The engine does not need wind, but consumes 1 ton of fuel every 2 days.

·        Once every other hour an Action can be taken to boost the Ships speed to 12 mph or 120ft per round for 10 minutes.

·        Repaired with Tinker Tools

 

Spell Engine Replaces Sails Crew 1 Cost 50,000gp
AC 17 Max HP 75 Current HP
Speed 10 mph or 100ft per round
Special ·        The engine does not need wind, but consumes 1 Mana every day.

·        As an Action a 1 Mana can be spent to teleport the Ship 500ft in a straight line in any direction.

·        Repaired with Tinker Tools

 

Cloud Engine Replaces Sails Crew 1 Cost 75,000gp
AC 14 Max HP 25 Current HP
Speed 30ft no wind, 40ft with the wind, 20ft against the wind
Special ·        This engine needs an Air or Fire Elemental as a crew member.

·        This engine allows the ship to fly, will fall when it breaks.

·        Repaired with Tinker Tools

Sample Collections/Campaigns that include this slab

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