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Previous Message: Gamaro and Moragspace Pt 2
Next Message: Gamaro and Moragspace Pt 4
Month Index: December, 1999


From:     Ben Buh <belonlord@????.com>
Date:     Fri, 3 Dec 1999 06:13:34 -0700
Subject:  Re: Gamaro and Morag Space Pt 3
BOTTOMSIDE

Training Field
        Bottomside is differently arranged because the scro use the smoother
underside of the beast for battle drills, maneuvers and training. Mostly
only the scro and hobgoblins drill with any regularity. The field is a
rough oval about 900 feet long and 500 ft wide. It is covered with extra
loose earth and the scro often employ goblins in rearranging it to
include hills, ravines, rocks and other features to alter the terrain so
they can have anew battlefield. Training is done with wooden weapons but
injuries still occur, and deaths are not uncommon. Curiously only a
handful of scro have died on the training field, whereas dozens of other
goblinkin have perished there. Typically it is a place where the lesser
races can take out aggressions and settle feuds with each other. None are
so foolish as to get into feuds with the scro, even the ogres on Gamaro
give them a wide berth.

Gamaro’s Breath
        The matching triple Great bombard is mounted on Bottomside just under
the beasts head. They are also domed and protected like the ones on
Topside.

Weapons Platforms
        Over each leg are the large steel platforms just like Topside. The
Weapons carried here are slightly different. There is 1 ballista platform
and 1 catapult platform as well as 1 Fireseed gun on each major platform.

        Ballista Platform-      4 Heavy dual ballista
                                4 Medium dual ballista
        Catapult Platform-      2 Heavy catapult
                                4 Large catapult
                                4 Heavy jettison
        Fireseed Gun (Magic Item)-
        Range 3 4 5  ROF 1/1 THAC0 14
        Cost 60,000 gp + magic items to fuel

        The scro buy these weapons from the arcane. This magical large weapon is
built like a light ballista, but having an undersized bow and no cable.
The gun functions similar to a furnace helm, utilizing magical potions,
scrolls, wands and items placed within its feed chamber to power its
attack. Magic items placed within provide 10 shots for every 1000 XP of
the item in question. Artifacts, relics and similar unique items, or
items larger than 2 square feet will not work or fit. Wands, rings,
potions and rods are favored for this purpose.
        Each shot fired if blossoms on impact into a 6 die fireball with
standard volume and size, doing 6d6 damage to crew within the area of
effect and 1d3 HP to the ship and starting a fire. If the attacked ship
makes a save vs. fire the fire starts at 1/2 strength and may die the
next round (90% chance). These shots can survive the void, but fail in
the flow, exploding on the gun and instantly releasing every shot
available into a focused destruction doing 1d3 HP damage for each shot
available and filling a 10’ radius sphere for each shot expended. The
Fireseed gun and its magic item within will be destroyed.
        All weapons are turreted and shielded for +4 AC protection to crew
except the Fireseed guns which are enclosed in a special blister type
dome that offers 90% cover (+10 AC). The dome allows full turreted
movement and can take 30 SP before collapsing.

Crank Guns
        There are 3 crank gun platforms on Bottomside, one set back 50 ft from
the tail overlooking the large flight pit and the other two on the port
and starboard side of the shell just beyond the forward weapons platforms
over looking the other 2 large flight pits. 2 crank guns are mounted to
each platform  for a total of 6 crank guns on bottom side. Cranks are
turreted and shielded for +4 AC for crew.

Flight Pits
        There are 3 large flight pits and 6 small pits on bottom side. The large
pits are located near each of the crank gun platforms, and the small pits
have two just behind the Great bombards and the other four are spaced
around the training field.

Vegetation
        To help propagate the air supply of Gamaro hundreds of small plants,
shrubs and mosses have been planted across the exterior of Gamaro. Most
require little water and the scro regularly irrigate with cargo holds
full of water from Watereye.

Atmosphere/Air Quality
        The scro have hidden two Crowns of the void on Gamaro that help prevent
the air from ever becoming totally fouled. The vegetation helps also,
Occasionally the war priests will congregate and cast multiple air spells
if the air has been particularly fouled or poisoned. The High warpriest
leads the others in making that decision as it affects their other
duties.

DOCKS
        Gamaro also maintains a standard fleet of warships as well as the Arrow
fleet. Each race represented on Gamaro has a fleet and crews them, often
taking shifts on patrol. The only race without a fleet of their own are
the kobolds who function only within the kitchens and are quite content
with their cush position. The main docks are located around the edge of
Gamaro and built above and below the gravity plane on the port and
starboard sides between the forward and rear weapons platforms.
        The port side docks are built with 100’ intervals, and are designed to
moor the larger vessels, including the newer vessels built by the drow
and ogres that exceed 100 tons. Two smaller vessels with beams less than
50’ can fit between each dock or one larger vessel up to 100’ in the
beam. There are 20 dock emplacements above the gravity plane on the port
side and a matching set underneath the plane, for 40 in all to port. On
the starboard side the docks are built 50’ apart, two vessels with beams
under 25’ or one with beam under 50’ can fit at the dock. There are 40 on
each side of the gravity plane for 80 in total starboard side.
        Ships crews disembark along the docks to the shell surface, from there
they take transports to the gates aft.

Scro Transports Ton 5  HP 5  AR 4 MC B  SR 1(nonmag Eng)  Cargo 4 ton
Arm None        Cost  5000 gp
        Transports are little more than wide skiffs with railings that
accommodate up to 30 man sized creatures.

Great Gate
        Entry to and from Gamaro is through the only entrance at the aft of the
base. The scro continue to circulate rumors that the mouth of the beast
is a docking area, and more than one spy vessel has met an untimely end
as a result. The entrance is called the Narish-matz, the Great Gate by
the scro, and the Gate by the others.
        When the scro found Gamaro the tail was already missing and the
explorers entered there. The original opening in the shell was oval and
measured about 750’ by 500’. The scro have built their base within now
and closed over some of the opening. The Great Gate is composed of two
huge steel rolling doors that roll down to enclose the portal. The
openings meet at the gravity plane. Two bays are available to an entering
vessel one above and one below the gravity plane. A vessel up to 400’
wide and 200’ tall can enter either side without difficulty. The gravity
plane helps the doors close. To open them requires the use of 4 large
steam engines. To close requires 2 rounds, to open requires 6. Each door
can take 500 SP before breaching.
        There are 6 docking berths within each bay. Each can accommodate a
vessel up to 250’ long and 100’ wide. Various nets, ship hoists and steam
lifts are scattered throughout each bay for ship repairs, loading and
unloading supplies and troop movement. The bays are divided into two
levels. The lower level contains the berths, equipment, and entry into
the storage areas. The storage areas are interconnected and thus supplies
can be accessed and taken from either bay to the other. The upper levels
are connected by wide stone stairs. The transports dock on the upper
level, 12 in each bay, 24 in all. The main entrance to Gamaro is through
the upper levels as well and is where all entrants are screened.
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Month Index: December, 1999

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