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Month Index: February, 2004
From: Night_Druid <Night_Druid@??????????.net> Date: Sun, 22 Feb 2004 09:42:01 -0600 Subject: Re: The Crimson SpheRe: DS & SJ
Ships of the Crimson Sphere There are few variations of ships in the Crimson Sphere. Shortages of wood and tools have forced most travelers to use the carcasses of giant insects and other creatures. Ships from other spheres might be encountered, but they will be unique in the sphere. The ships presented below represent the most common craft flown in the sphere. Dragonfly - Tonnage 5 tons, Hull Points 5, Crew 1/5, Maneuvering Class C, Landing - Ground only, Armor Rating 9, Saves As thin wood, Power Type Psijammer, Cargo 2 tons, Keel 30', Beam 15'. The thri-kreen make use of this small, unusual ship. The hull is the carcass of a giant insect while the wings are an unusual, paper-like material that the thri-kreen can make. Dragonflies travel in packs, as they are easy prey otherwise. Use the standard deckplan of a dragonfly, with the following modifications: remove the ship weapon and cargo hold, reduce the dimensions of the forward half of the ship to 30' by 15', and remove the stairs to the upper deck. Thri-kreen simply jump to get to the top deck. Eel - Tonnage 15 tons, Hull Points 15, Crew 4/15, Maneuvering Class C, Landing - Water only, Armor Rating 8, Saves As thin wood, Power Type Psijammer, Cargo 8 tons, Keel 110', Beam 15'. The eel is a fairly common tradesman in the Crimson Sphere. It is the one ship that can still be built, even if pieces of chitin are used instead of wood. All eels are unarmed, by order of the Warden-Kings. Use the standard deckplans of an eelship, except removing the weapons. Lamprey - Tonnage 15 tons, Hull Points 15, Crew 6/15, Maneuvering Class D, Landing - Water only, Armor Rating 7, Saves As thin wood, Power Type Psijammer, Cargo 8 tons, Keel 100', Beam 20'. Primary vessel of the illithid nations, the lamprey is a ship made from bones and chitin. It is indeed a terrible vessel to behold, decorated with human skulls and human-skin sails. A medium weapon is carried, firing forward. Other weapons are removed from the standard lamprey deckplan, as the illithids do not have the resources to properly outfit such craft. The grappling ram is likewise removed, making room for slave quarters at the bow of the ship. Lesser Ziggurat - Tonnage 90 tons, Hull Points 90, Crew 6/90, Maneuvering Class F, Landing - Ground only, Armor Rating 1, Saves As stone, Power Type Lifejammer, Cargo 25 tons, Keel 80', Beam 80'. The lesser Ziggurat is pyramid-shaped and serves as the battleship of the Crimson Sphere. The interior is largely hollow with a much smaller pyramid at the center, from which the Templar commands his minions. A small army is carried aboard a lesser Ziggurat, up to six hundred men. Use the standard deckplans for the Flying Pyramid, removing all by four heavy ballistae and sealing most of the gun ports. Scarabship - Tonnage 15 tons, Hull Points 15, Crew 6/15, Maneuvering Class C, Landing - Ground only, Armor Rating 8, Saves As bone, Power Type Lifejammer, Cargo 12 tons, Keel 75', Beam 20'. The Scarabship is another ship made from the chitin hide of a colossal insect, except made from a beetle. It has a pair of wings to improve maneuvering, but rarely armed. It is commonly used to carry important cargo or as a transport for troops. Use the standard deckplans for the scorpionship with the following modifications: remove all ship weapons including the claw rams, remove the tail, and shorten the legs to one-quarter the original length. Scorpionship - Tonnage 15 tons, Hull Points 15, Crew 6/15, Maneuvering Class D, Landing - Ground only, Armor Rating 7, Saves As bone, Power Type Lifejammer, Cargo 12 tons, Keel 75', Beam 20'. The Scorpionship is made from the chitin hide of a colossal scorpion. Wooden decks have been installed, but conditions can be cramped. The only armament of these ships is their claws, which are kept operable by wooden gears. A pair of half-giants operates the claws. The lifejammer is kept in the head of the scorpion and watched over by a third half-giant or other strong guard. Use the standard scorpion deckplans for this ship, modifying by removing the ballista and catapults. Artifacts and Helms There are only two types of helms commonly found in the Crimson Sphere: the psijammer and the lifejammer. Standard spelljamming helms are almost unique artifacts, rare to the point of myth. Psijammer - the psijammer helm is the lesser of the spelljamming helms. It is a throne-like stone chair made to tune into psionic energy. A creature that can use psionic abilities can use the psijammer. A helmsman sits in the chair and expends 1 PSP (3e: Power Points) for every five tons of the ship per every hour he uses the helm. Thus, the helmsman must expend 4 PSP per hour to fly a 20-ton ship. The psijammer has an upper limit of 25 tons, and moves a ship at the rate of 1 ship's rating for every 4 levels of the helmsman. Landing a ship using a psijammer is very tricky, as gravity puts great stress on the helmsman. For every size category of the planet, double the PSP cost. Thus, to land on Athas using a 15-ton ship, it requires 96 PSP. That is, base cost of 3 PSP doubled 5 five times for the size E planet. If the helmsman lacks the PSP, the ship crashes. Lifejammer - the lifejammer is the most powerful spelljamming device common to the Crimson Sphere. It is a terrible device of black stone and defiling magic. When a humanoid creature is placed in the throne-like chair, it steals from him life to fly a spelljammer. The helm drains away 1 point of constitution per every 8 hours the victim is confined to the chair; those drained to 0 points of constitution perish and cannot be revived. The loss of constitution is permanent. A lifejammer can power a ship of up to 100 tons at the speed of 1 ship's rating per every 3 levels or HD of the victim in the helm. Shards of the Zodiac This artifact is said to have originally appeared as a midnight-back orb fitted with diamonds that represented the 12 zodiac creatures. It was shattered into twelve pieces, once for each zodiac. Possession of a shard provides great power onto the owner. In effect, a shard can be used, given time, research, and much ceremony, to turn the owner into a dragon. It took the Wardens at least three centuries to discover the process to turn themselves from powerful beings into full-fledged Warden-Kings, contemporaries to the Sorcerer-Kings of Athas. It is suspected that the aide of Borys is required for the process to be successful. Fortunately, the Warden-Kings are limited in the growth of their power; to advance, they need an additional shard. In theory, if all 12 shards were recovered by a single Warden-King, he could potentially become a dragon even more powerful than Borys. Such an event is highly unlikely, since the Warden-Kings have searched franticly for the missing shards and have turned up nothing in the last 2,000 years. Bibliography Darksun Boxed Set Spelljammer Boxed Set Lost Ships Ivory Triangle 3e Darksun Download from Athas.com 2e Complete Psionic Handbook 3e Psionics Handbook
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Month Index: February, 2004
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| The Crimson SpheRe: DS & SJ | Night_Druid | |||
| The Crimson SpheRe: DS & SJ | Night_Druid | |||
| The Crimson SpheRe: DS & SJ | Night_Druid | |||
| Re: The Crimson SpheRe: DS & SJ | Michael Billard | |||
| Re: The Crimson SpheRe: DS & SJ | Night_Druid | |||
| Re: The Crimson SpheRe: DS & SJ | Bard of Wildspace | |||
| Re: The Crimson SpheRe: DS & SJ | Night_Druid | |||
| Re: The Crimson SpheRe: DS & SJ | Bart Dedecker | |||
| Re: The Crimson SpheRe: DS & SJ | Night_Druid |