Previous Message: Goblin Gear: Kobold Angelship Part I
Next Message: Re: Goblinkin Ships
Month Index: September, 2004
From: Night_Druid <Night_Druid@??????????.net> Date: Mon, 13 Sep 2004 16:06:11 -0500 Subject: Re: Goblin Gear: Kobold Angelship Part II
Part II of this article
Adam
Outposts
A typical outpost for the Angel Cartel serves a vast variety of
roles.
First and foremost, the outpost was the home of all women and children
of the tribe, who gather food, sort goods, and run the day-to-day
activities of the outpost. Most of the food is grown by the kobolds,
both in caves illuminated by mosses and on the outer surface of the
asteroid. Popular foods include berries, potatoes, nuts, and other
tuber vegetables. The kobolds preferred foods that required very little
work to grow, freeing their people for other duties.
The secondary function of the outposts was as a port for their
angelships and as a store to sell the junk they acquire to passing
spelljammers. Most of the goods found at a kobold outpost is stuff that
they do not have an immediate buyer for, such as old weapons, damaged
spelljammer hulls, armor, and any number of other goods. Valuable items
like magical items, gemstones, and valuable cargoes are rare, sold
directly to the kobolds' black market connections. Anything found at
the outpost is for sale for a very reasonable price, and the kobold
females that handle the sales are very reasonable. They preferred to
barter for goods they could either use or sell to orcs and ogres but
accepted hard coin as well.
Clans dwell together in grass huts built on the surfaces of the
asteroids. The huts were made from grass bound together into thick
bundles, which are woven into an onion-shaped hut about 60' across and
40' high. Ledges were added for additional space, but the center is and
open circular area to allow smoke from the cooking pit to pass upward
and out a hole in the ceiling. The huts are actually well built and can
be built quickly. While vulnerable to fiery attacks, the kobolds
escaped death by fleeing into tunnels carved under the huts. If a hut
was destroyed, the kobolds can easily rebuild in less than a week's
time.
Golden Wings (Example Angelship)
Tonnage: 35 Tons
Hull Points: 35
Crew: 50
Maneuverability Class: C
Landing: Land and Water
Armor Rating: 6
Saves As: Thick wood
Power Type: Minor helm
Ship's Rating: As helmsman
Standard Armament:
2 medium ballista, crew 2 each
1 medium catapult, crew 3
Blunt ram
Cargo Capacity: 21 tons
Keel Length: 130'
Beam Width: 135'
The Golden Wings is a typical kobold trade ship. It was build in
the
Bramble shipyards in 4300 OC, and became part of the Fallen Angel
tribe. The ship has served the Fallen Angels loyally ever since, and
makes numerous trade runs between the Black Fang and Blood Saber orc
tribes. It is often encountered on a trade run, filled to the gunwales
with junk stolen by the orcs and sold to the kobolds.
Ship's Key
1. Ballista: Each of these ballista is of medium size and a rack by each
has 20 spears.
2. Catapult: A medium catapult is located here with a chest with 20
catapult stones. The chest is warded by a glyph of warding that
explodes for 7d4 points of damage to anyone not speaking the password
before opening.
3. Skylights: These holes in the ship's deck provide light for lower
decks.
4. Cargo Doors: These twin doors allow access to the cargo bay. They
are protected by glyphs of warding that cause blindness to those to open
them without speaking the password, cast at 7th level.
5. Ram: The ship's ram has the shape of a comely human head.
6. Crew Quarters: All officers and warrior kobolds live in this room.
Each has a small rug, pouch for personal possessions, and a spare
weapon. Half of the kobolds sleep in hammocks strung from the ceiling.
7. Helm and Bridge: The minor helm is found here, roughly in the center
of the room. The helm is smaller than normal, and cannot be used by
humans or larger creatures. An elf or dwarf could squeeze into the helm
if needed. Charts of the sphere hang on the walls, and a chart table
sits in one corner. At all times, each door is guarded by a warrior
armed with a short sword and a light crossbow.
8. Mess: The kobolds take their meals in this room. The room is
dominated by a low table and two benches. There is a meal every three
hours, with one quarter of the crew having a meal at any given time.
9. Galley: This large room is where the kobolds prepare their meals. It
is rarely inactive.
10. Pantry: Filled to the rafters with nuts, berries, and vegetables,
this room has enough food to feed the crew for three months.
11. Aft Hold: The hold is filled with a wide assortment of junk, from
food, clothes, lumber, and pottery to jewelry, gemstones, and even magic
items.
12. Cubbies: These small rooms serve as the sleeping rooms for the
majority of the crew. They all have beds or hammocks, a pouch for
personal possessions, and a spare weapon.
13. Crawlways: The connecting tunnels are very small, allowing passage
for only kobold-sized creatures. If the ship is boarded, kobolds will
retreat to these crawlways and use their light crossbows to pelt
boarders until driven from the tunnels.
14. Ammunition storage: Spare bolts and light crossbows are stored here,
as well as several short swords, maces, and daggers. Twelve sealed
pouches have poison, enough to tip 100 bolts.
NPCs
Chief Zeek kobold male F4
AC: 6; HP: 20; THAC0: 17;
Str 14, Int 14.
Weapons: Exceptional short sword, fine light crossbow.
Equipment: shield, studded leather
Leader of the Wildwing Clan, Zeek is a skilled negotiator. He has a
particular like for colorful pieces of glass, which he collects. Zeek's
collection of blown and cut glass is growing quite large, with his
favorite pieces found on the bridge and mess hall. If cleaned, the
collection could fetch a price of 3,800 gp for all 25 pieces.
If the Wings is engaged in battle, Zeek is found on the deck,
barking
orders to his crew. Zeek is unusually brave for his kind, and believes
in leading the charge against foes. He likes to bark orders to his crew
while hopping up and down, sword in hand.
Shaman Laoul kobold male P5
AC: 7; HP: 14; THAC0: 18;
Wis 15
Weapons: mace, staff
Equipment: studded leather
Spells: 5/4/1
Head helmsman of the Wings, Laoul is a no-nonsense, middle-aged
kobold. He is a sour and cranky kobold, who often beats younger kobolds
over the head with his staff. Laoul has little initiative and has grown
accustomed to his position. Few crewmen like him and he has little
doubt that if he tries to overthrow Zeek, the crew would revolt against
him, including the other helmsmen.
Shaman K'cak & Rdurn kobold males P2
AC: 7; HP: 5 & 6; THAC0: 20;
Wis 14
Weapons: staff
Equipment: studded leather
Spells: 4
Laoul's two apprentices, K'cack and Rdurn hate their master. Both
hope
for the day that Zeek tires of the cranky old kobold and will dispose of
him. Until then, these kobolds gain experience and grow in abilities.
Warrior kobolds (20): AC 7; F1 (marine kit); hp 8 each; THAC0 20;
studded leather armor, short sword, light crossbow, 25 bolts. All have
skill in one large weapon and zero-gravity combat.
Sailor kobolds (16): AC 8; F1; hp 4 each; THAC0 20; leather armor, short
sword, light crossbow, 10 bolts. All are skilled in sail manipulation
and carpentry.
1) Note that I have replaced kobolds with goblins in my games, but for
this document, I will use the term kobold for those DMs that keep the
little creatures in their games. For those that don't, replace all
kobolds with goblins.
Previous Message: Goblin Gear: Kobold Angelship Part I
Next Message: Re: Goblinkin Ships
Month Index: September, 2004