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Previous Message: Goblin Gear: Kobold Angelship Part I
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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.


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