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Month Index: November, 2006


From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Sun, 5 Nov 2006 13:08:01 +0000
Subject:  Re: Dwarven Alchemy and SJ Air
(This is a re-send - the first two times this didn't seem to get
through.)

In most cases Spelljamming depends on using a Helm and the useful
'friendly' physics of a spelljamming universe to survive in
wildspace, and make your way powered by all of someone's
spellcasting ability from one place to another.

Dawrves are assumed to not have much in the way of spellcasters,
other than some clerics - this may be racial or might be
something to do with their culture, even though 3rdEd implies
dwarves, as a race, may be spellcasters as easily as any other.

If a DM is going to stick to a reasonably traditional view of
dwarves, then the need something other than straight magic to
deal with the problems of wildspace.  For the dwarven Belters of
Maj Space this is assumed to be alchemy, as that is far more
craft-orientated than straight magic, and might be assumed to
more fit a dwarven style.


Various people on the SJ list have suggested some use of alchemy
to produce air, before, the 'air candle' or 'oxygen candle' being
a real world example that might fit.  This is an attempt to build
a whole system of alchemical 'tools' around this idea.

The bit below is from Maj Space, and tries to follow through some
cultural effects as well.

What do people think?


Belters in Wildspace - 02/Nov/06

Dwarven 'Belters' use a number of unusual aides to assist in
their survival in wildspace.  Most noted among these:

Air Hat
Air Brazier
Air Crystal

Less common are the:

Sealed Air Hat
Sealed Air Armour
Air Bomb

Long ago, the earlier versions of the Air Hat used a cruder
alchemy, which bleached hair and beard unless they were
alchemically protected (which also dyed them).  Whether their
hair was bleached, or dyed to protect it from bleaching, this led
to a tradition of hair dyeing among the dwarves, sometimes in
tribal patterns.  Also, some shaved all their hair, bar a strip
down the centre, often dyed in a bright colour, and trimmed their
beards into a spade shape, to more clearly show their pride in
being starstone miners.  Dwarves not from The Belt, and not
knowing the reason behind their traditions, can be very
disapproving.

An Air Hat is a tight-fitting metal helmet which extends for nine
inches above the top of the wearer's head, and replenishes their
air using an alchemical apparatus in the top of the hat.  As this
is dwarven wear, the 'hat' also functions as a protective helm,
with nearly indestructable crystal lenses protecting the eyes. 
The helm is as small as possible, as it may be used while mining
in tight spaces, and as a result there are tight limits on the
amount of hair and beard a dwarf may have.  On the back of the
head at the top of the neck is the flask where the Waste Liquid
collects.  The apparatus can supply good air for two hours, after
which it must be replenished, which takes two rounds (and under
3rdEd attracts attacks of opportunity); this can safely be done
even with a Sealed Air Hat in a dangerous atmosphere.  Most
dwarven miners will have one of these on board for each crewman,
with enough supplies for two man-days per crewman.  Market price
250 gp.

There is a specialist variety, the Sealed Air Hat, which can be
used in environments like vacuum, or where it is not safe to risk
breathing any of the external atmosphere.  Cautious dwarven
miners will have one of these on board.  Market price 400 gp.

It is rumoured that there exist suits of Masterwork Sealed Air
Armour, so dwarves can work in rare environments that may harm
their skin, but these are very rarely used.  Market price 2,000
gp.

An Air Brazier resembles a bucket of woven metal alloy strips in
the shape of a cylinder, eighteen inches in diameter by
twenty-four inches tall, which replenishes the atmosphere of a
vessel that it is within.  The base of the cylinder contains a
special alchemical catalyst metal grid, which will last for about
twenty-six months of continuous use; normal replacement cost 200
gp.  A drip tray under the brazier collects the Waste Liquid.  A
brazier generally supplies air for four hours (this is enough for
two men during this period, i.e. eight man-hours) before needing
replenishing; automatic replenishment mechanisms are sometimes
used.  Unlike an air helm, an air brazier gets quite warm, though
not hot to the touch, during use, so you can warm your hands near
it.  Cautious dwarven miners going into unknown places will often
have one of these on board for every two crewmen, and, if they
can afford it, supplies for a man-month per crewman, just in
case.  Market price 500 gp (200 gp for replacement catalyst).

Air Crystal is a block of a salt-like alchemical substance used
in air hats and air braziers.  Using the correct alchemical
catalysts this can release air while 'scrubbing' bad air and
excess water, producing a small amount of Waste Liquid. 
Occasionally attempts are made to sell blocks of common salt as
this, but a quick taste will allow the experienced to tell the
difference; note that air crystal is mildly poisonous.  A third
of a pound of air crystal will supply one man-hour of air, and it
is normally packed in two-thirds of a pound blocks (market price
10 gp) to go in air helms, and two-and-two-third pound blocks
(market price 40 gp) to go in air braziers.  A set of two-thirds
pound blocks to give two man-days of air hat use weighs sixteen
pounds (market price 240 gp).  A set of two-and-two-third pound
blocks to give two man-months of air brazier use weighs
four-hundred-and-forty-eight pounds (market price 6,720 gp). 
Market price 5 gp per one-third pounds.

It should be noted that the 'Waste Liquid' from both the Air Hat
and Air Brazier is 100 proof (about 50% by volume) ethanol in
water, sometimes referred to as 'Wild Space Rum'.  The dwarves
avoid drinking this unless really desperate, as it is effectively
tasteless, though no hangovers tend to occur.  Referring to a
dwarf as a 'Wildspace Drinker' may be a good way to start a
fight, as it implies that they are poor, desperate, and have no
taste in drink.

An Air Bomb is an alchemical apparatus which includes a highly
reliable two second friction fuse causing it to explode doing 4d6
subdual blast damage to all within 20 ft (Reflex DC 20 for half). 
Nothing is left except a lot of air, in fact four man-months of
air.  This resembles a barrel about twenty cubic feet capacity
and weighs 1,800 pounds.  Having lost all your air by some means,
an air bomb, or several, can be very useful!  Market price: 3,000
gp.

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


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