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From:     Steven <steven.james.1@??????????.??.uk>
Date:     Sat, 6 Oct 2007 16:54:03 +0100
Subject:  Re: Gnomish SJ ship weapons
Yes but....humour, I'd hoped the humour would bring some smiles? ;)
"ASCI" gun and Phlegm Thrower...
:D

-----Original Message-----
From: Spelljammer Setting Discussion
[mailto:SPELLJAMMER-L@??????.???????.com] On Behalf Of David Shepheard
Sent: 06 October 2007 14:12
To: SPELLJAMMER-L@??????.???????.com
Subject: Re: [SPELLJAMMER] Gnomish SJ ship weapons

So the Gnomish Sweeper from page 41 of CoAS isn't enough for you?

Have you read the Gnomoi Gear section on pages 81-83 Lost Ships
recently?

* Globe Guns (that fire breakable glass globes containing nasties like
black 
puddings, or greek fire) seem pretty much like the sort of thing you are

looking for.

* Spark Darts (similar to large self-igniting matches) are great for 
starting fires, especially in the Phlogiston.

* Spell Reflectors (magical shields that bounce back spells) are useful
for 
defence. (Although for some reason these devices are made by the Arcane,

instead of by clerics or Reorx or Shinare.)

* Supersweepers (giant magically electrified bolas) take the idea of
Gnomish 
Sweepers to another level.

* Tangle Line Guns (tangle lines coated with glue) are similar to your 
Phlegm Thrower, but can also be used to rescue people who fall
overboard.

* Water Cannons (using fresh or fouled water) can knock over enemy deck
crew 
or put out shipboard fires.

It isn't a weapon, but the Sleeping Compartment from page 74 of The
Complete 
Spacefarer's Handbook is another fun Gnomish item you should put onto
your 
ships. You should stick several of these coffin like devices onto your 
Gnomish Ships to enable the gnomoi captains to overload their ships and
have 
the expendables travel through The Flow in suspended animation.

Maybe we need a "Tinker Gnomes in Space" article in this section of
Beyond 
the Moons:
http://www.spelljammer.org/npcs/#h_Organizations

It would actually, be good to plot the expansion of the Gnomoi race and
list 
the places they have colonised. There is no point having a list of
Gnomoi 
ship technology, if the DM doesn't know where it can be bought.

I would actually also like to see more use of Gnomoi clerics of Reorx
and 
Shinare. I even think that not having access to high level spells would
fit 
in well. I'm not entirely sure that the clerics would notice or be
bothered, 
by not having full access to their divine spells. And even if they did 
notice, study of spell failure/alteration in wildspace and The Flow
could 
make an interesting life quest.

"Pay no attention to the kender behind the curtain."
David "Big Mac" Shepheard
Virtual Eclipse Role Playing Club
http://uk.groups.yahoo.com/group/virtualeclipselrp/links/d20_system_0010
71937434/Spelljammer_001071430476
http://www32.brinkster.com/virtualeclipse/

From: "Steven" <steven.james.1@??????????.??.uk>
Sent: Thursday, October 04, 2007 9:58 PM
Subject: [SPELLJAMMER] Gnomish SJ ship weapons


>When thinking about making a gnomish side wheeler, a thought struck me:
>we need good gnomish weapons!
>Obviously gnomes cannot use ordinary ship weapons, as of course, they
>have to “improve them”….
>Stats are in 3rd ed, I’m more used to that now I’m afraid. Base Attack
>bonuses based off those on Beyond the Moons 3rd ed stats :-)

>THE AUTOMATIC SPUD CANNON INCINERATOR
<snip>

>THE PHLEGM THROWER
<snip> 

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Previous Message: Re: Gnomish SJ ship weapons
Next Message: Re: Hopefully: my ship dimensions data sheet
Month Index: October, 2007

SubjectFromDate (UTC)
Gnomish SJ ship weapons    Steven    04 Oct 2007 20:58:02
Re: Gnomish SJ ship weapons    David Shepheard    06 Oct 2007 13:11:33
Re: Gnomish SJ ship weapons    Steven    06 Oct 2007 15:54:03

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