Homebrew
Adventurer Class Airship, v.2
Vehicle
Legendary Transmutation
Requires Attunement
This is a flying airship. It can be used on water or in the air based on the level of magic that is dweomercrafted into the powersource. It is also has spacejamming capabilities.
The airship was found under Skola Vale, and although the ship's tricorn reported it was flight ready -- it was in serious need of complete repairs. It had sat under the Vale for countless centuries and so when the Menagerie found the ship it was only by luck and will of the gods that they were able to fly it at all -- along with the massive power from the Gem of Tharizdun they used to power it.
While they explored the Feywild it was repaired to a new ship with the help of the Elder of the Vale and others in the village who wanted to contribute to such a wondrous project.
This ship no longer needs the Gem to power as it can be powered by the assistance of a Professor Orb (or maybe even a new Mythal), but the Gem of Tharizdun might be too much for the current ship. It also requires the burning of a spell slot which powers the flight and offers other benefits.
Spell Level Slot |
Days of Flight |
Min. Req'd Crew |
Max Speed (Water/Air) |
Hull AC/HP Boost/ Dam Threshold |
---|
0 |
0 |
10 |
4 mph |
0 |
1 |
.25 |
8 |
5 mph / 9 mph |
0 |
2 |
.50 |
4 |
7 mph / 10 mph |
0 |
3 |
1 |
2 |
7 mph / 11 mph |
0 |
4 |
1 |
1 |
7 mph / 12 mph |
0 / 0 / +5 |
5 |
2 |
1 |
7 mph / 13 mph |
0 / +5 / +5 |
6 |
2 |
1 |
7 mph / 14 mph |
0 / +10 / +10 |
7 |
3 |
1 |
8 mph / 15 mph |
+1 / +25 / +15 |
8 |
3 |
1 |
9 mph / 20 mph |
+2 / +50 / +20 |
9 |
4 |
1 |
9 mph / 25 mph |
+2 / +75 / +30 / +1 elemental protection |
Using a higher spell slot to start the ship grants advantages. Because of the magic elements which powers the lift and movement of the ship, the wind is not necessary for max speed, but wind can help/hinder a bit depending on circumstances.
Airship, Adventurer Class v.2
Size: Gargantuan vehicle (140 ft. by 45 ft. -- technically, 155 ft. x 85 ft.)
Capacity: 10 Crew, 20 Passengers
Cargo: 20 Tons,
slowed to 3/4 normal speed if carrying half this load or more.
Travel Pace: Depends on Spell Level Slot
Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. The tree, if healthy, can repair 5 hp of wood damage (such as the hull and other connected parts made of wood).
Ability Scores:
STR |
DEX |
CON |
INT |
WIS |
CHA |
---|
14 (+2) |
14 (+2) |
12 (+1) |
0 |
0 |
0 |
Immunities |
poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
|
Vulnerabilities |
Fire |
Components:
Hull:
Control Helm:
Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.
Lift:
AC |
20 |
HP |
100; will begin losing lift at 50 damage, if completely destroyed, the ship immediately crashes. |
This will need brumestone if damaged, and can not be fully fixed by the tree.
Movement: Elemental Engine, under the Crows nest
AC |
18 |
HP |
100; –20 ft. speed per 25 damage taken |
Locomotion (air) elemental power, speed 80 ft.
If the engine is destroyed, the ship immediately crashes.
This crystal device has veins of thin metal that wraps and holds a large crystal that funnels energy from the elemental plane of air and directs it to the sails.
Movement: Sails
AC |
12 |
HP |
100; –10 ft. speed per 25 damage taken |
Locomotion (air & water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Weapons: Ballista (1)
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit: 16 (3d10) piercing damage.
Actions
On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballista.
This airship has many benefits built into by the wonderful crafters of the Vale. This is a one-of-a-kind ship and the first actual airship seen in a very long time.
Specific Locations & Additions
The two masts are actually a strange tree that is a strange living tree of some simple sentience. It is what operates the Horn Tubes in the ship. The tree mast prime is what powers the regeneration of 5 hp/day, as long as it is still alive. It also connects the Helm and the power source to the elemental crystal device under the crow's nest. The mast and airstone are what create a pocket of air to allow flight for people and create the magic gravity for the ship. There are also magical "glowstones" throughout the ship which will turn on/off by either touch or a request to the tree. There are random plants and leaves which sprout through the ship as well due to the masts.
Horn Tubes:
The horn tubes are used to communicate with remote areas of the ship. One in each room on lower decks, one on crow's nest, one at the ship's helm, one in the "Captain's Quarters", one at each mast base (at each level), and one at the ballista.
Benefit: Horn tubes consist of two tubes that run into every room on the ship. There is a receiving tube as well as a sending tube. By blowing through the sending tube, the user alerts the operator (tree) and can ask to be connected to a specific room of the whole ship. The operator (tree) connects the two tubes together, and the two distant room occupants can communicate with each other. When the communication is over, the operator (tree) unhooks the tubes and awaits another communications alert.
Except in the case of an all-ship bulletin, only two rooms can talk with each other. Three cannot be connected together. Also, there is no limit to the number of communications that can occur at the same time.
On the main deck:
The Quarterdeck, which has the Ship's Helm and requires a professor orb or a mythal stone (of smaller size) to power as well as the ship's tricorn (which is attuned to someone). There are two regular life rafts on the deck as well as one in the rear tied to a lowering wench. This rig can also be used to help bring gear onto the deck. Speaking of which, the deck has a large opening in the center to assist in getting supplies to the lower decks.
The Ballista is at the front and has 20 large spears to each side, as well as a barrel of cannonballs (100) to the side. The other two barrels are one for freshwater (slowly refills over the course of a day), and one for trash (it will destroy anything non-magical/non-living within 24 hours that is placed into it).
The Captain's Quarters is more of a dining area/war room for hosting people or other important functions. Additionally, the table can provide a Hero's Feast 1x day if a gem-encrusted bowl/goblet (at least 1,000 gp value) is offered to the table or gems/coins of at least 1,500 gp value is placed in the center and someone requests a feast from the ship. The wealth is replaced with food and drinks for 8 people which provides the full benefit of the spell.
There are also two chests against the door's wall one is actually connected to the shared space of their home's chest and the other is actually similar to a bag of holding. It can hold 128 cubic feet / 600 pounds of gear with an opening of approximately 3 ft. x 5 ft. The walls have a smoky crystalline "glass" which can change color on command also allowing a tint -- and helps block scrying in this room. If the glass takes 50% damage it loses this property until properly repaired (AC 19, HP 50). The Glass can be repaired with certain spells/materials.
Lower Deck:
5 sleeping quarters with double beds, chests, and dressers (with mirrors). 4 large storage rooms full of standard gear for a ship. The masts continue here and offer horn tubes as well as in the rooms. There is a kitchen area with a pantry that preserves any food items stored within. A sink with a water stone that provides water from the Elemental Plane of Water and then runs it out through the ship's walls outside. The stove has a fire stone that provides heat from the Elemental Plane of Fire and allows for cooking. Currently, the pantry is stocked with enough food to feed 8 for 30 days, with a few specialties (not listed.)
Bottom Deck:
More supplies, hammocks for passengers (can be taken down if needed for more storage), and two very special additions.
A room leads to a very private tree in the vale that the Elder only knows about. The doors to this room are only for the party members and requires the permission of the elder for others to enter -- if they enter the doorway it is an empty room and doesn't offer them the door on the other side.
That other door leads a transportation circle of which only very few trusted individuals from the Elder are aware of. The circle requires knowledge/use of the spell still -- but can be used by those who know of the sigils in it.
The ship is made primarily of the wyndwood structure, but the altered sentient version of a wyndwood plant helps sustain and fix the ship. Additionally, the wood has a slight bas-relief artistic texture of leaves and branches. There are random flecks of glowstone throughout the ship and these can be used in rooms for light, as well as exterior for signaling. The base of the ship has large flecks of brumestone which is embedded throughout and when the ship is airborne they glow under the ship a light blue color. Most of the metal on the ship is Nimbulwrought, a metal used for ship and very rare currently. The tendrils of metal that stem from the helm and at the Elemental Wind Stone are of enter-fluidic mithril, also very rare. If these are damaged they can be very hard to repair/replace and cannot be repaired by the tree.
Additionally, due to the ship's gravity and oxygen-ability (when charged) it can also go to space as it was originally crafted with a SpaceJammer Helm. Now, to fly off of Dierde (or any planet (not all space objects apply) it will require a cut gemstone of value 10,000gp+ which is placed into the Helm. It then must have any 9th-Level arcane spell applied and it will grant 3 days of space flight (speeds and stats as a 9th level regular).
Concerning "space travel" it is a bit complicated. As "space" is always a bit in flux so you could fly off Dierde one day and spend 2 weeks flying to get to one of the moons, but if you left a few minutes give/take it could have taken only 1/2 a day. As one leaves the planet they are constantly fighting many forces due to the elemental planes, the astral plane, the Weave, and other factors, which can bend time/space in so many ways that it is generally hard to perceive all of it.
Cost: Priceless at this point.