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Skyrunner

The Skyrunner is a galleon with increased Thickness that has been stripped down, producing a maneuverable craft with reasonable defenses.   Although the Skyrunner appears to be a seagoing vessel, it is barely sufficient for this purpose. If set down in water, the ship can stay afloat unless it encounters rough waters. Its keel is neither large nor heavy enough to stabilize a craft of this size. The sails and rigging, not designed for mundane use, propel the ship at only half the speed of a normal groundling galleon. In a storm, the ship will most likely be lost. Strong winds either rip the sails, snap the rigging, or capsize the vessel.   As unlikely as it seems, the Skyrunner is more at home on land than at sea. A complex mechanism fills most of the steerage deck. The mechanism extends supports from the sides of the ship; these braces allow it to land upright, and they lock into place when the landing is complete.  

Special Equipment

  • Portal Locator: Another device of the Arcane, This one mimics the wizard spell locate portal. The device is fairly reliable (90% accurate in pointing a direction to the portal) and is often "thrown in " by Arcane salesmen as a giveaway.
  • Planetary Locator: An arcane device often tossed in as a bonus to purchasers of an Arcane hull , this desk-sized device contains a map that displays the local system. When a ship carrying a locator enters a crystal shell, the device immediately tracks the major celestial bodies in that sphere and displays them. The planetary locator will not track planets or celestial bodies smaller than size B, but should these be encountered the information can be entered manually and displayed thereafter.
  • Lifeboat:these are hard-shelled, enchanted vehicles that can be propelled with oars at an SR 1 in space. In emergency, they can bring the occupants relatively safely to the surface of a planet. The life boat descends according to the rules listed for landing, but may only land. Once landed , it will never fly again, its enchantment spent. 

Main Deck

The sails

The ship has three masts. The mizzenmast is at the stern, the mainmast near the center, and the foremast at the bow. Square-rigged, these masts support crossbeams, called yards, from which the square sails hang. The mizzenmast has one yard, the mainmast three, and the foremast has two.   The Skyrunner's rigging consists of the shrouds, which are lines used to stabilize the masts; the lines that run from the yards to the deck; and the ratlines the crew use to go aloft. An experienced sailor can move from mast to mast or yard to yard fairly quickly without once touching deck.   In an emergency, a character can swing on these lines from the rigging to any point aloft, on the deck, or to either castle with a successful Athletics check. Failure means a fall and 2d6 damage. Since there are numerous nets and safety lines strung amidst the rigging, a second Athletics check reduces the damage by half.   Furling and unfurling the sails are strenuous tasks that require several crewmen. They must climb into the rigging and lean over the yard, a precarious position at best and dangerous in a high wind.   At sea, the yards are turned in order for their sails to catch the wind. When spelljamming, they are turned in the direction of travel, as though there were a wind blowing in that direction. Crewmen do this using lines that run down to the deck, secured with belaying pins that anchor the ropes to the main deck's rail.   To adjust the position of the sails, which is called trimming the sails, the lines that run from the yards are freed by removing the belaying pins that hold them fast, loosened or tightened as necessary, and belayed once again. Since several lines are required for each adjustment, this process is complex and requires several strong men who know the lines very well.  

Deck fixtures

To the untrained eye, the deck of the Skyrunner looks cluttered. There is a small rowboat (formerly two rowboats, but Hobart took one), numerous lifelines, and dozens of devices needed to maneuver the ship.   The rail at the edge of the main deck is studded with scores of belaying pins. Many of the lines used to trim the sails are tied around these pins, which can be removed to release key lines in an emergency.   Every ten feet, a windlass is attached to the rail. These winches, turned with a crank, are used to move heavy objects or tighten lines.  

Lifeboats and lifelines 

There is one small rowboat, on the port side of the main deck. It is sufficiently large to hold three normal sized men comfortably. Four men would be cramped and five are possible, but dangerous. The rowboats are rigged with a pivoting framework and quick release lines to facilitate a fast launch.   Close examination reveals that the boats are crafted of unusually thick hardwood, marked with rows of small runes along the outer rim.    Every ten feet along the main deck, a 100' coil of rope is fastened to the rail. The other end is tied to a grapnel hooked on the rail. These lifelines are used in emergencies or to ease boarding.   1. Rope, Line & Anchor Storage: This is where the rope and land anchor are deployed. A large windlass draws up the rope when it is extended. Several long boards provide a ramp when the anchor hoist is transferred to and from the main cargo hold.   2-3. Forward Staterooms: The doors close tightly, but have no lock or hasp with which to secure them. Each stateroom accommodates three guests. Each guest has his own bed and chest, which do double duty as footlocker and endtable. Each cabin also holds a small table and two chairs. The furnishings are spartan but serviceable.   4. Captain's Cabin:  The door to this room is iron-bound hardwood with an inset lock and a brass plate bearing the word 'Captain'. This door is kept locked at all times. Unlike the rest of the ship, this room is well-appointed, with handsome furnishings and decorative hangings. Twin windows near the back offer a breathtaking panorama of Wildspace. A large desk, made of carved wood trimmed in gold leaf, dominates the room. Two small chairs face the highbacked throne behind the desk. All three are of darkly stained wood upholstered in red velvet. There is a fourposter bed to port and a wardrobe starboard. Several decorative tapestries of gold and crimson cover the bare bulkheads.   5. Chart Room: A small room, this chamber has a large table (with the Planetary Locator built into the surface) filled with scrolls, books, and loose sheets of parchment scrawled with various mysterious-looking marks. Dozens of maps are tacked to the walls, and many more are stacked in the middle of the table. Several obscure instruments of brass and crystal are scattered about the room. Most feature eyepieces and weird lenses, all lined up with complex measuring devices. The instruments are used for navigation in Wildspace.   6. Secret Room: The door to this room is hidden behind a tapestry. Like the entrance to the captain's cabin, it is made of iron-bound wood with an inset lock. A pedestal stands in the middle of the room, three feet in diameter and four feet high, bearing a silk cushion.  The walls, floor, and ceiling of the room are painted red. Each wall bears a bizarre, impressionistic mural painted in black.   On the ceiling, carefully painted in black and gold, is the map, tracing the route the Skyrunner has taken since Realmspace, and showing a route beyond Greatspace to another, unnamed sphere. The route leads to what appears to be an asteroid, depicted as a gold eye. There are small pots of black and gold pigment on the floor beside the pedestal, along with several paintbrushes of various sizes.   A trapdoor on the far side of the room leads to a ladder going down to Room 4 on the Cargo Deck.     7. Heavy Ballista: A huge crossbow, this fearsome weapon is larger than most catapults. Unlike the ballistae on the forecastle, which are mounted on static pivots, this weapon stands on a platform fitted with grooved metal wheels, like those on an ore cart. Hand brakes and tie-lines keep the platform stationary. This set up enables the ballista to fire in any direction.    Operation requires a crew of four. Two crank the ratchet wheels on either side of the weapon to cock the device; a third loads it with bolts the size of spears; and the last aims it, shifting it on its pivot mount. Loading takes three rounds, so the weapon may be fired only every fourth round. Ammunition is kept in two large baskets affixed to the platform, 20 bolts per basket.   8. Mainmast: This is the largest of the three masts, composed of three sections joined with metal braces and supported by shrouds. Three yards hang from the mast, bearing the largest sails on the ship. Atop the mainmast, just above the topsail, is a small wooden platform called the crow's nest. This lookout, the highest point on the ship, can be reached by special ratlines. The crow's nest is a 5' diameter circle built around the mast, with a wooden rail all around and a gap for entry. A signal horn hangs from a hook in the mast.   9. Cargo Doors: A huge hatchway to the cargo deck. When opened, the two inset trapdoors slide into slots built below the flooring, so they take up no space on deck. They can be locked with two padlocks, but this is seldom done. The anchor hoist is stored below, and is rolled up and down on its side using the ramp in area 1.    

Sterncastle

    1. Mizzenmast: Like the foremast, this small mast is made up of two sections joined with metal braces and supported by shroud lines. Only one yard hangs from this mast, bearing a single sail of good size.   2. Minor Helm: this is a Type II minor helm, meaning it can move a ship up to 50 tons.   

Forecastle

1. Ballista: Each of these is a medium ballista on a swivel mount with a basket of 40 bolts on the deck beside it. Range: 4 Damage: Crew: 2 Loading Time: 1/3   2. Foremast: Second largest of the three masts, it comprises two sections joined with metal braces and supported by shrouds. This mast has two sails of roughly the same size.  

Cargo Deck

Bulkheads, portholes and gangplanks: Unlike the outer hull, the bulkheads on this level are thinner than normal. This saves weight so the ship can move faster. The bulkheads in the brig and the secure hold are specially reinforced. Every five feet along the hull,  between  (but not including) the brig and the secure hold, there is a porthole one-and-one-half feet in diameter. These openings let air and light into the ship, but they can be closed with a hatch that swings over and closes with a simple latch.   The set of double doors to port are locked and barred until the ship lands, when the crew extends a gangplank to the pier or shore. The gangplank comprises several sections that can be added or removed to adjust the plank's length. When not in use, its disassembled pieces are piled neatly beside the doors.   1. Secure Hold: Valuable cargo is kept in this secure area, set off from the rest of the deck by a heavy bulkhead with two iron-bound doors. The doors are very sturdy and can be secured with padlocks. The doors can be barred, but this is seldom necessary; the idea is to keep people out, not seal them in. But it makes an excellent spare brig. The room is empty, except for the foremast column. A few hooks and shelves facilitate storage. Food is stored here at this time. Scores of crates, kegs, and sacks fill the room.   2. Main Hold: A large open area used for storing secondary equipment (the anchor hoist, ten 100' lengths of rope, 20 belaying pins, a a barrel of 60 medium ballista bolts, a stack of planking used for repairs, two barrels of pitch, 4 lanterns and a large urn of lamp oil).   A large barrel contains 30 oilcloth torches. Crates hold 40 heavy ballista bolts and complete rappelling gear for six or more. Doors and gangplank lie to port. A large wheel, starboard, extends the support braces for landings on solid ground.    3. Brig: Externally, this room and the secret room appear identical. The difference is that the door to this room is functional, where the "door" to the secret room is a facade. Both doors are of sturdy, iron-bound hardwood set in reinforced frames. On each door there are two padlocks and a bar that can also be padlocked.   Inside, the dreary brig is empty, except for a simple stool. Manacle rings are bolted to the bulkhead, but the ship lack s the proper equipment to put a man in irons, so this is for show. There are no windows, so the room is totally dark when the door is closed. The locks and hinges are on the outside. There is no opening through which meals may be passed, so food is either locked in with the prisoner for the duration, or the door must be opened periodically to bring more food and water.   4. Secret Room: This room may only be reached via the ladder  from the secret room on the main deck, directly above. The room is featureless, without doors or windows. A ladder extends from the trapdoor above, and another trapdoor is in the center of the floor. The trapdoor in the floor is unlocked and can be opened easily, revealing another ladder, identical to the one above it, that leads to the steerage deck.   5. Galley: There is a large brick oven aft; its chimney extends through the ceiling out above the main deck, where its smoke disperses harmlessly. A small pantry holds the usual cooking gear and enough food for three days at a time to minimize trips to the secure hold.   6. Crew Cabin: The room is a mess. The sleeper compartments and hammocks are draped with dirty clothes and waste. Though there are trunks for personal possessions, most of these are empty, their contents strewn about the room. The crew members have a change of clothing, but both outfits are identical. In one corner is a mound of refuse that Skraal uses for a bed.  

Steerage

1. Secret Room: Only accessible by the ladder in the secret room above, this was Hobart's workshop. There are several small tables, a desk, and shelves along the walls filled scrolls, papers, maps, books, and various odds and ends. (More info on this pending, as Zayre and others search though this and try to decipher the materials).    2. The Works: This area is filled with the mechanics necessary to extend the landing legs as described earlier in this section. It is difficult to move around amid the huge gears, counterweights, and ratchets. Cutting loose any of the counterweights while the legs are in use causes the supports to collapse, toppling the ship.   3. (Former) Orbus Helm Room: The entrance to this room is a brass door sealed with a heavy bar, formely secured with a padlock with three keyholes. This room contained the Orbus creature, and an elaborate set of equipment that kept the Orbus alive and allowed it to helm the ship. As part of the repairs and the deal with Merquat, all this equipment has been removed, leaving only disturbing stains and the smell of burnt fish.
  • Tonnage: 40 tons
  • Size: Gargantuan (Can take 6 Wounds before being Wrecked)
  • Handling: -2
  • Crew: 20 + 20
  • Landing: Land-Yes, Water-Yes
  • Toughness: 21 (5) Heavy Armor (Reflects additional thickness of wood designed in)
  • Power Type: Minor Helm
  • Top Speed (Ship's Rating): Per helmsman 1/3 of spellcasting die
  • Cargo Space: 10
  • Keel Length: 130'
  • Beam Length: 30'
Standard Armament:
  • 2 Ballistae (Pivot, 180o front/left and front/right) on Forecastle
  • 1 Ballista (Turret, 360o) on Main Deck
  • Ballista: Range 25/50/100, Damage 3d8, Crew 2, Reload 6, AP 4
  Crew:

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