Saturday, July 14, 2012

Dragonlance - 100 Years - DragonSpine Airship


The lizardmen/Yuanti story arc was ended climatically last night in a final battle over the trapped soul of the Irida.  The party under the leadership tactics of the knight was able to make a concentrated strike against the yuanti who had been caught with their tails down in a chamber at the end of a former gnomeish smithy.

During the exploration phase of the game the party encountered several electric traps and a giant Jacob's ladder as well as redundant welcoming and warning signs, whistles, chimes and alarms. The final battle with the Yuanti was ended with a combined effort of force, magic and sheer guts.

The loot from the gnomish stronghold was shared but the icing on the cake was that a crashed airship was found in an abandoned part of the cavern complex that that party was able to make fly.  I used the OGL steampunk book and my own When the Navy Walked ideas to create an airship that was a cross between the Virginia CSA ironclad and a river paddle steamer.  The end result had the party investigating and finally salvaging the ship for themselves.  What new adventures await?



DragonSpine Class Airship This vessel resembles an ironclad of the American Civil War, specifically a Virginia-class Confederate Ironclad with the addition of a paddlewheel at the stern and several decks such as a riverboat would have. The vessel is tapered at each point but is not suitable for water travel (either above or below). It measures 50 feet at the middle and is one hundred and twenty feet in length. There are six decks including the observation tower which runs through all decks as well as the balconies on the crew quarter's decks and the pilot house. A giant balloon encased in a harmonic resonance reactor field provides lift and ballast can be lowered or raised to provide lift or descent.


Airship Stats
Hit Points
400

Hardness
10

Armor Class
16
(10+6 Armor)
Min Required Crew
5

Max Crew Capability
25

Feats
Firing Ports
(Fire from any deck)
Hanger
2x Gliders

Telluric Power Source (Minor)

Flaws
Startup Time 30 mins
Steam

Startup Time 5 mins
Clockwork

Gremlins in the Transmission (WTNW)
Hydrogen Gas Bag (WTNW)

Astral Beacon




Power PlantThe vessel appears to have three specific power sources and a redundant fail-safe backup of gnomish origin that contains several bells and redundant bells which are attached to whistles and then chimes.

Main Power House (Aetheric Displacer Steam Turbine Engine)The main power house is a massive Aetheric Displacer unit that is steam powered. The boiler is able to utilize either coal or water pressure although coal burns slower than the water and generates more thrust (-1 movement when using water instead of coal. The Aetheric Displacer coil is powered by a steam turbine which is exhausted through a pair of thirty foot high stacks that extend throughout the decks from the engine room.

Secondary Power Source (Coil-Spring Relay Gyro-Props)A secondary smaller coil-spring relay powers the clockwork gyro props and generates lift by inflating a ballast balloons to either side of the vessel. This secondary power source allows for a brief power and aids in turning the vessel when required. A unique feature of this device allows the vessel to fly backwards, albeit at half normal speed.

Tertiary Power Source (Telluric Crystal Array)Finally an array of telluric crystals allows for brief jaunts into the Astral realm and would if the entire vessel were pressure sealed allow for space travel as well. The telluric crystals take a heavy use, however, and are time consuming to recharge (requiring expenditures of spell slots by any caster sitting in the helm).


Movement Ratings (Depend Upon Power Source)
Power
Move
Manuverability
Duration
Refuel
Steam
4
Poor
14 hrs.
5 hrs.
Clockwork
6
Average
2 hrs.
30 mins
Telluric
6
Average
30 mins
Special


Deck Plan
I
Wheelhouse, Bridge, Navigation, Observation Tower
II
Hanger, Port/Starboard Firing Platforms
III
Aft and Stern Catapult Decks, Observation Deck
IV
Crew Quarters 10 (10'x10'), 5 (20'20), Mess, Lounge
V
Engine Deck (Entire deck is filled with pipes, engine

components, boiler, steambox etc)

VI
Cargo Hold 100ftx60ft. 20 ton capacity





Armaments
Type
Location
Damage
Range
Crew
Reload

L. Catapult
Bow
4d6
150 (100min)
2
2 Full Round Actions
L. Catapult
Stern
4d6
150 (100min)
2
2 Full Round Actions
Ram
Bow
3d6
-
-
-
L. Cannon
Port Broad
3d8
80
3
1 Full Round Action
L. Cannon
Port Broad
3d8
80
3
1 Full Round Action
L. Cannon
Star Broad
3d8
80
3
1 Full Round Action
L. Cannon
Star Broad
3d8
80
3
1 Full Round Action

4 comments:

  1. You had me at 'Dragonspine Airship'...

    ReplyDelete
  2. Yeah I liked the name too. I came up with it last night before the game started. The players were really happy with the name of the type of ship as well as just having the ship. Luckily, I made the ship to where they have to work together to fly it. Should be very cool indeed.

    ReplyDelete
  3. The Tellurian crystals from the OGL book area really cool as is the descriptions of how many 'units' the power sources use etc. I opted to go with hours instead of units for the power core for simplicity sake but the detail in that book is really amazing.

    ReplyDelete
  4. Nice blog.
    G P Hardware is among the most prominent distributors and suppliers of a wide variety of Industrial Hardware Products. There range includes a vast variety of Pipes and Fittings, hand tools and rubber products.MS Pipes manufacturers

    ReplyDelete