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Transportation


Airboat

Similar in appearance to a large rowboat, this magical vessel actually flies through the air. The airboat is 20' long, 5' wide, and 3' deep. The boat floats anywhere from 1 inch to 100 feet off the ground via a levitation enchantment. The height off the ground is determined by the owner, who is the first person to step inside the boat and utter a command phrase. The boat will not take commands from another person until the first owner exits the boat. There is a single small mast and sail in the boat; when under full sail, the boat can travel at a movement rate of 50. The boat can carry a combination of 6 man-sized passengers and/or 1,500 lbs of cargo. The airboat is slightly unstable, so all aerial combat takes place as if the passenger was levitating. The vessel is Maneuverability class D when carrying less than half its capacity, class E when over half capacity. The vessel is AC 6 and can sustain 40 hp before being destroyed. It saves as Metal, Hard at +3.


Airship

These magical vessels are larger relatives of the airboat. There are four types of airship: small galley (50%), large galley (25%), caravel (20%), and sloop (5%). Each, with the exception of the sloop, appears identical to its water-borne relative, and may sail the sea in an identical manner. Due to its special construction, a sloop may not sail upon the water. Each airship possesses the ability to magically levitate and propel itself through the air. Altitude is controlled by the first person to speak the command word upon entering the ship; while there is theoretically no altitude limit, breathing becomes difficult above 10,000 feet. Unlike the airboat, an airship is completely stable and all combat is conducted normally. Below are the descriptions of each type of airship:

The small galley is complete with a ram and 8 pairs of oars and is about 35' long, 11' wide and 26' tall from keel to masthead (12' from keel to upper deck). The small galley's ram may be used against aerial opponents, causing them to suffer 5-50 hp of damage upon a successful hit. The ram is considered a +5 weapon. The airship has a THAC0 of 16, modified by -1 for each point of dexterity of the pilot over 14, and the dexterity bonus or penalty of the target. A small galley airship may move at a rate of 30 under full sail; alternately, it may move at a rate of 2 per pair of oars being rowed. Using a oar requires at least 15 strength. Maximum capacity is 16 oarsmen and either 10 passengers or 4,000 lbs. of cargo (or any combination of the two). The small galley is Maneuverability Class E, AC 2, and can sustain 180 hp before being destroyed.

The large galley is approximately 100' long, 18' feet wide, and 38' tall to masthead (21' to deck); it also has 12 pairs of oars. The galley's ram may be used against aerial opponents, causing 8-80 hp of damage. It is considered a +5 weapon. The airship has a THAC0 of 18, modified by -1 for each point of dexterity of the pilot over 14, and the dexterity bonus or penalty of the target. A large galley airship may move at a rate of 24 under full sail; alternately, it may move at a rate of 1 per pair of oars being rowed. Using a oar requires at least 15 strength. There is space for only one person per oar. Maximum capacity is 24 oarsmen with 30 passengers and/or 10,000 lbs. of cargo on board. The large galley is Maneuverability Class E, AC 2, and can sustain 240 hp before being destroyed.

The caravel airship is similar in appearance to a small merchant ship (65' long, 13' wide, and 18' high to the main deck, 42' to the mainmast), with a square mainsail and lateen mizzensail. They have a raised forecastle and main cabin. They are capable of carrying a light catapult or two ballistae on the foredeck. Under full sail, a caravel airship has a movement rate of 40. It requires a minimum crew of 7 to run the ship. There is space for 11 crew and 18,000 lbs. of cargo. The caravel is Maneuverability Class D, AC 2, and can sustain 200 hp before being destroyed.

The sloop is a specially-made airship that is designed specifically for aerial travel; while an exceptional method of air travel, it cannot be used to sail upon water and will capsize instantly if any attempt to float it is made. A sloop is usually about 30' long, 13' wide, and 11' high to the main deck, with a 20' mainmast. The mainmast is square, with a lateen jib foresail. Sloops have a completely flat deck, though there is no room to mount a catapult or ballista. Under full sail, a sloop airship has a movement rate of 60. It requires a minimum crew of 4 to run the ship. There is a comfortable cabin in the after that can accommodate 8, and a spacious cargo hold in front can hold up to 8,000 lbs. of a variety of items. The sloop is Maneuverability Class C, AC 2, and can sustain 100 hp before being destroyed.

All versions of airship save as Metal, Hard at +5.

When an airship sustains more than 50% damage, its speed is reduced by one-third. More than 75% damage reduces speed to no more than 1/4 original, and the airship begins to lose altitude until it is no more than 10' off the surface. At 90% damage, the airship slows to a stop and gently touches down on the surface. 100% damage causes the airship to immediately plummet to the ground, possibly (50%) dumping its passengers in the process (check individually for each passenger unless circumstances dictate otherwise, i.e. lashed to the mast, etc.). Dumped passengers suffer damage equal to a fall of the same height, while those remaining on board suffer damage equal to a fall of one-half the height.

Unlike an airboat, the length that an airship can levitate varies, due to the wide variety in their method construction and enchantment. Many airships can only be used a certain number of hours per day (generally 4-16 (4d4)); others may be used for a period of time, then require a "recharge" period proportional to the period of use (generally 1:1 or 2:1). Still others may be used as long as some mystical fuel (a special compound of pixie dust and ground eagle feathers, essence of air elemental, etc.) is kept in a special compartment on board; the fuel is burned according to time/speed/altitude or other constrains. The most rare versions of airships have no limitations on their use. It is said that only truly mighty mages can construct such ships, and then only with arcane and rare texts as their guides.

Generally, 50% of airships are of the "daily use" type, 30% are of the "recharging" type, 25% are of the "fueled" type, and but 5% are of unlimited duration. All sloops (unless specially designated by the DM) are of unlimited duration due to their special nature.

In determining the worth of an airship, consider both the type of airship and the relative magical enchantments upon it:

Base Value
Ship Type x.p. g.p.
sloop 5,000 50,000
small galley 6,000 60,000
large galley 8,000 80,000
caravel 10,000 100,000

Duration Type Multiplier
Daily .75
Rechargable 1
Fueled 1
Unlimited 5


Carpet of Catastrophe

This large beautiful carpet flies on command, smoothly and well, and can carry up to six passengers. However, it will always fly directly to the greatest possible danger on that level of the dungeon and then land. It will not fly again until the danger in this location is abrogated. At that time, if commanded to fly, it will again fly directly to the location of greatest possible danger. (The carpet can pass thru stone walls as if ethereal.)


Folding Coracle

This device is similar to a folding boat (q.v.), except that it does not create such a grand vessel nor does it take up as much space when it is collapsed.

The folding coracle looks like a small leather patch when folded - about the size of a large playing card. In fact, the patch may be sewn to a piece of clothing as a means of disguising it. When the command word is spoken, it expands into a skin-and-strut craft that is circular and about eight feet in diameter. Up to six human-sized passengers can travel in it.


WindWagon

This unusual magic vessel looks like a small galleon, about 40' long and 15' wide and rising to 35' at the top of the mainmast. It has a main deck, an enclosed rear cabin, and a spacious cargo hold. But the most intriguing feature of a WindWagon is that is meant to sail the prairies, not the seas. To this end, there is a large 12' diameter wheel set in the exact middle of the ship. The wheel is 3' wide and is shod in iron. A WindWagon can carry up to 12 people and 10,000 lbs. of goods at a movement rate of 48 under full sail. They are AC 0; the wheel takes 50 hp to render useless, while the rest of the craft can take up to 200 hp before being destroyed. Being run over by an WindWagon causes 10-100 hp of damage; use the target's dexterity as the base to hit number, modified by the pilot's Dexerity Modifier. WindWagons cannot be harmed by non-magical weapons; piercing or slashing weapons cause only one quarter damage. WindWagons save against magical effects as a 20th-level magic-user. Only five are known to exist.


Yoke of Boar Harnessing

These rare devices are of druidic design and can be used to harness a pair of boars or giant boars to the will of the bearer. Such boars can be harnessed to a chariot, cart, plow, or other towed object. Alternatively, the harness can be separated into two pieces, mastering two boars for riding purposes. Creatures larger than dwarves or elves can ride only giant boars.

The harnessed boar responds to all of the commands of the bearer, but it does not receive any magical increase in intelligence. Thus tasks that could normally be learned by the creature can automatically be performed while under the harness, but the boar cannot perform unusually complicated tasks.


Yoke of Flight

This large yoke can be used to harness a pair of horses. When in use, the horses have the power of flight and can pull a chariot through the air at a speed of 36.

To take off, the chariot must race in a straight line at a speed of at least 12. When the command word is spoken, the vehicle lifts off the ground and soars into the air. It must travel at least 120 yards per turn to remain airborne; at a slower speed it automatically crashes. The chariot flies with Maneuverability Class E.

Landing requires a straight path at least 180 yards long. It takes two rounds to slow down enough to maneuver freely on the ground.


Yoke of Underwater Familiar

This yoke, like the yoke of flight, enables a pair of horses to carry a chariot through a medium it could not normally enter. In this case, the environment is water.

The horses can pull the chariot at their normal movement rate. The horses have no difficulty breathing, nor do any riders who remain upon the chariot.


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