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| greyscale104-20-07, 03:46 AM | Hello! I was wondering if there was any way to make a much smaller airship than the standard 92,000ish model. What I would like to make is one that can hold maybe 10 passengers, but is tailored to hold around 5 people. Being the parties artificer, we were looking to make a smaller ship for our adventures. We were also thinking about attaching an animated ballista to the bottom and using a home brewed mass invisibility spell to "cloak" the ship, perhaps with a silence spell in the mix too. But thats a different matter entirely. ;) My question is: Are there any pre-exisisting mini airship variants? If so, what book are they in? What is the price? Thanks! |
| Hideous Phidias04-20-07, 12:36 PM | This is something you are going to have to talk to the DM of your group. But to answer your question no. There are smaller and larger airship then the ones published in the books, just as there are different size planes in our world. In the Mark of Death novels the party finds a small airship fit for five to ten people. Point to that If your DM needs an example from wizards. |
| Alex_04-20-07, 01:56 PM | The smallest you get are Airskiffs, but they lack bound elementals, giving them a top speed of only 2-5 mph. They can be found in the Vampire's Blade adventure. |
| Wymarc04-20-07, 03:20 PM | or firesled from SoX (i think) |
| shadowpavement04-20-07, 04:59 PM | I gave my PC's a smaller sized airship in one of our games. I didn't bother making stats for it since it was mostly a story element and convenient way to travel. I ended up using one of the deck plans out of the Stromwrack book and, if nessecary, the ship combat rules from there as well. |
| Evilmonster04-27-07, 12:22 AM | 'Nother point of concern, RAW you need to be a Zil Gnome member of the inmost (or whatever) to bind the elemental. |
| InfinityStar804-27-07, 10:57 AM | There is a Dragonshard talking about an experimental/secret small airship that does not need a docking tower, so it can land almost anywhere. Dosn't give floor plans but talking about speed and a few other things for it. Could be something old found in Xen'Drik or a Dragonmarked house spy ship you get somehow. |
| CannibalSmith04-29-07, 04:00 PM | There is a Dragonshard talking about an experimental/secret small airship that does not need a docking tower, so it can land almost anywhere. What? Since when can't regular airships land wherever? Eberron Explorer's Handbook says they are buoyant even in case of elemental's escape. So they never really land - they just hover above the ground. |
| InfinityStar804-29-07, 05:53 PM | What? Since when can't regular airships land wherever? Eberron Explorer's Handbook says they are buoyant even in case of elemental's escape. So they never really land - they just hover above the ground. From THIS (http://www.wizards.com/default.asp?x=dnd/ebds/20040719a) link I quote; "Airships require special docks, and there are relatively few in the Lyrandar fleet. As a result, airship travel is very expensive and only connects major cities." and "...experimental airship capable of traveling 50 miles/hour and landing without a full dock." Plus several other books say they need a docking tower to land. Yes, they can hovor and drop a rope net down, but you can't easliy, if at all, load cargo or do several other things that require a full dock. The elemental ring that is around airships keeps it from getting too close to the ground. Even putting the ring itself within ten feet of the ground is A) really hard for the pilot and B) could cause a fire if near plants or other things. |
| CannibalSmith04-29-07, 06:16 PM | "Yes, they can hovor and drop a rope net down, but you can't easliy, if at all, load cargo or do several other things that require a full dock." Ah, yes, to that I agree. "could cause a fire if near plants or other things" The elemental ring stops burning when the elemental is folded back into the ship's core. |
| InfinityStar804-29-07, 09:53 PM | The elemental ring stops burning when the elemental is folded back into the ship's core. Never heared that before? |
| CannibalSmith04-30-07, 03:24 AM | Eberron Explorer's Handbook page 26: Suppressing a Bound Elemental |
| snakebliskan04-30-07, 02:22 PM | I have ruled in my game that If you want a smaller ship it still costs the same price due to the special nature of the construction.. costs less in the materials but costs more in the specialists that must work on the ship.... also they came up with retracable landing struts for there ship and it uses an air elemental for power ... its really cool! |
| shavna05-03-07, 08:14 PM | If you look at the clock wonders from one of wizards articles there is one called the Xen'drik flying boat and it's geared towards being used by an artificer. The site is listed below. I hope it helps. http://http://www.wizards.com/default.asp?x=dnd/cw/20070129a (http://www.wizards.com/default.asp?x=dnd/cw/20070129a) |
| Edymnion05-03-07, 08:53 PM | Eberron Explorer's Handbook says they are buoyant even in case of elemental's escape. So they never really land - they just hover above the ground.It should be mentioned that most people consider this part of the Explorer's Handbook to be flat out wrong. Even the setting's creator says this is wrong. If you take out the elemental ring, the ship will fall, no two ways about it. Remember, the main use of soarwood is in making elemental GALLEONS, aka SAILING BOATS. The stuff is simply lighter than normal wood, it is not magically boyant in air, and it most definately will not keep an airship floating in the air all by itself. Heck, if you do a cursory glance at everything on an airship, for the EH to be right, it would be impossible for those trees to grow. To be boyant enough to keep all of the metal, stone, cargo, people, and everything else built into/riding on an airship suspended, it would rip the trees out of the ground and shoot them off into the sky on its own. |
| Ardent05-03-07, 09:54 PM | It should be mentioned that most people consider this part of the Explorer's Handbook to be flat out wrong. Even the setting's creator says this is wrong. If you take out the elemental ring, the ship will fall, no two ways about it. Remember, the main use of soarwood is in making elemental GALLEONS, aka SAILING BOATS. The stuff is simply lighter than normal wood, it is not magically boyant in air, and it most definately will not keep an airship floating in the air all by itself. Heck, if you do a cursory glance at everything on an airship, for the EH to be right, it would be impossible for those trees to grow. To be boyant enough to keep all of the metal, stone, cargo, people, and everything else built into/riding on an airship suspended, it would rip the trees out of the ground and shoot them off into the sky on its own. I'm going to point out that fantasy worlds aren't usually tied by logic, just to annoy you. I can recall an anime wherein the entire world on which the protagonist dwells is composed of wind and air currents, and trees grow in the air, self-buoyant, and get rained on and conduct photosynthesis in much the same way. The only question that would raise is "How do you harvest it?" ;) |
| CannibalSmith05-04-07, 03:02 AM | It should be mentioned that most people consider this part of the Explorer's Handbook to be flat out wrong. Even the setting's creator says this is wrong. Link? To be boyant enough to keep all of the metal, stone, cargo, people, and everything else built into/riding on an airship suspended, it would rip the trees out of the ground and shoot them off into the sky on its own. The same Explorer's Handbook says the soarwood is magically enhanced to be air-buoyant. |
| dhorne05-04-07, 11:03 AM | 'Nother point of concern, RAW you need to be a Zil Gnome member of the inmost (or whatever) to bind the elemental. The campaign setting says only that the Zil Gnome hold the secerts of creating this, not that you have to be a Zil Gnome. I created a story line that explained how a human Artificer aquired this knowledge and created his own airship fleet. |
| Edymnion05-04-07, 12:01 PM | Link?Can't provide one. The last time I remember him saying it was within the last week or two, I think in Eberron General, but I'm honestly not going to spend all day digging through every thread to find it. Its just one of those "he's said it several times on the boards in differant threads" kind of things. |
| InfinityStar805-04-07, 12:32 PM | Can't provide one. The last time I remember him saying it was within the last week or two, I think in Eberron General, but I'm honestly not going to spend all day digging through every thread to find it. Its just one of those "he's said it several times on the boards in differant threads" kind of things. Lazey, what, you expect us you have work to do or something? :P |
| Alex_05-04-07, 12:48 PM | It should be mentioned that most people consider this part of the Explorer's Handbook to be flat out wrong. Even the setting's creator says this is wrong. I'm curious as to when Hellcow said anything about it. There are also airskiffs in the Vampire's Blade adventure that lack bound elementals, but are still able to fly, albeit veeeeery slowly. This seems to agree with the EHB's suggestion that although Airships can remain boyant and fly without an elemental, they do so veeeeery slowly. Remember, the main use of soarwood is in making elemental GALLEONS, aka SAILING BOATS. But it doesn't use the exact same amount of soarwood or construction as an airship. Lots of vehicles are made from steel and aluminum like an aircraft. None are as light for their relative volume. An airship is much much lighter than a sailing ship of the same size. The stuff is simply lighter than normal wood, it is not magically boyant in air, and it most definately will not keep an airship floating in the air all by itself. Heck, if you do a cursory glance at everything on an airship, for the EH to be right, it would be impossible for those trees to grow. To be boyant enough to keep all of the metal, stone, cargo, people, and everything else built into/riding on an airship suspended, it would rip the trees out of the ground and shoot them off into the sky on its own. It's mentioned in the EHB that soarwood is naturally bouyant, and that this is further enhanced by other processes. Untreated soarwood doesn't just float, but properly treated soarwood does. |
| InfinityStar805-04-07, 02:57 PM | There are also airskiffs in the Vampire's Blade adventure that lack bound elementals, but are still able to fly, albeit veeeeery slowly. The way I've always played it was the skiff kinda gets a charge from the airship and once that charge is gone it stops working. So you can't take a skiff and go sailing all over the world, it need to be recharged from the mother ship. |
| Edymnion05-05-07, 03:39 PM | I'm curious as to when Hellcow said anything about it.Fine, since nobody else is going to go look for it, I'll go dig through Eberron General until I find it. ... Here: http://boards1.wizards.com/showpost.php?p=12120076&postcount=63 |
| InfinityStar805-05-07, 04:02 PM | Fine, since nobody else is going to go look for it, I'll go dig through Eberron General until I find it. ... Here: http://boards1.wizards.com/showpost.php?p=12120076&postcount=63 Thank you kind sir. |
| Alex_05-05-07, 08:22 PM | Thanks Ed. Although airships going down when there's no elemental kind of makes it hard to explain Airskiffs (which lack bound elementals) and suppressed elementals at docking towers. |
| Ardent05-05-07, 10:00 PM | Although airships going down when there's no elemental kind of makes it hard to explain Airskiffs (which lack bound elementals) and suppressed elementals at docking towers. Not so much that you couldn't explain it away: docking towers provide energy to keep the airships afloat while they're docked and skiffs can hold a temporary magical charge to remain aloft. Explained away without really having to do much. |
| CannibalSmith05-06-07, 02:05 AM | What is an airskiff anyway? The setting doesn't mention one. |
| Phalo05-06-07, 12:49 PM | wasn't there an entry in explorers handbook that talked about how a airship doesn't naturally crash but has to be driven into the ground ussally by the elemental trying to escape after the ship had been damaged enough. Then it gave all kinds of thing on how to survive an airship crashing i think one was use soarwood rings as a life preserver to let you float to the ground. oh found the excerpt about landing Airships cannot actually land; the ring of the elemental prevents the bottom of the hull from getting closer than 10 feet to the ground. Docking towers are generally used to load or unload passengers in major cities, while rope ladders allow passengers to disembark in smaller centers or open terrain. Loading or unloading any cargo too large to be carried requires a docking tower. excerpt about suppressing elemental Suppression: While the elemental bound to the airship is crucial for propulsion, the vessel's soarwood hull provides its lighter-than-air buoyancy. With the elemental suppressed, the ship remains aloft but can only move 1 mile per hour. The pilot always suppresses the elemental before docking. Stuff about original constuction Even after the breakthrough of the lightning rail, the first airship took nearly two centuries to build. Rather than require an elemental to lift a vessel into flight, soarwood from Aerenal would allow an airship to float above the ground of its own accord. Using a bound elemental only to propel it, an airship might thus approach even the lightning rail's speed. Gnome magic and House Cannith artisanship were needed to strengthen the soar wood's natural properties, though, and work on the project dragged on far longer than expected. survive airship crash HOW TO SURVIVE A CRASHING AIRSHIP When a water vessel begins to sink, it is almost always a good idea to evacuate as soon as possible. Even if it simply means throwing yourself into the sea, there is always the chance of swimming to shore or being rescued. The elemental airships that have increased in popularity in the last few years, however, do not offer the same option. Indeed, it is highly recommended that you NOT throw yourself overboard, lest you and the ground have an unfortunate meeting some distance below. Instead, consider the following. If you don't have access to feather fall or some other similar helpful magic, your first task after crossing the gangplank is to identify all the dragonmarked Lyrandar crew members on board. One might possibly possess an aberrant dragonmark feather fall ability. Buy this crew member many beverages in the reception lounge. Look for life rings. These soarwood rings are placed strategically along the main deck of better airships, allowing you and three of your fellows to float safely to the ground. If you can find no life rings and cannot fly under your own power, then we suggest attempting to reverse the crashing of your ship. Remember that airships are naturally buoyant, so that most crashes result from the bound elemental driving the ship into the ground (by accident or, more rarely, from spite). If a rogue elemental can be suppressed or an uncontrolled elemental commanded in some manner, the ship should remain afloat. In rare instances, significant damage to an airship's soarwood hull can negate its floating properties. If this is the case, we suggest finding the most structurally protected area aboard the ship and barricading yourself there. It is possible that the ship might collide with the ground at an angle, leaving much of the hull intact. Whatever you do, do NOT wait until the ship has almost crashed into the ground and then leap off. You will strike the ground at the same velocity as the vessel, and will almost certainly be slain. Without a magical means of surviving the crash, your best hope is to right the ship. In the wheelhouse located at the stern, pull back on the yoke as far as you can. If the wheel is unresponsive, apply a mending spell to the support structures for the elemental ring surrounding the ship. As a last-ditch effort, suspend yourself in the netting used to secure cargo in the airship's hold. The elastic nature of the netting may provide some cushion to the crash -- enough, perhaps, to at least preserve an identifiable corpse. A long with these other methods, we might humbly also suggest a prayer to whatever church you find most comforting in your time of need. |
| balard05-15-07, 03:32 PM | Could we say taht normal soarwood doesn't float. But airship soarwood is magicallt treated in a way it floats, WHEN POWERED BY THE ELEMENTAL. This way a supressed elemental behaves as descripted in Explore's Handbook BUT if you destroy the ring or really releases the elemental the ship crashes. And everybody can be happy? :D |
| Tzarevitch05-15-07, 03:56 PM | To get back on topic. There ARE smaller airships in Eberron. They are just scaled-down versions of the large ones. One was used in the Lost Mark series of Eberron novels. (The one with Kandler, Burch and Espre.) Stats for it were printed in an edition of Dragon although I couldn't tell you which one off hand. I remember it had about the same speed as the large ship, but its carrying capacity was only about 2 tons. It was about 70' long and I think about 10' or 15' wide. (Basically the size of a small yacht). I think it could carry about 8-10 people tops but you do have to watch the ship's weight limit. Otherwise it behaved exactly the same as a large airship (complete with fire ring). Tzarevitch |
| The Tracer05-15-07, 11:19 PM | In one of the campaigns I play in the airship we have had the cargo hold converted so it can also be used as a stables if needed. The hull has been modified to have a loading door that opens up and we use a modified floating disk built into a lever on the door to load and unload things away from the airship docks. Makes it real nice for those out of the way areas so we can load and unload the supplies :) |
| JustX05-15-07, 11:57 PM | One of my airship captains has a modified Air Cutter that is more a yatch than a barge. The basic Cutter has a speed of 30mph and a bound large fire elemental for a cost of 55,000g In our game we came up with a two deck ship that rests between the size of a cutter and an airship. Edit: the air cutter is listed in Dragon #329 LOA (w/platform) 46'11" Beam 14'11" Draft 42.6" Bridge Clearance w/ elemental arch 21'5" Speed 30 MPH Man Average + Hover 1 Crew Sleeps 5 (8 optional) It has two cabins and a mess/living room costs 75,000g |
| kentonblack05-25-07, 09:56 PM | One of my airship captains has a modified Air Cutter that is more a yatch than a barge. The basic Cutter has a speed of 30mph and a bound large fire elemental for a cost of 55,000g In our game we came up with a two deck ship that rests between the size of a cutter and an airship. costs 75,000g I love you. You just solved My problem of involving an airship @ 7th level. |
| Elderich06-08-07, 07:34 AM | Hello! I was wondering if there was any way to make a much smaller airship than the standard 92,000ish model. What I would like to make is one that can hold maybe 10 passengers, but is tailored to hold around 5 people.Consider an effigy? I know it is not an airship, but a "large as you desire" gold dragon effigy with a gondola would be a solution. |
| Kreistor206-08-07, 09:50 AM | Whether Edy can find it or not, I'll back him up. It has been said, although the thread I saw it in would be a year ago or more and could have been under any title, so nearly impossible to search for. Zeppelins needed special docking procedures, too. Tall towers to hold them in place against the wind. The reason for the Special Docking facilities isn't explained. Also, in one of Keith Eberron modules, there is an Airship in Xen'drik. It uses small magical flyers to ferry people to and from the ship while not in port. These not only solve the docking ring problem, indicating that Keith intended smaller vessels to not require special facilities, but they also provide a model for the OP's smaller elemental vessels. For the OP, if you can't get that module, then just scale up a Flying Carpet. Make the PC's have to buy a small elementally bound dragonshard. The gnomes have a lock on binding elementals, not on building the vessels. House Cannith builds all of those huge vessels, not the gnomes. The gnomes experiement on new vessels, like the Tumbler, but the mass manufacturing is done by House Cannith. |
| OzyBurrfoot06-20-07, 12:35 PM | A response I got to a similar thread a while back. I found it quite useful. How does this work for ya? Airpinnace The airpinnace is a small airship that has been bound with a large air elemental. This sturdy vessel is not nearly as large as a standard airship but makes up for small size with maneuverability and speed. Legend holds that the first airpinnace was commissioned by a private Windwright Captain who wanted a small vessel he and his adventuring companions could use to traverse Khorvaire. These vessels are only made upon commission for a high price. Unlike standard airships, an airpinnace can mount two weapons. Airpinnace: Gargantuan vehicle; Airthworthiness +2; Shiphandling +2; Speed Fly 120 feet. (average); Overall AC 1; Hull sections 4 (crash 1 section); Section hp 50 (hardness 5); Section AC 3; Ram 3d6; Mounts 2 light; SA air ring; SQ resistance to fire 10, hover; Space 30 ft. by 10 ft.; Height 10 ft. (air ring has 30-ft. diameter); Complement 15; Watch 3; Cargo 30 tons; Cost 50,000 gp. Hover: Despite its maneuverability rating, an airpinnace can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however. Ring: An airpinnace uses an air elemental bound into a ring, which deals 2d8 points of bludgeoning damage to any creature or object it touches. Aura: Strong conjuration, CL 15th. Construction: Bind Elemental, greater planar binding, 25,000 gp, 2,000 XP, 50 days. Price: 50,000 gp. A standard airpinnace has a lower hold that doubles as crew quarters with a tiny galley in the aft of the vessel and beams for hanging hammocks. The deck is generally kept clear but can house a few additional crew members if space is tight. The sterncastle contains cramped quarters for the captain and a tiny table used to display maps. A wheel of wind and water can be mounted atop the sterncastle for the standard price. The dragonshard holding the elemental is housed in a locked steel box in a small compartment underneath the floor of the captains quarters. The only huge vessel was little more than a glorified rowboat, I think that something modeled on a pinnace will work well enough, though. This is the perfect vessel for an adventuring windwright captain and his crew of adventuring companions. Cheers, Save vs DM |
| kentonblack06-20-07, 07:39 PM | ... in one of Keith Eberron modules, there is an Airship in Xen'drik. It uses small magical flyers to ferry people to and from the ship while not in port. These not only solve the docking ring problem, indicating that Keith intended smaller vessels to not require special facilities, but they also provide a model for the OP's smaller elemental vessels... well, firesleds work. theyre from secrets of xen'drik, wondrous items they have a bit of a steep price though, 76000gp. but really, i see that as mostly coming from the scorching ray weapon mounted on the front of the thing. drop that , and the price also drops considerably... |
| Kreistor206-21-07, 01:44 AM | well, firesleds work. theyre from secrets of xen'drik, wondrous items they have a bit of a steep price though, 76000gp. but really, i see that as mostly coming from the scorching ray weapon mounted on the front of the thing. drop that , and the price also drops considerably... I don't think an infinite cast 4D6 item is worth all that much, myself. If you price it out according to the DMG rules, I don't think it winds up too high. It' sonly a 2-level 3rd caster level effect. (Okay, technically 5th, but there is no difference between 3rd and 5th for scorching ray, so for costing purposes, it's not worth more to increase to CL 5. That was done because technically, the item has to be CL 5 to cast Fireball and one item can't have two CL's.) I think that would use the 2000xSLxCL standard, coming in at 12000 or 20000. The Fireball effect is just an Eternal Wand, coming in at 10900GP. The expensive bit is Fly 200' Good. That's a lot better than Fly, or anything short of Polymorphing into a dragon. |
| spikegif07-05-07, 01:51 PM | I'm curious as to when Hellcow said anything about it. There are also airskiffs in the Vampire's Blade adventure that lack bound elementals, but are still able to fly, albeit veeeeery slowly. This seems to agree with the EHB's suggestion that although Airships can remain boyant and fly without an elemental, they do so veeeeery slowly. Just to note that thoes very slow moving skiffs were faster then the airship, and faster then the airship they launched from. Also is that same book the airship fell from the sky after the elemental was removed. If the wood is boyant (sp?) they why did it fall out of the sky with enought force/speed to do major damage? Not wanting to add to the debate, but just some other info to think about. |
| ksbsnowowl07-05-07, 05:44 PM | The smallest you get are Airskiffs, but they lack bound elementals, giving them a top speed of only 2-5 mph. They can be found in the Vampire's Blade adventure.Granted, this is only artist's conception, but given that the map lay-out of the airskiffs had the binding struts for an elemental ring, and given the following piece of artwork from the Whispers of the Vampire's Blade art gallery, one can fairly safely assume that even they require an elemental. http://www.wizards.com/dnd/images/ebw_gallery/82882.jpg My question is, given the many instances of non-half-elf pilots of the airskiffs that we've seen in adventures and whatnot, how would one propose the craft are piloted? The Explorer's Handbooks suggests methods for others to control an elemental vessel, such as using Charm Monster and Dominate Monster spells. Perhaps each skiff is equiped with a magic rod that activates Charm Monster once per week? This would cut down on their maneuverability, and keep them from being used every single day (if CM is at caster level 5). |
| ksbsnowowl07-08-07, 07:12 AM | After reading more in-depth in preparation for running my group through the Cloud's Destiny protion of WotVB this week, I've noticed something contradictory. The italicized read-aloud text concerning the skiffs mentions that they do not have elementals, and that they only move about 2 miles per hour. I can potetially accept the first, but the second portion of that statement is impossible. That very encounter has the skiffs catching up to an airship under full travel speed, which is approximately 20 mph (175 feet per round) In the Voyage of the Golden Dragon adventure, it does not go into great detail concerning the airskiffs, but it does mention that they can match the speed of the Golden Dragon, again, presumably about 20 mph. |
| scrollreader08-24-07, 09:44 AM | Don't forget, as a DM, you can feel free to make unique, or one off experimental airships. In my 1-21 Eberron campaign, the party managed to pry loose a custom airship from their arch-nemesis (A /scary/ shadowcraft gnome) who had Shadow-faked the elementals at better than 100% effectiveness (on the Plane of Shadow). This allowed me to make the Shade faster and more manuverable, though it essentially made it a minor artifact (The artificer was going nuts trying to figure out how it was done). Feel free to have those crazy gnomes experiment (Storm Elementals? Smoke Elementals? Yipes!) Unless something is seriously out of whack, the party won't be building the ship themselves, so you can feel free to rein it back in, if you need to (maybe the Storm Elemental sends lightning arcing back down the deck every so often, and in the process of making it safe, House Lyrandar techs have to tone down the power, etc). There have been several good suggestions, but really, just eyeball it. Unless you're doing a great deal of tactical air combat, it's highly unlikely that you'll have to worry about the mechanics, so just make it cool. |
| Bluebrush08-25-07, 09:33 AM | The italicized read-aloud text concerning the skiffs mentions that they do not have elementals, and that they only move about 2 miles per hour. I can potetially accept the first, but the second portion of that statement is impossible. That very encounter has the skiffs catching up to an airship under full travel speed, which is approximately 20 mph (175 feet per round)This would be one reason I like the "mothership" idea. Allows the skiffs to travel at 2mph relative to the main ship within a certain distance. That said, I'd suspect air skiffs are probably powered by lesser magics (such as fly effects) or channelling the main elemental's power. |
| Ryoden_Anariavas08-27-07, 10:14 AM | Since it seams that Eddy has proclamed forr all of us gamers that "It should be mentioned that most people consider this part of the Explorer's Handbook to be flat out wrong." I will put in my two cents and say that I like and use this part of the explorers handbook.(therefore I dont consider it flat out wrong) And as far as the trees "shooting up into the sky" is concerned as it has been posted before the "natural" wood is 1/4 weight of regular wood wich does not contradict the statements of the Explorers Handbook when it mentions the natural tendancies being enhanced. |
| psionichamster09-10-07, 06:34 PM | reviving this thread for a couple of reasons. 1: just made a vessel that i would like to turn into an airship/space-vessel 2: don't want the hassle of the full 300' long airship, nor the cost involved 3: more airships is good! so, currently have a Cog (from Stormwrack) which has an Earthsled built into the base, to allow for ground travel and under-water-travel (assuming we could get it airtight for the transit) Beyond the Airpinnace from earlier Airpinnace The airpinnace is a small airship that has been bound with a large air elemental. This sturdy vessel is not nearly as large as a standard airship but makes up for small size with maneuverability and speed. Legend holds that the first airpinnace was commissioned by a private Windwright Captain who wanted a small vessel he and his adventuring companions could use to traverse Khorvaire. These vessels are only made upon commission for a high price. Unlike standard airships, an airpinnace can mount two weapons. Airpinnace: Gargantuan vehicle; Airthworthiness +2; Shiphandling +2; Speed Fly 120 feet. (average); Overall AC 1; Hull sections 4 (crash 1 section); Section hp 50 (hardness 5); Section AC 3; Ram 3d6; Mounts 2 light; SA air ring; SQ resistance to fire 10, hover; Space 30 ft. by 10 ft.; Height 10 ft. (air ring has 30-ft. diameter); Complement 15; Watch 3; Cargo 30 tons; Cost 50,000 gp. Hover: Despite its maneuverability rating, an airpinnace can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however. Ring: An airpinnace uses an air elemental bound into a ring, which deals 2d8 points of bludgeoning damage to any creature or object it touches. Aura: Strong conjuration, CL 15th. Construction: Bind Elemental, greater planar binding, 25,000 gp, 2,000 XP, 50 days. Price: 50,000 gp. A standard airpinnace has a lower hold that doubles as crew quarters with a tiny galley in the aft of the vessel and beams for hanging hammocks. The deck is generally kept clear but can house a few additional crew members if space is tight. The sterncastle contains cramped quarters for the captain and a tiny table used to display maps. A wheel of wind and water can be mounted atop the sterncastle for the standard price. The dragonshard holding the elemental is housed in a locked steel box in a small compartment underneath the floor of the captains quarters. are there any other small-ship-designs kicking around? would like something on the order of 30-40 long, capable of holding about 5-6 tons of material and comfortably holding 8-10 people. thanks, -the hamster |