| Post/Author/DateTime | Post |
|---|---|
| Another_Poet11-05-07, 12:22 PM | I am looking for a brainstorm (or mindsplosion, if you prefer) of ideas to improve the Cave Schooner I am designing. Here is what I have so far: Background: The Cave Schooner was designed by a famous human explorer for use in campaigns in the Underdark. Design: The schooner appears as a 35' long boat made entirely of stone, covered in most places by a decorative metal lattice. It has no masts and no oars, but there are two short lamp-posts that rise up from it (one near the front, the other near the back). The rear section can be covered with a canopy to make an enclosure if so desired. On-board goodies: +Neither of the lamps put out any actual light. Both are magical and they allow all creatures within 100' to see in the dark (as with Darkvision). +The metalwork covering the stone ship is magical, boosting its AC and hardness. +A small box near the rear of the ship acts as a climate-control device. When opened, everyone on board the ship feels as warm or cool as they like. This sensation will not prevent damage from fire or cold. +Magical helm. The entire ship is piloted by use of a magic device at the helm. The device is intuitive to use and, unless locked by the captain, anyone can steer the ship. If the device is locked it requires a DC 30 Use Magic Device check to operate. Movement: I am unsure which of these two propulsion methods would be cooler. Here they are: Option A: Repulsor Craft. The ship repels from the cave floor beneath it, levitating off the ground as it moves. It cannot fly, just hover (and it becomes bogged down over water and soft surfaces, like the hoverboards in Back to the Future). Any creature it hovers over takes force damage from the repulsor field beneath it. Option B: Stoneshape Rider. The stone hull of the ship merges with the stone floor of the cave and the ship surges forward on a continuous wave of Stone Shape. Since the ship attaches to the bottom of the cave, the only way to cross underwater lakes and rivers is by going underwater. Any creature that is run over by the ship is knocked out of the way, and has a 30% chance to be trapped in stone. Either way, when the ship is deactivated the stoneshape or hover effect disappears and the ship rests on the cave floor, completely stable. I am eager to hear votes for which mode of movement is going to be more fun in game (by more fun I mean more interesting--not necessarily easiest to use) and what other features you would add to this thing. MINDSPLODE! |
| pastadiablo11-05-07, 02:25 PM | Option B definitely seems to be the coolest to me. Especially if the ship actually "rides on a wave" of Stone Sheape, that parts in front of the bow and flows around the Schooner like actual water. |
| Another_Poet11-05-07, 02:46 PM | Option B definitely seems to be the coolest to me. Especially if the ship actually "rides on a wave" of Stone Sheape, that parts in front of the bow and flows around the Schooner like actual water. Yes, it definitely would. I agree it would look cooler. Buit what if they hit areas of sand, dirt, mud, or gravel? I'm not sure Stone Shape would move through those areas very well. Any ideas to trick out this boat are welcome... |
| Another_Poet11-07-07, 10:21 PM | Okay, seriously. All these DM's around, and no one has a single idea on how to turn a 35' solid stone cave speeder into a hot rod? Weapons? Luxuries? Special abilities? Let's hear 'em! |
| CryoSilver11-07-07, 10:28 PM | Yes, it definitely would. I agree it would look cooler. Buit what if they hit areas of sand, dirt, mud, or gravel? I'm not sure Stone Shape would move through those areas very well. Any ideas to trick out this boat are welcome... You don't need to hold strictly to the actual spell when designing magical items like this. Your boat should be able to move through whatever you think it should be able to move through. |
| Another_Poet11-08-07, 04:50 PM | You don't need to hold strictly to the actual spell when designing magical items like this. Your boat should be able to move through whatever you think it should be able to move through. That's a good point, and gladly taken. Maybe I'll modify its means of movement a little. Stil looking for ideas on this. How does it get around tight corners? Can it fit through small spaces? What kinds of goodies would you put on board? |
| CryoSilver11-08-07, 05:03 PM | If it's going to operate like a real boat, it isn't going to be able to make tight turns. A 90 degree turn in a boat that size will probably be along a curve with a radius of at least twice the boat's length. |
| BillTheManiac11-08-07, 05:43 PM | But with Stone Shape, that might be different. You could just shape the boat around the corner. Maybe it can attack with high-speed stone shapes? Ooh, maybe it has Transmute Mud to Rock to get over those soft areas. |
| Slimgauge11-08-07, 05:48 PM | The first suggestion that comes to my mind is to have the "climate control" magic device work like the spell "endure elements". If the device is active, have anyone who is currently aboard or steps on-board automatically get it cast on them and anyone who leaves the ship loses the effect. Accessories: How about an ever-smoking bottle or two to let the ship lay down a smoke-screen if pursued ? |
| JohnnyWeird11-08-07, 08:04 PM | First, the term 'mindsplosion' is now my favorite word ever. Second, and perhaps more relevantly, antipersonnel weapons. If it's meant to explore the Underdark, all you really need to repel boarders is a couple of bulbs that cast daylight. Since no acclimation seems necessary to go from being on the surface to being on the ship, the crew is unaffected, while the Underdark's hoards are, in a word, boned. Fire also works well here. Consult the Maelstrom book for helpful hints on large-scale flamethrowers and firebombers. Has the delicious combination of 'bright' and 'harmful'. More, no doubt, to come. |
| Another_Poet11-09-07, 10:26 AM | Smokescreen: Sweet. The rear lamp now has the ability to put out smoke (as an Eversmoking Bottle) for up to 1d4 minutes twice a day. Daylight: Sweet. The forward lamp now has the ability to emit a Daylight spell for up to 1d4 rounds twice a day. Someone suggested having the ship be able to bend around corners. I was considering this--it is a sweet idea--but I think that might be too much. I want the boat to have some weaknesses that my monsters can exploit. I think I'll take the other suggestion and make the ship turn slowly, like a real ship. Here are the speed settings: -Cautious. The ship moves 20' per round or less. Can turn 90 degrees in four rounds. Can also go in reverse at this speed. -Racing. The ship moves 25 to 80' per round. Can turn 90 degrees in two rounds but those on board better hold on tight. Anyone on board fighting melee over the side has charge modifiers. To accelerate to Racing speed, the ship must travel at Cautious speed at least one round first. -Ramming. The ship can travel up to 150' per round (about 19 mph) for no more than three rounds at a time. Cannot turn safely. Those on board have a charge bonus to melee attacks over the side but no charge penalty to AC. The ship itself is able to attack with its prow at this speed. To accelerate to Ramming speed, the ship must travel at Racing speed at least one round first. Ram Attack: melee +0, 4d8+10 x2 bludgeoning damage. This attack is made against a square (AC 5) and affects all creatures or objects in that square. Half damage is dealt to all other squares within 10' (including squares on the ship itself). The instant before the attack, the Stone Shape affect of the ship strips up to 5' of stone barrier from in front of the target. Still happy for more suggestions. |
| Slimgauge11-09-07, 01:15 PM | Add a speed between Cautious and Racing, call it Cruising. Make the turning for each movement speed a "per round" number, like this Full Stop: Ship may turn in place at no more than 15 degrees a round (6 rounds for a 90 degree turn). Ship may only turn in place if it was stopped or moving at cautious speed last round. Cautious (5' - 20'): Ship may turn no more than 22.5 degrees a round (4 rounds for a 90 degree turn). ship may only move at cautious speed if it was stopped, turning in place, or moving at cruising speed last round. Cruising (25'-50'): Ship may turn no more than 30 degrees a round (3 rounds for a 90 degree turn). Ship may only move at Cruising speed if it moved at cautious or racing speed last round. Racing (55'-80'): Ship may turn no more than 45 degrees a round (2 rounds for a 90 degree turn). If it turns more than 30 degrees in a round those onboard must make a DC(?) Balance check. Failure means you must use a move action for the round as you fight to hang on/keep your feet (this counts as movement so you don't get your five foot step), but you may still use your standard action for something else. The ship can only move at racing speed if it moved at cruising or ramming speed last round. Ship cannot move at racing speed for more than x hours/day. Ramming (85+): Ship may not turn. If ship strikes an immovable object, it comes to an immediate stop, takes (x, depends on speed) damage and all occupants must make a DC(?) Balance check or fall prone. Ship may only move at ramming speed if it moved at racing speed or ramming speed last turn. Ramming speed may not be used for more than 3 consecutive rounds. Ramming speed may not be used more than x rounds per day. |
| icuall11-09-07, 02:27 PM | When I first read your post, my first impression is that it would burrow through rock so that you are not limited to only caves. It would be able to travel anywhere underground. You could keep the current shape of the boat, but when its going to burrow, a force field (football shape) appears around the boat spinning quickly to drill through the rock. When that puppy is on, no one is jumping on or off - they die! I would also add your option B, that is cool. especially from cave to cave. You need some: ballistas with shocking grasp, etc. animated automated crossbow on all sides that only takes command from the capt. harpoon - to drag the nasty evil BBEG when you find him firing wall - cover for your crew That is all for now. |
| Another_Poet11-09-07, 03:11 PM | Adding firing walls and some weapons is definitely a good idea. I think a burrowing ability would be too much--again, I want to leave some weaknesses (I am the DM after all, not the players riding it!) and having characters getting out on foot to widen tunnels from time to time will be a good plot element/danger point. I think I'll leave just three speeds, for simplicity's sake, but I have changed the to-hit and damage on the Ram attack and I will probably steal Slimgauge's rules for what happens to the people on board when the ship hits something. Okay now the other side of the coin, as DM what would you throw at a party who is riding this thing through the Underdark? |
| Slimgauge11-09-07, 03:31 PM | Be sure to use the limit on how many rounds/day they can use ramming speed, or they'll run around at ramming speed 2/3rds of the time (if they've got the room for it). Also, I'd suggest using the restriction about slowing from ramming speed, or they can stop on a dime to avoid stuff. |
| Another_Poet11-09-07, 04:25 PM | Be sure to use the limit on how many rounds/day they can use ramming speed, or they'll run around at ramming speed 2/3rds of the time (if they've got the room for it). Also, I'd suggest using the restriction about slowing from ramming speed, or they can stop on a dime to avoid stuff. Yeah definitely. |
| CryoSilver11-09-07, 04:31 PM | Or maybe ramming speed could exceed the speed of the propulsion and damage the ship as it grinds against un-shaped stone. |
| Slimgauge11-09-07, 05:25 PM | Okay now the other side of the coin, as DM what would you throw at a party who is riding this thing through the Underdark? Depends on what my goal is. Am I trying to capture the ship intact or destroy it or am I simply trying to get it to go elsewhere or am I trying to kill everyone onboard ? If I'm trying to destroy it, intentional cave-ins or dropping/rolling big rocks at it (some sort of pilot skill to avoid ?) Earthquake spell ? Trying to kill everyone on board ? I don't have to board it to do that, so missile fire, cloudkill spell, drop flasks of alchemists fire from the cavern roof, cast grease so all aboard fall down, etc. Trying to take it intact ? Drop a really big net from above and board while everyone's trying to get untangled, with the side benefit of being able to climb the extra net that's hanging over the sides to get aboard. Spider climb for my boarders would be good too. Maybe Black Tentacles to keep the thing from just sailing away ? If I'm just trying to block its progress along a particular path so it goes elsewhere, Stone-To-Flesh so it can't stoneshape its way across (ewwwwwww). I wonder what effect a SpikeStone spell would have ? |
| Phrennzy11-09-07, 05:41 PM | 35' seems kind of long for cruising around underground just because of the tight spaces. But it should work. What would I send against? Well, for starters, I'm sure the Xorn are going to LOVE the taste of your metal mesh. With their earth glide ability, they may be jumping out of the water alongside the ship, like dolphins now days. A cave fisher would be quite the surprise, as the boat cruises past and someone gets lifted off the deck and into the air. The boat would have to slow, stop, and reverse, giving the cave fisher plenty of time to munch away. Black Pudding. I can imagine the ship slamming into one, unable to pass thru, as it oozes up over the prow. "Pudding! Right ahead!" Word of a magical stone vessel would draw both good and bad attention from intelligent creatures. A behold would have little problem capturing it, with the anti magic ray and it's eye beams. As a last resort it might disentegrate it. The drow, of course. Nuff said. Svirfneblin would be interested in it and want to build their own. I would also have a large chasm pose an obstacle, as well as lava flows or eruptions. Steam vents and fungi gardens. Ah, the endless possibilities. My players hate going underground. |
| JohnnyWeird11-09-07, 06:30 PM | Okay now the other side of the coin, as DM what would you throw at a party who is riding this thing through the Underdark? Oozes, mostly. Big, amorphous, unpleasant oozes. Consider also the duergar, whose knack for building and annoying would no doubt prompt them to make small, harrying craft on the same principle once word of it got round. No drow if possible. Never liked them. |