| Post/Author/DateTime | Post |
|---|---|
| #1Vaal_OceraJul 07, 2009 3:22:48 | So, my party has just come into legal possession of a House Lyrandar Airship (complete with Dragonmarked pilot). The way that we play is that I write many adventures that are capable of scaling a great many levels, and then a contact gives all of them to the party (like mercenary contracts) and they decide which one to take next. This time, they have taken a contract that requires an extended visit to the astral plane. And so I (actually all of us) had two questions. 1. Is there any way to get a 90x300x110ft ship and all of its passengers onto the astral plane? 2. If we could get the ship there, would the bound elemental be able to propel the ship once there? |
| #2fabius_maximusJul 07, 2009 8:17:45 | You'll need a Gate or portal to the Astral to get there. I don't know if Plane Shift can manage the transistion. But the actual problem is the movement. In the Astral, it requires mere thought to move. But try to explain that concept to the elemental. |
| #3neueregalJul 07, 2009 8:39:34 | The AD&D Spelljammer ships probably were the same sort of idea, but were not powered by an elemental, but by the ship's spellcaster instead. And, I have since found references that after I stopped playing Spelljammer, that they introduced Githyanki astral ships in some fashion, there having been little difference between outer space and the astral plane. That said; It's a great adventuring venue, the party having their own ship and that! DM to DM: Find a way to make it work, even if it means bending a rule or creating some happenstance. Give the players that Gate or wormhole or whatever; Arrange for them to be able to either teach the elemental the nuance of astral movement or some means to temporarily replace the elemental. (I know nothing about your game system, either, whatever that fancy sounding ship is). Just DO IT. ;) Neue |
| #4fabius_maximusJul 08, 2009 6:57:20 | Well, you could try to find a way to install an additional helm, so that a spellcaster can move the ship without the elemental. Provides you with an adventuring opportunity, because the group has to find the technology first. |
| #5AvonRekaesJul 08, 2009 12:54:36 | There is something for this in Adventurer's Vault, I think. It's something like a Planar Keel. It's basically a magic item you buy for the ship, install it, then use as the focus for a ritual that sents the ship and all occupants on it to the Astral Sea. |
| #6angelus_obscuraJul 08, 2009 13:55:34 | There is something for this in Adventurer's Vault, I think. It's something like a Planar Keel. I searched for such an item, and the closest to it that I found was the runekeel of the Planar Dromond in Manual of the Planes. Anyways, congrats on getting an airship, Vaal! I too got an elemental airship this past weekend. When our party stumbled into G'henna of Ravenloft, we found my lost/crashed airship with the bottom strut shattered and the fire elemental housed within stolen by local fanatics of Zakata. Long story short, we ended our heroic tier with an "epic" infiltration/flight-and-fight sequence that felt like it was out of a Star Wars movie. Veil is one useful spell! ![]() My Lyrandar skycaptain managed to bargain with the Vistani hiding in the forests in repairing the ship and reinforcing the binding runes. After we recovered/rescued the elemental, our spelljammer wizard bound the elemental back into the Khyber shard and we flew away into the mist with the enemy chasing us atop monstrous scarabs. :P Btw, did you or the DM stat out the airship? The Adventurer's Vault has an airship, but it uses a hot air balloon for lift and the speed is horrible. Does anyone here have an elemental airship statted out for use? If not, perhaps we can build one together. My airship is smaller and sleeker than the average airship in Eberron; built for speed. |
| #7AvonRekaesJul 08, 2009 15:52:13 | Yes! The runekeel is what I was thinking of. I see no reason why you could not attach it to an airship. I believe it was originally intended to be somewhat of a limiting factor, that planar dromonds had to arrive and leave by way of bodies of water, but that assumes a setting that doesn't have easy access to airships like Eberron does. |
| #8angelus_obscuraJul 08, 2009 17:02:57 | Yes! The runekeel is what I was thinking of. The thing about keels are that you can't attach them to a ship. A ship is built around it. The keel acts as the spine, and is the foundation that is laid before building the rest of the ship. I don't think elemental airships have a keel in the traditional sense. They aren't built for the sea, not to mention that the binding struts replaces the keel if not placing it elsewhere. |
| #9Vaal_OceraJul 08, 2009 17:44:15 | Wow, thanks for the advice. I think I'll use a combination of the ideas: a Cloud Keel-like item that works for other planes (similar to the Planar sails in the Arms and Equipment Guide) but is powered by the elemental, which will require teaching the elemental how to use it. That way, I'll be able to make an adventure where the party has to obtain and implement the techniques in order to take on their next contract! Thanks guys! And to Angelus: That does sound like some epic adventuring! There is an Airship statted out in the Explorer's Handbook, and that is what I used for my party's ship. From what I can tell, they are built very much like water vessels in the Arms and Equipment guide, so you might be able to use the info there for the various types of ships to build stats for a smaller than average airship. |
| #10Alex_Jul 08, 2009 21:02:23 | So, my party has just come into legal possession of a House Lyrandar Airship (complete with Dragonmarked pilot). The way that we play is that I write many adventures that are capable of scaling a great many levels, and then a contact gives all of them to the party (like mercenary contracts) and they decide which one to take next. It should be worth noting that in Eberron, the planes are intrinsically tied to the material plane. It's possible to reach Khyber and the Elemental Chaos if you go deep enough in the right spots. Its possible to gain access to Mabar the plane of darkness by going into certain dark places. Fernia, the plane of fire can be reached via volcanoes, etc. Manifest zones are also points of accessibility between planes, and the Eladrin citadels have been phasing between Eberron and Thelanis of their own accord for countless millennia. You don't have to have portals or spells or other effects to get there. This was intended to facilitate planar adventures at lower levels and highlight the degree to which magic permeates the setting. If you really want your players to reach the Dragon Above/Astral Sea without reliance on items, they merely have to direct their airship higher and further than anyone else ever has, and perhaps at a particular moment or point. |
| #11GurvJul 09, 2009 8:11:56 | You don't have to have portals or spells or other effects to get there. This was intended to facilitate planar adventures at lower levels and highlight the degree to which magic permeates the setting. I agree with Alex. The proper way to move an airship to another plane is not to pour through several editions-worth of sourcebooks. Find a way to do it that your characters might be able to find, using the context of the campaign setting. Manifest zones have been known to work without any effort on the part of the traveler. Although I've never seen a manifest zone to the Astral mentioned, that simply puts it into the category of "really rare"...and is therefore something that the PCs should be able to find if they're looking. |
| #12rekkoJul 09, 2009 9:35:32 | For travelling to the Astral Sea, move your Airship upwards and expect a few collisions with large Syberis Dragonshards. Maybe there could be some Legendary Dragonmark the PCs discover while travelling to the Astral Sea. Maybe a battle with the bound Elemental that gets released due to the ship being damaged, either killing it or resealing it. In the first option, that would pose a problem for a safe return home, and your team might want to find another way to reach back to Eberron. As for travelling in the Astral Sea, I'd say it could be possible. There might be some people (Githyanki or other) on Eberron that could share the secret, or give them the means to travel, or go with them. Or you could just decide that an Airship just works like normal on another plane. Rekko |
| #13gamexchangeAug 09, 2009 0:37:40 | My players just came into posesion of a airship as well. The odting about it i its non Lyrander ship, as a Cannith Artificer PC made it using theoretical magic and making a rather large (40ft by 40ft) non intellegent warforged core be the core power source of the ship and that autonomously sustains a levitate on the ship while the Artificer PC inputs his commands for flying and helming it through a command console. While they got permission and basicallly a charter and protection to fly their ship inside Breland from the king in return for rescueing one of his many sons, they have decided on their first voyage to set sail to Xendr'ik after thumbing their nose at Lyrander while in Sharn. so after their adventure in Xendr'ik my plans are for their return trip to meet a fleet of lyrander ships. Anybody know any good 3.5 books dealing with ship tactics? |
| #14AvonRekaesAug 09, 2009 15:10:44 | Anybody know any good 3.5 books dealing with ship tactics? The book Stormwrack has abstract naval combat rules. They're very simple and won't require to to keep track of hull-section damage or whatever. |
| #15gamexchangeAug 11, 2009 3:54:25 | cool thanks. |