The Audacity Vehicle in Dierde | World Anvil

The Audacity

Formerly "Adventurer Class Airship of the Vale, v.2"

The airship was found under Skola Vale, and although the ship's tricorn reported it was flight ready -- it was in serious need of complete repairs. It had sat under the Vale for countless centuries and so when the Menagerie found the ship it was only by luck and will of the gods that they were able to fly it at all -- along with the massive power from the Gem of Tharizdun they used to power it.   While they explored the Feywild it was repaired to a new ship with the help of the Elder of the Vale and others in the village who wanted to contribute to such a wondrous project.   This ship no longer needs the Gem to power as it can be powered by the assistance of a Professor Orb (or maybe even a new Mythal), but the Gem of Tharizdun might be too much for the current ship. It also requires the burning of a spell slot which powers the flight and offers other benefits. Before that spell is burned, one must cast "Dweomerflow", a spell often used by those who enchant items. After that you cast the Spell Fly focused on the orb in the Ship's Helm. Then cast Dweomerflow again and use the level you would like to use for the benefits below.   The ship can be healed using Dweomerflow as well (see below).  

Initial Issues

  The airship was recovered by the Menagerie as they needed a quick exit from the caverns with the Ziggurat under the Skola Vale Village as it was returning from the Feywild. They had used the Gem of Tharizdun to power it, but this was too much for the ship in its current state. When the party returned to the Feywild to find the issues at hand the ship was being repaired by the Elder of the Dawngreets and her people.   It took about 3 years to finish the project and they brought in some outside resources, namely Morenars Neyers for financial backing and some technology resources, as well as Cormin Bogletigle Neyer for his understanding of Gem Magic. The Elder of the Dawngreets had trusted this project to one of her advisors, Apple Cedarfrost who turned out to be traitor. She was a Pixie dedicated to the old Archfey of the Vale and so she helped Morenars Neyers put a clause in the contract that would require the Elder of the Dawngreets to sponsor a reconnaisance trip to the 4th planet of the system or all rights of the ship and technology go to Morenars. Additionally, he now owns all rights to mines and local area of it due to his assistance on the project. He also has all rights to any other ship made based off of this prototype.  

Current

The Wild Cards are now in charge and ownership of the ship, and they have been using it for their adventures.  

The Sprockets Insight

  The Wild Cards met the Sprocket brothers, Balabar Sprocket & Dipple Sprocket who claimed to have assisted in creation of the ship. They brought up some abilities unknown to the party.   Other Ship Upgrades and there is the The Sprocket Brothers Catalog.  
Ship Mythallar
  The Box that powers the ship can be fitted with a mythallar replacement they can build. Cost is 15,000 gp -- but this will not just power the ship but allow for a wide variety of temporary magic items they can build which will be powered if within a certain distance of the ship. Almost any magic item can be created this way as well as unique ones. They are not magic as they get away from the ship, but this can lead to all types of magic items for use on the ship (combat, defensive, fun, whatever).  
Ship Power Box Upgrade
  GEMSTONE UPGRADES   The Box also offers 7 slots that can be slotted with crafted magic gems, taking the effects and bonuses from magic items and transfered to the gem so that the ship can benefit from them. To do this you need a gemstone (or more) which value is based on the dweomer. You need an item for which magic property you want to bestow on the ship. Cast dweomerflow directed at these objects and stones, which will then make the magic item no longer magical and the gemstones into one single giant magic gemstone. It can now be put in one of the 7 slots and it "SHOULD" gain some effect. Some may stack, some may not. Interesting properties and/or issues can occur. So, be careful but feel free to experiment.   TRANSPORT COINS   This box also has a coinslot which can be used to instantly transport to a location due to a special ritual similar to the GEMSTONES. There is a slot on the front and if a properly attuned coin is put into this slot the ship and all on it will be transported instantly. To do this you first need to be at the spot you want to transport to and you need a coin from that location. (Note: Just because a coin claims to be from a location, does not always mean it is due to counterfeiting or minting reasons, so it is advisable to first cleanse the coin with casting "Azundel's Purification", "Obar's Lesser Purification", or "Higher Consecration". These are lost spells, but some like the gnome brothers do still have access to them. Then you take the coin, and a gemstone (or more) that is valued at least 500 gp -- cast dweomerflow on them and then cast Teleport on them. The gems will disappear and the coin can now be put into the box when you want to instantly transport here to this spot. (that will destroy the coin, so each is a one off).  
Astral Transport Room
  There is a hidden panel and in the panel is a diagram with thin “threads” of some metallic and crystalline substance. It makes a pattern on the board that is reavealed and there are various holes in the structure, which each has an amount of the substance around it. One hole is filled with a green gem and it has a slight glow in the center of the oversized gemstone.   This is the panel that controls the Feywild room. It is currently set to Feywild, but it seems that one can change its destination, which can be very dangerous if not attended to properly. The party was given a few words to control this box. Placing a hand over the area (with the box open or closed) and saying a certain word it will transport to the feywild spot loaded by the Elder. When attuning a stone to spot that is when the magic phrase is set. There is also a phrase they were given to turn off the room so it is a normal room, if they so wish.   To attune to another location in another plane, there is a ritual that must be done.   You need the proper tuning fork, you need a gemstone or collection of gemstones that is proper to the plane (see table for type and or color) and they need to be valued at least 5,000 gp, and you need to be in the location you want to attune to.   At that location you take the gemstone(s), cast dweomerflow, then Teleport and when you hit the tuning fork on the stone(s) and say the keyword you want to turn the stone on/off -- it will transform all the materials into a single oversized gemstone which now will plug into the wall. It will allow you to turn that room into a portal to the location that is attuned to the stone.   The board has 16 spots in a circle. In the middle of the circle there are three in a triangle and between those three and the 16 are four spots in a diamond pattern. This is for the 16 outer planes, the four elementals, the two inner, and the material plane.   On the bottom is a line of 8 in a row… (these are for 8 locations not considered part of those places, such as a pocket dimension or such).  
Material
The Prime Turquiose or Silver
The Feywild Green, emerald green, opalescent white
The Shadowfell black, spiraling black, silver, dusky gray, grey
Elemental Planes
Fire red, orange, yellow, green
Earth gray, brown, green
Water blue, green, dark blue
Air pale blue, white, blue, gray
Para-elemental Planes
Smoke pearl of any kind, gray, white
Magma maroon, red, orange
Ooze brown, white
Ice white, aquamarine
Transitive Planes
Ethereal white, gray
Astral gray, brown, green
Outer Planes
Outlands brown, yellow
Mechanus diamond of any color, white
Arcadia yellow
Celestia yellow, gold
Bytopia amber, yellow
Elysium opal, dark green
The Beastlands emerald, emerald green
Arborea bright blue, sapphire, dark green
Ysgard purple, indigo
Limbo jet, swirling black, black
Pandemonium crimson, red, magenta
The Abyss amethyst, red, ruby, swirling red
Carceri gray-green, gray, green, olive, red
Hades dark red, rust, iron gray, gray
Gehenna red, bright red, russet
The Nine Hells ruby, red, black, red and black
Acheron red, flame, yellow, metallic red
The Mast
The masts are living trees, and help rebuild the ship, as long as they live. They are also wide enough for a Transport via Plants spell.
 

Power Generation

The Lift is a combination of a "Dynamo of Flying" (the box) working with the Spelljammer's Wheel Helm (HB) and the exhausted Brumestone underneath the ship.   The Motive stems from the Dynamo of Flying working a bit with the Brumestone, but mostly with the Elemental Gem of Air Flight that is attached to the rear mast. It magically captures air from the Elemental Plane of Air and is able to keep the sails in charge of moving the ship at a speed based on the magic infused into the Dyanamo.   The Frame & Body of the ship was old wynwood, but it was well crafted. When the druids planted the "Living Vessel" Tree it became the conduit for the ship, it began to rebuild into the old wood, with the assistance of fabricate, druidcraft, and similar spells to restructure the ship. The wood is denser on the outside part, with a structure similar to birdbones in the rest to keep it light but offer rigidity. By the end of the process the ship was more Living Vessel than original wynwood   All of these things work due to the Tricorn. It is the key element for the ship. If it is damaged or lost that will lead to the ship being less reliable and may need some tuning to allow flight…

Propulsion

Lift: Brumestone
 
AC 20
HP 100; will begin losing lift at 50 damage, if completely destroyed, the ship immediately crashes.
  This will need brumestone if damaged, and can not be fully fixed by the tree. Brumestone is very rare, outside of Gnomengraad and the truth is that the brumestone on The Audacity is very old and has long lost its natural ability to float, however due to the make up of this ship it can be powered by the Dweomerflow process done to the Dynamo of Flying.  
Movement: Elemental Engine, under the Crows nest
 
AC 18
HP 100; –20 ft. speed per 25 damage taken
  Locomotion (air) elemental power, speed 80 ft. If the engine is destroyed, the ship will then rely on the sails, which can be less reliable when flying..   This crystal device has veins of thin metal that wraps and holds a large crystal that funnels energy from the elemental plane of air and directs it to the sails. This "Elemental Engine" is powered due to the Elemental Gem of Air Flight attached to the rear mast.  
Movement: Sails
 
AC 12
HP 100; –10 ft. speed per 25 damage taken
  Locomotion (air & water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind

Weapons & Armament

Weapons: Ballista (1)
 
AC 15
HP 50
  Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Armor and defense

The ship is made of wood which can repair itself slowly from the tree acting as masts. Each element has its own AC/HP and mechanics as they are damaged.

Communication Tools & Systems

Horn Tubes:
  The horn tubes are used to communicate with remote areas of the ship. One in each room on lower decks, one on crow's nest, one at the ship's helm, one in the "Captain's Quarters", one at each mast base (at each level), and one at the ballista.   Benefit: Horn tubes consist of two tubes that run into every room on the ship. There is a receiving tube as well as a sending tube. By blowing through the sending tube, the user alerts the operator (tree) and can ask to be connected to a specific room of the whole ship. The operator (tree) connects the two tubes together, and the two distant room occupants can communicate with each other. When the communication is over, the operator (tree) unhooks the tubes and awaits another communications alert.   Except in the case of an all-ship bulletin, only two rooms can talk with each other. Three cannot be connected together. Also, there is no limit to the number of communications that can occur at the same time.

Sensors

None.

Additional & auxiliary systems

The Main Box, which actually powers the ship and grants it the abilities it has has 7 empty slots for powered gems.  
1. Gem of "Amulet of Proof against Detection and Location". This ship, and all who are on it, are hidden from Divination magic. They cannot be targeted by such magic or perceived through magical scrying sensors.
  2. empty 3. empty 4. empty 5. empty 6. empty 7. empty   rules on Dynamos
The Dynamo of Flying in The Audacity is a one-of-a-kind model, but the rules for most Dyanamos tend to be:

Dynamo of Flying   This permanent magical device converts spell energy to Motive Power, Lift Capacity, and sometimes other vessel-wide spell effects. Usually crafted as a large black box (one cubic yard, weighing 8,000 cn), a dynamo of flying can function anywhere on board a ship. For convenience and safety, it’s typically secured in the vessel’s control area. A dispel magic attack by a spellcaster may cause the dynamo and all spell effects powered by it to “go down” for ld10 rounds (see pp. 24 and 25). For this reason, a vessel rarely relies solely on her dynamo for lifting capabilities.   Dynamos of flying are usually tailor-made for a specific vessel. They may be enchanted with multiple effects: fly, teleport, travel, invisibility, dimension door, and so on. The user chooses which effects to activate.   To power a dynamo of flying, the user must cast a spell onto the device. This requires physical contact, but can be done with any spell—even those that create something, such as a form spell, and those that normally affect the caster only. It does not work with spells cast from scrolls or other magical items. The dynamo gains the equivalent of one charge per level of the spell cast upon it. It can store up to 50 charges at a time.   Each spell effect the dynamo creates costs one charge per spell level. (For example, fly costs three charges, while travel costs eight charges.) Duration of effect is the same as though cast by an 18th-level spellcaster. (If the enchanter’s level is known, use that instead.)   Dynamos of flying come in different strengths.   • A lesser dynamo can power vessels only up to 50 tons. Moving larger ships with a lesser dynamo requires twice the normal number of charges per spell effect for a 100-ton vessel; three times the number of charges for a 150-ton vessel; and so on. Cost to enchant a lesser dynamo is halved.   • A normal dynamo can power vessels up to a Tonnage of 150. Affecting a 300- ton vessel costs twice as many charges, as above.   • A greater dynamo can power vessels up to a Tonnage of 450. Cost to enchant a greater dynamo is doubled.   If the dynamo is used to provide lift as well as motive power, its Lift Capacity is double the Tonnage of the ship. Charges used and spell duration are as per other spell effects.   A dynamo’s user can elect to spend more charges to increase the vessel’s Air Speed past the normal maximum of the spell involved (fly, etc.). Each increase costs the same number of charges as evoking the effect, in return for a 20% increase in Air Speed—and a 20% chance the dynamo will malfunction, losing all charges for ld6 days. Doubling Air Speed costs five times as many charges as the initial effect, with a 100% chance the dynamo will be unusable for ld6 days once the effect’s duration ends.   Spellcasters enchanting a dynamo of flying must know spell turning (the base spell for creating a dynamo, see p. 53), as well as any spell the dynamo of flying will need to provide. Dynamos of flying must be made permanent, for 5 x the initial enchantment cost (see the D&D1' Rules Cyclopedia, p. 252).   Examples: A dynamo of flying enchanted with fly and shield by an 18thlevel spellcaster can lift and fly a 100-ton skyship for 19-24 turns per 3 charges used. Using an additional charge to activate the shield improves the vessel’s AC by 1 for 2 turns. A particularly impressive greater dynamo might use fly for normal flight and teleport or travel for special situations. It may also be enchanted with other effects—shield, invisibility, haste, anti-magic shell, and weather control, etc. (Such a powerful device is phenomenally expensive and difficult to create.)   Optional Rule: If the DM wishes, a dynamo of flying can make even a nonmagical vessel fly. This is especially appropriate if you use the optional rules allowing wizards to enchant normal vessels and buildings to fly (see p. 3)  
 
 

Table of Contents

 
Creation Date
Rebuilt: 2023
Current location
Price
Priceless
Rarity
Legendary
Beam
85 ft.
Length
140 ft.
Height
60 ft. to top of mast
Weight
90 tons
Speed
Varies
Complement / Crew
10 crew
Cargo & Passenger Capacity
20 passengers

Homebrew

Adventurer Class Airship, v.2

Vehicle

Legendary Transmutation Requires Attunement

This is a flying airship. It can be used on water or in the air based on the level of magic that is dweomercrafted into the powersource. It is also has spacejamming capabilities.

The airship was found under Skola Vale, and although the ship's tricorn reported it was flight ready -- it was in serious need of complete repairs. It had sat under the Vale for countless centuries and so when the Menagerie found the ship it was only by luck and will of the gods that they were able to fly it at all -- along with the massive power from the Gem of Tharizdun they used to power it.

While they explored the Feywild it was repaired to a new ship with the help of the Elder of the Vale and others in the village who wanted to contribute to such a wondrous project.

This ship no longer needs the Gem to power as it can be powered by the assistance of a Professor Orb (or maybe even a new Mythal), but the Gem of Tharizdun might be too much for the current ship. It also requires the burning of a spell slot which powers the flight and offers other benefits.















































































Spell Level Slot Days of Flight Min. Req'd Crew Max Speed (Water/Air) Hull AC/HP Boost/ Dam Threshold
0 0 10 4 mph 0
1 .25 8 5 mph / 9 mph 0
2 .50 4 7 mph / 10 mph 0
3 1 2 7 mph / 11 mph 0
4 1 1 7 mph / 12 mph 0 / 0 / +5
5 2 1 7 mph / 13 mph 0 / +5 / +5
6 2 1 7 mph / 14 mph 0 / +10 / +10
7 3 1 8 mph / 15 mph +1 / +25 / +15
8 3 1 9 mph / 20 mph +2 / +50 / +20
9 4 1 9 mph / 25 mph +2 / +75 / +30 / +1 elemental protection


Using a higher spell slot to start the ship grants advantages. Because of the magic elements which powers the lift and movement of the ship, the wind is not necessary for max speed, but wind can help/hinder a bit depending on circumstances.

Airship, Adventurer Class v.2
Size: Gargantuan vehicle (140 ft. by 45 ft. -- technically, 155 ft. x 85 ft.)
Capacity: 10 Crew, 20 Passengers
Cargo: 20 Tons, slowed to 3/4 normal speed if carrying half this load or more.
Travel Pace: Depends on Spell Level Slot

Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor. The tree, if healthy, can repair 5 hp of wood damage (such as the hull and other connected parts made of wood).

Ability Scores:


















STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 0 0 0











Immunities poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Vulnerabilities Fire



Components:



Hull:











AC 13
HP 300



Control Helm:











AC 16
HP 50


Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn.


Lift:











AC 20
HP 100; will begin losing lift at 50 damage, if completely destroyed, the ship immediately crashes.


This will need brumestone if damaged, and can not be fully fixed by the tree.


Movement: Elemental Engine, under the Crows nest











AC 18
HP 100; –20 ft. speed per 25 damage taken


Locomotion (air) elemental power, speed 80 ft. If the engine is destroyed, the ship immediately crashes.

This crystal device has veins of thin metal that wraps and holds a large crystal that funnels energy from the elemental plane of air and directs it to the sails.


Movement: Sails











AC 12
HP 100; –10 ft. speed per 25 damage taken


Locomotion (air & water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind


Weapons: Ballista (1)











AC 15
HP 50


Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Actions



On its turn, the airship can use its helm to move using its elemental engine. It can also fire its ballista.

This airship has many benefits built into by the wonderful crafters of the Vale. This is a one-of-a-kind ship and the first actual airship seen in a very long time.

Specific Locations & Additions



The two masts are actually a strange tree that is a strange living tree of some simple sentience. It is what operates the Horn Tubes in the ship. The tree mast prime is what powers the regeneration of 5 hp/day, as long as it is still alive. It also connects the Helm and the power source to the elemental crystal device under the crow's nest. The mast and airstone are what create a pocket of air to allow flight for people and create the magic gravity for the ship. There are also magical "glowstones" throughout the ship which will turn on/off by either touch or a request to the tree. There are random plants and leaves which sprout through the ship as well due to the masts.

Horn Tubes:


The horn tubes are used to communicate with remote areas of the ship. One in each room on lower decks, one on crow's nest, one at the ship's helm, one in the "Captain's Quarters", one at each mast base (at each level), and one at the ballista.

Benefit: Horn tubes consist of two tubes that run into every room on the ship. There is a receiving tube as well as a sending tube. By blowing through the sending tube, the user alerts the operator (tree) and can ask to be connected to a specific room of the whole ship. The operator (tree) connects the two tubes together, and the two distant room occupants can communicate with each other. When the communication is over, the operator (tree) unhooks the tubes and awaits another communications alert.

Except in the case of an all-ship bulletin, only two rooms can talk with each other. Three cannot be connected together. Also, there is no limit to the number of communications that can occur at the same time.

On the main deck:


The Quarterdeck, which has the Ship's Helm and requires a professor orb or a mythal stone (of smaller size) to power as well as the ship's tricorn (which is attuned to someone). There are two regular life rafts on the deck as well as one in the rear tied to a lowering wench. This rig can also be used to help bring gear onto the deck. Speaking of which, the deck has a large opening in the center to assist in getting supplies to the lower decks.

The Ballista is at the front and has 20 large spears to each side, as well as a barrel of cannonballs (100) to the side. The other two barrels are one for freshwater (slowly refills over the course of a day), and one for trash (it will destroy anything non-magical/non-living within 24 hours that is placed into it).

The Captain's Quarters is more of a dining area/war room for hosting people or other important functions. Additionally, the table can provide a Hero's Feast 1x day if a gem-encrusted bowl/goblet (at least 1,000 gp value) is offered to the table or gems/coins of at least 1,500 gp value is placed in the center and someone requests a feast from the ship. The wealth is replaced with food and drinks for 8 people which provides the full benefit of the spell.

There are also two chests against the door's wall one is actually connected to the shared space of their home's chest and the other is actually similar to a bag of holding. It can hold 128 cubic feet / 600 pounds of gear with an opening of approximately 3 ft. x 5 ft. The walls have a smoky crystalline "glass" which can change color on command also allowing a tint -- and helps block scrying in this room. If the glass takes 50% damage it loses this property until properly repaired (AC 19, HP 50). The Glass can be repaired with certain spells/materials.

Lower Deck:


5 sleeping quarters with double beds, chests, and dressers (with mirrors). 4 large storage rooms full of standard gear for a ship. The masts continue here and offer horn tubes as well as in the rooms. There is a kitchen area with a pantry that preserves any food items stored within. A sink with a water stone that provides water from the Elemental Plane of Water and then runs it out through the ship's walls outside. The stove has a fire stone that provides heat from the Elemental Plane of Fire and allows for cooking. Currently, the pantry is stocked with enough food to feed 8 for 30 days, with a few specialties (not listed.)

Bottom Deck:


More supplies, hammocks for passengers (can be taken down if needed for more storage), and two very special additions.

A room leads to a very private tree in the vale that the Elder only knows about. The doors to this room are only for the party members and requires the permission of the elder for others to enter -- if they enter the doorway it is an empty room and doesn't offer them the door on the other side.

That other door leads a transportation circle of which only very few trusted individuals from the Elder are aware of. The circle requires knowledge/use of the spell still -- but can be used by those who know of the sigils in it.

The ship is made primarily of the wyndwood structure, but the altered sentient version of a wyndwood plant helps sustain and fix the ship. Additionally, the wood has a slight bas-relief artistic texture of leaves and branches. There are random flecks of glowstone throughout the ship and these can be used in rooms for light, as well as exterior for signaling. The base of the ship has large flecks of brumestone which is embedded throughout and when the ship is airborne they glow under the ship a light blue color. Most of the metal on the ship is Nimbulwrought, a metal used for ship and very rare currently. The tendrils of metal that stem from the helm and at the Elemental Wind Stone are of enter-fluidic mithril, also very rare. If these are damaged they can be very hard to repair/replace and cannot be repaired by the tree.

Additionally, due to the ship's gravity and oxygen-ability (when charged) it can also go to space as it was originally crafted with a SpaceJammer Helm. Now, to fly off of Dierde (or any planet (not all space objects apply) it will require a cut gemstone of value 10,000gp+ which is placed into the Helm. It then must have any 9th-Level arcane spell applied and it will grant 3 days of space flight (speeds and stats as a 9th level regular).

Concerning "space travel" it is a bit complicated. As "space" is always a bit in flux so you could fly off Dierde one day and spend 2 weeks flying to get to one of the moons, but if you left a few minutes give/take it could have taken only 1/2 a day. As one leaves the planet they are constantly fighting many forces due to the elemental planes, the astral plane, the Weave, and other factors, which can bend time/space in so many ways that it is generally hard to perceive all of it.

Cost: Priceless at this point.