The Thyme of Your Life
A small, refurbished personal craft commissioned by Graves Nemerlang of the Culdarian Economic Exchange on behalf of the Adventurers. Maiden Voyage under its new name took place from Deadpoint, bound for Dorbard North.
Initial crew included Blue Bell (captain), Taylor Quikkly (first mate), No Luck Nick, Oregano, Mo Noodles, newlyweds Golf of Juice and Limsbald, and two other townsfolk (Bobbie and Todd).
Power Generation
Propulsion
Non powered
Sails, emergency oars.
Powered
Class IV Water Displacement Motivator. This engine has four power settings.
- Full power is required to navigate currents north of the Foxspint / Dorbard line without penalty. Untested against currents north of Grainbean.
- At level 3, DC12 checks against current
- At level 2, DC17 (this was the original engine)
- At level 1, DC23
- Auto fail without an engine
- Engine has 50HP, and loses access to power levels for every 10HP it takes in damage
- The engine is protected by the hull and can only be hit from inside or if hull is less than 25% and an attack targets the engine area.
Weapons & Armament
Fermessclon Type 1 Turret System
It is a +6 weapon. It has 40HP and AC15, it is not protected by the hull—it is positioned on the deck at the prow of the ship. The turret has a 330 degree turning angle; it cannot fire backwards onto the deck within a 30 angle.
Armament
- Ten Magic Missile darts, in two loadouts of 5. Can be fired individually or in groups smaller than 5. Once a loadout depletes, it takes a full round to reload the next. Needs full HP engine to be at power 3 or lower to operate (aka consumes one power slot).
- Three charges of Minor Sunbeam, which has the same effect as Sunbeam but half the damage (3d8). Needs full HP engine to be at power 2 or lower to operate (aka consumes two power slots).
- If it has access to at least two power slots, all three minor sunbeam charges can be discharged as one regular Sunbeam with double range (120ft, 6d8).
- A harmless sunbeam can be used as a 120ft searchlight for one power slot. This does not expend an offensive use of the turret, but no sunbeam spell can fire while the searchlight is on.
- During any use of these sunbeam variants, the turret follows concentration rules. It has +0 to CON saves.
Operation
It takes an action to switch operational modes (missile, beam, light). The turret is operable by hand or by the bridge. If by hand, PCs may add their proficiency if trained on turret use. The bridge can override manual control.
Needs at least 50% HP to operate. Below requires a DC(30-current_HP) CON roll else the turret’s spell targets itself, any manual operator and the hull. Does not operate at 0HP.
Charging, reloading
Restocks / recharges after spending at least 2 days at Deadpoint port. Casters with either sunbeam or magic missile can “cast” their spell into the turret to reload it. Missiles stock up to 10. One sunbeam spell fully loads the turret up to 3 minor sunbeams.
Remote charging: engine overclock: The engine can be set to overclock at power 4 to attempt to recharge the sunbeam.
- It takes four hours to refill one minor sunbeam.
- For every hour it runs this way DC10 CON (the engine rolls, no bonus)
- Fails: 2x delta is lost in engine HP.
- If engine falls to 40HP or below, the overclock fails and all recharge progress is lost.
Armor and defense
Communication Tools & Systems
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