Vast lands torn asunder by war, the people suffer magic-drinking Spires rise and merciless armies are cast out to devastate the realm. Resistances crumble, empires fall, and what was once good and light in the world falls to the Dark One's plague...The Taint.
Can you stand against the odds
and hope to win?

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     Noctiluca Information, Captained by William Jameson
    William Jameson
     Posted: Aug 10 2015, 12:44 PM
    Quote


    Captain of the Noctiluca
    Bebop
    Sylverna Human
    Buccaneer
    Noctiluca, Open Seas
    Neutral Good
    Level 11-15
    Member Inventory: View


    ~Noctiluca~
    ~Captained by William 'Bootleg' Jameson~

    user posted image

    ~Location~ - The Noctiluca hails from Sylvernas, and is usually found not far off of the coasts... and occasionally inland as well. She has been known to make a run or two to Kadmus, but only for a very noble cause and hefty purse.

    ~Description~ - The Noctiluca is a ship that appears to have been pieced together from wreckage scrap over time. Only 75 x 20, she is a smallish ship and easy to run with a small crew. Made up of everything from fallen and hewed trees to drift wood to scrap metal, she's not much for looks but does literally glow much like its namesake when in flight. Sheets and patches of Adventhian dragon scales cover the hull - giving it both a shimmer, and much needed protection from fire damage. Its primarily a cargo ship, though it does boast a few guns. Within its hold, it has several secret compartments for smuggling.

    Within the hold is a steam engine, its boiler powered by a family of chartreuse flame sprites. The exhaust for the boiler is out the stern of the ship, which makes the rear quarters appear to glow when the ship is in flight. Two turbines are located under the waterline on each side of the ship. These steam powered turbines enable the ship to fly.

    ~Crew~ - The Noctiluca needs a skeleton crew of 17 to run, but can hold up to 70 people total. Not one to be prejudice against many, Captain Jameson employs races from human to elven to those of draconian heritage.

    - Captain - William Jameson
    - First Mate - Zeth Kazurith
    - Navigator - Zeth Kazurith
    - Midshipman -
    - Healer / Doctor -
    - Master Gunman -
    - Armorer -
    - Lookout -
    - Cook -
    - Ship boy -
    - Sailors -
    - Others -
    - Wards -

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    - Type - Modified Junk
    - Cost - 3000 GP
    - AC = 15
    - HP = 900 (# Sections) x (# HP per Section)
    - Length/Width - 75 x 20
    - Speed - 12(288 # miles per day)
    - Maneuver - 4
    - Masts - 3
    - Sails - 3 = 3 large square (70' high)
    - Load -100 (# tons)
    - Life Boats - 7 (10 Carrying Capacity Each)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Armaments - 16 Guns

    LBS-- Light Ballistas (Scorpions) - 2 on fore deck (500 gp each)
    - Size L, hardness of 5 and 50 hit points
    - Bolts cost 10 gp each and weigh 10 pounds
    - 3d8 dmg (crit. 19–20x2) 120 ft.
    - Resembling a massive crossbow, a ballista’s power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire weapons.

    HB-- Heavy Ballistas (Blasters) - 2 on stern (800 gp each)
    - Size H, hardness of 5 and 100 hit points
    - Bolts cost 30 gp each and weigh 20 pounds
    - 4d8 dmg (crit. 19–20x2) 180 ft.
    - Resembling a massive crossbow, a ballista’s power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire weapons.

    SB-- Super Ballistas (Gate Breaker) - 1 on both sides in gun deck (1200 gp each)
    - Size H, hardness of 5 and 100 hit points
    - Bolts cost 50 gp each and weigh 30 pounds
    - 6d8 dmg (crit. 19–20x3) 100 ft.
    - Resembling a massive crossbow, a ballista’s power is provided by twisted skeins of animal sinew used as torsion springs driving a pair of adjustable arms. A cord attached to both arms is winched back and a projectile is loaded into a grooved slider for release. Ballistae are direct-fire weapons.
    - This massive ballista fires specially weighted quarrels with blunt metal tips. These are used as long-range battering rams, shot at walls or the gates of castles.

    SC-- Small Catapults (Throwers) -2 both sides top deck (550 each)
    - Size L, hardness of 5 and 50 hit points
    - Stones cost 10 gp each and weigh 50 pounds
    - Stones = 4d6 dmg (crit. x2) 150 ft. for rocks
    - Catapults are stone-throwing siege engines powered by winched arms that run through torsion skeins, and hold their payload in a cup that swings up and over the weapon when released.
    - They are indirect-fire siege engines.

    LCFM-- Large Catapults (Fiend's Mouth) - 1 both sides top deck (9000 each)
    - Size L, hardness of 10 and 140 hit points
    - Stones cost 45 gp each and weigh 30 pounds
    - Stones = 8d6 dmg (crit. x4) 30 ft. for rocks
    - Alchemist Fire = A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
    - Catapults are stone-throwing siege engines powered by winched arms that run through torsion skeins, and hold their payload in a cup that swings up and over the weapon when released.
    - They are indirect-fire siege engines.

    SA- Springals (Arrows) - 2 on both sides in top deck (1000 gp each)
    - Size L, hardness of 5 and 50 hit points
    - Arrows cost 20gp per use, and weigh 10 pounds
    - 3d8 dmg (crit. x3) 100 ft.
    - 15' square area burst
    - A springal uses a torsion-cranked composite paddle to strike a firing rack containing multiple arrows or black-powder-propelled rockets, which rain down in an arc over a burst area.
    - Springals are indirect-fire weapons that affect an area centered on the target square.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ~Items for Sale~

    - passage
    - space for shipping




    Skyships

    Skyships have been the primary mode of air travel on (Arda) for the past century. Originally these massive, sky going vessels were created, driven and held aloft by pure magic. However, in the last two decades, great strides have been made, reducing the amount of magic needed to create and operate these massive machines. Skyships are constructed like any seagoing vessel with the exception of the materials used. The hull and supports are created using Ghostwood and a traditional ships ballast stones are replaced with airstones (See Lore_of_Arda_(3.5e_Campaign_Setting)#Materials).

    With the advent of the steam engine, bound air elementals are no longer required to propel these mammoths of the air; meaning that pilots of skyships are no longer required to be wizards. This has opened up the skies to a great number of would-be pilots seeking to prove themselves worthy.

    Skyship: Colossal vehicle; Airworthiness +6; Shiphandling -4; Speed Fly 100 ft (poor), Overall AC -3; Hull sections 1,000 (crash 250 sections); Section hp 60 (hardness 5); Section AC 3; Ram 12d6; SQ hover; Space 90 ft. by 300 ft.; height 50 ft.; Watch 20; Complement 150; Cargo 50 tons; Cost 92,000gp.
    Hover: Despite it’s maneuverability rating, a Skyship can hover and has no minimum speed required to maintain air travel. It cannot turn in place however.
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