Update to use HOSR

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2023-04-24 18:13:58 -04:00
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---
title: Astral Adventuring
description: Notes and rules for adventuring in the astral plane.
date_pub: 2023-02-19T15:10:00-05:00
section: astral
content_type: feature
short_code: aa1
---
[[toc]]
### Sequence of Play Per Day
1. Decide course: The players decide on their course of travel for the day.
2. Losing direction: The referee determines whether the party gets lost.
3. Wandering creatures: The referee makes checks as applicable.
4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If creatures are encountered, follow the procedure described in Encounters.
5. End of day: The referee updates time records, with special attention spell durations.
### Astral Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
**Creatures** - Can move up to 10x faster when moving with the current.
**AstralJammers** - Ships designed to ride on these currents.
### Calendar
As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
- Each day on the astral plane is broken up into 3 phases of 24 hours (to keep the astral calendars in sync with the material planes).
- There are 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
- Each day is named after one of the elements:
- Urtday (Earth)
- Aerday (Air)
- Fyday (Fire)
- Warday (water)
- Kayday (Chaos)
- Lawday (Law)
- Each month is named after an alignment (Law / Kay / Nu)
- Each season is named after a natural element:
- Urtson (Earth)
- Aerson (Air)
- Fyson (Fire)
- Warson (Water)
### Distance and Measurement
**Ranges**: Are measured in yards, instead of feet, which means they are tripled.
**Movement rates**: Are still measured in feet.
**Areas**: Of spell effects, breath weapons, etc. are also still measured in feet.
### Evasion and Pursuit
#### Evasion
The chance of evasion is determined by the difference between the two sides movement rates, listed in the table below.
**Success**: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day, and then only if a random encounter roll indicates an encounter.
**Failure**: If the evasion roll fails, a pursuit occurs.
#### Pursuit
**Time**: Is measured in rounds.
**Initial distance**: The two sides begin a pursuit at normal encounter distance.
**Closing in**: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30 per round).
#### Astralborne Evasion
**By ship** - Use the same table, but replace feet with yards in the measurements speed.
<div class="dividedTableWrapper">
| Fleeing Sides Movement Rate | Chance of Evasion |
| -------------------------------------- | ----------------- |
| Faster than pursuer | 80% |
| 030 per round slower than pursuer | 50% |
| 3160 per round slower than pursuer | 40% |
| 6190 per round slower than pursuer | 35% |
| 91120 per round slower than pursuer | 25% |
| 121+ per round slower than pursuer | 10% |
[Astralborne Evasion Chance]
</div>
### Fragments
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
- **Fire** - Fragments from the elemental plane of fire are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
- **Water** - Fragments from the elemental plane of water are usually globes of water.
- **Earth** - Fragments from the elemental plane of earth are usually irregularly-shaped chunks of rock and dirt.
- Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void.
- **Air** - Fragments from the elemental plane of air are usually globes of air (used to supply some ships traveling to airless planes)
- **Chaos** - Fragments from the elemental plane of chaos are usually jet black globes, and tend to function as spheres of annihilation.
- **Law** - Fragments from the elemental plane of law are usually globes of crackling, radiant energy.
- It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
- When a fragment of law and chaos are combined, the resulting release of energy can be seen for thousands of miles around.
### Gravity
**Subjective gravity**: Capable creatures (INT 5 or greater) can change "down" with a thought (CHA check if under duress).
**Falling / Flying**: Speed is INT x 30' / round (INT x 10' / encounter), specific maneuvers require a CHA check.
**Free floating**: Objects float in space unless able to move on their own (as above) or acted upon by an external force.
**Unintelligent creatures**: Fall "down" at 100' / round.
### Losing Direction
**With a navigator aboard**: The chance of getting lost is 1-in-6.
**Without a navigator aboard**: The chance of getting lost is 100% in the open astral void and 2-in-6 within sight of an astral body.
**Effects**: See [Losing Direction](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges).
### Outposts
A stronghold, shop, or town in the astral plane, usually established on a large island.
**Docks**: Those interested in trade will have one (or more) docks for passing ships.
**Ports**: Outposts with permanent portals to other planes.
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
**Psychic Storms** - Enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Portals
**Use**: Step through to arrive on the destination plane.
**Destination**: Can lead to any other plane (Inner, Outer, or Material).
**Color**: Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them.
**Directionality**: Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after a character steps through.
**Duration**: Most portals (99%) are temporary, lasting 1d20 hours.
**Interactivity**: Can be opened, closed, or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal.
**Pools**: Temporary portals which lead from the astral to other planes.
**Ports**: Permanent portals to other planes, often established on a island and attached to an outpost.
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
### Temperature
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumanas, being roughly equivalent to a war spring day in a temperate climate.
### Time
**Quickened**: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
- Spells cast in the Astral plane appear to last 3 times as long as listed
**Effects Stopped**: The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- do not need to sleep (which also means that they can't heal from sleep), although they do still need to rest for 8 hours each day
### Travel
**By Ship** - Travel between most ports under the control of the Astral Trade Union takes 1d6+2 days.
**Without a Ship** - The vast distances between landmarks means one could fall for weeks, months, or even years before coming across any other creatures.
**Docking**: It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
### Visibility
**Astral Bodies**: An astral body (such as a fragment, island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
**Ships**: May be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane. Identification is usually limited to tactical range (approxmiately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.
- maybe differentiate between tactical and travel speed?
- travel speed = within 12 hours, can see the contrails (of other ships moving at travel speed)
- sighting ships by travel time
- what is the range of slowdown?
### Wandering Monsters
**Frequency**: A check is typically rolled once every other day, but the referee may choose to make more checks (e.g. when near a port or outpost): up to 1 or 2 a day.
**Chance**: The chance of encountering a wandering creature is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.

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---
title: Astral Factions
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: af1
---
### Major Factions
#### Astral Trade Union
- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**
- Have excellent maps of all of the astral currents that run between affiliated ports.
#### Drahki Federation
- Controlled by a race of dracokin from the world of Drahkenos, the eternal plane of dragons.
- Fly great ships made to look like their bigger cousins (called "dragonships")
- Generally peaceful traders
#### Zhyffan Armada
- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Zhyffu.
- Report to the Zhyffan Sovereignty, the plane-wide government of Zhyffu.
- Strongly believe in the supremacy of law and civilization.
- Ships range from light cargo carriers to massive warships, but everything in the armada is armed.
#### Stral Empire
- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports.
- Also control the Forge, a massive smithing factory on the Plane of Fire.
- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
### Minor Factions
#### Society of Wanderers
- Disparate, quasi-religious organization, with membership scattered about the planes.
- Refer to each other as "friends".
- Are obligated to help each other out (but can also count on other "friends" to help them when needed).
- Typically travel alone or in small groups.
- Don't usually have their own ships, so they often have to book passage (or stowe-away).
### Pirates of Ataxia
- Led by (at least) 6 Pirate Lords (although some believe there are more).
- Responsible for nearly all of the piracy within this part of the astral plane.
- Come from all races and cultures.
<!--
### Relations
#### Astral Trade Union
- Are on good (trading) terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (with some members of each also holding Union membership).
- Think most of the _Society of Wanderers_ are hopeless layabouts, inadequately interested in commerce (although few ship captains will refuse their payment for passage).
- Are on tenuous terms with the _Stral Empire_ (they've had some trade, but also some border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (even though some Union members occasionally double as pirates).
#### Drahki Federation
- Are on good (trading) terms with _Astral Trade Union_ (with some Drahki captains also being Union members).
- Are on decent (trading) terms with the _Zhyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand the _Society of Wanderers_, but generally allow them to book passage on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
#### Zhyffan Armada
- Are on good (trading) terms with _Astral Trade Union_ (with some Zhyffan captains also being Union members).
- Are on decent (trading) terms with the _Drahki Federation_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (although some Zhyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
#### Society of Wanderers
- Don't care for the leadership of the _Astral Trade Union_, but try to stay friendly with the ship captains.
- Don't understand most of the _Drahki Federation_, but are generally happy to book passage on their ships.
- Don't get along with the _Zhyffan Armada_, and generally avoid them.
- Don't understand (or like) the _Stral Empire_, although a few Travellers have tried to engage with Stral crews (which hasn't ended well)
- Have many members who also work as _Pirates of Ataxia_, and don't generally preclude pirates from their ranks (although the pirate captains aren't always thrilled to have Wanderers on their ships).
#### Stral Empire
- Are on tenuous terms with the _Astral Trade Union_ (they've had some trade, but also some border skirmishes).
- Are on deteriorating terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although they have had engagements in Stral territory).
#### Pirates of Ataxia
- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Zhyffan Armada_, occasionally even looting their ports.
- Try to avoid engaging with ships working for the _Drahki Federation_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
- Have many members who also identify as members of the _Society of Wanderers_, usually pirates of lower ranks (the ship captains aren't fond of having members in their crew because of the high number of stowe-aways).
- Try to avoid engaging with ships of the _Stral Empire_, who generally return the favor (although they have had a few engagements in within Stral territory).
-->

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---
title: The Astral Plane
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: a1
---
- Vast, impossibly large, possibly infinite in scale
- Looks like a boundless, open sky, the color of dark purple
- Filled with clouds of swirling, brightly-colored psychic vapor
- Distant arcs of light (and dark) cascade across the sky
- Everything appears to have a vague, silvery sheen to it
- Gives off a perpetual twilight
- Known as "the swirling void", or "boundless infinities"
- Air feels thicker than on most material planes, and has a vague scent of chocolate
- Subjective gravity (for intelligent creatures)
### More Info
- [Adventuring](./adventuring.html)
- [Bestiary](/besitary/index.html)
- [Factions](./factions.html)
- [Timeline](./timeline.html)
- [Vessels](./vessels.html)
<!--
- [Zenpus Cove](./zenopus-cove.html)
->

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---
title: Astral Timeline
description: A timeline of trade and war in the astral plane.
date_pub: 2023-02-19T20:47:00-05:00
section: astral
content_type: feature
short_code: at1
---
As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
Below is a timeline of major events in (this section of) the astral plane:
- **CAC** - The Common Astral Calendar
- **BAC** - Before the (Common) Astral Calendar
<div class="dividedTableWrapper timelineTableWrapper">
| Date | Event |
| :-------------------------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **???** | The gods arrive in and/or create the astral plane. |
| **circa 11,000 BAC**<br />_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establish the Eternal Dynasty. |
| **circa 5,000 BAC**<br />_(ca. 10,000 years ago)_ | The Damned Incursion occurs, ending with the fallen angel Shai'kel taking over [Infernus](/planes/infernus.html). |
| **circa 3,000 BAC**<br />_(ca. 8,000 years ago)_ | The Arcane Lords of Axion establish the first Mage Guilds. |
| **circa 2,000 BAC**<br />_(ca. 7,000 years ago)_ | The Eye Tyrants arrive in the astral plane, establish the Empire of Eyes. |
| **0 CAC**<br />_(5023 years ago)_ | The ATU is founded by a group of astral traders, the Purple Masters of Prasha.<br />The Arcane Lords of Axion and the Purple Masters establish the Common Astral Calendar, using this year to mark year 0. |
| **118 CAC**<br />_(4905 years ago)_ | The Axion Academy of Magicks is founded. |
| **circa 2,000 CAC**<br />_(ca. 3,000 years ago)_ | The Dwarves arrive in the astral plane, establish a number of independent strongholds. |
| **2287 CAC**<br />_(2736 years ago)_ | The Eye Tyrants are defeated at the battle of Jade Fields by the combined efforts of the stral and the dwarves.<br />Several other catastrophes befall the tyrants, leading to the great Civil War, which nearly wipes out the race. |
| **2289 CAC**<br />_(2734 years ago)_ | The Arcane Lords vanish. |
| **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establish the Drahki Federation. |
| **3961 CAC**<br />_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. |
| **4759 CAC**<br />_(264 years ago)_ | The Ghyffan Expeditionary Force arrives in the astral plane. |
</div>
<!-- Dates to add later: -->
<!-- | **4644 CAC**<br />_(379 years ago)_ | Zenopus arrives to the astral plane from Ayreon. | -->
<!-- | **4925 CAC**<br />_(98 years ago)_ | Zenopus establishes Sapphire Cove. | -->

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---
title: Astral Vessels
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: astral
content_type: feature
short_code: av1
---
[[toc]]
### Astral Consoles
- Allow the ship to ride along the naturally occurring astral currents.
- Often shaped like a high-backed chair.
- Controlled by a **Pilot**.
- It takes one round to activate a console, and one round to deactivate a console.
- While active:
- The pilot can sense the astral currents that surround the ship.
- The pilot may move the ship in any direction at individual flight / "falling" speed (INT \* 30')
- can see currents and (subtly) move ship between them (although you can't turn the ship without using the sails)
- viewpoint is the front of the ship (as if standing on the bow), but can be turned 90 degrees left or right (so behind can be seen, but not well)
- The only movement capable via a standard astral console is forward (at
- It can take up to 1 turn to find a suitable current to ride at "traveling speed"
- Once a console has been installed on a vessel, it cannot be forcibly removed (without using the "release" word) until the integrity of the vessel itself has been compromised.
- The pilot can be any character class.
- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row.
- Piloting beyond 8 hours runs the risk of incurring exhaustion.
- The pilot is not incapacitated while piloting the ship - instead, they can choose whether to focus on the ship's POV or their own, while still being peripherally aware of both.
- They have limited ability to move, -4 to all attacks, and can't cast spells, use psionics, or do anything else that would break their concentration.
- If the pilot is pulled or thrown from the console, their connection to the ship is immediately broken, and the ship instantly stops moving.
#### Multiple Consoles
- A ship can have multiple consoles attached to it, but only one may be active at a time.
- If two (or one and a different type of engine) are both active at the same time on the same vessel, perform a check as follows:
- For two consoles (or similar devices), make a contested CHA check between the two pilots, with the loser being locked-out of controlling the ship.
- For one console and an inert device (like a Fire Engine), the pilot should make a CHA check to override the device and take control of the vessel.
<!--
##### Usage with a Planar Compass
+ Using an astral console while wearing a planar compass provides the pilot with an enhanced ability to see the ship, its surrounding area, and even distant targets.
+ The compass can be focused on any ship or location within one day's travel of the wearer at their current speed.
-->
#### Other Types of Engines
- **Fire Engines** - A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds.
- **Life Engines** - Some evil-aligned races use the life energy from slaves and captives to power their vessels.
- **Mind Engines** - Some psychic races use their psychic energy to power and control their vessels.
- **Orbipods (Tyrant Ships)** - Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose.
#### Engine Speed
- **Console** = Pilot's INT x 30 yards / round
- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost
- 2 orbipods = 360 yards / round
- 3 orbipods = 420 yards / round
### Roles
Party members can fulfill various roles aboard astral vessels.
- **Pilot** - the character who flies the ship, typically via an astral console.
- **Gunner** - a character who mans a ship-board weapon (ex: a ballista).
- **Boatswain** - a character who helps maintain (and potentially improve) the various components of the ship.
- **First Mate** - the charcter who leads the rest of the crew in their duties.
- **Navigator** - a character with experience reading astral maps and plotting courses by them.
- **Surgeon** - a character who heals the wounded members of the crew, be it through magic or medicine (or both).
#### Bonuses for Roles
During each round of pursuit or combat, PCs occupying these roles may attempt to improve the ship's tactical movement as follows:
- In lieu of an attack, each of the following roles may make the indicated check:
- **Pilot**: May make their choice of an INT or WIS check.
- **First Mate**: May make a CHA check.
- **Boatswain**: May make their choice of an INT or DEX check.
- **Bonus effects**: Choose one of the following for each successful check:
- +1 level (30' / round) to pursuit / evasion speed.
- +1 AC to the ship _AND_ all creatures on board until the end of the round.
- +1 to all attack rolls made by the ship _AND_ all creatures on board until end of the round.
- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat (just before the "fire missiles" combat phase while the party's side has initiative).
### Ship Statistics
<div class="dividedTableWrapper">
| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: |
| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8&nbsp;[11] | 60-90 |
| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 120-180 |
| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 60-90 |
| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 150-210 |
| Ghyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 90-150 |
| Ghyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 180-240 |
| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 150-210 |
| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 180-240 |
| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 360-720 |
| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 90-120 |
| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 120-180 |
| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 180-240 |
[Ship Statistics]
</div>
[^1]: Base 50% chance of success on each landing
[^2]: Drahki ships always carry a Fire Cannon as one of their weapons
### Weapons
#### Ballistae
Fire large bolts (arrows) of wood and iron.
**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ships cargo allowance).
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
##### Medium Ballista
**Range**: 1,500 yards.
**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds.
**Damage**: 3d6 hit points or 3d2 hull points.
##### Heavy Ballista
**Range**: 1,000 yards.
**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds.
- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds.
**Damage**: 3d10 hit points or 3d6 hull points.
#### Bombards (Cannons)
Fire magically-propelled large balls of iron.
**Cargo Space**: A bombard plus twenty cannonballs requires 10,000 coins of cargo space (subtracted from the ships cargo allowance).
**Range**: 1,000 yards.
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards:
- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds.
- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds.
**Damage**: 2d10 hit points or hull points.
#### Drahki Fire Cannons
Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a specialist gunner (one trained in the weapon's use) to use.
**Cargo Space**: A fire cannon plus twenty globes of elemental fire requires 10,000 coins of cargo space (subtracted from the ships cargo allowance).
**Range**: Depends on settings
- Cloud: 500 yards cubed.
- Cone: 2 yards diameter at start, widens to 500 yard wide at 1000 yards distance.
- Line: 2 yards in diameter, extends 1,500 yards.
**Attack rolls and rate of fire**: Depend on the number of crew manning the cannons:
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round.
**Damage**: 1d6+5 x 10 hit points or 1d6+5 x 5 hull points
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#### Eye Tyrant Blasters
Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyrants to crew.
**Cargo Space**: TBD
**Range**: 1,500 yards.
**Attack rolls and rate of fire**: Attacks with THAC0 15 [+4]. Fires three bolts every round, roll for each bolt.
**Damage**: 1d6+1 hit points or hull points per bolt. Bolts that hit a ship only have a 2-in-6 chance of failing to do damage (scorching the surface).
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#### Rams
Can be used against ships or giant creatures. Small individuals cannot be targeted.
**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures.
**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures.

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## Zenopus Cove
Connects to: The Silver Shark, Portown, Ayreon
- Locals call it "Sapphire Cove", due to the portal's proximity to the Sapphire Sea on their homeworld.