Thursday, August 30, 2018

ANTHRO D&D: BADGER FOLK (RACE)

This is the start of a series of Anthropomorphic, "furry" races for use with D&D 5th Edition. This and the following races can easily be placed in a D&D 5th Edition setting, joining or even replacing the standard races. In the Cosmic Seas setting, such anthro animals are common in ports of the Dragon Empire, and are the result of magical experiments through the ages. The artwork presented here is from the marvelous Larry MacDougall, a superb artist and friend. Check out his work.


BADGER FOLK (RACE)
“They had felt hungry before, but when they actually saw at last the supper that was spread for them, really it seemed only a question of what they should attack first where all was so attractive, and whether the other things would obligingly wait for them till they had time to give them attention. Conversation was impossible for a long time; and when it was slowly resumed, it was that regrettable sort of conversation that results from talking with your mouth full. The Badger did not mind that sort of thing at all, nor did he take any notice of elbows on the table, or everybody speaking at once. As he did not go into Society himself, he had got an idea that these things belonged to the things that didn't really matter.” -Kenneth Grahame, The Wind in the Willows
Badger-folk are a species of Beastmen created from common badgers. They are a tough, loyal and deeply wise species that has made a society of their own. Badger-folk are wise and tough, with a great passion for building elaborate underground homes and towns, which they defend to the death. Often short-tempered and vengeful, badgers generally live solitary lives, emerging only occasionally from their burrows to hunt, wage war and seek mates. They are known for their strength, wisdom and loyalty.
Personality. Badger-folk are edgy and easily riled, though loyal to those who befriend them and, on rare occasions, even playful (especially toward children). They are most savage and feral when on the defensive, though they are still quite formidable on the attack.
Physical Description. Badger-folk are powerfully built black, white, brown and grey fur with a small head, a stocky body, small black eyes and short tail. All badgers have a broad white stripe of fur running from the bridge of the nose over the top of the head and down to the base of the skull. A badger’s arms are unnaturally large and well-muscled, and her fingers end in hard claws 2 to 3 inches long. Badger-folk constantly emit a fetid odor.
Badger Names. Badgers tend to choose thick sounding names that are easy to say. Male names- Achak, Brock, Dax, Tasso. Female names- Azcona, Brook, Griebel, Honani, Kitchi. 
Badger-Folk Traits
Badger-Folk share the following racial traits.
Ability Score Increase. +2 Constitution, +1 Wisdom.
Alignment. Most badger-folk are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Badgers stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft. You have a burrow speed of 5 ft.
Bite and Claws. Badger-Folk are proficient with your unarmed strikes, which deal 1d6 piercing or slashing damage on a hit.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Tenacious. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this ability, you can't use it again until you complete a short or long rest.
Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Languages. You can speak, read, and write Common and Badgerish. Badgerish is full of snarls and guttural sounds, and those characteristics spill over into whatever other language a badger might speak.


Tuesday, July 24, 2018

COSMIC SEAS: NECROTIC ENERGY

NECROTIC ENERGY DAMAGE
“Never before had he known what shapeless black things lurk and caper and flounder all through the aether, leering and grinning at such voyagers as may pass, and sometimes feeling about with slimy paws when some moving object excites their curiosity. These are the nameless larvae of the Other Gods, and like them are blind and without mind, and possessed of singular hungers and thirsts.” 
-H. P. Lovecraft. Dream Quest of Unknown Kadath
In the Cosmic Seas setting, mortal space explorers are constantly at risk from exposure to the dreaded Necrotic Energy. This life draining energy permeates the space between the worlds and is always seeking ways to drain the life and light from the worlds. 
Necrotic Energy affects a spherical area, radiating out from a source point. Necrotic Energy can extend into solid objects with only lead offering protection from this energy. The closer one gets to the center of an area of necrotic energy, the stronger the necrotic energy effect becomes. Necrotic Energy entries list the maximum level of necrotic energy in an area, as well as the radius out to which this necrotic energy level applies. Each increment up to an equal length beyond that radius degrades the necrotic energy strength by one level. For example, a source of high necrotic energy with a radius of 20 feet creates a zone of medium radiation 21 feet to 40 feet from the center in all directions, and a similar zone of low necrotic energy from 41 to 60 feet.
Necrotic Energy damage is poison damage and any ability or spell that affects poison will, likewise, affect necrotic energy damage. Creatures that are immune to poison damage take no damage from necrotic energy, and creatures resistant to poison damage suffer half the normal levels of exhaustion on a failed saving throw, rounding down.
Creatures that are exposed to necrotic energy must make a saving throw each round or suffer levels of exhaustion, as set out in the Necrotic Energy Damage table. If the saving throw fails by 5 or more, the creature suffers more levels of exhaustion, as set out in the Necrotic Energy Damage table.

TABLE: NECROTIC ENERGY DAMAGE

Necrotic Energy Level               
Constitution Saving Throw DC
Failed Saving Throw
Failed Saving Throw by more than 5
Low
10
One level of exhaustion
Two levels of exhaustion
Medium
15
Two levels of exhaustion
Three levels of exhaustion
High
20
Three levels of exhaustion
Four levels of exhaustion
Severe
25
Four levels of exhaustion
Five levels of exhaustion
  
NOTES: Necrotic Energy is my answer to Radiation, and even as an in-game explanation for the cold of space. In the Cosmic Seas setting, horrid undead entities lurk in Space, and necrotic (negative) energy is an excellent catchall for the horribleness and danger of space travel. 



Tuesday, May 29, 2018

COSMIC SEAS: AETHON DRIVE (HELM)

The universe of Cosmic Seas melds magic and weird science, hearkening back to the wild and wooly "Scientific Romance" and "Sword and Planet" stories of way back when. Because of this, ship propulsion and related technology are a mish-mash. This is largely due to the many space-going races that have come and gone, with the present age of space travelers using a wild combination of different types of techno-magic that nonetheless works quite well.
This is my take on the classic "Spelljammer Helm" for use in the Cosmic Seas setting. It is more an arcane machine, being used with assorted other devices. Most ships will have these or similar devices in use. As their is no Phlogiston, the dangers of these drives are not as immediate.


AETHON ELEMENTAL ENGINE (Helm)
Cost: 100,000gp (Minor), 250,000gp (Major)
Aethon Helms are a type of Spelljamming Helm that has become the primary type of power source for space-going vessels within the Dragon Empire. The Helm looks like a table, but angled at a 45 degree increase so a seated person can access every part of it with comfort. On top of the helm are attached any number of etched rune plates, each one tied to a function of the ship. Both major and minor Aethon helms are powered by a bound Elmarin that is "fed" Stardust Fuel (see below) greatly increasing and focusing the creatures power. This power source is always enclosed in a sealed container that resembles a boiler or furnace. While this provides movement, it is primarily used to push the ship forward; maneuvering is accomplished through use of the ship's sails, oars or wings.
Operation of an Aethon Drive's Helm requires that the Helmsman be proficient in Vehicles (space) or Arcana. For every day of travel, an Aethon Drive consumes one charge fron a 20 lbs. tank of Stardust Fuel (each tank contains 10 charges). This consumption rate can be offset by using Stellar Sails (see below), though most ships keep a backup supply of Stardust, just in case. Aethon Engines break down less, but if a space ship with an Aethon engine crashes and the DM can make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the engine and killing the Elmarin within. A DC 17 Dexterity save halves the damage (but still kills the resident Elmarin).

TRAVEL TIMES
Away from planets and other large objects, a ship equipped with an Aethon Drive flies through space at what is called cruising speed. The cruising speed of a ship depends on the Aethon Drive (or Helm) propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days, while a major helm moves between adjacent planets in 1d6+1 days. (The random element assumes that even adjacent planets may be in different parts of their orbits. In extreme circumstances, you could double or even triple these times.

STARDUST FUEL
Stardust is a type cosmic dust composed of particles in space. These "elemental particles" are infused with Transmutation Magic in its purest form and are thus highly prized by magic users and supernatural beings. By itself, a handful of this substance allows a user to cast the reverse gravity spell with a duration of 1d10 minutes. However, the real power of this substance is to power Aethon Drive equipped Spelljamming ships through space.
Stardust Fuel is produced in specialized refineries located in the upper atmosphere of worlds near stars, where the dust is sifted from the solar winds. Different races have different means of doing this, but the basics are the same. The Dragon Empire maintains Stardust Refineries in every system in which it has a presence, maintaining its own stockpiles of the substance.
Stardust is sold in 20 lbs. iron tanks (like a propane tank) that cost 50gp per tank.

STELLAR SAILS
Stellar Sails are a remarkable item that allows vessels to travel farther and more efficiently. When paired with an Aethon Drive Helm (see above), Stellar Sails converts ambient magical energy found in Sunlight and Starlight into fuel for the helm. Each Stellar Sail generates enough energy to halve a ships consumption of Stardust Fuel. If used without stardust fuel, and Aethon Drive can create lift and flight, but cannot achieve cruising speed. Only 1 Stellar Sail may be attached to a given mast. Stellar Sails cost 500gp each.





Sunday, May 13, 2018

COSMIC SEAS: CITADEL SHIP

CITADEL, STANDARD
Cost: 3,370,000 gp
Speed: 30ft/20mph
Crew: 235/700
Passengers: 200
Cargo: 350 tons
AC: 20
Hit Points: 52,500
Damage Threshold: 50
Armaments:
  • 16 Light Cannon (crew: 4) Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3dl0) radiant damage.
  • 24 Cannon (crew: 5) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
  • 8 Jettisons (crew: 5) Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) piercing damage.
  • 6 radium cannons (crew 4); Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) negative energy damage.

Citadels are immense ships that are the backbone of the Dragon Empire fleet. Dragons prefer these vessels above all others for travelling across the depths of space, as Citadel ships are large enough for dragons and remind many dragon breeds of their preferred home environments.

These ships are crafted from Nickel-Iron asteroids that have be reshaped with elemental magic and cunning artifice. Citadels are massive affairs, and the largest Citadel that a forge can power is 4,000 tons in size. They can carry up to 700 medium sized humanoids comfortably, and many more if need be. They are festooned with heavy weapons, usually cannons, although other weapons are possible. The vessels are solidly built, a Citadel is not destroyed in battle, save by powerful magic or literally days of pounding. The Citadel might be taken, however, after a prolonged and bloody boarding action, or if the Citadel's air envelope can be somehow corrupted.

Architecturally Citadels greatly resemble strongholds built in mountains or hills on terrestrial worlds. The surface features include a strongly guarded gate, on Citadels this is usually next to a dock or landing strip for visitors. On the inside, Citadels are laid out more like a castle or fortress, with a plethora of traps and hidden passages. Guard animals and automatons are often available.

Away from planets and other large objects, a Citadel flies through space at what is called cruising speed. The cruising speed of a Citadel allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

Rools Rock- Massive Citadel ship owned by the Copper Dragon Aksook Rool


Thursday, May 3, 2018

COSMIC SEAS: AUTOMATON RACE


AUTOMATON
Otto Carnage (Automaton Hexblade of Detriax)
“If we didn't want anything, we would never get anything, good or bad. I think our longings are natural, and if we act as nature prompts us we can't go far wrong.” -Tik-Tok of Oz
Automatons are intelligent, artificial lifeforms created by ancient peoples (Empyrean Titans, elves, gnomes, ophidians), Wizards, Celestial Clerics and Machine Cultists. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls. Automatons are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of an Automaton is highly variable. Automaton warriors often have suits of armor attached to their bodies, while scouts may streamline their bodies to make fitting into small places easier. 
Automatons can be found across the Dragon Empire, often found working on ships or on hostile colony worlds, where lack of oxygen, exposure to extreme temperatures of other issues are less of a problem for Automatons. 
The Celestial Church has a significant force of Automaton soldiers, both indentured and free after having earned their freedom. These are typically in service to The Architect, god of invention and The Gatekeeper, god of like and death, but many serve the church as a whole. This is not to say that most Automatons are very religious, it is merely that the church creates many types of constructs, including Automatons. The Cult of Detriax, machine goddess of space junk, also creates and employs large numbers of Automatons.
These beings are more comfortable around other Automatons and around constructs of other sorts such as golems, though most Automatons deeply resent being confused with mindless constructs. Automatons are almost always created as servant creatures, and are treated as valuable slaves. Free Automatons are usually those who have earned their freedom after years of service, escaped service or who who have outlived their owners. 

Automaton Traits
The following traits are common among Automatons. 
Ability Score Increase. Your Constitution score increases by 2.
Age. An Automaton is built complete and considered fully developed after construction. The maximum age for an Automaton is believed to be about 150 years; it would clearly depend mostly on the Automaton’s lifestyle and exposure to risk. 
Alignment. Automatons are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Speed. Your base walking speed is 30 feet.
Size. An average Automaton stands between 5′-7′ tall and weigh between 225-400 lbs. Your size is medium.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel. Automatons don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert.
Clockwork Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself.
Self-Stabilizing. You may add your proficiency bonus to your death saving throws.
Languages. You can speak, read and write Common.
Automaton Sub-Races. Five main types of automatons have been created, with automaton soldiers being the most common.

Companion Automaton
Built to accompany politicians and officers, these Automaton’s are designed to be pleasant company, often acting as assistants, translators and bodyguards (and assassins).
Ability Score Increase. Your Charisma score increases by 1.
Center Stage. You can choose to gain proficiency in one of the following skills: Deception, Performance, or Persuasion.
Bilingual. You gain an additional language of your choice.

Medical Automaton
Made to help people who are injured they are well known for their medical application. They know how to fix many injuries but not any that are too severe.
Ability Score Increase. Your Wisdom score increases by 1.
Rest Easy. You gain proficiency in Wisdom (Medicine) checks

Mystical Automaton
Using the magic inside them to their full potential, they are built to assist and contain great magical powers and work with highly adept teachers.
Ability Score Increase. Your Intelligence score increases by 1.
Pushing the Limits. You can choose to gain proficiency in one of the following skills: Arcana, History, Perception, or Persuasion.

Scout Automaton
An Automaton Scout is a nimbler iteration of the Automaton. You were built for speed and mobility over raw power. An Automaton of this model possess the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Speed. Your base walking speed is 35 feet
Size. Small. You will be on the lighter size of automaton weights and heights.
Darkvision. Built for scouting missions you have been created with darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Soldier Automaton
An Automaton Soldier is what many first envision when imagining Automaton in general. They possess the following traits
Ability Score Increase. Your Strength score increases by 1.
Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier.



Random Height and Weight
Table: Automaton Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5′10″
+2d6
270 lb.
+ (2d6 x 4) lb.

Tuesday, April 17, 2018

COSMIC SEAS: MAKO CRUISER




MAKO CRUISER
Cost: 106,000gp
Speed: 120ft/82mph
Crew: 1/2
Passengers: 1
Cargo: 5 tons
AC: 17  
Hit Points: 250
Damage Threshold: 10
Armaments:
Blunt Ram; Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
2 lightning cannons; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) electrical damage.
               
The Mako Cruiser looks very much like a shark. The cockpit is visible on the head and back, while the ships tonnage is enclosed. The fins function as steering fins, with the large dorsal fin as a very large mainmast.

Away from planets and other large objects, a Mako Cruiser flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with one Lantern of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses

This ship was designed as a battle cruiser, specifically to battle humanoid ships like orc mantis ships. The Mako Cruiser is a hearty fighter used across the empire. The vessel is designed for use by a single mage or cleric pilot with room for an additional crew member if they are friendly. These vessels see regular use by bounty hunters, security personnel and as support ships for capital ships.






Sunday, April 15, 2018

COSMIC SEAS 5E: ADRESHAN HADROSAUR RIDERS

Many spe cies of dinosaurs may be found on the many "Lost World" planets found across the Cosmic Seas, with many such creatures acting as mounts, beasts of burden, pets and war-beasts. The most often species used as war mounts and beasts of burden are the many species of Hadrosaurus. On the colony planet of Adreshan, one species of Hadrosaurus, the Parasaurolophus (crested lizard) in particular is very popular due to its social nature and loyalty to its rider once imprinted.

Parasaurolophus
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 50 ft.
STR 17 (+3)  DEX 15 (+2)  CON 15 (+2) INT 2 (-4) WIS 14 (+2)  CHA 10 (+0)
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 1 (200 XP)
Keen Hearing. The parasaurolophus has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 10 (2d8 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

The parasaurolophus is a herbivorous duck-billed dinosaur with a distinctive crest on its head. This crest is hollow and can be used to create sound. These creatures cost 200 gp each and has a carrying capacity of 1,320 lb. Saddles for a Hadrosaurus of any species costs 60 gp and weighs 40 lb.

Friday, April 13, 2018

COSMIC SEAS 5E: THE MOON OF ADRESHAN

Adreshan (Moon)
Region(s): Outworlds
Sector: Tucana sector
System: Vaeri System (HD 215497)
Planet: Achuak
Orbital period: 402 standard days
Physical information
Diameter: 4,900 km
Atmosphere: Tropical to subtropical, violent storms, dense fog
Climate: Periods of storms, wind and rain
Primary terrain: Jungle, Savannahs, Swamp, Wetlands, Mountains

Adreshan is a beautiful, savage world that orbits the green gas giant Achuak of the Vaeri System. This planet is teeming with life similar to that found on Earth during the Mesozoic era, including dinosaurs as well as other creatures. Adreshan was officially conquered by the Dragon Empire nearly a hundred years ago, though the planet is still quite wild and considered a backwater (though a wealthy one).  
Adreshan is ruled by the regional Governess, Haruna Greencomb, a Green Great Wyrm of tremendous wisdom and cunning. It is rumored that she is exiled from the Imperial court, and is looking to regain her position through wealth. Whatever the case, Governess Greencomb is a ruthless ruler who intends to squeeze every drop of wealth from this verdant world.
The planet is home to a mish-mash of cultures and races. The original peoples were a savage assortment of Human, Halfling, and Dwarf kingdoms with some tribes of Aarakokra, Kobolds, Lizardfolk and other creatures. All of these were the frequent prey and slaves of the Batrachi Empire. Now with the coming of the Dragon Empire the planet now hosts a large number of other races, especially Dragonborn, Elves, Gnomes, and weirder beings.
The Empire is eager to draw resources from Adreshan, and towards this end massive Mithril mines are underway on Adreshan, Plion* and Theporia*. These along with extensive harvesting of plant and animal resources and other specialized goods are all major industries here, and likely to grow.

*Neighboring planets.

PLACES OF NOTE

Hurthinium City 
Population: 67,257 Adults
Gold Piece Limit: 160,000.00
Wealth: 538,056,000.00gp
Income for Governess: 269,028.00
Magic Resources: 53,805,600.00
Imports: Salt, Slaves, Grain, Leather Goods, Iron, Coal, Fruit
Exports: Mithril, Orgone, Specialized Goods, Rare Herbs, Spices, Slaves
Famous: Aqueducts,  Exotic Animals and Temples
Infamous: Politics, Drugs, Slavery, Thieves Guild

This is a HUGE port city along the coast, and seat of the Imperial Court on Adreshan. It is an immense place that is full of industry, magic and people of all sorts. Hurthinium is at a roughly Renaissance technology level and sports a large air fleet and a standing army of five legions (25,000 troops) plus local conscripts. Ethanol gas lamps keep the city streets lit around the clock and cunning ventilation keeps homes comfortable in the heat.
The city boasts marble architecture covered in beautiful carvings and dotted with statues and fountains. Even the slums and rougher ends of the city sport carvings, gargoyles and cunning structures. The streets are built to accommodate dinosaur mounts and beasts of burden, and so are wide and sturdily built.
Aetherdrome- This torus shaped structure is where spelljammers and flying vessels come to land and to launch back into the void.
Celestial Temple- A grand temple dedicated to the Nine Gods. This temple is a fortress and houses many Clerics, Monks and Paladins. 
Grand Arena-  Athletic competition is very popular in Imperial lands. Smaller arenas dot the land, but this is the largest.


NOTES
This is the starting location of the player characters. It is a backwater world that is going through major changes. Plenty of room for PC's to stretch their wings and get into trouble.

Friday, March 30, 2018

COSMIC SEAS: ARCHELON (TURTLE SHIP)


ARCHELON (TURTLE SHIP)
Cost: 228,000gp
Speed: 60ft/40mph
Crew: 12
Passengers: 28
Cargo: 28 tons
AC: 17  
Hit Points: 1,920
Damage Threshold: 20
Armaments:
Blunt Ram; +5 To hit, Melee Weapon Attack: 2x2 Square in front. Hit: 36 (3d10+8). Bludgeoning damage.
2 cannons (f) crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage. 
1 Cannon (a) (crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

The archelon is the standard capital-class ship favored by Tortle, Dragonborn and humans. Time has proven the archelon’s worthiness, however. Though only a handful of these titanic vessels have ever been constructed, every one of those is reported to still be in fine shape and fully functional. Loosely modeled after great sea turtles, the archelon typically serves as a battleship, leading groups of hammerships and tradesman through space to their destination. A number of Archelon ships are dedicated to purely to scientific exploration of the stars, and are often the subject of spacers tales.

Archelon ships lack the sails and rigging that is normally found on spelljammers. Instead, these turtle vessels have mechanical flippers that steer and propel the vessels in space and in the water. The machinery that makes this possible is a gnomish or kobold design, depending on who you ask. Archelon ship s can land on the land and water.

An Archelon crew is 12. The captain will be a powerful warrior, usually of 9th level or higher, and at least 16 of the crew are veteran warriors of 3rd level. There are also at least 2 clerics. These clerics may serve as pilots, or a human mage may be hired to serve in this capacity. illithid crews tend to be organized along the same lines as the crew of a Nautiloid. 


Away from planets and other large objects, a archelon flies through space at what is called cruising speed. The cruising speed of an Archelon ship  allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with two Lanterns of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.



Ship Uses
Trader: Turtle Ships used as traders are not cheap, but have good cargo capacity, and are well-protected against pirates. 

Warship: Tortlenow primarily use the Turtle Ship as a combat vessel, exploring dangerous sectors of space, escorting traders, and defending major scalykind colonies. These powerful ships typically travel in twos and threes in order to ensure that such a ship doesn't fall into the hands of an enemy.


Slaver: Mind flayers use the heavily armoured and enclosed Turtle Ship as a slaving craft, fitting the cargo deck out as a massive slave pen filled with manacles and cages. The helm is often replaced with a series helm.



Wednesday, March 28, 2018

COSMIC SEAS 5E: TRADESMAN (SHIP)


Rather than make a bulk ship post, I will be presenting ships individually. In my treatment of Spelljamming Ships, Ships and Helms are integrated into a single magic item, and so cannot be removed from each other without a major rebuild. Unless otherwise noted, all Spelljamming Ships use the vehicle rules found on page 119 of the Dungeon Masters Guide.
So I am starting out with the Tradesman, a "standard" ship in Wildspace, and one most often acquired by adventurers. 


TRADESMAN
Cost: 227,500 gp
Speed: 60ft/40mph
Crew: 10
Passengers: 15
Cargo: 18 tons
AC: 15  
Hit Points: 625
Damage Threshold: 10
Armaments:
2 Cannon (crew: 2) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

The tradesman is undoubtedly the most widely produced, widely used, and widely altered spelljamming vessel in the Cosmic Seas. Originally crafted as a small merchant ship (hence the name), the tradesman has seen use as a scouting vessel, pleasure craft, personal transport for the wealthy, and even (heavily modified) as a short-range warship. The trailing fins of the tradesman, though appearing merely decorative, help its maneuverability in flight. It raises its sails when traveling by water, relying on wind rather than its helm for propulsion.

Away from planets and other large objects, a Tradesman flies through space at what is called cruising speed. At cruising speed, a Tradesman ship allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with two Lanterns of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.




Ship Uses

Trading: The trade routes to most worlds are not extensive to begin with, and most people find the solutions to trade problems afforded by magic superior to long-distance travel through space.
There are exceptions. Worlds that lack certain metals, lumber, or finished goods are often quite happy to be part of interstellar trade. And, of course, all worlds appreciate the glow of extraterrestrial gems and jewels. The most common traffic even to worlds that value magic over space travel is in information; small, valuable items; unique items; smuggling; and passenger service. In these areas the standard tradesman is at its best—a cheap way to get from point A to point B.

Free Adventuring: The tradesman is often a first-time adventurer's craft, mainly because it can be
bought cheaply and repaired easily.  Aboard adventuring ships, the chain of command usually stops after captain—which in adventuring terms usually means "the one who yells the loudest." Merchant tradesmen are not particularly happy with the collection of spell-wielding and sword-swinging maniacs who trample all over their stock and trade, riling up the monsters and bringing attention to the tradesman as a ship to attack. The traders' reactions to adventurers who use these ships varies.
Some are unwilling to deal with such individuals. Other send them on wild goose chases to other systems to drive them away.

Piracy: The common nature of the tradesman also makes it a vessel for pirates new to the trade, again before they "trade up" to more impressive craft. When using a tradesman, the pirate's best targets are other tradesmen and the occasional galleon that is brought up out of the ocean by groundling adventurers. Pirates who use the same tradesman for a while tend to modify it by speeding it up, making it more maneuverable, and adding more weapons.

Other Configurations

Light Cruiser: A tradesman variant preferred by pirates and those plagued by pirates. This type of ship
has an Armor Class of 16. It carries three cannons.

Monday, March 26, 2018

COSMIC SEAS 5E: THE ARCANOLOTH CONSORTIUM


ARCANOLOTH CONSORTIUM
“Never believe in conspiracy, become the conspiracy.” - Alhireth-Hotep, Arcanoloth Merchant
The Arcanaloth Consortium is a trade alliance between various Arcanaloths (Jackal headed fiends with an affinity for magic, trade, and the construction of spelljamming components), they supply ships and refitting’s to anyone with the money for it. They are always looking to make a deal, or open new trade networks. They defend what's theirs with as much devotion as they put towards trying to sell what's theirs to you.
The creation of Arcane spaceships requires the services of spellcasters of sufficient skill can craft any of a variety of magical ship’s helms that can provide motive flight to a vehicle. They can also embed several magic rune covered spikes into a helm to provide it with a stable atmospheric envelope, or enspell lead disks for fitting into the decking to generate gravity. However, the work of a spellcaster of that level of skill isn’t cheap. For those looking to acquire such wonders more cost effectively, there is always the option of simply buying the desired magical enhancements from a ubiquitous if untrustwort source: the fiendish Arcanaloths.
These fiends can be encountered in any moderately sized space port city, and always have a variety of magic helms or other ship systems for sale. This is despite never being encountered traveling the space lanes, let alone operating ships of their own. Likewise, no one knows where or how they produce their wares. Despite these mysteries, the quality of their products is always good and their prices infamously undercuts all the competition. Of course, no one fully trusts the fiends, but that doesn’t stop them from doing brisk business in most ports.
Symbol: Jackal head
Headquarters: The Arcanoloth Consortium has no one headquarters, preferring to maintain chapter houses on numerous space stations and on hot planetoids. Most notable is the chapter house on the cluster world of Istra and on the blasted desert world of Stilbon, where a number of Arcanoloth have made permanent homes.


SPACE WHALE HUNTING
Space Whales are rich in many natural resources that are of use to the construction of Arcane Spacecraft, and so the Arcanoloth Consortium sponsors space-whaling vessels (often crewed by Orcs) to hunt the creatures. Other space-creatures also have value for this and similar creatures, but the fact that space whales are such intelligent, soulful creatures makes them of particular value to Arcanaloth sponsored magical processes.

WARLOCK PATRONAGE
The Arcanaloth Consortium sponsors many Warlocks of Fiendish patronage, who can swear to an individually powerful Arcanoloth, or to the Consortium as a whole, and thus considered a valuable asset of the Consortium.

PALADINS
Fallen Paladins following an Oath of Treachery can be found serving the Consortium as valued servants. Such Blackguards often head mercenary bands in service to the Arcanaloths.

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