• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D (2024) Eberron - skycoaches and bastions


log in or register to remove this ad

For reference, the established speeds (for 5e) of other vehicles in Eberron are:

Orien Lightning rail – 30 mph
Lyrandar Airship – 20 mph
Lyrandar Elemental galleon – 10 mph
Orien coach – 5 mph

Everything is kinda slow in Eberron. The lightning rail is about the same speed as the standard speed limit on NZ roads (50 kph). Trains in the late 1800s / early 1900s could reach speeds over 100 mph but generally traveled at 40–50 mph.

I might be inclined to up a skycoach to 5 mph, but its main advantage is that flight (of any kind) lets you travel through Sharn much faster than walking (5 mins per ward instead of 30 mins).
 
Last edited:

If you want mechanical rules, I'd use either the Vehicle rules for waterborne vehicles in Saltmarsh or modify the ship rules in SpellJammer (I think the latter would be closer, honestly - just limited to in-atmosphere flight). Change the spelljamming helm to medallion use and I think it'd be an almost perfect fit.
Way ahead of you there! Spelljammer helm as medallion is a good idea, though.

Let’s discuss the Skycoach Dock as bastion special facility.

It could be Roomy in size. 1 hireling to maintain the skycoach and pilot it.

What should its special order be? The options are:
*Craft
*Empower
*Recruit
*Research
*Trade

None of these really make much sense for a skycoach facility.
 

Way ahead of you there! Spelljammer helm as medallion is a good idea, though.

Let’s discuss the Skycoach Dock as bastion special facility.

It could be Roomy in size. 1 hireling to maintain the skycoach and pilot it.

What should its special order be? The options are:
*Craft
*Empower
*Recruit
*Research
*Trade

None of these really make much sense for a skycoach facility.
Trade!

It's a revenue generator because you have a skytaxi
 

Trade!

It's a revenue generator because you have a skytaxi
The other facilities that have the Trade order are the Armory, the Gaming Hall, the Stable, and the Storehouse.

Three of those involved stockpiling goods or creatures that can then be sold at a profit. The gaming hall has a gambling winnings option.

I suppose a skycoach dock could be a modified version of the Storehouse facility.

Storehouse
Level 5 Bastion Facility

Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade

Trade order = Hireling spends a week procuring nonmagical items worth up to 500 gp, or hireling spends a week selling those goods at a 10% profit. You have to pay for the goods purchased. The max value and profit percentage increase at character levels 9, 13, and 17.
 




Yes, as in using to hire a far-away wizard and bring him to your bastion via the skyboat (like the Teleportation Circle)
True. Let's look at those options:

*Barracks (lvl 5) - recruit bastion defenders up to the normal limit.
*Teleportation Circle (lvl 9) - 50% chance to recruit one friendly spellcaster who will cast a wizard spell of up to level 4 (or level 8 if you are level 17+). They will stay for up to two weeks or until they cast the spell for you.
*Menagerie (lvl 13) - add a beast to your menagerie - these creatures count as bastion defenders.
*Guild Hall (lvl 17) - recruit guild members from one of several guilds to perform a special task for you.


If I were to take this route, the one that makes the most sense to me is the Teleportation Circle option. So the hireling managing the skycoach can use it to bring a specialist of some kind to the PCs' bastion for some kind of aid. Thoughts on specifics? A spellcaster of any kind who can cast a spell of up to, say, level 3? (Not sure why the Teleportation Circle option has to be limited to wizard spells either.)



As an aside, I really don't get the level limits on some of these things. I reckon they should have made it so all facilities are available from level 5, but all of them have different tiers of options that unlock as you progress in levels.
 

True. Let's look at those options:

*Barracks (lvl 5) - recruit bastion defenders up to the normal limit.
*Teleportation Circle (lvl 9) - 50% chance to recruit one friendly spellcaster who will cast a wizard spell of up to level 4 (or level 8 if you are level 17+). They will stay for up to two weeks or until they cast the spell for you.
*Menagerie (lvl 13) - add a beast to your menagerie - these creatures count as bastion defenders.
*Guild Hall (lvl 17) - recruit guild members from one of several guilds to perform a special task for you.


If I were to take this route, the one that makes the most sense to me is the Teleportation Circle option. So the hireling managing the skycoach can use it to bring a specialist of some kind to the PCs' bastion for some kind of aid. Thoughts on specifics? A spellcaster of any kind who can cast a spell of up to, say, level 3? (Not sure why the Teleportation Circle option has to be limited to wizard spells either.)



As an aside, I really don't get the level limits on some of these things. I reckon they should have made it so all facilities are available from level 5, but all of them have different tiers of options that unlock as you progress in levels.
Some of the leveling is based on the old 1E/2E rules where strongholds/wizard towers/thieve's guilds and such didn't kick in until 9th level. Personally, I plan to nix most of the level requirements and drop Bastions to 3rd level myself.

For the most part for what sort of individuals to attract, I'd be inclined to steer towards what you'd likely pick up in Sharn - government officials, entertainers, random adventurers (troubleshooters?) and the like. Sort of like a cross between a lesser Guild Hall and TCircle - get a specialist for a one-off task.
 

Into the Woods

Remove ads

Top