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Hey, Plane Sailing.... (magical vehicle stuff)

Hang on... so it's about three times cheaper to sail between the Planes than to have your ship fly in the air? :eek:

Now that is whacked!
 

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Well, when you consider that the Cloud Keel is something that is always in operation, and requires a Wish spell, whereas it takes a lower-level spell to make a Planar Sail, and that it isn't an always-active item (and takes quite a bit of time to utilize to boot), I think it makes sense.
 

PURCHASE ORDER:

One Halruuan Skyship, with the following accoutrements:

Fharlanghn's Lines (20 sets should bring the required crew down to 10 or less)
Lightning Turbine
Nondimensional Trunks (about twenty of them)
Veil of Obscurity
Planar Sails
Captain's Table
Charts of Certainty
Smuggler's Hold

(Estimated price is 1,918,520gp; call it 2,000,000gp, with basic provisions, tools, and related sundries)

Additionally, two longboats, each with the following Accoutrements:

Cloud Keel
Greater Wind-Favored Sail
Nondimensional Trunk (one)
Veil of Obscurity
Lightning Turbine
Farlaghn's Lines (5, should reduce minimum crew to 1 or 2)

(estimated price is approximately 255,500gp apiece; call it 260,000gp apiece, fully outfitted as above).

Final, complete price is estimated at 2,520,000gp ...


Now. If the above doesn't suit a transplanar adventuring party PERFECTLY ... I dunno what WOULD. Land the sucker, make it look like a rocky hillock, do your adventuring, come back, have a nice dinner at the captain's table, and set sail for anotehr plane.

Locally, if the wind isn't cooperating (becalmed by magic, say), well ... furl the sails, put out the longboats, and have 'em TOW you. Use good, strong towline (adamantium chain should work), get a coule hundred yards away, and let the Greater Wind-Favored Sails do their work. What's more, the longboats themselves can disguise themselves (as a big ol' haystack, perhaps), if you want a quick ride to/from a local town, but don't want to bring your ship itself in that close.

Plenty of cargo ("loot storage") room, plus the smuggler's hold for those ... questionable items, which adventurers are wont to collect (perhaps even, on occasion, one or anotehr of the adventurers themselves ... !!).

Scarything is, a party of four Epic characetrs -- say, 25th level -- could afford this setup among them with EASE (one of 'em could do most of it ... they'd have to give up almost all personal gear, and both longboats, but ...).
 

I don't see how that's scary. By the time the characters have adventured up to 25th level, I'd say they deserve to have something like that. To say nothing of the fact that any character that high level will have some hefty personal gear, so they'd be very reluctant to give it up. And of course, the DM can always outfit villains with similar equipment, or stuff designed to destroy those magic items.

Its only game-breaking if the DM lets it be.
 

Into the Woods

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