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Lsi Rae Bo, Lord of the Four Winds
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<blockquote data-quote="RangerWickett" data-source="post: 4839226" data-attributes="member: 63"><p>And here's the airship they'll be on:</p><p></p><p> <strong>Airship – The Glorious Revolution</strong></p><p> Gargantuan vehicle (20 ft. x 45 ft.)</p><p> <strong>HP</strong> 400. <strong>AC</strong> 4; <strong>Fort</strong> 20; <strong>Ref</strong> 2.</p><p> <strong>Speed </strong>fly 12 (hover)</p><p> <strong>Crew</strong> twenty skymen, captain, pilot. In addition to the pilot, the crew must spend at least five standard actions each round to keep the ship flying at top speed. Reduce the ship’s speed by 2 for each missing crewman. At fly speed 6 (missing 3 crewmen), the ship flies out of control.</p><p> </p><p> <strong>Out of Control </strong>It moves forward at speed 6. Each round it has a 50% chance to start descending. The first 10 rounds it descends 5 squares a round, thereafter it descends 10 squares a round. Even while out of control, five standard actions can change its heading one step, or change its descent rate by one step (fast, slow, none).</p><p> </p><p> <strong>Layout </strong>There is a main deck, aftcastle, captain’s cabin, and lower deck. No hold. This is a skirmish ship.</p><p> </p><p> <strong>Fragile </strong>For every 50 damage the airship takes, and a 2 by 2 square of the deck is destroyed. At 300 HP, the ship cracks. Each round thereafter, the stresses deal 2d20 damage to it. At 200 HP, the ship breaks into two pieces – one with 50 HP, one with 150 HP. They separate by 1 square, then stay in the same relative position, but the smaller piece falls away at a rate of an additional 1 square per round. </p><p> </p><p> <strong>Djinn’s Blessing </strong>Any creature that starts its turn on the deck of the ship gains a fly speed equal to its speed until the end of its next turn. </p><p> </p><p> <strong>Other Options: </strong>The group can request up to 34,000 gp of mounts, and can have up to five minion warriors with them.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4839226, member: 63"] And here's the airship they'll be on: [B]Airship – The Glorious Revolution[/B] Gargantuan vehicle (20 ft. x 45 ft.) [B]HP[/B] 400. [B]AC[/B] 4; [B]Fort[/B] 20; [B]Ref[/B] 2. [B]Speed [/B]fly 12 (hover) [B]Crew[/B] twenty skymen, captain, pilot. In addition to the pilot, the crew must spend at least five standard actions each round to keep the ship flying at top speed. Reduce the ship’s speed by 2 for each missing crewman. At fly speed 6 (missing 3 crewmen), the ship flies out of control. [B]Out of Control [/B]It moves forward at speed 6. Each round it has a 50% chance to start descending. The first 10 rounds it descends 5 squares a round, thereafter it descends 10 squares a round. Even while out of control, five standard actions can change its heading one step, or change its descent rate by one step (fast, slow, none). [B]Layout [/B]There is a main deck, aftcastle, captain’s cabin, and lower deck. No hold. This is a skirmish ship. [B]Fragile [/B]For every 50 damage the airship takes, and a 2 by 2 square of the deck is destroyed. At 300 HP, the ship cracks. Each round thereafter, the stresses deal 2d20 damage to it. At 200 HP, the ship breaks into two pieces – one with 50 HP, one with 150 HP. They separate by 1 square, then stay in the same relative position, but the smaller piece falls away at a rate of an additional 1 square per round. [B]Djinn’s Blessing [/B]Any creature that starts its turn on the deck of the ship gains a fly speed equal to its speed until the end of its next turn. [B]Other Options: [/B]The group can request up to 34,000 gp of mounts, and can have up to five minion warriors with them. [/QUOTE]
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