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WTF Spelljamming? (5e) Orbital Mechanics
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<blockquote data-quote="Evilhalfling" data-source="post: 9102704" data-attributes="member: 16991"><p>My campaign is 5e homebrew world, and has been running for nearly 2 years.</p><p>The PCs have just reached level 11, and have built the [dominant civilization's] second spelljammer in history (history only goes back 500 years)</p><p>They need to go blow up a moon, because of course, they do. <strong>More campaigns should get a chance to blow up a moon.</strong></p><p></p><p>1. not very much of the world is actually explored. just circumnavigating east/west PCs will see 2 other habitable continents.</p><p>the world has very little mage tech, it is a cross between early medieval and the self-centeredness of the roman empire.</p><p></p><p>2. They need to travel 800 miles south to pick up a MASSIVE magic implosion bomb. (they recovered it and gave it to an NPC back around level 6)</p><p>they can target the destination from space, as it is on the edge of an 80-mile diameter crater.</p><p></p><p>3. 5e spell jammers have 2 speeds Fly speed (4 mph) and wildspace speed (away from gravity sources - 100 million miles a day / 400,000 mph )</p><p>so it takes 15 hours to get to the edge of space (62 miles on earth) and then 45 min to get to the normal moon (310,000 miles)</p><p>the trip to the bad moon is less than a week.</p><p></p><p>4. they don't actually know this - they just got the ship to fly last session, staying within 100' of the surface.</p><p> information from the world's first SJ ship includes a set of blueprints, a sending transcript about space whales, and then no further magical communications.</p><p></p><p>I will allow geo-synchronous orbit because that makes it easier to return to their homeland. What if they want to speed up or go counterspinwise?</p><p>what if they travel at Spelljammer speed away for 1 minute then return to the planet?</p><p>quick trips to the moon, and back would be funnier they could stay in the frame of reference and get 4 skill checks a day to reach their target..</p><p></p><p>earth rotates at 2000 mph (at the equator) you would need to be going faster 65 miles up.</p><p>I don't know about revolution speed around the sun, but if you leave for a minute, its going to be pretty far away when you head back.</p><p>67,000 mph in solar orbit. 18.5 miles/second</p><p></p><p>what if they want to make trading runs to the empire's furthest city? or the other continents? Thankfully this group stays mostly focused, so they are may be more focused on the moon, than orbital shenanigans</p><p></p><p>Some of my rules are pulled from 2e Spelljammer books, some from google.</p><p></p><p>How would you handle orbital travel?</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 9102704, member: 16991"] My campaign is 5e homebrew world, and has been running for nearly 2 years. The PCs have just reached level 11, and have built the [dominant civilization's] second spelljammer in history (history only goes back 500 years) They need to go blow up a moon, because of course, they do. [B]More campaigns should get a chance to blow up a moon.[/B] 1. not very much of the world is actually explored. just circumnavigating east/west PCs will see 2 other habitable continents. the world has very little mage tech, it is a cross between early medieval and the self-centeredness of the roman empire. 2. They need to travel 800 miles south to pick up a MASSIVE magic implosion bomb. (they recovered it and gave it to an NPC back around level 6) they can target the destination from space, as it is on the edge of an 80-mile diameter crater. 3. 5e spell jammers have 2 speeds Fly speed (4 mph) and wildspace speed (away from gravity sources - 100 million miles a day / 400,000 mph ) so it takes 15 hours to get to the edge of space (62 miles on earth) and then 45 min to get to the normal moon (310,000 miles) the trip to the bad moon is less than a week. 4. they don't actually know this - they just got the ship to fly last session, staying within 100' of the surface. information from the world's first SJ ship includes a set of blueprints, a sending transcript about space whales, and then no further magical communications. I will allow geo-synchronous orbit because that makes it easier to return to their homeland. What if they want to speed up or go counterspinwise? what if they travel at Spelljammer speed away for 1 minute then return to the planet? quick trips to the moon, and back would be funnier they could stay in the frame of reference and get 4 skill checks a day to reach their target.. earth rotates at 2000 mph (at the equator) you would need to be going faster 65 miles up. I don't know about revolution speed around the sun, but if you leave for a minute, its going to be pretty far away when you head back. 67,000 mph in solar orbit. 18.5 miles/second what if they want to make trading runs to the empire's furthest city? or the other continents? Thankfully this group stays mostly focused, so they are may be more focused on the moon, than orbital shenanigans Some of my rules are pulled from 2e Spelljammer books, some from google. How would you handle orbital travel? [/QUOTE]
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