The Possibilities

THE POSSIBILITES:
Gargantuan Vehicle

HP 400 Space 4 squares by 13 squares Cost 85,000 gp
AC 4; Fortitude 20, Reflex 2
Speed 0, fly 15 (hover), overland flight 20
Pilot
The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin.
Crew
The pilot can control the ship by himself in normal conditions. During inclement weather, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control.
Load
Thirty Medium creatures; twenty tons of cargo.
Out of Control
An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed.
Ballista (standard; at-will)
The gunner can use the ballista to attack a single creature: Range 40; +2 vs. AC; 2d10 + 5 damage. The gunner adds half his or her level as a bonus to the ballista’s attack rolls. It takes a standard action to reload.
Decks
The airship’s cabin has four decks: an exterior observation platform, the topmost crew deck, a middle deck for passengers, and a lower cargo hold.
Fragile Propulsion
For every 50 damage the airship takes, its speed is reduced by 2 squares. At fl y speed 0, the ship is unable to travel and fl oats out of control.

  1. Main Deck: This open deck is where the crew controls the fins that finesse the airship’s flight path. While the elemental can handle simple point-to point transport, it cannot compensate for inclement weather. While the pilot can normally control the Possibilities alone, the crew is needed when attempting to fly in any sort of adverse conditions. A massive ballista, the sole armament of the Possibilities, is installed on this portion of the deck.
  2. Supply Hold: Critical supplies necessary for operating the ship are kept here: spare planks of soarwood, replacement fins, bolts for the ship’s ballista, and the like.
  3. Galley: This modest kitchen has all of the tools necessary to provide meals for the crew, including a stove.
  4. Wardroom: The crew and passengers take their meals here. It also serves as a meeting room.
  5. Binding Struts: These structures hold the bound air elemental into its familiar ring shape. The elemental itself is held 10 feet from the struts, well away from the hull. The Khyber dragonshard that binds the elemental to the ship resides in a secret housing chamber at the base of the upper strut (Search DC 25 to find). The magic imbued in the struts allows the elemental to travel along them and back into the dragonshard when suppressed. The housing chamber is sealed with an arcane lock (CL 12th).
  6. Helm: This area on the sterncastle is the focal point for the magic energies laced into the ship’s construction. It is from here that one can attempt to communicate with the air elemental bound to the ship. Carved from dark wood and polished to a lustrous sheen, a wheel of wind and water stands here, allowing the pilot to control the air elemental through his dragonmark.
  7. Captain/Pilot Quarters: Located just below the helm, these quarters are the most spacious aboard the Possibilities. A short ladder leads directly to the helm, since the pilot must give the elemental explicit instructions on where and how to fly while he sleeps. Should the elemental ever become confused when on its own, he can reach the helm quickly in order to regain control.
  8. Female Crew Quarters: This smaller cabin holds bunks and chests for its occupants. There is also a desk for any academic endeavors.
  9. Stable: This small area is use to protect any animals on board from inclement weather. The space is large enough for two Medium sized animals or one Large animal.
  10. Passenger Cabin: This is the room the Band uses to house the infrequent travelers aboard the Possibilities. The room holds two bunks fitted with comfortable down mattresses and cotton sheets. There is also room for another hammock if needed. A wooden chest at the foot of each bunk can be used to store equipment during the journey (though passengers are expected to have their own locks). A table folds into the wall and can be lowered should passengers need the cabin as a meeting room. The outside of the door is also fitted with a heavy metal bar that can be locked into place allowing the cabin to be used as a makeshift brig.
  11. Male Crew Quarters: This area holds three bunks and chests for its occupants. There is also a secret door in this room that leads to a small storage space used for transporting questionable cargo (Search DC 25 to find).
  12. Cargo Hold: The bottom of the Possibilities is essentially a large empty space where what little cargo an airship can carry is stored. A large hatch in the hull allows heavy goods to be brought directly into the hold by a strong winch. The attached platform also allows the Band to disembark without the use of a docking tower. All boxes, barrels, and crates are securely lashed to the hull before flight to prevent shifting in the event of a complex aerial maneuver.
  13. Artificer’s Workshop: This small space is filled with tools and a workbench allowing an Artificer to use this area to practice his craft. There is a small stove here for brewing potions and other alchemical items.
  14. Observation Dome: Rather than a crow’s nest, the Possibilities has a dome of hardened glass set in the bottom of its hull. Since an airship is usually above its intended destination, the ship’s lookout can sit here to get an unobstructed view of the ground below. The lookout also keeps watch for attacks from the ground, and a speaking tube can carry his or her voice directly to the helm if danger appears.

The Possibilities

Kith'takharos Arryn_Raven