Space arks Evacuate!
#1
Posted 21 March 2006 - 08:05 PM
Now, by this point they should be epic characters (but they'll be the first, as the same incident that pretty much destroyed their world was also what enabled them to reach epic levels), so their magical resources are pretty extensive.
So they need to build two types of what are effectively starships. First are the arks - giant vessels basically designed to be stuffed full of people and teleported across the galaxy to another world. Second, they want a small group of warships to escort the evacuees (and convince where they're evacuated to to 'welcome' a few million extra mouths to feed) and then to hunt down those responsible for the death of their world (it was destroyed intentionally)
Reading through the Tarrasque topic gave me a lot of information that's proving useful, but I'm approaching it from a different angle. These are a group of epic and non-epic spellcasters trying to allow a desperate mass evacuation. Large portions of the magic they're using is coming out of ancient tablets that have been tucked away in dragon hoards for a few millenia. They don't understand it particularly well, but they need to use it.
About the only things I've decided for certain is that the ships themselves are alive (animated constructs more than golems), and the ships are in control of teleporting. The arks can cast a normal greater teleport that affects them and everything in side them 3 times a day, and one over-power epic transport spell that can basically carry them up to a thousand light years once per week. The warships double these numbers. Both types of ship use magic items with fly for sublight, limiting their sublight accordingly. The arks are propelled by cloud keels, where the warships are powered by orbs of flight (a magical item I built that provides a vessel with fly 50ft (average)... for twice the price of a cloud keel)
While I have some ideas for things like shields and stats, I'm looking for help and ideas. Anyone have any thoughts?
#2
Posted 21 March 2006 - 09:53 PM
Lets figure each Ark will hold a generous 5,000 people. That means we will need ~2,000 Arks...in order to guard a fleed of 2,000 arks we are going to need lets say ~200 War Ships. So we need a total of about 2,200 ships. This right here tells us that we can not be using some crazy wacked out material to make these ships, the materials need to be common and easily available in great amounts.
I say we go with what we know for the Arks, GIANT ships...quite literaly giant wooden galleons. Its something craftsmen know and can build...we will magic it up to be space worthy. We can get more creative witht he space ships.
The important thing is to figure out how you are going to feed these 10 mill folks and how they will drink and breathe and remove excrement... This is a massive undertaking...
Just as a side note, would it not be a better idea to build a demiplane and shove all these people in there with farmalnd and cows and air and water and all that. Then take the party on a single ship searching for a new world. Then when you find it open a portal to the demiplane and bring the 10 million people in?
I'm jsut having a really hard time wrapping my mind around how you will keep these people alive even with epic level magic...10 million people is a lot of people...keeping disease from spreading under those conditions will be hard enough...
Ok well lets move on. you have already provided for a propultion system, so thats done with. Walls of force can easily be used to protect the ships from the hazards of space.
Why not build one gigantic Ark with a pocket dimention inside of it so that all 10 million people can fit inside with supplies and such? Then have a small fleet of 15-20 warships guarding the Ark?
As far as what the warships should look like, I think you should have ~20 that are light scout craft, Destroyer type vessels...you are searching for a new world...these can be very similar to the Tarasque. Then 3-5 Cruises. 2-3 Battle Cruisers and 1 Superheavy Dreadnaught. All equiped with the equivalent of fighters...single person pods bristling with disintergration rays and magic missile cannons
Ok this is going to turn into a super heavy discussion... I can feel it.
Let me set out a to do list:
1) Determine the best way to move 10 million people. (Maybe we don't move them at all?)
2) Determine what magics we will use to do this. (We are assuming we have enough magic to do it)
3) Determine what the ships will be made off. (Whether great in number or in size, we are going to need a lot of 'stuff' to make these ships)
4) How are we going o keep these 10 million people alive? (Food, water, air, radiation, disease...)
5) Design Each ship class. (There will be at least 2 right?)
Add more as you think of it.
-Woe
#3
Posted 22 March 2006 - 12:00 AM
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
Yup. Make it worse - we're not talking just humans. While the PCs are going to end up basically in charge of this, a large part of the organization is being done by metallic dragons.
With the exception of chromatic dragons (who by the time construction starts have either left by planar travel, died in the cataclysm, or been killed) and anyone who actively fights them, they're not leaving anybody sentient behind.
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
I say we go with what we know for the Arks, GIANT ships...quite literaly giant wooden galleons. Its something craftsmen know and can build...we will magic it up to be space worthy. We can get more creative witht he space ships.
I was figuring each ark would hold about a thousand 'people'. So ten thousand arks.
They're built out of wood - what else can they do? They've got dragon hoards for magic and metal, but even dragon hoards and dwarven storehouses can't provide enough material for ten thousand ships.
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
Note that, due to the nature of the cataclysm (basically high fort save-or-die worldwide), high level characters will be disproportionately present. They've probably got a high enough proportion of clerics to at least feed and water everyone.
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
I'm jsut having a really hard time wrapping my mind around how you will keep these people alive even with epic level magic...10 million people is a lot of people...keeping disease from spreading under those conditions will be hard enough...
Ok well lets move on. you have already provided for a propultion system, so thats done with. Walls of force can easily be used to protect the ships from the hazards of space.
Why not build one gigantic Ark with a pocket dimention inside of it so that all 10 million people can fit inside with supplies and such? Then have a small fleet of 15-20 warships guarding the Ark?
So basically, ship that's an insanely oversized bag of holding?
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
Which would work... if they really had time to plan and design what they're building. As far as a good number (if not all) of the warships go, what they're doing is throwing the 'activate starship' (I'll come up with a better name *grin*) spell at their airship warships.
WoeTheSinner, on Mar 21 2006, 02:53 PM, said:
Let me set out a to do list:
1) Determine the best way to move 10 million people. (Maybe we don't move them at all?)
2) Determine what magics we will use to do this. (We are assuming we have enough magic to do it)
3) Determine what the ships will be made off. (Whether great in number or in size, we are going to need a lot of 'stuff' to make these ships)
4) How are we going o keep these 10 million people alive? (Food, water, air, radiation, disease...)
5) Design Each ship class. (There will be at least 2 right?)
Add more as you think of it.
-Woe
That list looks good to me... any more thoughts?
#4
Posted 22 March 2006 - 12:25 AM
Before doing so, the B group is informed that because they are so important, humanity needs them to leave last to oversee and manage the evacuation. This is a very important job which is why they are the only ones that can do this. So after the C group leaves, the B group is left with the plans to build the final ark, without the knowledge or labor force to build it, they will be destroyed with the planet. Thus, the useful parts of society are saved and purged of the dead weight that was dragging them down originally.
Also, this reduces the number of people you need tosave to 6.7 million people.
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#5
Posted 22 March 2006 - 12:48 AM
Best material would be rock for the ships. There are spells for carving areas out of the central areas, it is good insulation, and in sufficient thickness provides extensive radiation protection (although for a stasis ship that's not important). Plus, you could build the ship rather quickly by taking an appreciably sized mountain (this would be where epic spells come in!) and using those for your stasis bays. And it wouldn't take much magic to shield a mountain from the effects of reentry.
Bear in mind that you will also need to store all the materials that these people will need on the new world. Seed, tools, essential goods, any important historical/religious relics you can fit in between.
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#6
Posted 22 March 2006 - 12:54 AM
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#7
Posted 22 March 2006 - 01:12 AM
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
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#8
Posted 22 March 2006 - 01:18 AM
On the other hand, the spell they're using for FTL travel is effectively instantaneous. The arks don't need to be designed for extremely long duration.
The mountain idea does have merit... except I'm looking at what it takes to jump something like that.
The Astral Jump epic spell I'm working on - assuming 1000 people per ship, roughly 8,000 cubic feet (of living space, storage space and ships equipment) per person and exactly cylindrical ships...
Has a spellcraft DC of just under 2000.
#9
Posted 22 March 2006 - 01:32 AM
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#10
Posted 22 March 2006 - 01:39 AM
However, this spell is actually being used as a spell like ability by the ship... so nobody needs to be able to cast it (thank Goddess).
And since they're learning it from stone tablets, they don't need to go through the development process themselves. All they need to do is know to instill it into the ships.
It does get a little less ugly if one throws in an ad-hoc DC value though...
Astral Jump
Transmutation[Teleportation]
Spellcraft DC: 1042
Components: V, S
Casting Time: 1 minute
Range: Self
Target: One vessel.
Duration: Instantaneous
Saving Throw: Will negates(harmless)
Spell Resistance: No
Allows a vessel up the size of the cylinder enclosed within the affect (if either cast by a caster aboard the vessel or by the vessel itself) to jump instantly through the Astral Plane. Maximum range of the jump is roughly 1,000 light years.
The destination must be surveyed by scrying or otherwise known to the caster to allow the jump.
To Develop: 9,378,000 gp; 187 days; 375,120 xp Seed: transport (DC 27). Factors: change from personal to area (+15 DC) change area to variable (contains hull of touched vessel) (ad-hoc, +1000 DC)
#11
Posted 22 March 2006 - 03:00 AM
Note that I'm mandating a one light-hour maximum range for non-epic teleport spells.
Instil Star Ship Spirit
Conjuration, Transmutation
Spellcraft DC: 13
Components: V, S
Casting Time: 1 minute
Range: touch
Target: Vessel touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (harmless)
Infuses a selected vessel with an intelligent spirit. The vessel effectively becomes alive and intelligent (Colossal construct, Stats: Str-; Dex -; Con -; Int 3d6; Wis 3d6, Cha 2d6). The spirit is capable of speaking common, plus one language the caster knew per point of intelligence bonus.
The ship spirit is capable of using the following spells as spell-like abilities: At will: purify air, sphere of force(as wall of force but completely encases the ship) , 3/day greater teleport, 1/week Astral Jump.
To Develop: Seeds: Life (DC 27), Fortify (DC 17). Factors: Add at will purify air (ad hoc, +40 DC), add at will sphere of force (ad hoc, +50 DC), add 3/day greater teleport (Ad hoc, +21 DC), add 1/week Astral Jump (ad hoc, +150 DC), permanent (x5DC). Mitigating Factors: Casting Time: 1 day, 11 minutes (-12 DC), one hundred additional casters contributing 8th level spell slots (-1500)
(all spells, including Astral Jump, must be known by at least one participatory caster)
#12
Posted 22 March 2006 - 05:05 AM
As to the stasis: leave it to players to develop an epic version with a larger area of effect. The Epic Handbook has an example of a larger stasis field in the pre-done adventure (it says that the fortress is built on a stasis-reinforced outcrop).
I'm thinking that maybe you need a stronger version of Nailed to the Sky to lift the mountains into orbit to begin with. That's the only way it's going to get up there.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
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#13
Posted 22 March 2006 - 05:17 AM
Other than that one instance in the Epic Handbook, I don't remember any mentions of stasis in the D&D rules other than Time stop, which is not really what we're after here.
*shrug*
I'll provide the spells and the objectives. The players can choose to invent stasis or not as they see fit...
#14
Posted 22 March 2006 - 05:49 AM
On the other hand, the ships can FTL 1/minute. And since they're basically teleporting, nothing is stopping them from simply depositing themselves planetside from the planetside they originated from. You might not even need full blown starships to pull the task off with the spells you've provided. However, I have to ask... why is the DC so huge? That's almost three times the DC for Vengeful Gaze of God.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#15
Posted 22 March 2006 - 06:45 AM
When I actually did a work out for what I regarded as a reasonable volume (a cylinder 100 ft radius and 1000 ft long), the DC came out somewhere around 3000
Also, unlike Vengeful Gaze of God, there are no mitigating factors (like VGoG's massive backlash damage)
A ship spirit can only major FTL 1/week. I'm limiting their greater teleport to one light hour, which is great for intra-system, but not so hot for actually getting anywhere outside your home system.
Also, one of the things I didn't mention is that Astral Jump can only be used in a vacuum.
Now that I think about it, that's worth a pretty hefty ad-hoc mitigating factor right there.

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