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Space arks Evacuate!

#1 User is offline   Black Faolan 

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Post icon  Posted 21 March 2006 - 08:05 PM

In the campaign I'm running, the characters are eventually going to need to evacuate the surviving population of the planet (which will probably be around five percent of them... call it about ten million people).

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?
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#2 User is offline   WoeTheSinner 

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Posted 21 March 2006 - 09:53 PM

10 million pople is a whole smack load of ships...and I mean a SMACK load of ships.

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 :P

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
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#3 User is offline   Black Faolan 

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Posted 22 March 2006 - 12:00 AM

View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

10 million pople is a whole smack load of ships...and I mean a SMACK load of ships.


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.

View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

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.


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.

View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

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...


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.

View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

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?


So basically, ship that's an insanely oversized bag of holding?

View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

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 :P


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.


View PostWoeTheSinner, on Mar 21 2006, 02:53 PM, said:

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


That list looks good to me... any more thoughts?
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#4 User is offline   Raven Bloodmoon 

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Posted 22 March 2006 - 12:25 AM

Okay. First we split the population into three groups. Let's call them the A group, the B group, and the C group. The A group will consist of all the thinkers, engineers, magicians, and what not. The B group will consist of all the bankers, markters, salesmen, wholesalers, distributors, hair stylists, beaurocrats, and what have you. The third group will consist of the labor force. Now you start by building one ark that is only capable of short-range travel. You load the A group on it and send it off, and leave plans for two more arks behind. The C group then constructs the next ark and sets off in it.

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. :D

Also, this reduces the number of people you need tosave to 6.7 million people.
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#5 User is offline   Dthclaw 

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Posted 22 March 2006 - 12:48 AM

I think that perhaps a better idea would be freezer ship of sorts. Essentially vessels with temporal stasis bays strapped together to a central propulsion unit, requiring only a minimal crew that could be supported via the methods discussed in the HDMS Tarrasque thread. Upon arrival, the ship makes splashdown into a shallow sea (or, better, each section has a single-use propulsion unit so that each section can make a separate splashdown) and ceases to support the stasis spells. With such a plan you only need one vessel and you mostly eliminate the problem of supporting 10 million people for a long trip. Heck, if you have enough time, you could simply make the ship larger and accomodate everyone (I'm a little more concerned with EVERYONE'S life compared to Raven, IMO :P ).

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 User is offline   Raven Bloodmoon 

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Posted 22 March 2006 - 12:54 AM

I like the mountain idea. It will also create an instant island when it splashes down, which means land without having to fight people for it. Furthermore, if you pick the right mountain, you will end up taking a sizable chunk of good raw materials for bulidign when you reach your destination. Also, the sheer size of it should provide the small crew enough space to not go stircrazy and kill each other, themselves, or the cargo.
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#7 User is offline   Dthclaw 

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Posted 22 March 2006 - 01:12 AM

Oh, and if the metallic dragons are helping, bear in mind that most of them are capable of taking a humanoid form - that would cut space and resource requirements greatly if they can be convinced to do so.
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#8 User is offline   Black Faolan 

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Posted 22 March 2006 - 01:18 AM

Stasis won't work... Far too many people, too few casters capable of putting people in stasis.

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.
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#9 User is offline   Raven Bloodmoon 

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Posted 22 March 2006 - 01:32 AM

How many people are contributing spell levels to its casting in a ritual? I managed to make an epic spell called Nuke that literally nuked any point on an earth-size planet with only a DC of about 200. And no backlash damage. Just keep adding people until you have a winner. ;)
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#10 User is offline   Black Faolan 

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Posted 22 March 2006 - 01:39 AM

I built an epic level spell that makes everything on the planet fort save or die with a DC under 50.

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)
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#11 User is offline   Black Faolan 

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Posted 22 March 2006 - 03:00 AM

This is the spell to animate the ships.

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)
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#12 User is offline   Dthclaw 

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Posted 22 March 2006 - 05:05 AM

Okay, so you have an FTL and an AI/shield.

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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#13 User is offline   Black Faolan 

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Posted 22 March 2006 - 05:17 AM

If you manage to Instil the spirit into whatever you're using as a ship, it uses its greater teleport to lift itself into orbit. Or they can build larger versions of the airships they already have - I don't recall seeing a mass limit on a cloud keel anywhere...

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...
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#14 User is offline   Dthclaw 

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Posted 22 March 2006 - 05:49 AM

Well, stasis isn't the only route. Just a little more practical.

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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#15 User is offline   Black Faolan 

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Posted 22 March 2006 - 06:45 AM

Volume costs.

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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