Modified Nautiloid
Modifications: Glassteel dome over captain's chair; illithids' slave quarters removed and replaced with an exercise room, large portholes and quarters; rear of cargo deck converted into a greenhouse with glassteel windows.
The tale of the Snapdragon begins many years ago, with a declaration sent out by a troubled baron. The half-elf Elizabet Erikson-Gilthalan and her human half-sister Alma Erikson answered the call for help. Traveling to the distant barony with their comrade-in-arms Jondalar Lucarthan, the sisters heard the Baron's tale:
"It was less than a year ago when the trouble started. There were thefts of cattle from local farmers and a few reports of missing people off to the northwest. Then the reports began coming in regularly. Every month now we hear of someone who has disappeared or has been taken, but no one has any good information to go on. These incidents always seem to happen at night, and those who have `witnessed' the abductions either have conflicting stories or some sort of memory lapses. I just don't know what to do! I hope that you all have better luck than we've had."
"These crop patterns are another puzzle. They appeared shortly after the first few kidnapping cases. No one knows how they got there, they just turned up overnight.
"I've had my scholars examine them and try to find some sort of meaning in them, but so far they've had no luck."
The party soon learned that spacefaring mind flayers were responsible for the disappearances and cattle mutilations, as well as the crop circles, which were used as maps and waypoints for future "gathering expeditions". After dealing with the mind flayers and freeing their slaves, the party collected a nice reward.
A year or so later, Elizabet and company traveled via spelljammer to the Rock of Jacinth to do some space-bound adventuring. After earning some money, they found a familiar-looking nautiloid in a dohwar-owned used shipyard. A new coat of peach and green paint, some modifications to make it less oppressive and gloomy, and the former slaver ship is christened the Snapdragon.
Elizabet Erikson-Gilthalan - Female Half-Elf, Level 9/8
Fighter/Mage
Alignment: NG, AC: 0, HP: 95
STR: 18 DEX: 18 CON: 18 INT: 17 WIS: 14 CHA: 16
Description: 5'6" tall, 125 lbs, 35 years old, blonde hair
and violet- blue eyes. Elizabet is athletic and lean with rounded,
human features and attributes. She likes to dress to impress, be it
brash and flaunting or classically flattering. Elizabet has a
pseudodragon familiar named Dilah.
Weapons: Long sword +3, assorted Predator weapons (taken as
battle trophies), wheel lock.
Armor: Bracers of Defense (AC 4).
Magic Items: Boots of Elven Kind, Quiver of Ehlonna, Ring of
Invisibility.
Overview: Bold and Brave, Elizabet has led her crew against
the Undead of Darkspace, the Pirates and Slavers of Realmspace, the
Dragons of Krynn, and even her crew's own evil doubles in a Mirror
Universe. Once she makes up her mind about something, her course is
set.
Jondalar Lucarthan - Male Human, Level 12 Fighter
(Swashbuckler)
Alignment: CG, AC: -2, HP: 117
STR: 18/94 DEX: 18 CON: 18 INT: 13 WIS: 12 CHA: 17
Description: 6'1" tall, 222 lbs, 34 years old, brown hair
and hazel eyes. Jondalar is muscular, dashing and charming, and his
light- hearted, yet sensitive nature causes many a young woman to
fall for him.
Weapons: Saber of Speed +5, Rapier +3, Dagger of
Throwing+4.
Armor: Bracers of Defense (AC 2).
Magic Items: Bracelet of Charms, Bucknard's Everfull
Purse.
Overview: A master of the two-weapon fencing style and a
constant risk-taker, Jondalar has had many interesting nights in
port. His foiling of a kidnapping of a Lord's daughter on the small
planet of Waypoint in Wayspace led to a land grant and an offer of
the daughter's hand in marriage. Knowing better than to settle
down, Jondalar politely. postponed the wedding.
Alma Erikson - Female Human, Level 9 Priestess
(Valkyries)
Alignment: CE, AC: -4, HP: 77
STR: 18 (22) DEX: 16 CON: 17 INT: 15 WIS: 17 CHA: 14
Description: 5'7" tall, 150 lbs, 33 years old, blonde hair,
steel-blue eyes. Alma is a powerful, beautiful and intimidating
woman with an icy gaze and a mean streak as wide as the Flow
itself.
Weapons: Warhammer +3, Frostbrand sword +3 (+6 vs.
fire-using creatures), wheel lock.
Armor: Chain mail +1, shield +4.
Magic Items: Ring of Feather Falling, Girdle of Fire Giant
Strength, Amulet of Dramatic Death.
Overview: Alma's loyalty to the Valkyrie faith leaves her
ever-ready for combat and more than willing to start a fight. Her
half-sister Elizabet keeps her in check most of the time, but Alma
has been known to sit in taverns and dare men to touch her, at
which time she will trounce them with great relish (she is evil
after all).
Finnegan Arenel - Male Human, Level 12 Wizard (Militant
Invoker)
Alignment: LN, AC: 5, HP: 46
STR: 16 DEX: 15 CON: 16 INT: 18 WIS: 9 CHA: 14
Description: 6' tall, 153 lbs, 76 years old, white hair and
beard, light blue eyes. Finnegan is an old, friendly-looking man
with a slim, sturdy build. His familiar is an old dog named
Bones.
Weapons: Various daggers and spears.
Armor: Ring of Protection +4
Magic Items: Ring of Regeneration, Wand of Lightning, Wand
of Negation, Dagger of Seeing.
Overview: Finnegan's village was raided by mind flayers when
he was a young man. Since that time, he has trained to kill them on
sight. It was for a touch of irony that he chose to serve aboard a
former illithid ship, but he was in for a rude shock when he
discovered that his bunkmate Seelek, a mute human sage, was
actually an illithid in disguise.
Millyan Moonseeker - Male High Elf, Level 9 Priest
(Corellon Larethian)
Alignment: CG, AC: -2, HP: 62
STR: 18 DEX: 18 CON: 15 INT: 13 WIS: 19 CHA: 13
Description: 5'4" tall, 114 lbs, 132 years old, light blond
hair, blue eyes. Fair of complexion with boyish looks, Millyan has
gone from a shy, uncertain priest to a devoted and somber defender
of the Elven Way.
Weapons: The Blade of Lionheart +3 (x3 damage +5 vs.
goblinkind), short bow.
Armor: Ring mail, Ring of Protection +3, Cloak of the Bat
(AC +2).
Magic Items: Rod of Resurrection, Ring of Shooting Stars,
Ring of the Ram.
Overview: Millyan met an old disgraced EIN admiral who told
him of the elven shame of the Crown of Corellon, a base that was
captured during the Unhuman Wars. He persuaded Elizabet to help him
retake the base, and as a prize he found the Blade of Lionheart, an
ancient enchanted mithril sword meant to be wielded by an elf hero
against the evil goblinoids.
Uma Javana Shadowskipper - Female Gnome, Level 7 Thief
(Troubleshooter)
Alignment: NG, AC: -1, HP: 28
STR: 13 DEX: 18 CON: 14 INT: 18 WIS: 10 CHA: 14
Description: 3'5" tall, 81 lbs, 99 years old, light brown
hair and skin, blue/gray eyes. Uma is small and unassuming, until
she starts talking business. She can be pushy and intimidating when
bargaining, and usually takes her good friend Bojak the giff with
her to back up her audacity.
Weapons: Short Sword of Quickness +2, Dagger +3, Hand
Crossbow of Magic Bolts.
Armor: Elven Chain Mail, Ring of Protection +2
Magic Items: Girdle of Many Pouches, Slippers of Spider
Climbing, Brooch of Destinations.
Overview: Uma does not really steal for a living, although
her talents have come in useful in the company's adventures. She is
actually in charge of the ship's funds and supplies, and uses her
skills as a Troubleshooter to investigate any problems with
security and/or theft.
Bojak Hergoth - Male Giff, Level 6 Fighter (Marine)
Alignment: LN(G), AC: 4, HP: 60
STR: 20 DEX: 16 CON: 17 INT: 12 WIS: 13 CHA: 16
Description: 9'6" tall, 400 lbs, 22 years old, gray hide and
gray eyes. Bojak is a cheerful, kind, and uplifting companion. He
has collected many tattoos to commemorate his battles.
Weapons: Predator Blast Gun (named "Thunderclap"),
double-barreled wheel lock ("Molly"), Cutlass of Sharpness
("Render"), medium Crossbow of Magic Bolts ("Flash").
Armor: None
Magic Items: Potion of Extra Healing.
Overview: Formerly of the 57th Red Fist Brigade, the young
giffling cadet was sent by his father, Brigadier-General Herphus
Hergoth, to join a spelljamming crew as a marine. Having joined
Elizabet's crew at the tender age of 12, Bojak has more than proved
his worth as an advisor, warrior, and leader.
Anajhiel Winovah - Female Avariel, Level 5/5 Fighter/Mage (War Wizard)
Alignment: NG, AC: -2, HP: 24
STR: 16 DEX: 19 CON: 14 INT: 17 WIS: 9 CHA: 16
Description: 5'3" tall, 68 lbs, 57 years old, strawberry
blond with blue eyes and silver-white wings. Anajhiel is haughty
and defiant, the daughter of an avariel High Council Member.
Weapons: Glass long sword +2 ("Wind Diver")
Armor: Bracers of Defense (AC 2)
Magic Items: Assorted spell scrolls, avariel spell girdle
(etched spellbook belt).
Overview: A former member of the Fifth Wing of Emulaan in
Trispace, Anajhiel was scouting ahead in the vast nebula called the
Drift when her ship was attacked by scro and her comrades were
slaughtered before her far-seeing eyes. She was fleeing for her
life when she encountered her future crewmates. Now, she has
devoted herself to the honing of her battle skills.
Jeda Firedancer - Male Human, Level 8 Priest (Mystic Knight)
Alignment: LG, AC: 3, HP: 47
STR: 15 DEX: 16 CON: 14 INT: 14 WIS: 17 CHA: 13
Description: 5'7" tall, 135 lbs, 25 years old, brown hair,
hazel eyes. Jeda is uncertain and shy, but is wise and well
respected, for he has overcome much in his young life.
Weapons: Lightsaber.
Armor: Bracers of Defense (AC 5)
Magic Items: Amulet vs. Detection and Location, Brooch of
Destinations, Ring of Mind Shielding.
Overview: Having lost his parents, and later his
guardian/master to Dark Knights at an early age, Jeda was taken
under the wing of Elizabet and learned how to control his fears. It
is his belief that he was chosen to follow a dangerous path,
uniting the scattered Mystic Order and bringing an end to the Dark
Knight threat. His long-lost older brother Koda Firedancer (a
notorious Dark Knight himself) might get in the way though.
Telwyn Highreed - Male High Elf, Level 7/7 Fighter/Mage
Alignment: CG, AC: 3, HP: 51
STR: 15 DEX: 15 CON: 15 INT: 18 WIS: 10 CHA: 18
Description: 5'5" tall, 145 lbs, 168 years old, light brown
hair, green eyes. Telwyn has an air of confidence that borders on
arrogance. He is often sarcastic with those who fail to see his
point of view, but his good looks and charm compensate
somewhat.
Weapons: Long sword +2, elven bow.
Armor: Bracers of Defense (AC 4).
Magic Items: Daern's Instant Fortress, Crystal Ball, healing
potions.
Overview: Telwyn has a secretive nature about his past. It
is believed that he was once in the Elven Navy, but the role he
played is vague. He has bitter things to say about the Admiralty,
and seems to have a keen insight into the political dealings of the
EIN.
Keslin Silversong - Female Kender, Level 8 Thief (Handler, thank you very much!)
Alignment: CN(G), AC: 6, HP: 33
STR: 14 DEX: 19 CON: 14 INT: 18 WIS: 10 CHA: 17
Description: 3'9" tall, 80 lbs, 33 years old, copper hair,
gold/brown eyes. Buxom for her size, Keslin is seldom mistaken for
a little girl. She is never mistaken for an adult though.
Weapons: Hoopak, Dagger of Venom, Rabbitslayer (+5 vs.
rodents).
Armor: None.
Magic Items: Brooch of Shielding, Bag of Holding, Necklace
of Missiles.
Overview: Keslin is a typical kender, child-like in manner
and full of youthful exuberance and curiosity. Her sticky fingers
have landed her in trouble more than once, so Elizabet keeps
Keslin's hands busy sewing up garments torn by recent combat and
adventuring. Keslin has a fine collection of needles, thread,
thimbles, and small garments.
In it's time the Snapdragon has seen many changes. It's piercing ram was modified in Greatspace to fire Magic Missiles like the Hummingbird ship; it has seen its share of structural and magical additions, like a small hangar door in the aft section, an Anchor of Staying and a set of Sails of Maneuverability, even the recent addition of a Cloaking Helm.
As the Snapdragon returned to its home crystal sphere, it encountered a rift in space and was hurtled into a Mirror Universe. The crew had to dodge the War Birds and Eagle Carriers of the now-evil, elf- exterminating Space Fleet, adapt to their new identities, and finally confront and battle their own evil twins.
In that last battle, the Snapdragon was destroyed.
Elizabet's evil elf-hunting pirate twin had died at the hands of her good counterpart and left behind a gloomy, ominous looking nautiloid called the Firedrake (after her firedrake familiar). This ship is essentially the same design and has the same modifications, but the piercing ram now requires electrical spells to operate and delivers a helm-draining "Thunderball".
After finding their way back to their own Universe, the heroes made a few minor cosmetic changes and named the new ship the Snapdragon II.
One of the most coveted personal weapons in space, these crossbows fire magic missile-like bolts at distances equal to normal crossbows. To arm the crossbow, the user need only cock back the cable (an action with difficulty similar to the non magical counterparts). When cocked, a glowing red magic bolt will appear, ready to fire. If not discharged within 1 turn, the bolt will disappear, but if fired, another will appear in its place. Casting a successful dispel magic will disable the weapon for 1d4 weeks. Note that attack rolls are needed and the weapon gives no magical bonuses to hit. The bolts do not hit automatically like the wizard spell magic missiles, but are subject to the same rules with regards to what targets can or cannot be affected by them.
Crossbow Size: Damage: Rate of Fire: Market Cost: Hand crossbow 1d4+1 3/1 1000 gp Light crossbow 2d4+2 2/1 2000 gp Heavy crossbow 3d4+3 1 4000 gp
This is an ornate, silver and gold bejeweled brooch. When the wearer touches one of the three emeralds set into the brooch, the brooch will memorize the wearers relative location in the universe. Three different locations can be stored in this manner for an indefinite amount of time. When the large ruby in the center and the appropriate emerald is touched at the same time, the Brooch of Destinations will teleport the wearer to that location without error. At the DM's discretion, extra-strong magical fields, anti-magic shells, or planar gates may disrupt the brooch's functions. The brooch can teleport 6 times per day.
Lightsabe: 2d6+3
The lightsaber is a very rare magic weapon of great power. Deactivated, it appears as an 8" long hand-grip with a mirrored pommel on one end. When the activating switch or button is pressed, a 31/2 foot-long blade of pure energy springs forth. The color of the blade is determined by the gems used in its construction to focus the energy.
An activated lightsaber adds +3 to the user's initiative rolls. The energy blade sheds a dim light 3' in radius, and hums softly with power. It is very powerful and can cut through almost any known substance. Damage caused by the blade cannot be regenerated, and Strength bonuses do not apply to damage. In combat, high rolls have the following effects:
"Natural" Rolls Only 18 = Double Damage 19 = Severs as a Sword of Sharpness 20 = Severs as a Vorpal Blade
In the hands of an untrained user, this weapon is a danger to everyone around it. If an untrained wielder rolls less than 5 points below what is needed to hit, the saber strikes either the user or another random character or object. A trained mystic knight (one who has acquired a proficiency) can perform many special feats with a lightsaber. Among the more impressive of these is missile deflection. With a successful Wisdom check, any small magical or non-magical missiles can be deflected, including the magic missile spell.
Double-Bladed Wrist Gauntlet - Also called the wrist blades,
this gauntlet extends to the elbow and contains 2 spring-loaded,
retractable 9 inch blades made of a special adamantite alloy. The
blades snap into full extension with the flick of the wrist,
offering a weapon that cannot be disarmed. It does 1d8 points of
damage.
Hunting Spear - A telescoping spear starting with a 15 inch-long
handle, and (with the touch of a button) extending into a
double-pointed spear, measuring 6 feet long and doing 1d10 points
of damage. The spear will collapse into the handle again when the
button is pressed.
Net Gun - The net gun fires a small wire net (5' in diameter) with
8 sharp, barbed weights around the edges. The weights dig into a
hard surface and pull the net taut. The wire net does 1d4 points of
laceration damage per round. The pinned victim must make two
Strength rolls on the Open Doors table to escape. The wire can be
cut by a blade at a rate of 2 strands (out of 8) per round. The gun
can be reloaded, providing one has an extra or reusable net. Rate
of fire is once every five rounds (1/5).
Blast Gun - A blast gun is a large caliber, breech-loading firearm.
It can fire at a rate of 1/2 with the range of a heavy crossbow.
The rounds are approx. 11/4 inches in diameter and do 2d8+4 damage.
A predator will be wearing a bandoleer holding 6-15 rounds of
ammunition. If the shooter has strength below 18/00, he will be
knocked to the ground by the recoil on a roll of a 5 or below. A
natural roll of 20 means double damage.
Combo Weapon - A combination vorpal blade +2 (2d6+2) and spear
of goring +3 (1d8+3). When slashing, the magic blade beheads S-L
sized creatures on a roll of 18+. The piercing attack will stab the
multiple spearheads into an opponent on a roll of 17+, doing double
damage on the first attack and normal damage for each additional
attack, until ripped out for triple damage. Once inside, the user
always has initiative. The victim can remove the spears with a
successful save vs. death, causing normal damage.
Disk of Death - Versatile and deadly, the disk can be used in melee
(1d10+1) or it can be thrown (2d10+2) at a base range of 50 yards +
To Hit bonus x10 yards and return to the thrower. When thrown, it
will sever a limb on a natural 18 or 19, and sever a head on a
natural 20. The Disk of Death uses one charge when thrown. It has
1d4+1 charges per day.
The Helmet of Invisibility Detection, the Control Bracer, and the Energy Caster are an integral system. The helmet detects invisible objects up to 250 yards away and casts an aiming beam at targets, bettering chances To Hit with the energy caster by +1. The bracer generates improved invisibility (1 hr, 5 times/day), acts as a homing beacon and a two-way communicator. It can also set the helmet for ultra-vision (ultraviolet sight), true seeing (twice/day), and magnification up to 10x farther or closer than normal vision. Its other functions involve the energy caster. Hooked up to its power supply, the bracer can control the settings of the blasts or use the energy to self-destruct within 3 rounds in a 20d6 fireball. This can be set for automatic or manual. The caster has 36 charges per day and can only be used with the helm and bracer.
Damage Range Charges Used Damage Range Charges Used 1d6 10 yds 1 ch 4d6+3 60 yds 4 ch 2d6+1 20 yds 2 ch 5d6+4 80 yds 5 ch 3d6+2 40 yds 3 ch 6d6+5 100 yds 6 ch
This long sword was forged at Lionheart, the secret Elven Navy headquarters, to be wielded by an elf hero against goblinkind. If a non-elf touches the weapon, he or she will take 11 or 21 hit points damage (as per current Ego Points), plus any damage for the wrong alignment. In the hands of a Chaotic Good elf, the blade sheds a golden light that glows in response to the wielder's desires: none, a 5' circle of dim light, a 15' light, or a 30' radius glow equal to a light spell. The sword also detects goblinkind in a 1 mile radius. Normally a +3 weapon, when battling goblinkind (goblins, kobolds, orcs, etc.), it becomes a weapon with a +5 bonus to attacks and deals out triple damage. The sword shares its hatred of goblinkind through empathy with its wielder, and will always try to fight, even against its owner's wishes. If it strikes a goblinoid with an attack roll of 17+, the creature must roll a saving throw vs. spells or be disintegrated.
Weapon Ego: Normal conditions: 11, Combat with goblinoids:
21
Personality Score: Normal conditions: 24, Combat with goblinoids:
34
This long sword +3 can stab an enemy and rip out large chunks of flesh. The user must make and attack roll of 20 (using the swords +3 bonus only) to stab the opponent, doing double damage. By his next attack, the user need not make an attack roll to inflict damage. He can either twist the blade to inflict normal damage, or rip it out violently to do triple damage. The victim can make a saving throw vs. death to remove the sword (causing himself normal damage) however the wielder always has the initiative in this case.
Modified Attack Roll to Gore 20-21 Normal/armored opponent 20-22 Solid wooden opponent 20-23 Solid metal or stone opponent