PDA

View Full Version : [FRIEND/FOE] Ironthunder and Her Crew



levi
2007-03-28, 11:49 AM
Ironthunder and Her Crew

Unfortunatly, not all the NPCs presented here are fully statted out. However, many of them are and the others have a list of their classes and levels for thoes that with to use them. There are various plot hooks sprinkled throughout the descriptive texts, but they are not called out as such.

History and Original Crew
History

Captain Kugan makes a living, unlike other gnomes, as a merchant of sorts. His primary business is as a fence for various goods (often magical or exotic) of questionable providence. He also engages in more mundane trade and isn't above a bit of piracy on occasion (almost always attacking watercraft). Although, he usually has some justification for it, such as somehow acquiring a charter as a privateer (usually under false pretenses) or a having been hired to attack a specific vessel or fleet.

The vast majority of non-gnomes he does business with never see him or his ship and don't even know that they're dealing with a gnome. He has several non-gnomish crewmembers that act as faces when dealing with their respective races and his dealings are conducted in a no-questions-asked semi-anonymous manner. A notable exception is in dealings with a few halfling pirates. While most halflings despise gnomes, and these are no exception, his valuable services have gained him some slight trust among those who have good they wish to discretely sell. It is through this relationship that he has acquired several cannons for his ship, in exchange for sinking the vessels of rival halfling groups.

All of the gnomish members of Ironthunder's crew have been with her since before the weeping. When the infection spread to the ship, several members of the crew abandoned her in search of uninfected ships, but most stayed on, knowing that the cities had the plague as well and that those ships who hadn't been exposed where not accepting new crewmembers and rarely ever made contact with anyone, if it could be avoided. Of those that stayed, five died from the illness (including the captain's wife) and several others where affected, but recovered with varying degrees of mutation (including Kugan's daughter, Zime).

After the weeping, the Ironthunder was shunned to an extent by other gnomes due to the presence of plague-touched onboard. During this time, it's business became more and more illicit and erratic before the current scheme of fencing goods was settled on, mainly due to it's earning a steady income and the lack of required contact with gnomish settlements. It was also during this time that Ironthunder was rebuilt on several occasions to it's current, highly unorthodox, configuration. Originally an elegant ship of the aether gnome design, it was heavily damaged several times and very nearly destroyed on another. After this last event, the hull was rebuilt in an utilitarian and warship-esque fashion, inspired by halfling warships and the heavy iron plating of Nether gnome ships.

The non-gnome crew members of the crew replace some of those who died during the plague and have proven invaluable to Kugan's business as a smuggler. While they may appear to have joined up in a series of bizzar coincidences, they where actually carefully selected such that their desperate circumstances would ensure loyalty to Kugan for helping them out of their unfortunate situations. They are quite possibly the only non-gnomes to have an intimate understanding of airship technology, but due to their fierce devotion to the ship and her captain, they are very unlikely to reveal any of this knowledge.

Kugan Captain Ironthunder

Kugan is middle aged, with greying brunette hair and a slightly wrinkled face. He is short, even for a gnome, and stocky, but well muscled. He bears a number of scars and has a slight, but chronic cough (a remnant of a youth spent tending engine fires and several injuries to the lungs over his years as a warrior). He spends much of his waking hours in his thick armor. It is enameled black (to hide the soot) and has an unusual helm that incorporates goggles and a gas mask.

The Captain runs his ship through a combination of mutual respect and intimidation. If his crewmembers perform their duties swiftly and without complaint, he treats them well and pays them a good wage. However, those that balk at orders or lay about, he won't hesitate to backhand severely. His current crew is competent and loyal, so he hasn't had to resort to such measures in a long time.

When he finds himself in combat, he prefers to open with a volley of pistol shots. If he has time, he'll reload for another blast. Once he gets into melee range, he tends to drop the guns (the are on lanyards and only fall to waist height), and wade into battle wielding his massive two-handed pick. However, he does have the skills to safely reload in combat and has been known to fire a well placed shot to aid his crew whilst being assaulted himself.

Kugan Captain Ironthunder: Male Gnome Fighter 10; CR 10; Small Humanoid (Gnome); HD 10d10+20; hp 90; Init +0; Spd 15'; AC 20 (+1 size +9 armor), touch 10, flat-footed 20; Base Atk +10; Grp +11; Atk Great Pick +15 melee (1d8+6 19-20/x4 P) or Pistol +12 ranged (2d6 19-20/x3 P 80'); Full Atk Great Pick +15/+10 melee (1d8+6 19-20/x4 P) or Pistol +12/+7 ranged (2d6 19-20/x3 P 80'); SA spell-like abilities; SQ darkvision 90', gnome traits; AL N; SV Fort +9, Ref +2, Will +4; STR 15 (+2), DEX 10 (+0), CON 14 (+2), INT 15 (+2), WIS 12 (+1), CHA 13 (+1).

Skills and Feats: Craft (small arms) +4, Diplomacy +3, Intimidate +6, Listen +3, Profession (airship hand) +6, Profession (airship navigator) +6, Profession (airship pilot) +6, Sense Motive +3; Combat Loading, Exotic Weapon Profiency (small arms), Improved Combat Loading, Improved Critical (great pick), Negotiator, Power Attack, Quick Draw, Weapon Focus (great pick), Weapon Focus (pistol), Weapon Specialization (great pick).

Spell-Like Abilities: 1/day -- dacing lights, ghost sound (DC 11), prestidigitation. Caster level 1st. The save DCs are Charisma-based.

Possesions: Ironthunder, Fullplate (+1), Great Pick (+1), Two Military Pistols (14 rounds), Bandoleer of Strength (+2), Gloves of Dex (+2), Signet Ring (50 gp), Coinage (79 gp).

Zime Mate Ironthunder

Zime is young and attractive. Her adolescent figure is just starting to show the curves of womanhood. Her hair is long and dark and falls to the small of her back. She is fair skinned and has penetrating green eyes (like her mother's). While she posses a fine breastplate which is enameled a deep blue, she wears it only when her father insists she do so. She prefers to wear tight blouses, short skirts, and knee high boots.

She has a carefree attitude and views her life as a continual adventure, but often becomes bored on long journeys. She resents the isolationist attitude of gnome culture and is especially annoyed that Ironthunder never docks at major gnomish ports. If given the opportunity, she would run away from Ironthunder, but her father keeps a close eye on her and she hasn't gotten away yet.

Zime fights with vigor, wielding her cutlass with enthusiasm but not much skill. She tends to favor mobility and keeping her distance from the enemy. While she sometimes uses her small pistol to make a quick shot, she'd rather be in melee and never reloads in combat.

Zime Mate Ironthunder: Female Gnome Ftr 1; CR 1; Small Humanoid (Gnome); HD 1d10+1; hp 11; Init +1; Spd 20'; AC 18 (+1 size +1 dex +5 armor +1 sheild), touch 12, flat-footed 16;
Base Atk +1; Grp -1; Atk Cutlass +4 melee (1d4+1 18-20 S) or Holdout Pistol +3 ranged (2d4-2 19-20/x3 P 20'); SA spell-like abilities; SQ bleeding eyes, gnome traits; AL C; SV Fort +4, Ref +1, Will +0; STR 12 (+1), DEX 13 (+1), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 15 (+2).

Skills and Feats: Craft (small arms) +3, Listen +2, Profession (airship hand) +2, Profession (airship pilot) +1; Exotic Weapon Profiency (small arms), Plague Touched.

Spell-Like Abilities: 1/day -- dacing lights, ghost sound (DC 12), prestidigitation, touch of fatigue (DC 12). Caster level 1st. The save DCs are Charisma-based.

Possesions: Breastplate (MW), Buckler (MW), Cutlass (MW), Holdout Pistol (swivel barrel, 6 rounds), Jewelry (200 gp), Coinage (34 gp).

Iziganak Mage Ironthunder

Iziganak's body is twisted and deformed. Not a single one of his limbs are straight and his torso isn't symmetrical, the left side being much larger than the right. His head is larger than it ought to be and sits heavily on his short neck. His bloodshot eyes are sunk deep into his skull and constantly stream forth a sluggish flow of sticky, dark red blood. His flaxen hair is patchy and he keeps it cropped short.

Iziganak dresses in flowing white robes and carries a heavy oaken staff which he uses to balance his unsteady gait. His waist is wrapped about several times with a white silk belt, the folds of which are stuffed with all manner of obscure items. He carries himself with dignity, not allowing his disease to sully his self-respect.

Iziganak Mage Ironthunder: Male Plaugetouched Gnome Wiz 7; CR 7; Small Humanoid (Gnome); HD 7d4+14; hp 35; Init +2; Spd 20'; AC 15 (+1 size +2 dex +1 armor +1 deflection), touch 13, flat-footed 13; Base Atk +3; Grp -3; Atk Quarterstaff +3 melee (1d4-1 B) or Heavy Crossbow +6 ranged (1d6 19-20 P 120'); SA spells, spell-like abilities; SQ darkvision 90', bleeding eyes, deformed bone structure, summon familiar, gnome traits; AL N; SV Fort +4, Ref +4, Will +5; STR 6 (-2), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 10 (+0), CHA 13 (+1).

Skills and Feats: Concentration +12, Craft (alchemy) +13, Decipher Script +14, Knowledge (arcana) +16, Profession (airship hand) +10, Spellcraft +16; Blood Magic, Improved Counterspell, Pyromancy, Rapid Reload, Scribe Scroll, Weapon Focus (ranged spells).

Spell-Like Abilities: 1/day -- dancing lights, ghost sound (DC 11), prestidigitation. Caster level 1st. The save DCs are Charisma-based.

Wizard Spells Prepared (4/5/4/3/2; Save DC 14 + spell level): 0th -- Message, Resistance, two slots open; 1st -- animate rope, burning hands, floating disk, magic missle, true strike; 2nd -- fog cloud, locate object, mirror image, scorching ray; 3rd -- dispel magic, fireball, shrink item; 4th -- flame arrow, greater invisibility;

Spellbook (6050 gp, copper bound, vellum pages, hardness 7, hp 8, 7 lb.): 0th -- all; 1st -- animate rope, burning hands, floating disk, identify, magic aura, magic missle, true strike; 2nd -- arcane lock, fog cloud, locate object, mirror image, scorching ray; 3rd -- dispel magic, explosive runes, fireball, shrink item; 4th -- hallucinatory terrain, flame arrow, greater invisibility;

Possions: Bracers of Armor (+1), Ring of Protection (+1), Quarterstaff (MW), Crossbow (MW, 20 bolts), Ring of Feather Falling, Spellbook, Dried Blood, Pearls (2, 100 gp ea), Gold Dust (50 gp), Blood Ink, Pen, Coinage (44 gp).

Ulaulla Helmsman Ironthunder

Ulaulla is a lithe fellow, tall for a gnome, and quick on his feet. He keeps his blond hair trimmed fairly short, but it's often unkempt. His blue eyes are always darting about and, like the rest of him, can't seem to keep still. Dressing in simple hempen clothing, he sometimes looks more like a halfling sailor than a gnomish airship crewman.

Despite his restless nature, Ulaulla manages to keep a steady hand when piloting the ship. (His feet, on the other hand, never seem to stop tapping.) When not flying the ship, he tends to scurry about, going from level to level, performing odd jobs, but never for more than ten minutes or so before he's off to do something else.

Ulaulla Helmsman Ironthunder: Male Gnome Exp 5; CR 4;

Zeladara Mechanic Ironthunder

Zeladara is very small and thin. Under the grease and soot, she's a good looking woman. She keeps her medium length brow locks tucked into a close fitting leather hat to keep them out of her way. When working, she wears heavy leather clothing with a large apron, the pockets of which are stuffed with all manner of tools and parts. When not working, she tries to clean herself up and wears nice outfits.

A mechanical genius, Zeladara was the designer of the rebuilt Ironthunder. She is unhappy about being exiled from gnomish society because she wants to keep track of all the latest developments in her field. However, she's not willing to leave this ship as she's put years of work into it's intricate mechanisms. She hopes to convince Kugan to return to gnomish society and would even be willing to turn the non-human members of the crew over to authorities if it would achieve this goal. The captain is unwilling to do so, and this occasionally creates tension between them.

Zeladara Mechanic Ironthunder: Female Gnome Exp 5; CR 4;

Dubsar Supercargo Ironthunder

Dubsar is a hulk of a gnome. (It's sometimes rumored he has dwarf blood in his ancestry.) Tall and wide, his thick body and limbs are well suited to his work. His face is dominated by a continual wide grin, overshadowing his brown eyes. His hair falls to shoulder length in the back, but the bangs are cut short.

While he may appear to be nothing more than a big dumb ox, Dubsar is actually very bright. He has a keen head for figures and manages the inventory and accounts of the ship. He is at his happiest when the cargo hold is full and isn't pleased when transporting a single high-value item rather than a large quantity of goods. While not a good salesman, he hopes one day to own a merchant ship of his own.

Dubsar Supercargo Ironthunder: Male Gnome Exp 5; CR 4;

Zuzikumak Gunner Ironthunder

Zuzikumak has the body of a hardened soldier. Her thick muscles have all but obscured any hint of feminine curves. She shaves her head, which unfortunately detracts from her otherwise attractive face. Her dark grey eyes are continually fixed in a steely gaze, as if looking for the next target to shoot. She's always wearing her armor, even sleeping in it.

She lives to shoot heavy weapons. In her youth, she specialized in ballistae, but has recently fallen in love with the cannon. Of all the crew, Zuzikumak is the most a pirate at heart. She wishes Ironthunder saw more combat than it does and is often bored and brooding when on the more usual trading missions. If not for her loyalty to the captain, she'd have likely fallen in with a halfling pirate crew by now.

Zuzikumak Gunner Ironthunder: Female Gnome War 2; CR 1; Small Humanoid (gnome); HD 2d8; hp 9; Init +1; Spd 15'; AC 20 (size +1 dex +1 armor +8), touch 12, flat-footed 19;
Base Atk +2; Grp -4; Atk Greatsword +1 melee (1d10-2 19-20 S or P) or Heavy Crossbow +5 ranged (1d8 19-20 P); SA spell-like abilities; SQ gnome traits; AL C; SV Fort +3, Ref +1, Will +1; STR 7 (-2), DEX 13 (+1), CON 10 (+0), INT 13 (+1), WIS 12 (+1), CHA 8 (-1).

Skills and Feats: Craft (cannoneer) +6, Listen +3, Intimidate +1, Profession (airship hand) +3, Profession (seige engineer) +3; Ballista Training.

Spell-Like Abilities: 1/day -- dacing lights, ghost sound (DC 9), prestidigitation. Caster level 1st. The save DCs are Charisma-based.

Possions: Fullplate, Heavy Crossbow (MW, 20 bolts), Greatsword, Grenade, Tinder Twigs (3), Coinage (45 gp).

Masdara Hand Ironthunder

Masdara is of average build and height. His brown eyes and short hair are fairly nondescript. His face is round and well proportioned, but somewhat forgettable. He dresses in simple peasant clothing without much adornment. He and his brother are often seen together.

Masdara and his twin brother Adabar joined the crew just before the plague hit the major gnomish cities. Masdara is eager to learn airship operations and has quickly adapted to shipboard life. He finds the politics of Ironthunder's relations with the outside world frustrating, but feels that it's not his place to question the captain and his position.

Masdara Hand Ironthunder: Male Gnome Com 2; CR 1; Small Humanoid (gnome); HD 2d4; hp 5; Init -1; Spd 20'; AC 10 (+1 size -1 dex), touch 10, flat-footed 10; Base Atk +1; Grp -4; Atk Gaff Spear +2 melee (1d3-1 x3 P) or Gaff Spear +2 ranged (1d3-1 x3 P); SA spell-like abilities; SQ gnome traits; AL L; SV Fort +0, Ref -1, Will +1; STR 8 (-1), DEX 9 (-1), CON 11 (+0), INT 12 (+1), WIS 13 (+1), CHA 8 (-1).

Skills and Feats: Craft (woodworking) +6, Listen +3, Profession (airship hand) +9, Use Rope +4; Skill Focus (airship hand).

Spell-Like Abilities: 1/day -- dacing lights, ghost sound (DC 9), prestidigitation. Caster level 1st. The save DCs are Charisma-based.

Possions: Gaff Spears (2, MW), Knife (MW), Airship Tools (MW), Gas Mask, Backpack, Silk Rope (50'), Grappling Hook, Grenades (3), Smoke Grenades (3), Flasks of Acid (3), Tinder Twigs (12), Coinage (424 gp).

Adabar Hand Ironthunder

As an identical twin, Adabar looks almost exactly like his brother. To make matters worse, they cut there hair the same and they share clothing to the point that almost no one can tell them apart. The rest of the crew has learned to read subtle body language that hints as to which is which, but even they get it wrong from time to time, which the brothers find highly amusing. Sometimes they speak to each other in a private language that only they understand.

Unlike his brother, Adabar is serving onboard the Ironthunder because of the pressure exerted by their father to continue the family trade and a desire to stay with his twin. Although he doesn't mind the work and does his job well, his heart's not in it. He would rather have studied wizardry, but isn't unhappy with how his life has turned out so far. He's begun attempting to learn magic from Iziganak, but has yet to pick up the art.

Adabar Hand Ironthunder: Male Gnome Com 2; CR 1; Small Humanoid (gnome); HD 2d4; hp 5; Init -1; Spd 20'; AC 10 (+1 size -1 dex), touch 10, flat-footed 10; Base Atk +1; Grp -4;
Atk Quarterstaff +2 melee (1d4-1 B); Full Quarterstaff +2 melee (1d4-1 B) or Quarterstaff -2/-6 melee (1d4-1 B); SA spell-like abilities; SQ gnome traits; AL L; SV Fort +0, Ref -1, Will -1; STR 8 (-1), DEX 9 (-1), CON 11 (+0), INT 15 (+2), WIS 8 (-1), CHA 12 (+1).

Skills and Feats: Concentration +1, Knowledge Arcana +7, Listen +1, Profession (airship hand) +4, Spellcraft +6, Use Magic Device +5; Magical Aptitude.

Spell-Like Abilities: 1/day -- dacing lights, ghost sound (DC 11), prestidigitation. Caster level 1st. The save DCs are Charisma-based.

Spellbook (1050 gp, copper bound, vellum pages, hardness 7, hp 8, 7 lb.): 0th -- Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Prestidigitation, Ray Of Frost, Read Magic; 1st -- Magic Missle.

Possions: Quarterstaff (MW), Spellbook, Spell Componant Pouch, Scrolls of Magic Missle (3, CL 3rd), Wand of Ray of Frost (39 charges), Ink and Pen, Knife, Coinage (124 gp).

Jesilae
History

Jesilae is outcast from elven society for reasons she chooses not to reveal. Some suspect she worships the Plague Fiend, while others claim she's a wanted murderer. Still others claim a sordid tale of romance gone wrong, depending who tells it, the themes vary from adultery, to rape, to incest, to an arranged marriage she wanted no part of. She generally views these speculations with discorn. However, she sometimes drops subtle hints that the darker of these tales may be true, but only to cultivate fear among the other crewmembers.

The first non-gnome to join Ironthunder's crew, Jesilae was approached by captain Kugan to replace the ship's previous cleric who had died during the weeping. She was in Nekrabazzar (sp) and had raised considerable ire by attempting to learn about airship technology. Having a hard time finding an experienced healer willing to join the crew of an "infected" ship, he decided to offer her a position aboard Ironthunder. This was lucky for her, as it had been recently decided (in secret) to have her put to death to protect gnomish security interests.

It wasn't so lucky for Kugan or his crew. Due to this act, he is considered a traitor, and has a substantial price on his head. Shortly after this was decreed, several attempts to retrieve the bounty where made, but the devastating firepower of the Ironthunder repelled all attempts and no one has attempted to capture him recently. Officially, he is charged with treason, murder, and heresy. The last two charges may be considered trumped up as he has never made any statements contrary to gnomish religious beliefs and the charges of murder stem from attempts to capture or kill him by bounty hunters.

As as result, the Ironthunder has gone from merely ostracized, to completely exiled from gnomish society. While it occasionally stops in smaller gnomish settlements, it hasn't been to any of the major gnomish cities in years.

Jesilae Medic Ironthunder

Jesilae is tall and thin. She is quite aged, but her features, other than her platinum hair, do not show it. She dresses in long, tight-fitting, black dresses, and often has her hair done up in an elaborate coif with silver combs. Her face is long and pale and is dominated by her large black eyes and their long lashes. She does not wear any visible arms or armor and reveals no hint of her class from her outward appearance.

Jesilae is the only non-gnome member of Ironthunder's crew to have added a gnomish profession title to her name or to use Ironthunder as a surname. Sometimes, she even goes by the assumed gnomish name of "Urmanusak".

In combat, she prefers to feign helplessness until the enemy gets close enough to touch, at which point she lays into them viciously, usually with Inflict spells. She fights determinedly, but without honor, and will not give up her life to save another. If overmatched, she will attempt to retreat and will surrender if necessary. As a prisoner, she is not to be trusted and will attempt to kill her captors if an opportunity presents itself.

Jesilae Medic Ironthunder: Female Elf Clr 7; CR 7; Medium Humanoid (Elf); HD 7d8-7; hp 32; Init -1; Spd 30'; AC 18 (-1 dex +9 armor), touch 9, flat-footed 18; Base Atk +5; Grp +3; Atk Great Falchion +9 melee (2d6+3 18-20 S) or Longbow +6 ranged (1d8+2 x3 P 110'); SA spells, spell-like abilities, rebuke undead (X/day); SQ low-light vision, elf traits; AL LE; SV Fort +4, Ref +1, Will +7; STR 14 (+2), DEX 8 (-1), CON 8 (-1), INT 12 (+1), WIS 16 (+3), CHA 15 (+2).

Skills and Feats: Concentration +4, Diplomacy +7, Heal +10, Knowledge (religion) +6, Listen +5, Profession (airship hand) +8, Search +3, Spellcraft +8, Spot +5; Combat Casting, Martial Weapon Profiency (longbow), Precise Shot, Exotic Weapon Profiency (great falchion), Weapon Focus (longbow).

Spell-Like Abilities: 1/day -- detect magic, message, prestidigitation,; Caster Level 7th. The save DCs are Charisma-based.

Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; Save DC 13 + spell level): 0th -- cure minor wounds (3), guidance, resistance (2); 1st -- bless, cure light wounds (2), deathwatch, magic weapon*; 2nd -- bear's endurance, cat's grace, cure moderate wounds (2), death knell*; 3rd -- cure serious wounds (2), magic vestment*; 4th -- death ward, divine power*. * Domain Spell. Domains: Death (death touch), War (longbow profiency and focus).

Possions: Fullplate (+1, Glamered), Great Falchion (MW), Composite Longbow (MW, Mighty +2, 60 Arrows), Silver Unholy Symbol, Healer's Kit, Notebook (airship technology), Ink and Pen, Coinage (179 gp).

Jaryn and Lazia
History

Lazia was the younger daughter of a minor Feldarin duke. She was raised to believe that human serfs deserved their fate. Her bland existence as a high born with little hope of real power caused her to become bored with her life. She spent her time partying and sought to drown her meaningless existence in alcohol. This lead insurgent operatives based in the Emaich Forest to believe she'd be an easy target to assassinate. This was how she met Jaryn...

Jaryn was a rebel assassin assigned to kill Lazia. He accepted the mission with vigor because he viewed her as a spoilt rich girl living off the labors of his fellow serfs. When the time came to do the deed, he hesitated. He'd killed a fair number of feldarin before her, officials, guards, oppressive landholders, but never a defenseless young woman, hardly more than a girl, passed out in her bed. Lazia claims it was "love at first sight" and it may have been, but he says he didn't see how her death would support the revolution.

In the end, he ended up kidnapping her. Originally, he had planned to ransom her for arms and supplies, but her father decided to respond with force instead. He was accused of compromising his cell and, thus, he was marked for death by both sides. After a pair of assassins nearly killed them both, he fled the country, with her in tow.

After various misadventures and numerous attempts by Lazia to kill Jaryn, they began to develop a strange mutual affection. Still on the run from insurgent forces and the feldarin imperial ..., they where seeking transport on a halfling vessel when Kugan offered them a position as part of his crew. Passing as a halfling, he offered them passage to "anywhere in the known world" in exchange for three years of service on board his ship. Desperate and nearly out of money, they accepted these steep terms.

By the time they realized the truth about their employer, they had already signed a binding magical contract and it was too late to back out. Their contract has been expired for several years, but they've stayed on, serving out of a true loyalty they have developed despite the deception involved in their initial hiring. Several years after joining the Crew, Jaryn and Lazia where married by captain Kugan in simple ceremony attended only by the other crewmembers.

Jaryn A'Ruark

...description here...

Jaryn A'Ruark Ironthunder: Male Human Ftr 3 Rog 2; CR 5;

Lazia A'Ruark

...description here...

Lazia A'Ruark Ironthunder: Female Feldarin Ars 3 Rog 2; CR 5;

A Trio of Orcs
History

...history here...

Eztli

Eztli is of about average height and has a muscular build. She wears red leather armor and a helm made from a large bird's skull. Her long brown hair is kept in braids and she has worked numerous wood and bone carvings and semiprecious gems into it. Her face is round, with no nose to speak of and large black eyes. Her skin is of a grey cast and tanned from the sun and wind.

It was Eztli's idea to run away to save her friend Xoco from the altar. While she had rejoiced in the deaths of many warriors she'd captured, she didn't want to loose her friend. She believes that the only reason Xoco was selected for sacrifice was that she rebuffed the high priest's advances towards her. In her travels outside orc lands, she's learned that other races do not make blood offerings to the gods and has begun to question her religious beliefs. At times this makes her wonder if she's tainted her soul with all the blood of the war captives she's taken.

Eztli Ironthunder: Female Orc Bar 4; CR 4;

Tlaloc

Tlaloc is a tall and hansom warrior. He tends to wear little clothing, which reveals his muscular build and numerous tattoos. His broad face is marked by several scars which give it a rugged quality. His eyes are black and his skin a dark green, but his long hair is red. When in battle, he wears a quality armor of black leather.

Tlaloc is troubled by his current circumstances. He still believes that the gods demand blood, but his (unrequited) love for Xoco drove him to defy his elders in the matter of her sacrifice. He has become aware that even these actions have not won him her love and is now unsure of what to do. Sometimes he considers returning to the orc lands and offering her as a gift to the gods, while at other times, he contemplates suicide.

Tlaloc Ironthunder: Male Orc Bar 2 Rog 2; CR 4;

Xoco

Xoco is an exceedingly attractive young woman. Her unusual purple eyes are unforgettable and matched only by her waist length black hair. She dresses lavishly, her rich clothing acquired as gifts from ardent suitors when she still lived in orc lands. She moves her well proportioned limbs with a grace and fluidity that belies her underlying strength. Her light green skin has a nearly flawless complexion.

A beautiful as she is, Xoco has a hard time being taken seriously as anything other than a sex object. She resents the way that others tend to treat her and is saddened that her looks have lead to her friends being outcast. She finds the cramped and unnatural quarters onboard Ironthunder disturbing, but stays because she doesn't want to abandon her friends after all they've done for her and a loyalty to the captain for rescuing them.

Xoco Ironthunder: Female Orc Bar 1 Drd 3; CR 4;

Ironthunder Herself
Exterior Description

Ironthunder is a hulking mass of wood and metal. Her basic design is roughly in the shape of a coffin. Approximately rectangular, her sides taper back into a narrow stern, and also, although not as much, towards the cockpit in the bow. Her beam is the widest about a third of the way aft, with the front and rear squared off and the upper and lower deckplates level.

She is armored with heavy steel plates securely fastened with iron bolts the size of a gnome's fist. Rusty streaks run down from these bolts, tarnishing the gleaming blue steel. The cockpit is paneled with thick windows of transparent crystal. Rimed with brownish sooty grime, it's a wonder they can be seen through at all. Adamantine shutters cut through with narrow slits lie beside these portals. In the center of the stem, a similar shutter without a slot sits closed. Four heavy iron doors line each side, hinged with corroded bronze rings at the top.

Two sets of three short copper smokestacks rise astern from her deck. They belch forth plumes of blue grey smoke, spreading a haze over the vessel. Twelve stout legs sprout from her underside, each pair ending in a battered skidplate. Down each side of the cockpit, a set of heavy brass rungs form ladders going from ground level to the deck above. A short wrought iron railing festooned with sharp spines lines the deck, lending a fearsome appearance. Two massive hatches are the only notable features on the bare steel deckplate, one towards the bow and another, larger one, near the stern. Each one features a thick brass wheel mounted in the center of the square doors and well greased bronze hinges.

At first glance, she appears to lumber ponderously through the sky, but when pressed into full power, her arcane engines push forward with incredible speed. It would be stretching the truth to say she flies with grace, however, she posses an uncanny swiftness and bold maneuvering.

Interior Description

The interior of Ironthunder is split into three decks about six feet in height, except for the foremost part of the ship, which is split into two taller decks, the larger of which houses the cockpit. The rear of the ship is occupied on all three levels by the smoky engine and it's firebox.

The uppermost deck houses the crew's quarters and the galley. The main crew quarters are little more than tightly packed bunks. Space is at a premium, especially after the addition of several members of larger races to the crew. The officer's quarters are hardly any better than the crew quarters, again, basically just tightly packed bunks.

The captain's quarters, occupied by Kugan and Zime, are somewhat more spacious. They are lavishly decorated, but no amount of effort can keep the dirt and grime that permeates the ship from dulling even this space. The galley is compact and utilitarian, much of the space being occupied by a large stove and some creaking tables. Stores of food line the walls, but most of these supplies are stored below, in the cargo hold.

The cockpit is an expansive room, paneled on three sides with thick crystalline viewports. In the center of the room are the complex levers and other mechanisms that control the ship. The back wall is festooned with maps and star charts. These maps show everything from continents, to seas, to passages of the Beneath. Scrawled across them in obscure gnomish handwriting are notes and figures.

The middle deck is dominated by a number of large siege engines. Four very large ballistae and two imposing cannons line the sides of the open chamber. Each of them is mounted on a complex mechanical platform that can be made to project from the sides of the ship by means large weapon ports set in the walls. Two more of these platforms allow for ranged or melee combatants to exit the ship during combat. A large winch with a thin iron chain is mounted next to each of the ballistae. The center of the room is occupied by ammunition (ballista bolts, cannon balls, barrels of gunpowder) and miscellaneous cargo, all lashed down haphazardly to prevent it from moving about.

The lowest deck is cargo hold. It its filled with a maze of barrels, crates, and loose items held in place by a sea of netting. Towards the rear, it is filled with burnable materials. Wood, coal, dried corpses, and even barrels of sticky black oil are used to fuel the mighty engines. The firebox has two doors that open into the hold to allow the gnomish crew to steadily feed the hungry flames.

In the center of the rear, there is a large freight elevator can be extended up
through all levels of the ship, and even up onto the main deck (when the large hatch is opened). This allows for large quantities of cargo to be moved into and out of the ship. However, it does leave gaping holes in the decks and occupies a lot of space. In particular, getting from one side to the other of the second level is rather tedious unless the elevator is parked on that level. (During combat, it is moved to the fighting deck and locked into place.)

At the front of the hold is a massive cannon and it's supplies of ball and powder. Unlike the other weapons, it's mounting is fixed and does not extend from the ship. It merely has a large gun port out of which is fires, mostly in line with the heading of the ship herself.

Three pairs of ladders run from the bottom to the top of the ship. The frontmost of these go from the cargo hold into the cockpit area. The second set provides access to all three decks, passing through the galley and captain's quarters to a hatch that opens onto the upper deck. The third pair also passes through all three decks and provides access to the crew and officer quarters, but not out of the ship.

Statistics

Note: These statistics are from a third edition SpellJammer conversion. (Specifically, the Shattered Fractine ship combat rules.) Tears of Blood hasn't decided on an airship ruleset yet, so I decided to use what I'm familiar with. If someone wants help converting this to whatever system they use, private message me and we can work something out. Once ToB has an official set of airship rules, I'll post an updated set of statistics.

Name: Ironthunder
Tonnage: 24.5 spelljammer tons
Cost: 319,525 gp
Hit Dice: 34d10+80 (260 hp)
Initiative: As Helmsman
Tactical Speed: 80 ft. (16 squares 2 hexes)
Tactical Maneuverability: Average
Armor Class: 12 (-8 size +10 natural)
Armament: Blunt Ram, Heavy Cannon, 2 Light Cannons, 4 Heavy Ballistae
Special Qualities: --
Crew: Y / Z
Air Capacity: 4096 Man Days
Landing -- Land: Yes
Landing -- Water: No
Hardness: 10
Material: Steel
Power Type: Gnomish Masu Engine
Cargo Space: 6.5 spelljammer tons
Keel Length: 180 ft.
Beam Length: 50 ft.

Armament

Ironthunder's armaments are all Gargantuan weapons, so Medium creatures take a -6 to fire them and Small creatures take a -8 to fire them. However, they are mounted on specially constructed turrets that negate -4 of this penalty, bringing the penalties down to only -2 and -4 repectively.

1 Heavy Cannon (6d8 19-20/x3 P 200')
2 Light Cannon (6d6 19-20/x3 P 160')
4 Heavy Ballistae (4d8 19-20 120')

soylentplaid
2007-04-03, 06:52 AM
The Ironthunder looks a lot like the plague-doomed ship from my entry, the Thunderflight. Not even a hint of flattery vis-a-vis imitation?

levi
2007-04-08, 03:56 AM
Honestly, not a single bit. I was kinda surprized myself, especially regarding the names, when I read your entry. But I did not copy you. I had an early draft on my computer long before I posted it here. If I hadn't already put so much work in, I'd have proably changed thing to be a more different than you, but I didn't even read the other entries until after I posted the rough draft of mine. It truely is merely a coincidence, albit an uncanny one.

Best of luck in the contest. I hope I finish statting my NPCs before the deadline.