In the time of the Old Naacals the great plazas of the Unremembered City thronged with flying devices. They left in great flocks like birds with the the dawn, bearing their noble owners aloft to distant places and returning with the dusk to roost. Now there are few. Nobody remembers how to construct them, and with each accident or loss their number dwindles. But at least a handful remain in each of the plazas. They cannot be bought, because custom forbids it, but many are leased by their owners for reasonable prices. Most of these antique fliers retain at least some of the technical marvels - the armaments, tools and other apparatus - which they were created, but as with all of the servitors of the Old Naacals, time has rendered them eccentric and strange. These last of their breed are of great power, but they are not to be trusted.
The PCs' plaza will have d3+3 fliers available at the start of the campaign. Generate them as follows:
Size: Each flier has d6+3 HD and AC of 2d4.
Motif: Fliers were traditionally designed with animal motifs. Roll 1d10: 1 - Baboon, 2 - Jackal, 3 - Jaguar, 4 - Tapir, 5 - Falcon, 6 - Ibis, 7 - Gazelle, 8 - Cobra, 9 - Quetzal, 10 - Black Howler Monkey
Colours: Fliers were gaudily painted, though the colours of most have faded with the eons. Roll 1d4 to determine the pattern: 1 - Solid, 2 - Solid with trim, 3 - Striped, 4 - Spotted. Then determine the colours with 1d10 rolls (once if the pattern is solid, or twice otherwise): 1 - Red, 2 - Yellow, 3 - Blue, 4 - Green, 5 - Purple, 6 - Orange, 7 - White, 8 - Black, 9 - Gold, 10 - Silver
Type: Fliers typically prioritise two out of the three traditional qualities of manoeuvrability, speed and carrying capacity. Roll 1d3 to determine the flier's main quality (1 - Manoeuvrability, 2 - Speed, 3 - Carrying capacity). Then roll 1d2 to determine its secondary quality from the two options remaining. The remaining quality is its tertiary one.
Manoeuvrability
Primary: flier is Class A
Secondary: flier is Class C
Tertiary: flier is Class E
Speed
Primary: flier has speed 36
Secondary: flier has speed 24
Tertiary: flier has speed 12
Carrying Capacity
Primary: flier carries 7,500 cn per HD (including crew)
Secondary: flier carries 5,000 cn per HD (including crew)
Tertiary: flier carries 2,500 cn per HD (including crew)
Abilities: It is thought that the fliers of the Unremembered City could each in the time of the Old Naacals perform many technological wonders. Now, generally, they remember how to do one. Roll 1d8 to determine which it is: 1 - Sea plane (can land on oceans, lakes and rivers), 2 - Can perform minor teleportation, identical to the blink spell, when in flight, 3/day, 3 - Can create a wall of fog 3/day, 4 - Can heal the wounds of living things stored in its hold (recover hp as a cure light wounds spell for each day spent in the hold), 5 - Has a quantum hold which can store twice its apparent capacity, 6 - Has a cloaking device which performs identically to the invisibility spell, usable for up to 1 hour per day before having to be recharged by the sun, 7 - Has a primitive radar, allowing it to detect other craft (PCs are never surprised and always win initiative in air battles - unless the other craft has a similar device), 8 - Can communicate with other fliers and charm them (as the charm person spell) 1/day
Eccentricity: The fliers of the Unremembered City have been rendered senile and confused by the passage of time. Roll to determine how each flier is affected by cognitive decay: 1 - The flier is irascible and needs persuading to perform its ability and deploy armaments (usually with gold fed into a slot or compartment, but the DM may think of other forms of persuasion), 2 - The flier is aggressive and has a 1 in 3 chance of attacking other fliers encountered, 3 - The flier is cowardly and has a 1 in 6 chance of fleeing combat each round, 4 - The flier is unstable and given to falling into bouts of depression; on any given flight there is a 1 in 10 chance it refuses to take off and remains grounded for the rest of the day, 5 - The flier's capacity for short term memory cannot be trusted; there is a 1 in 6 chance it will fly 1d6 hexes in a random direction if left alone (place it in the nearest land hex if this means it would end up in water), 6 - The flier easily becomes lonely and has a 1 in 6 chance of pursuing other fliers sighted to their destinations, 7 - The flier is unstable and has a 1 in 10 chance of grounding itself for the rest of the day whenever it enters a new hex, 8 - The flier is bloodthirsty and megalomaniacal and will only take flight if a living thing is sacrificed to it
Armaments: Each flier has two armaments from the following list: 1 - Kinetic bolt, 2 - Gas cloud, 3 - Webs, 4 - Razor discs, 5 - Obsidian shard cloud, 6 - Blue burst, 7 - Magma drop, 8 - Birds of light
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