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THE POSSIBILITES:

Colossal vehicle; Airworthiness +2; Shiphandling +2; Speed Fly 100 ft.
(poor), Overall AC –3; Hull sections 28 (crash 7 sections); Section hp 60
(hardness 5); Section AC 3; Ram 4d6; SA air ring; SQ hover; Mounts 4
light, 2 heavy, ram; Space 70 ft. by 20 ft.; Height 20 ft. (fire ring has 75-ft.
diameter); Watch 1; Complement 40; Cargo 10 tons; Cost 80,000 gp.
Hover: Despite its maneuverability rating, an airship can hover and
has no minimum speed required to maintain air travel. It cannot turn in
place, however.
Ring: An airship can use either a fire or an air elemental. A burning
fire elemental bound into a ring deals 3d8 points of fire damage to any
creature or object passing it touches. When an air elemental is used, the
damage is bludgeoning.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 40,000 gp,
3,200 XP, 80 days.
Price: 80,000 gp.
1. Main Deck: This open deck is where the crew controls the fins that finesse the airship’s flight path.
While the elemental can handle simple point-to point transport, it cannot compensate for inclement
weather. While the pilot can normally control the Possibilities alone, the crew is needed when
attempting to fly in any sort of adverse conditions. A massive ballista, the sole armament of the
Possibilities, is installed on this portion of the deck.
2. Supply Hold: Critical supplies necessary for operating the ship are kept here: spare planks of
soarwood, replacement fins, bolts for the ship’s ballista, and the like.
3. Galley: This modest kitchen has all of the tools necessary to provide meals for the crew, including
a stove.
4. Wardroom: The crew and passengers take their meals here. It also serves as a meeting room for
the Band of the Nine Towers.
5. Binding Struts: These structures hold the bound air elemental into its familiar ring shape. The
elemental itself is held 10 feet from the struts, well away from the hull. The Khyber dragonshard that
binds the elemental to the ship resides in a secret housing chamber at the base of the upper strut
(Search DC 25 to find). The magic imbued in the struts allows the elemental to travel along them and
back into the dragonshard when suppressed. The housing chamber is sealed with an arcane lock (CL
12th).
6. Helm: This area on the sterncastle is the focal point for the magic energies laced into the ship’s
construction. It is from here that one can attempt to communicate with the air elemental bound to the
ship. Carved from dark wood and polished to a lustrous sheen, a wheel of wind and water stands here,
allowing the pilot to control the air elemental through his dragonmark.
7. Captain/Pilot Quarters: Located just below the helm, these quarters are the most spacious aboard
the Possibilities. A short ladder leads directly to the helm, since the pilot must give the elemental
explicit instructions on where and how to fly while he sleeps. Should the elemental ever become
confused when on its own, he can reach the helm quickly in order to regain control.
8. Female Crew Quarters: This smaller cabin holds bunks and chests for its occupants. There is also
a desk for any academic endeavors.
9. Stable: This small area is use to protect any animals on board from inclement weather. The space is
large enough for two Medium sized animals or one Large animal.
10. Passenger Cabin: This is the room the Band uses to house the infrequent travelers aboard the
Possibilities. The room holds two bunks fitted with comfortable down mattresses and cotton sheets.
There is also room for another hammock if needed. A wooden chest at the foot of each bunk can be
used to store equipment during the journey (though passengers are expected to have their own locks).
A table folds into the wall and can be lowered should passengers need the cabin as a meeting room.
The outside of the door is also fitted with a heavy metal bar that can be locked into place allowing the
cabin to be used as a makeshift brig.
11. Male Crew Quarters: This area holds three bunks and chests for its occupants. There is also a
secret door in this room that leads to a small storage space used for transporting questionable cargo
(Search DC 25 to find).
12. Cargo Hold: The bottom of the Possibilities is essentially a large empty space where what little
cargo an airship can carry is stored. A large hatch in the hull allows heavy goods to be brought
directly into the hold by a strong winch. The attached platform also allows the Band to disembark
without the use of a docking tower. All boxes, barrels, and crates are securely lashed to the hull before
flight to prevent shifting in the event of a complex aerial maneuver.
13. Artificer’s Workshop: This small space is filled with tools and a workbench allowing an
Artificer to use this area to practice his craft. There is a small stove here for brewing potions and other
alchemical items.
14. Observation Dome: Rather than a crow’s nest, the Possibilities has a dome of hardened glass set
in the bottom of its hull. Since an airship is usually above its intended destination, the ship’s lookout
can sit here to get an unobstructed view of the ground below. The lookout also keeps watch for attacks
from the ground, and a speaking tube can carry his or her voice directly to the helm if danger appears.

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