Fantasy Vehicles (Broadbarrel Supplement)

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Broadbarrel Disclaimer


This content is a supplement of Broadbarrel. It may not fit into your campaign setting. Additionally, it may be unbalanced, but it is because technology is powerful, advanced, and available to most people in Broadbarrel.


Broadbarrel Contents
Player's Guide
Classes
A quick look at the classes in Broadbarrel.
Equipment
Various gear, goods, equipment and magical items available to characters.
Magic
Information on spells and enchantments, as well as the nature, uses and practices of magic.
Races
Descriptions of the races within Broadbarrel and how they interact with one another and the rest of the world.
Technology
A list of all of Broadbarrel’s Technology, not the technology itself, but descriptions of how some of it works.
Factions and Organizations
Detailed information of the different groups of the world and how they all interact with each other and the rest of the world.
World of Broadbarrel
Bestiary
An examination of monsters and beasts in the world of Broadbarrel and how they've adapted to the world.
Cosmology
World's interactions and connections with the broader multiverse and planes.
The World and Locales
The world of Broadbarrel and the nations cultures and peoples within it.
History
The broad history of Broadbarrel (no pun intended), divided into general eras
Society
A quick look at common societal trends and laws found in the world of Broadbarrel.
Religion
Or lack there of; The only real religion is The Cult of The Forgotten Phoenix.
Dungeon Master's Guide
About
A general explanation of Broadbarrel and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
Artifacts
Artifacts of great power and importance, as well as magic items.
Maps
General maps for the DM's use.
Variant Rules
Optional rules for DMs to implement while playing a campaign in Broadbarrel.
Adventures & Tables
Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
Adding to the world of Broadbarrel
A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting.



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There are many fantastical vehicles in certain settings. These are the ones made for Broadbarrel.

Nonmagical Land Vehicles[edit]

Sandstrider[edit]

Cost: 20,000 gp
Speed: 6 miles per hour, twice as fast in quicksand oceans, half as fast on solid ground.

Sandstriders are huge wagon-like vehicle equipped with windmills that sue the howling wind of Broadbarrel’s dunes to turn paddling wheels similar to watermills to traverse Broadbarrel’s quicksand oceans.

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Properties[edit]

Space:

  • Holds 50 small sized or smaller creatures or objects at a time. Medium creatures/objects count as two small creatures/objects, large creatures/objects count as three medium creatures/objects, huge creatures/objects count as four large creatures/objects.
  • Can hold up to six cannons without using up it’s space.
  • Can hold but one ballista without using up it’s space.

Attacks:

  • Ram: Melee Attack: +12 to hit, range 15 ft., one target. Hit: 2d12 + 20 (33) bludgeoning damage. If the target is huge or smaller, they are knocked prone and stunned for 30 seconds, after which, they are immune to being stunned by the ram attack until 6 hours pass.
  • Fire (Recharge 5-6): All manned siege weaponry on board is fired at a singular target/area.

Apparatus[edit]

Cost: 2,000 gp
Speed: 8 miles per hour

The apparatus is an armored motorwagon in the shape of a barrel with a flat underbelly, a pair of treads, a mounted cannon, and capability to hold a mounted chaingunne. It utilizes a set of levers and a pedal, the pedal will release the breaks and start the engine when pressed, and stop the engine and engage the breaks if the pedal isn’t pressed on. The levers do different things, such as shooting the cannon, turning, etc.

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Properties[edit]

Space:

  • The apparatus can hold 1 medium or smaller creature, which will surge as the driver, and another which can ride on top, which will serve as the gunner.
  • The apparatus can hold a chaingunne without using the space of the gunner.

Attacks:

  • Plough: Melee Attack: +14 to hit, range 5 ft., one target. Hit: 5d12 (33) bludgeoning damage. If target is medium or smaller, they are knocked prone.
  • Fire Cannon: Ranged Weapon Attack: +8 to hit, range 125 ft., one target. Hit: 1d20 + 6d4 (26) bludgeoning damage.

Fuel: Every 24 hours, it must be refueled with 10 gallons of water, otherwise it will not move.

Motorwagon[edit]

Cost: 500 gp
Speed: 6 miles per hour

The motorwagon utilizes the intense heat of Broadbarrel to boil water that turns a turbine, turning wheels. Other than that, it’s just a very primitive version of a car.

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Properties[edit]

Space:

  • One driver, medium or smaller
  • One passenger, medium or smaller
  • Creatures might be able to sit on the laps of the driver and passenger

Attacks:

  • Run-Over: Melee Attack: +6 to hit, range 5 ft., one target. Hit: 3d8 (14) bludgeoning damage. If the target is medium or smaller, they must make a Dexterity save (DC 15) or be knocked prone.

Fuel: Every 24 hours, it must be refueled with 10 gallons of water, otherwise it will not move.

Locomotive[edit]

Cost: 5,000 gp
Speed: 8 miles per hour

The locomotive utilizes the intense heat of Broadbarrel to boil water that turns a turbine, turning wheels. Other than that, it’s just a very primitive version of a train. It has the capability to attach cars onto

)

Properties[edit]

Space:

  • It can hold 4 medium or smaller creatures or objects per car attached. Each car costs 50 gp.

Railed: It can only travel on railways.

Fuel: Every 24 hours, it must be refueled with 10 gallons of water, otherwise it will not move.

Attacks:

  • Impact: Melee Attack: All creatures and objects in a 60 ft. long, 5 ft. wide line take 5d4 bludgeoning damage per train car(including the locomotive itself). Additionally, the locomotive moves along the railway 60 feet.

Nonmagical Water Vehicles[edit]

Sinker[edit]

Cost: 10,000 gp
Speed: 5 miles per hour, descend 3 miles per hour, ascend 7 miles per hour

The Sinker has various anchors which can be released to make it lighter, allowing it to travel upward in the water, as well as a Conditioner that fuses Krystaalc to make the air inside cooler so that it sinks further into water, due to denser air. For turning, though, it utilizes a system simpler to rowboats, where a cog is turned manually, and in consequence, dozens of paddles are turned automatically.

)

Properties[edit]

Space:

  • It can hold 2 medium or smaller creatures or objects, or 1 large creature or object.
  • It can hold up to 1 ton of Krystaalc without using space.
  • It can hold up to 10 anchors without using space.

Airtight: It can hold 24 hours of air at a time.

Aquatic: It can only travel in water… obviously.

Resource cost: Every hour spent descending fuses up ¼ of a ton of Krystaalc into unusable Krystaalc-B, ever 100 feet ascended uses up 1 anchor. If there is no Krystaalc, the Sinker cannot descend, and if there are no anchors, then i5 can only ascend at a rate of 1 miles per hour.

Attacks:

  • Jet Blast: The Sinker shoots a jet of cold air, all creatures and objects in a 30 ft. long, 5 ft. wide line take 1d4 nonlethal cold damage and are winded. When a creature is winded, roll a d3. On a 1, the creature is knocked prone. On a 2, the creature is lifted up in the water 1d3×10 feet. On a 3, roll a d2, on a 1, they take 1d4 nonlethal bludgeoning damage, on a 2, they take 1d4 nonlethal thunder damage. Additionally, the area of effect in which this attack has is considered strong wind(20 mph). Additionally, the Sinker loses half of an hour worth of air.
  • Paddle: Melee Weapon Attack: All creatures within 5 feet of the Sinker must succeed a DC 15 Dexterity saving throw or take 2d4 bludgeoning damage.

Armored Buoy[edit]

Cost: 30,000 gp
Speed: ½ miles per hour per crew member paddling.

An Armored Buoy is enormously tall, and covered in thick, metal plating. It has the purpose of skimming Krystaalc from the bottom of the ocean and surging as a beacon to any pirates that may want the valuable resource for themselves. It moves via manual paddling from crew members.

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Properties[edit]

Space:

  • It can hold up to 100 tons of material at a time. Materials other than Krystaalc are considered weighing 4 times as much as normal.
  • It can hold up to 50 small sized or smaller creatures or objects at a time. Medium creatures/objects count as two small creatures/objects, large creatures/objects count as three medium creatures/objects, huge creatures/objects count as four large creatures/objects.
  • It an hold a Railgunne without using up it’s space.

Aquatic: It can only travel in water… obviously.

Armored: The Armored Buoy is immune to most attacks, only the most powerful weaponry could damage it. That weaponry is determined by the DM.

Attacks:

  • Gun: The Railgunne on board fires, if there is one.
  • Krystaalc Implosion: A large press fuses all Krystaalc on board. All creatures and objects on the Armored Buoy are petrified in the form of ice for an amount of seconds equal to the amount of tons of Krystaalc on board before the implosion(remember a turn lasts 6 seconds) and take 1d4 cold damage per ton of Krystaalc on board before the implosion. Additionally, all Krystaalc on board is fused into Krystaalc-B.

Nonmagical Air Vehicles[edit]

Broadbarrel Ballon[edit]

Cost: 825 gp
Speed: 3 miles per hour, descend 3 miles per hour, ascend 7 miles per hour

The Broadbarrel is just like a hot air balloon, except it uses the immense heat of Broadbarrel to provide it with lift instead of fire. It has a small sail that allows for better steering. To descend, a few Krystaalc crystals are kept on board in to cool the air. In the worst case scenario, scissors to to cut small holes to lower the balloon’s lift.

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Properties[edit]

Space:

  • The Broadbarrel Balloon can hold 1 medium or smaller creature or object at a time. Additionally, a tiny creature or object can be there too, usually as a pet or item.
  • It can hold up to 10 pounds of Krystaalc at a time without using space.
  • It can hold but 1 pair of scissors without using space.

Airborne: The Broadbarrel Balloon can only travel in the air… obviously.

Attacks:

This vehicle has no attacks, the passengers must manually attack any threats

Blimp[edit]

Cost: 15,000 gp
Speed: 5 miles per hour, ascend 3 miles per hour, descend 5 miles per hour

A massive blimp that uses helium extracted from the ground via pump to have it float in the air, y’know, like a blimp. It has sails to steers though. To go down, helium is released or Krystaalc is fused to cool the helium so that it’s density lowers and it descends.

)

Properties[edit]

Space:

  • It can hold 2 medium or smaller creatures or objects, or one large creature or object.
  • It can hold up to 1 ton of Krystaalc without using space.
  • It can hold up to a megaliter of helium(1,000,000 liters)

Airborne: It can only travel through air… obviously.

Fuel cost: For every 100 feet spent descending uses up 200 liters of helium or fuses 1 pound of Krystaalc into unusable Krystaalc-B.

Attacks:

  • Helium Bubble: A bubble of helium is released, and all creatures 5×5×5 ft. area within 20 feet of the blimp, chosen by the pilot, start suffocating, unless they don’t breathe or breathe helium. If this bubble is attacked, it is destroyed, and the creatures inside can breathe again. Additionally, the blimp loses 150 liters of helium.

Airship[edit]

Cost: 50,000 gp
Speed: 10 miles per hour, ascend 5 miles per hour, descend 5 miles per hour

The airship is a massive metal zeppelin with coils running through the inside that, with the help of burning coals being run through them, heat the air inside, allowing the airship to float upward, and, of course, Krystaalc Conditioners to cool the air so that it descends.

)

Properties[edit]

Space:

  • Holds up to 5 medium or smaller creatures or objects, large creatures/objects count as 2 medium creatures/objects, huge creatures count a 4 medium creatures/objects.
  • Holds up to 20 tons of coal without using space
  • Holds up to 20 tons of Krystaalc without using space.
  • Holds but one Railgunne without using space.
  • Holds up to 4 chaingunnes without using space.
  • Holds up to 4 mortars without using space.

Airborne: The airship can only travel in air… obviously.

Attacks:

  • Fire Railgunne(Recharge 5-6):The railgunne on board is fired, if there is one.
  • Fire Mortars(Recharge 3-6):All mortars on board are fired, if there are mortars.
  • Fire Chaingunnes(Recharge 3-6):All chaingunnes on board are fired, if there are chaingunnes.

Mounts[edit]

Sometimes, it’s better to ride on an animal than vehicle, so here are the mounts, categorized by location.

(Name, cost, speed, capacity)

The Scorch[edit]

Mounts found on the surface of Broadbarrel:

Official
  • Donkeys/mules | 8 gp | 40 ft | 420 lbs
  • Camels | 50 gp | 50 ft | 480 lbs
  • Elephants | 200 gp | 40 ft | 1320 lbs
Homebrew

The Depth[edit]

Mounts found in Broadbarrel’s underground.

Official
  • Mastiffs | 25 gp | 40 ft | 195 lbs
  • Warhorse | 400 gp | 60 ft | 540 lbs
  • Horse, Draft | 50 gp | 40 ft | 540 lbs
Homebrew
  • Groulth | 30 gp | 0 ft, 30 ft swim | 215 lbs
  • Shroomb | 400 gp | 20 ft, 40 ft climb | 850 lbs

The Sanctuary[edit]

Mounts found in Broadbarrel’s safe haven.

Official
  • Mastiffs | 25 gp | 40 ft | 195 lbs
  • Pony | 30 gp | 40 ft | 225 lbs
  • Horse, Riding | 75 gp | 60 ft | 480 lbs
Homebrew
  • Cloudon | 70 gp | 0 ft, 20 ft fly (hover) | 600 lbs
  • Jet | 1200 gp | 10 ft, 60 ft fly | 300 lbs

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