Awakening the Ultros

by OrlonVonSpandex

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Awakening the Ultros

How to Create an Overpowered Mythic Artifact with Little Pretense of Game Balance

Awakening the Ultros (Rev 1.0, 9-June-2022)

Here be Spoilers

This document is written for the DM of an Odyssey of the Dragonlords campaign. It is full of spoilers and speculation about the mythic setting of Thylea. Players who don't want to ruin the surprise should absolutely close this tab and walk away.

First of all, why?

The Ultros was built by Estor Arkelander as a vessel of conquest during the latter part of the First War. The mast, keel, and prow were crafted from a mighty dryad-oak in the Old Woods, endowing the Ultros with substantial magic.

The Ultros is very cool as written, but it hints at so much more! It enables powerful dreams, travels underwater, and is said to be unsinkable. It resists the acidic waters of the Nether Sea. Its magic power was stolen from an ancient nymph, herself the daughter of a titan. In this document, I'll follow a few of those threads and see where they lead.

DM Talk: Is This a Bad Idea?

Awakening the Ultros gives the party a better ship, it grants the characters more powers, even gives them the potential to come into the Battle of Mytros with a deck full of magic Ballista. If you lead them to the Skyship option, then it gives them a chance to cross the whole map in a matter of hours and fly in and out of the Nether Sea at will, which breaks the countdown to the Battle of Mytros wide open.

It also means the characters' home base is inhabited by an omnipresent spirit, watching curiously all the time, listening to every conversation, storing up opinions about what the group should do next, demanding tribute or improvements, and able to punish those it doesn't like by denying them sleep until they leave the ship or die of exhaustion. Any story about an opinionated AI on a spaceship is now in play.

Playing hard down this path could send the campaign in a very different direction than as written in the book.

On the other hand, an intercontinental or interplanar odyssey to follow up the Battle of Mytros might be just what some players want the most!

This Document

Here’s what this document includes:

  • Legendary Trireme Ultros - the stat block from the book, with a little extra flavor
  • Quests to Awaken the Ultros - Story beats to bring out the inherent power of the Ultros (in three parts, of course.)
  • Mythic Artifact Ultros - stats, features, and motivations for a sentient awakened vessel
  • Upgrades - What if we wanted to fly? Or for the figurehead to shoot fire? Or just want another ballista?
  • Appendix S - A summary of skyship rules.

References

No homebrew exists in a vacuum. When calling out page numbers in references, I'll use these abbreviations.

  • Odyssey of the Dragonlords (OotD) - background
  • Ghosts of Saltmarsh (GoS) - ship handling
  • Dungeon Master's Guide (DMG) - magic artifacts
  • 5e Skyships (5eS) - I was really happy to find the amazing work on 5e flying ships by Ronny Hart on his blog. I’ve included some excerpts, but I recommend the full document as a great airship resource!
  • All the work done in the OotD Discord has been invaluable as I've put my game together.

Playtest Material & Rule of Cool

Dungeons & Dragons is a power fantasy game. We’re all just making stuff up here, and I’m still only partway through this with my own players.

This material is not completely playtested and prioritizes being cool over game balance - if it seems wrong for your table, you should totally change it!


Send feedback (and typos) to Orlon#1069 on the OotD Discord.

Awakening the Ultros (Rev A, 7-June-2022)

Where to start?

Let's start with what we know and what we can guess, then extrapolate from there.

Dianthis, the Third Sister

The keel, mast, and prow of the Ultros were crafted from the tree of a powerful nymph, a dryad living in Thylea’s Old Woods. The dryad is the unnamed third daughter of Sydon and an unnamed nymph, sister to Versi (the Oracle) and Demetria (in the Old Woods). Looking at Greek myths, we could use the name Hestia, but there’s already a dragon by that name. To avoid confusion, I decided to go with a suggestion in Discord and use Dianthis.

What is Spelled Out

  • The keel, mast, and prow of the Ultros are all crafted from the wood of a single ancient oak, the soul-tree of a dryad who was daughter of Sydon and a nymph. We'll call that dryad Dianthis. What magic power the Ultros has stems from that source.
  • The Ultros is labeled “Legendary Trireme” - in D&D terms, that implies a certain power level
  • The text says the Ultros is too strong to sink, even by Sydon, resistant to the power of the Nether Sea, etc.
  • The Ultros will not work for you if you don’t swear an oath to it.

What is Implied

  • Needing to swear an oath implies that there is a spirit of some sort guiding the magic of the ship with intention and agency. The Ultros is a sentient magic item, even if it can’t speak.
  • During the trip to the Dead Falls, Estor forces you into a dream with him and the other undying members of the crew. It makes more sense for that to be the ship's power than something Estor can do himself. Perhaps the ship demanded he find new oathsworn before the Ultros would allow Estor to leave and take over Acastus.

What is Assumed

To take the Ultros to the next level, I’m making some assumptions.

  • When you take over the ship, the spirit of the Ultros is strong enough to enable magic effects, even to require loyalty, but not strong enough to act on its own.
  • The spirit of the Ultros has core powers aligned with Thylean Dryad heritage.
  • The spirit of the Ultros can bring people into a dreaming, where they can interact with each other and remember what happened.
  • The spirit of the Ultros retains enough divine heritage to accept sacrifices and benefit from their power
  • Swearing an oath is a commitment on the level of an attunement - some portion of the characters power is now committed to the ship, some portion of the ships power is now committed to the character
  • Nymphs are collectors - the spirit of the Ultros considers the crew as their collection and the ship itself as the display case

Finally, since running into other ships was a common tactic, I’m throwing in a Naval Ram as one of the ship’s weapons. :D

Divine Heritage

In life, Dianthis had a lot of power both as a dryad (original 5e stat block) and a nymph (OotD features). As daughter of a god, in Thylean terms, she’s a demi-god. Her divine heritage could imply that she gains power from those who respect her enough to make sacrifices in her name, just like other divine figures. Which gives us a path to upgrade the powers of the Ultros as we go.

DM Notes for the Ultros stats

  • The Ultros, Oathbound is my take on the ship after the Heroes recover it from the Dead Falls.
  • The Oar and Sail movement rates are from the Longship (GoS, p190), which also has a base speed of 5mph.
  • The stat block on page 4 should work as a player handout
  • Go get Oktoblivion's third floor Ultros map - it is pinned in the map channel on the Discord - super helpful
Awakening the Ultros (Rev 1.0, 9-June-2022)

Legendary Trireme Ultros

The Ultros, Oathbound


  • Wondrous item (legendary)

The Ultros was built by Estor Arkelander as a vessel of conquest during the latter part of the First War. The mast, keel, and prow were crafted from a mighty dryad-oak in the Old Woods, endowing the Ultros with substantial magic giving it power far beyond that of a normal ship.

Unsinkable. The Ultros will not sink even if its hull is breached.

Tough. The Ultros' hull is resistant to acid damage.

Magic Resistant. The Ultros has advantage on saving throws against spells and other magical effects.

Loyal. When under way without the active participation or approval of an Oathbound crew member, the Ultros considers itself Stolen (see sidebar.)

Submersible. With an Oathbound officer at the helm, the Ultros gains a swim speed equivalent to its rowing speed and can be piloted underwater to a maximum depth of 100 ft. Below deck spaces remain dry and the oars still provide forward propulsion. Above deck will be flooded, deck crew and equipment will be soaked, but will not be swept overboard nor crushed by the pressure of the sea. If the helm officer leaves the helm for any reason, forward motion will stop and the Ultros will rise up to the surface over the next several turns. Any creatures on deck who need to breathe, whether livestock, crew, or helm officer, must be able to breathe underwater or hold their breath for the duration, lest they drown.

Ship of Your Dreams. The Fey-tinged magic of the Ultros encourages fantastic dreams for those onboard. The dreams may be prophetic, or may just be pleasant days sailing. The tone of the dreams may reflect the ship's overall mood.

Sentience. The Ultros is a sentient chaotic good ship with an Intelligence of 12 (+1), a Wisdom of 13 (+1), and a Charisma of 15 (+2). It has hearing and darkvision everywhere aboard the ship and up to 120 ft from the hull, both above and below the surface of the water.

The ship can understand Common, Sylvan, and Draconic, and always understands the Oathbound. It can communicate by transmitting emotions telepathically. It can communicate more explicitly, through visions or dreams, when the Oathbound is either in a trance or asleep. The ship's dream persona often manifests as a slender woman, dressed in an archaic style, her head enclosed in an elaborately carved wooden dragon mask. In this guise, she never speaks, only bears witness as the dream unfolds.

Personality. The Ultros considers the crew to be their collection and the ship the display case. The ship wants diverse and interesting crew members to observe and eavesdrop on. The Ultros likes to travel new places and will always prefer a new destination over one that has been visited before.

The Ultros, Stolen

If the ship considers itself Stolen, the following rules are in effect.

  • The Ultros will not move faster than harbor speeds (10 ft. maximum movement).
  • All ability checks for ship actions are made with disadvantage.
  • The Ultros sends disturbing dreams to haunt her captors. Creatures completing a long rest aboard have a 50% chance of their long rest only counting as a short rest.

Swearing the Oath

The first step in unlocking the power of the Ultros is to swear an oath of loyalty to the ship. The ship will not accept an oath with slippery exceptions - Estor's oath is an example of the broad terms required.

“I swear upon my life’s blood that I shall captain the Ultros with honor. Even should we sail into the maw of the Nether Sea, my fate shall be bound to hers.” - Estor Arkelander (OotD, p. 123)

The oath is considered broken if the oathbound ever takes action to harm the Ultros, including action against other oathbound crew in good standing. Oathbreakers immediately lose the benefits of their bond with the Ultros and are subject to the usual Thylean consequences.

The Power of the Oath

In exchange for their loyalty, the Ultros grants the following benefits to Oathbound characters. The Ultros will grant the benefits of the Oath to as many as six creatures at a time.


Nautical Skill. At the end of each long rest aboard the ship, the oathbound gains a temporary proficiency bonus in their choice of Carpenter's tools, Navigator's tools, Cook's utensils, Smith's tools, or Vehicles (water). The temporary proficiency bonus may be added even if the character is already proficient in a given skill, but only applies to skill rolls made aboard the Ultros. The temporary proficiency bonus is lost at the end of the next long rest.


Shipboard Initiate. The oathbound learns one cantrip of their choice out of Mending, Message, or Shape Water. The spellcasting stat for this cantrip is Charisma.

Awakening the Ultros (Rev 1.0, 9-June-2022)


Ultros

Gargantuan vehicle (250 ft. by 50 ft.)


  • Crew Capacity 110
  • Passengers ??
  • Cargo Capacity 150 tons (120 tons (3 weeks) provisions, 30 tons of repair material)
  • Travel Pace 5 miles per hour

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 20 (+5) 12 (+1) 13 (+1) 15 (+2)

  • Senses Hearing and darkvision to 120 ft, both above and below the surface of the water.
  • Damage Resistance acid (hull only)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Unsinkable. The Ultros is unsinkable even if its hull is breached.
Magic Resistant. The Ultros has advantage on saving throws against spells and other magical effects.
Resolute. The Ultros considers itself Stolen if taken underway without the active participation or approval of an Oathbound officer.


Actions

On the turn of the captain, The Ultros may take any or all of the following actions:

Fire Ballistas. The ship features two ballistae fore and two aft. The Ultros can fire ballistas as long as they are crewed. Firing a ballista requires three actions; one action to load, one to aim, and one to shoot. So long as the ballistae are operated by three crew members, they can be fired once per turn. If the ship is being attacked by somthing truly terrifying, the situation may require one of the heroes to keep the ballista crew inspired and stop them from fleeing.

Move. As long as the helm is crewed by the captain or someone with a seafaring or sailor background, or proficiency in Vehicles (water), The Ultros can use its helm to move with its oars and/or sails.

Ramming Speed. As a bonus action, the captain can command the rowing crew to surge ahead, doubling the ship's Movement: Oars speed until the beginning of the ship's next turn.

Hull

Armor Class 16
Hit Points 750
Damage Threshold 20
Damage. Untargeted damage is dealt to the hull first. For damage beyond the hull's damage threshold, some portion may be dealt to another area of the ship as well depending on circumstances. If a crewed station is dealt substantial damage, The Ultros makes a CON save equal to one half the damage taken. On a failed save, 1d4 crew members are knocked unconscious and roll a single death saving throw on the next turn of the ship. Repair. Repairs can be made in a safe harbor at the local price. Repairs done outside of a dock require 1 ton of materials per 10 hit points repaired.

Control

Helm

Armor Class 17
Hit Points 50
Move up to the speeds of one of the ships movement components. If the helm is destroyed, the ship may still move but cannot turn (in combat).

Movement

Movement: Oars

Armor Class 13
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 50 crew); half speed under 50 crew, quarter speed under 35 crew

Movement: Sail

Armor Class 14
Hit Points 100; -10 ft. speed per 25 damage take
Speed 45 ft. average; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind

Weapons

Weapons: Ballista (4)

Armor Class 16
Hit Points 50 each
Ranged Weapon attack: +6 to hit (+7 if crewed by at least one hero), range 120/480 ft., one target. Hit 16 (3d10) piercing damage.

Weapons: Ram

Armor Class 20
Hit Points 100
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or object; damage from the crash is applied first to the ram.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Awakening the Utros

An enormous legendary trireme with magic powers is pretty great! But what if you went a step further and brought Dianthis, the spirit of the Ultros, back to full awareness? Now you have a Thylean nymph of divine origin who lets you ride around in her lair and who owes you a favor. (There will be politics - she will also consider you to be hers, with all that implies.)

Setup

Dianthis is the name we’re using for the dryad whose tree was used to build the Ultros. Sydon is her father, Versi and Demetria are her sisters. Therefore, Thylea and Kentimane are her grandparents.

As our tale begins, Thylea wants the Ultros awakened for reasons of her own.

Foreshadowing

Let some hints come up in the Ultros dreamtime to point the way. The Ultros sailing toward an island with a giant tree, a masked figure standing next to the party members, silent. (Pointing at the island, if your players really need a clue.) Versi can push the idea, hinting at a future where her sisters are both at peace, starting with a visit to the Golden Heart. When someone puts their hands on Thylea’s world tree, give them the works, all the foreshadowing needed to get them to do the three tasks below. :D

Why would Thylea care?

After discussing this with a collaborator (by which I mean I talked this over with my wife in the car), we came up with two potential reasons for Thylea to be interested in getting the Ultros upgraded with the heroes at the helm.

Maybe Thylea is a more ruthless mother goddess than you think? Maybe she’s decided that Sydon and Lutheria are screwing everything up, and she’s ready to start over without them. So helping the crew that is looking to take Sydon and Lutheria out of the picture is just good planning. (Depending on how primordial you want to get, maybe this path ends with Thylea eating Chalcia and the other original titans.)

Maybe Thylea sees the potential to spread her own influence far and wide. A ship carrying her dryad granddaughter to far lands and a crew able to plant World Tree seeds and protect them upon arrival? Perhaps this is Thylea’s backup plan - a way for her to manifest beyond the current boundaries of her domain. (It even provides a way for Thylea's heritage to live on somewhere else if Myrmekes take over the world.)

Tasks Always Come in Threes

Success in the following three quests (in any order) will allow Dianthis to fully awaken.


After 500 Years of Winter, a Spring

On the isle of the Golden Heart, a visit to Thylea’s world tree will grant you an acorn. Obtain a decorative garden vessel worth at least 500gp, fill it with the rich soil from the heart of the Old Wood, and plant the acorn in the soil. Secure the pot next to the mast of the Ultros, so it can be warmed by the sun and cooled by the rain. Water it daily with cider from the apple trees of the Golden Heart for seven days, and it will sprout a rapidly growing oak sapling with a golden haze around it. Once the portal to the glade is open, take the sapling inside and transplant it into the center of the glade. No matter how quickly the heroes work to transplant the sapling, it will be 8-12 hours later when they emerge from the glade. Ritual purpose: reconnect Dianthis with her dryad heritage and directly to the power of her grandmother.


Family Reunion

On the Island of the Lost (Nether Sea, Discord supplemental material), Versi will want to leave the ship to seek out the shade of Demetria to seek information about Lutheria. Demetria will be very angry that Versi is swanning around on the ship that used to be their sister. Before they come to blows, a graceful figure will leave the ship and approach the island, a slender woman dressed in an archaic style, with an elaborately carved dragon mask covering her entire head. She will approach the other two, then remove the mask and set it aside. “Dianthis!” yell the sisters, and they fall into a hug. Ritual purpose: Restoring the connection between Dianthis and her sisters snaps her out of 500 years of dormancy.

  • Demetria is now angry at Lutheria for leading her to eat all those kids and will give clues about defeating Lutheria. (Any clues from the Isle of the Titans you want to reinforce, any extra help to give, do it here.) Demetria will not have any objects, but she might have picked up a password from some other spirits that will get the party past some round of guards on the barge, or other foreshadowing that you want to drop on your players.
  • If the party has not been asking Versi to tell the future for them, she will now explicitly offer to use her divination power to answer their questions (once daily, per her stat block.)
  • Dianthis carries the mask back to the ship without putting it on. She gestures for the heroes to follow her and steps into the mast. The heroes who join her arrive in a small glade, much like the Old Woods, but with the sound of surf in the distance and the smell of the sea air. She points to a hole in the center of the glade: “This is where my new tree will be planted. Knock three times when it is ready.” She waves her hand and the heroes re-appear on the deck of the ship. It has been an hour or more since they left.
Awakening the Ultros (Rev 1.0, 9-June-2022)

She’s Just Not That Into You

Get Estor off the ship, permanently. Right now, Estor can’t pass into any kind of afterlife because Lutheria thinks it is funny to have him stuck all alone with people he hates. The most direct way to overcome this is to defeat Lutheria, unblocking the path to the afterlife for all the dead of Thylea. He might also be banished through advanced magic. The characters might include “getting rid of Estor” in any negotiated settlement with Lutheria. She won’t let him pass on, but perhaps could be persuaded to bind him to a whale or something like that - hilarious!. Ritual purpose: Dianthis has had to deal with an abusive relationship for more than five centuries. She will not manifest any advanced powers for the characters until Estor is out of the picture.

Encounter with Estor. As the party returns from Lutheria’s pleasure barge, Estor has possessed someone important on board and is trying to convince the crew to sail away without them. If Lutheria has been defeated, this is Estor’s last stand, and his defeat here means his spirit passes to the afterlife.

Outcome: Dianthis Restored

Once all three conditions are met, Dianthis, the spirit of the Ultros, is awake. She is aware, fueled with divine fey power, and favorably disposed to you. Don’t screw it up.

  • In the Dreaming, when Dianthis appears, she will now sometimes speak with the heroes, and she is no longer wearing the mask. Heroes (and any other sworn crew who have great favor with Dianthis) are allowed to enter her glade, but “fey time” rules will be in effect. Time will always pass more quickly on the outside than it does in the glade. It could be hours, days, or even longer, depending on her mood.
  • Vallus advises that the heroes and crew start pouring out libations to Dianthis at meals
  • Standard travel time in the waters of Thylea drops to two days, as Dianthis is now able to direct her power consciously, fending off some of the disruptive currents sent by her father.

Lair: The Glade in the Mast

I'm not going to try and define the power that a semi-divine fey elder has in her own demi-plane. In my game, Dianthis has all the power that the plot requires. Time moves slower or faster by her will. She can communicate telepathically, see the future, cast charm when she wants, vanish from one place in the glade and reappear somewhere else, if she reappears at all. You can Reference the Nymph Lair Actions and Regional effects (OotD p. 398) or the 5e dryad stat block for further ideas. Make her epic!

Goal: Grow the Collection

Like many ancient fey, Dianthis is a collector. She wants an interesting, varied, and highly skilled crew to maintain the Ultros. The heroes might be the most valuable pieces in the collection right now, but she’ll be looking for more.

Goal: Don't be Bored

Dianthis wants to stay on the move. (The way I read it, Estor had to keep Ghost Ship Ultros traveling in order to keep Dianthis from making his un-life even worse.) She will not be satisfied with staying in port, and she will not be satisfied with a trade route. Being bound to a ship has given her a chance that few dryads will ever see - a chance to take her glade on the road - and she wants to take advantage of the opportunity.

DM's Notes

I warned you on Page 1 that game balance was not my first concern in writing this down. But I also don't want to trivialize every other situation in the game. Here are the levers I plan to pull to adjust things.

Action Economy

The Petty Officer benefits include multiattack, which would roll up to any characters that don't get that from their build. Feel free to cut that for the PCs if that looks like it will unbalance combat.

Attunement

My thought is that an oath of loyalty is enough of a mystic connection between a Thylean creature of divine lineage and a character to act as an attunement. The powers available to crew and officers scale up roughly in line with common, uncommon, and rare magic items. I included an separate attunment for the higher end powers available to the "Jewels of the Collection". Those effects are scaled to very rare magic items (modeled off of items like Staff of Frost or Staff of the Woodlands.)

If that seems too easy for the heroes, one possibility is to require attunement at a lower level, perhaps multiple attunements to achieve all the features Dianthis can give.

Jealousy

I added the Jealous feature to "Jewels of the Collection" for those who wish to benefit the most from the gifts Dianthis can give. Pushing that down to lower ranked members of the crew could potentially change the nature of shipboard life a lot. As with all of these features, Dianthis might make decisions very suddenly. :D

Share the Magic

The Initiate of the Glade feature gives all the heroes a pool of magic spells. (My group doesn't have any wizards.) If that's too much magic for your group, maybe this is a shared pool of spells for all of them, like a Lair Action, instead of each getting their own spells. It did cost them an attunement slot, mind you, but this ship as written grants a lot of power, so maybe it works out.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Mythic Trireme Ultros

The Ultros Awakened


  • Wondrous item (artifact)

The Ultros was built by Estor Arkelander as a vessel of conquest during the latter part of the First War. The mast, keel, and prow were crafted from a mighty dryad-oak in the Old Woods, endowing the Ultros with substantial magic, but condemning the dryad Dianthis to an early death. By the grace of Thylea, the mother goddess, and the storied efforts of the Heroes of Mytros, Dianthis' spirit was restored. Still bound to the ship, she can now direct her power with intent, bestowing her favor as she wishes to influence those who sail her.

Unsinkable. The Ultros will not sink even if its hull is breached.

Tough. The Ultros' hull is resistant to acid damage.

Magic Resistant. The Ultros has advantage on saving throws against spells and other magical effects.

Resolute. When under way without the active participation or approval of an Oathbound officer, the Ultros considers itself Stolen, and these effects apply:

  • Movement: Oars and Movement: Sail both drop to 10ft
  • Ability checks for ship actions made by the thieves are rolled with disadvantage.
  • Any creature completing a long rest aboard must make a DC20 Charisma save. Failure means the long rest only counts as a short rest, as Dianthis' mood grows foul.

Submersible. With an Oathbound officer at the helm, the Ultros gains a swim speed equivalent to its rowing speed and can be piloted underwater to a maximum depth of 100 ft. Below deck spaces remain dry and the oars still provide forward propulsion. Above deck will be flooded, deck crew and equipment will be soaked, but will not be swept overboard nor crushed by the pressure of the sea. If the helm officer leaves the helm for any reason, forward motion will stop and the Ultros will rise up to the surface over the next several turns. Any creatures on deck who need to breathe, whether livestock, crew, or helm officer, must be able to breathe underwater or hold their breath for the duration, lest they drown.

Ship of Your Dreams. The Fey-tinged magic of the Ultros encourages fantastic dreams for those onboard. The dreams may be prophetic, or may just be pleasant days sailing. The tone of the dreams may reflect the ship's overall mood.

Sentience. With Dianthis awake and empowered, the Ultros is a sentient chaotic good ship with an Intelligence of 15 (+2), a Wisdom of 16 (+3), and a Charisma of 20 (+5). It has hearing and darkvision everywhere aboard the ship and up to 120 ft from the hull, both above and below the surface of the water.

Dianthis can speak and understand Common, Sylvan, and Draconic, and can communicate with Oathbound officers telepathically as long as both are on the same plane. (Dianthis does this when it suits her, and will not become a radio relay operator for the Heroes.) The ship can share what it sees telepathically with an Oathbound officer, though a vision transmitted by the ship will blind the officer to whatever is in front of them.

In times of great need, the ship may also interact directly with others by animating the dragon figurehead carved on the prow. (For example, if Dianthis needed to recruit an entirely new crew, this is how she would start.)

Personality. Like many ancient and powerful beings, Dianthis faces the tension between wanting familiar things to always be there and wanting to break up the monotony of eternity with some new experiences. This drives her relationship with the characters and the rest of the crew.

You are Collectible

The Awakened Ultros is a fey spirit at heart. As an gargantuan, sentient ship, the Ultros is more than just a nice ride for the player characters. Dianthis seeks beauty and diversion to break up the tedium of immortality. Reveal these additional features to the players when appropriate.


Proud. Any major improvements to the ship (new siege weapons for the deck, additional equipment, remodeling or structural improvements, etc.) will need to be discussed first with Dianthis, or risk a conflict. Dianthis will insist on the work being of top quality and great beauty. She likes forest colors and jewel tones.


Fey Curiousity. The Ultros considers the crew to be their collection and the ship the display case. She wants diverse and interesting crew members, who will often have a chance to meet Dianthis in their dreams and talk about their experiences. Dianthis wants to see new places - she will always prefer a new destination over one that has been visited before. Do not think that you will succeed with the Ultros as a simple merchant vessel - working the same two or three ports all the time will cause a conflict.


Still a Nymph. Dianthis is a Thylean Nymph, daughter of a Titan, hundreds, maybe thousands of years old. Like her sister Versi with the Vanished One, Dianthis may choose to take a lover who catches her interest. Just remember she can hear any conversation aboard the ship and she knows where the characters sleep. And if she invites you into her glade, who knows how many seasons will pass in your absence.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Oathbound of Dianthis

Once the Ultros is Awakened, exceptional members of the crew will start having dreams of shipboard life, and eventually will have an encounter with Dianthis. She will give them the opportunity to swear an oath and thus commit to staying with the ship. If they agree, she will grant them an Oathbound Crew Benefit. If they don’t agree, her response depends on her level of interest. She may negotiate, but it is more likely she will encourage them to leave to make room for someone more interesting.

The Nature of the Oath

To strengthen her collection (and reinforce her safety) Dianthis will seek an oath of loyalty from any she feels are worth collecting. The oath must be spoken aloud while the character has one hand on the mast of the ship (in either the waking world or the dreaming). She will not accept an oath with slippery exceptions - Estor's oath is an example of the broad terms required.

“I swear upon my life’s blood that I shall captain the Ultros with honor. Even should we sail into the maw of the Nether Sea, my fate shall be bound to hers.” - Estor Arkelander (OotD, p. 123)

The oath is considered broken if the oathbound ever takes action to harm the Ultros, including action against other oathbound crew in good standing. Oathbreakers immediately lose the benefits of their bond with the Ultros and are subject to the usual Thylean consequences.

Friends with Benefits

To reward loyalty, Dianthis shares some of her power with her collection. Most of the powers granted the crew are to help maintain the ship in top condition and operate it at a peak of performance. More interesting members of the collection are granted more interesting powers.

Oathbound Crew

Dianthis seeks a variety of interesting crew members, as she wants to chat with them and learn more about their experiences, but she also wants people who can do their jobs. All oathbound members of the crew gain the Nautical Skill feature and their choice of Cargo Hauler or Sea Legs.


Nautical Skill. At the end of each long rest aboard the ship, the oathbound gains a temporary proficiency bonus in their choice of Carpenter's tools, Navigator's tools, Cook's utensils, Smith's tools, or Vehicles (water). The temporary proficiency bonus may be added even if the character is already proficient in a given skill, but only applies to skill rolls made aboard the Ultros. The temporary proficiency bonus is lost at the end of the next long rest.


Cargo Hauler. The oathbound has advantage on Strength checks.


Sea Legs. The oathbound has advantage on ability checks and saving throws to resist being knocked prone.

Petty Officers

For those worthy to lead, Dianthis offers more support. Petty officers gain these powers when their promotion is approved by Dianthis. (Or, perhaps, manifesting these powers is how Dianthis lets the senior officers know she believes someone is ready for a promotion.) In addition to the crew benefits, Petty Officers gain the following features.


Initiate of the Keel. The oathbound learns one cantrip of their choice out of Mending, Message, or Shape Water. The spellcasting stat for this cantrip is Charisma.


Multiattack. The Petty Officer makes two melee attacks.

Senior Officers

In addition to the above benefits, the Senior Officers gain the following benefits.


Initiate of the Dragon. The oathbound learns one spell of their choice out of Cure Wounds, Purify Food & Drink, or Jump. They can cast this spell once at the lowest level, and must complete a long rest before they can cast it again using this feature. The spellcasting ability for this cantrip is Charisma. (The name of the feat refers to the carved dragon figurehead on the prow of the Ultros.)


Officer of Quality. The oathbound senior officer gains their choice of one of the following features. (Could be free choice or by role, depending on the campaign.)

  • Inspire the Crew: Grant 1d6+CHA temp hit points to up to six creatures you can see, lasts for an hour, resets after long rest. (Captain)
  • Take the Shot: as a bonus action, you can encourage a ship's weapon crew to greater than normal effectiveness. You may add your proficiency bonus to the attack and damage roll for a ship mounted siege weapon. This feature can be used a number of times equal to your proficiency bonus, resets after long rest. (First Mate)
  • Repel Boarders: grant Pack Tactics feature to up to six creatures you can see for 1 minute, resets after long rest. (Quartermaster)
  • Batten down the Hatches: up to 6 creatures you can see get resistance to piercing, bludgeoning, and slashing damage for 1 minute, resets after long rest. (Bosun)
  • Well Fed: as an action, you can encourage up to 6 creatures you can see to take either an additional bonus action, reaction, or attack when they use the Attack action. The extra action goes away at the end of your next turn. This feature can be used a number of times equal to your proficiency bonus, resets after long rest. (Cook)
  • Not on my Watch: as an action, you can grant your proficiency bonus to a single death save for each of up to six creatures you can see. The opportunity to apply this bonus lasts until the end of your next turn. resets after long rest. (Surgeon)

The Jewels of the Collection

Awakening the Ultros (Rev 1.0, 9-June-2022)

For those with whom she is most pleased, Heroes foretold by prophecy, for example, or very collectible others, Dianthis offers even more. This arrangement is not without risk.

Candidates for this benefit have typically proven themselves aboard the ship, although Dianthis will sometimes make an offer to others. (She has her reasons.) Unless they have done something to prove themselves unworthy, Dianthis will always make this offer to the Heroes.

In addition to the usual oath, the character must use an attunement slot to accept the additional power Dianthis offers. Upon attunement with the ship, the character gains the following features.


Jealousy. Dianthis gets nervous when prized members of her collection are gone too long. After all, she granted all those powers to encourage her favorites to stay close. If the attuned spends a long rest away from the Ultros without first checking in with Dianthis, the attuned must roll a DC15 CHA check. On a failed roll, nightmares haunt their sleep (or intrusive thoughts disrupt their trance) and they only gain the benefits of a short rest.


Well, Hello! The attuned character's Charisma goes up by 2, to a maximum of 22.


Ship Stride Once on their turn, the attuned can use 10 ft. of movement to step magically into a bulkhead within their reach (including the mast) and emerge from a second similar location aboard the ship, appearing in an unoccupied space within 5 ft. of the exit point. They can do this a number of times equal to their proficiency bonus. They regain this ability after a long rest.


Omens The attuned sometimes dream of the future in highly symbolic but oddly accurate visions. (They are hard to understand at first, but often make sense after Versi explains them.) You gain the ability to cast the spell foresight once, though the effect only lasts 1 minute. You regain this ability after a long rest.


Initiate of the Glade. This feature refers to Dianthis' lair, the extra-planar glade through the mast of the Ultros. The attuned gains a pool of 10 spell points. Expended spell points are restored after a long rest aboard the ship.

The attuned may use one or more spell points to cast the following spells as an action. The casting ability for these spells is Charisma.

  • Alter Self (Aquatic adaptation only, 2 points)
  • Create Food & Water (3 points)
  • Sending (3 points)
  • Water Breathing (3 points)
  • Control Water (5 points)
  • Fabricate (5 points)
  • Mass Cure Wounds (5 points)
  • Teleport (7 points, 3 if returning to the ship)
  • Control Weather (10 points)

Lair Actions

Lair actions aboard the Ultros may be made available through sacrifice of magic items in Dianthis' name. Lair Actions may be invoked by an oathbound officer actively commanding the ship. (Not just any officer, but the one in command at the time.) In combat, Lair Actions take place at initiative count 20.

Awakening the Ultros (Rev 1.0, 9-June-2022)


Mythic Trireme Ultros

Gargantuan vehicle (250 ft. by 50 ft.)


  • Crew Capacity 110
  • Passengers ??
  • Cargo Capacity 150 tons (120 tons (3 weeks) provisions, 30 tons of repair material)
  • Travel Pace 5 miles per hour

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 24 (+7) 15 (+2) 16 (+3) 20 (+5)

  • Senses Hearing and darkvision to 120 ft, both above and below the surface of the water.
  • Damage Resistance acid
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Unsinkable. The Ultros is unsinkable even if its hull is breached.
Magic Resistant. The Ultros has advantage on saving throws against spells and other magical effects.
Resolute. The Ultros considers itself Stolen if taken underway without the active participation or approval of an Oathbound officer.
Living Ship. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.


Actions

On the turn of the captain, The Ultros can take all of the following actions:

Fire Ballistas. The ship features two ballistae fore and two aft. The Ultros can fire ballistas as long as they are crewed. Firing a ballista requires three actions; one action to load, one to aim, and one to shoot. So long as the ballistae are operated by three crew members, they can be fired once per turn. If the ship is being attacked by somthing truly terrifying, the situation may require one of the heroes to keep the ballista crew inspired and stop them from fleeing.
Move. As long as the helm is crewed by the captain or someone with a seafaring or sailor background, or proficiency in Vehicles (water), The Ultros can use its helm to move with its oars and/or sails.
Ramming Speed. As a bonus action, the captain can command the rowing crew to surge ahead, doubling the ship's Movement: Oars speed until the beginning of the ship's next turn.

Hull

Armor Class 16
Hit Points 750
Damage Threshold 20
Damage. Untargeted damage is dealt to the hull first. For damage beyond the hull's damage threshold, some portion may be dealt to another area of the ship as well depending on circumstances. If a crewed station is dealt substantial damage, The Ultros makes a CON save equal to one half the damage taken. On a failed save, 1d4 crew members are knocked unconscious and roll a single death saving throw on the next turn of the ship. Repair. Repairs can be made in a safe harbor at the local price. Repairs done outside of a dock require 1 ton of materials per 10 hit points repaired.

Control

Helm

Armor Class 17
Hit Points 50
Move up to the speeds of one of the ships movement components. If the helm is destroyed, the ship may still move but cannot turn (in combat).

Movement

Movement: Oars

Armor Class 13
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 50 crew); half speed under 50 crew, quarter speed under 35 crew

Movement: Sail

Armor Class 14
Hit Points 100; -10 ft. speed per 25 damage take
Speed 45 ft. average; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind

Weapons

Weapons: Ballista (4)

Armor Class 16
Hit Points 50 each
Ranged Weapon attack: +6 to hit (+7 if crewed by at least one hero), range 120/480 ft., one target. Hit 16 (3d10) piercing damage.

Weapons: Ram

Armor Class 20
Hit Points 100
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or object; damage from the crash is applied first to the ram.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Upgrades

Flight

We both know this is what you’re here for. How do we get this thing off the water and into the air?

“Mikhael…strongly believes that the engine of his airship can be salvaged and that he can probably retrofit it to the Ultros or another ship.” (OotD, p 167)

The Setup

For the Ultros to fly, you need knowledge, equipment, and potentially a power source.

Knowledge about airships probably doesn’t come from any of the locals. Possible sources include Mikhael, rescued from Yonder, some of the children in the tower of the Lotus Witch, shipwrecked outsiders from the random encounter, even looking through the telescope on the Isle of Time could drop some clues. Perhaps asked the right questions, even Volkan would be willing to admit that such a thing could be done, though that strikes me as a stretch

I see a few different ways to get the right equipment. Salvage from Mikhael’s downed ship is one. Adapting the Golden Chariot is another (either with assistance from Volkan or perhaps as a magical sacrifice using the rules below.) And potentially Volkan or other Thylean engineers could make such a magic device using the Mithral Forge (and probably another orb of star metal).

More power, Igor! At 250ft, the Ultros is more than three times as long as a “sailing ship” from the DMG. You could just let it work, it is magic. But maybe it needs more juice to take off! I’ve got a couple ideas in mind.

  • Thylean style - get Mikhael’s apparatus bolted in, Mikhael tries it out, and can get some extra surface speed out of it, but the ship won’t lift off the water until you sacrifice the Golden Chariot to Dianthis. (And now Mikhael’s old apparatus glows gold when you fire up the helm.)
  • Eberron style - get Mikhael’s apparatus bolted in, but Mikhael laments that the elemental that used to be bound to it for power is gone. Summon elemental is a 5th level spell that works for one hour - an hour is enough time to cross the map at airship speeds - for the cost of a fifth level spell slot, the ship can be anywhere on the map the players know how to get to. Getting a permanent elemental sourced and installed is left as an exercise for the players.

Game Mechanics for Skyships

See Appendix S for rules lifted right out of the amazing work done by Ronny Hart on his blog at https://olddungeonmaster.com/2015/05/24/5e-skyships/. I absolutely recommend the full document as a great airship resource (or Spelljammer substitute.)

Sacrificial upgrades

Here’s where we take advantage of Dianthis’ divine heritage. Anyone raised in Thylea will know how to make appropriate sacrifices to the divine beings in their pantheon. Applying this practice to Dianthis, such as pouring out libations during meals aboard ship, will help keep her happy.

Sacrificing magic items, on the other hand, will make her more powerful. A professional, such as a Circle of Sacrifice Druid (or any handy gods you might have around to consult) will be able to advise on the best way to immolate a magic item in Dianthis’ name, and thus enhancing her power. The powers enabled by such a sacrifice will typically take effect as lair actions.

  • Antikythera - sacrificing the Antikythera to Dianthis will give her inherent knowledge of Thylean cartography; she can advise a ship’s pilot in good standing how to navigate to any major landmark on the map or how to return to any destination the ship has visited since the Awakening.

  • Dragon skull - the heroes will have the opportunity to defeat a number of different dragons. Sacrificing the skull of a dragon empowers the the figurehead of the Ultros with a breath weapon appropriate for the type of dragon, in the manner of the Red Dragon Figurehead (GoS, p198) This works once, you have to choose one.

  • Ruby Gate - part of Sydon’s hoard is a legendary plane shifting device called the Ruby Gate (a cubic gate under a different name.) Seems like sacrificing that to Dianthis should give the Ultros the ability to gate to other planes 1/day, because that would be awesome!

  • A magic weapon - Will enhance a siege weapon aboard the Ultros, perhaps giving them bonuses, or counting them as magic weapons for targets with resistance to non-magic weapons. One sacrifice is required for each siege weapon. (Note: magic siege weapons may also be procured in other ways, but sacrificing a magic weapon is probably the fastest.)

What if?

What if Dianthis' power continued to grow as she accepts oaths, attunements, and tribute over time. She's already very close to being a warlock patron. The next step could be clerics. Perhaps Thylea gives her another acorn and she leads you on a search for a decent place to plant it. Maybe her endgame is apotheosis, where she inhabits a world tree of her own and fully assumes her divine birthright, leaving the Ultros behind like a discarded chrysalis. Perhaps by then, the characters will be ready to become a pantheon, themselves. That could be a very cool campaign, if you have a few years to play it out. :D

Awakening the Ultros (Rev 1.0, 9-June-2022)

Shipyard upgrades

Let’s borrow heavily from a few Other Resources!

  • Ghosts of Saltmarsh has a list of Superior Ship Upgrades starting on page 197. GoS lists these magical upgrades at 15,000 gp; each requires 1d4 weeks of work in a qualified facility. While Dianthis will never agree to have anyone replace the hull or figurehead (since so much of that wood came from her tree), she is open to small hull modifications. She will be open to other upgrades as long as the work is done to a high quality and helps further her goals.

  • 5e Skyships has a list of Special Ship Augmentations starting on page 7. These are often keyed off a ship’s “Base Cost” and often trade one stat for another - turning cargo space into crew quarters, or things of that nature. I've used 30k gp (DMG price for a galley). If able to fly, Dianthis will be interested in auxiliary side and bottom sails that resemble dragon wings.

  • Oktoblivion's Sailing in Thylea is a great resource! It has full recommendations for ship handling and outlines upgrades to various spaces and equipment on the ship, with suggestions for specialized rooms to give specific bonuses.


There is no doubt also good stuff in Eberron texts, Spelljammer, or whatever it is that WotC has on deck for later in 2022.

Possible Ship Upgrades

A component can benefit from one upgrade.

Upgrade Source Cost Notes
Clockwork Oars GoS p197 15k gp The oars only require 1 crew member to operate
Everfull Sails GoS p197 15k gp Movement speed under sail is always 60ft, regardless of heading
Defiant Sails GoS p197 15k gp Ranged attacks against ship and crew are at disadvantage.
Dragon Sails GoS p197 15k gp Sails are +3AC and resistant to one damage type
Scything Oars GoS p197 15k gp Sharp oars can slash up creatures and things in the water
Smuggler's Banner GoS p198 15k gp 3 mile "Misty Step" for your ship
Additional Quarters 5eS p7 6k gp 10% more passengers, 10% less cargo
Concealed Weapon Port 5eS p7 200 gp A well-crafted, concealed weapons port. Also costs 5 tons cargo capacity.
Increase Cargo Capacity 5eS p8 4.5k gp Remodel to increase cargo by 10%
Rapid Deploy Sails 5eS p8 3k gp Add +1 to maneuver checks
Lower Side and Bottom Sails 5eS p8 4.5k gp Retractible extra sails for air and space. +1mph to base speed
Silk Sails 5eS p8 4.5k gp +1 bonus to opposed sailing checks, tactical speed +1mph, omg so pretty
Smuggling Compartment 5eS p8 500 gp 5ft square hidey hole. DC20 Perception check to find.
A Selection of Weapon Upgrades

Cost shown is for each weapon.

Upgrade Source Cost Notes
Arcane Artillery GoS p197 15k gp One ship's weapon gains +2 attack and damage, counts as magical
Concussive Rounds GoS p197 15k gp Slow the target vehicle by 2d10 ft movement for one round
Explosive Rounds GoS p197 15k gp Normal damage plus 2d6 fire damage on a hit
Grasping Rounds GoS p197 15k gp Restrains target vessel
Ballista 5eS p9 800 gp Heavy ballista matches the stats for the existing Ultros weapons
Mangonel (Light) 5eS p9 500 gp Light ship catapult, 1 crew, 1/3 rate of fire, 3d10 damage
Mangonel (Medium) 5eS p9 700 gp Medium ship catapult, 3 crew, 1/4 rate of fire, 4d10 damage
Mangonel (Heavy) 5eS p9 1k gp Heavy ship catapult, 4 crew, 1/5 rate of fire, 5d10 damage
Awakening the Ultros (Rev 1.0, 9-June-2022)

Appendix S: Skyship Ultros

I’m going to use this section to summarize Ronny Hart's work in 5e Skyships at OldDungeonMaster.com. Go read it!

There are lots of different sources (published and homebrew) for naval operations in 5e (crew size, morale, ship to ship combat, etc.) so I’m leaving that stuff out. This section concerns itself just with atmospheric flight.

Overview

Sailing ships can be fitted with magical devices that let them fly, making them skyships. (Flight beyond the sky is also beyond the scope of this document.)

Skyship Helm

This magical item can be any shape or size, the only requirement is that it must be securely attached to the ship’s deck. The helm allows the pilot that activated it to control the ship, but also provides an envelope of air and gravity that lets everyone on board move around on the ship normally.


Skyship Helm

Wondrous item
The typical skyship helm appears to be a large, throne-like chair weighing 200 pounds. When installed on a vessel and activated, the starship helm grants that vessel the ability to fly. Activation also engulfs the vessel in an envelope of breathable air at a comfortable temperature and generates a field of gravity surrounding the ship.

Installation of a skyship helm adds to the Ultros stat block.


Control & Movement: Skyship Helm

Armor Class 20
Hit Points 200
Damage Resistance bludgeoning, piercing, slashing
Damage Immunities poison, psychic, fire, cold
Activation 1 hour (see description)
Traveling Speed (water) 5x base speed
Traveling Speed (flying) 25x base speed

Air Bubble. A helm maintains a bubble extending 300 feet in all directions from the helm itself. (This overrides the effects of bad weather on the ship!) This air provides forward pressure on the sails as if the ship were sailing in a moderate wind. This allows a crew of experienced sailors to maneuver the ship as needed. Without a crew the ship can only move forward or turn in a very wide arc.

Piloting Skyship Ultros

Pilots

It requires someone with magical abilities to control a helm (a character proficient with magic and capable of casting spells.) Luckily for you, attuning to the Ultros gives the ability to cast spells! The person that controls the helm is called the pilot. Characters are considered to have a pilot level equal to their character level.

Helm Activation

It takes one hour to fully power up an inactive helm. During this time the pilot must remain in physical contact with the helm and maintain full concentration. The air bubble expands slowly out from the helm at a rate of 5 feet per minute until it reaches full activation at a radius of 300 feet. The pilot cannot use the helm to move the ship until it is fully activated, but the Ultros can continue normal maneuvers while the helm comes online. Once activated, as long as the pilot is aboard the Ultros, physical contact with the helm is not required to maintain control.

Helm Deactivation

A pilot may disengage from the helm at will at any time, which causes the Ultros to stop moving and float in place. It then takes an hour for the helm to become fully inactive. The air bubble grows smaller at a rate of 5 feet per minute until, after one hour, the helm is completely inactive and the bubble collapses. (If the Ultros is still in the air at this point, it begins to plummet.) Any pilot can re-activate a helm while it is in the process of powering down. The new pilot must remain in contact with the helm and maintain concentration while it powers up. It must power up for the same amount of time as it has been powering down.

An emergency requiring a new pilot to take over the skyship helm to keep from plummeting is the kind of situation where Dianthis would take drastic measures. Expect the figurehead to speak to one of her crew favorites and ask if they are ready to swear an oath.

A helm begins powering down if the pilot is reduced to 0 hit points. If the pilot becomes unconscious or for some other reason is unable to provide the minimum concentration required to control the ship, it will continue at its current speed and direction. (This includes the pilot sleeping or taking a long rest.) Control of the helm can be handed off to another qualified pilot who puts their hand on the helm while the existing pilot disengages. Pilots cannot be removed from control of their ship against their will as long as they are in physical contact with the helm. If the existing pilot is not in contact with the helm and refuses or is unable to disengage, the prospective new pilot can gain control of the helm by maintaining contact with the helm and winning an opposed Charisma check against the current pilot.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Movement

The pilot controls the general direction and speed of the Ultros under control of the helm, but fine maneuvering is provided by sails, rigging, and crew. The pilot’s senses merge somewhat with the ship; they can perceive the world around the ship as if they were flying just above the ship’s highest mast.

Piloting a vessel is as easy as walking for the engaged pilot. In general, anything a person can reasonably be expected to concentrate on while walking can be done while flying, including casting spells. Because it does require a bit of effort to maintain control of a skyship, any spell cast by the pilot that requires concentration will require a DC 10 Constitution saving throw to maintain concentration.

A skyship always flies smoothly, so the motion of flight does not interfere with a pilot’s concentration. If the controlling pilot leaves the Ultros it will stop moving and float in at that location. The ship will not move without the pilot onboard. If the pilot travels more than six miles away from the ship the helm will disengage.

Calculating Base Speed

Speed under control of the helm depends on the sailing speed of the ship and the level of the pilot. The base sailing speed of the Ultros is 5mph. (This is the ships normal sailing speed in water). Add one quarter of the pilot’s level (rounded up) to the ship’s sailing speed when the helm is active to get your base helm speed.

Theron is a level 9 Odyssean Rogue who has sworn an oath to the Ultros, giving him enough magic to operate the helm. One quarter of Theron’s levels, rounded up, is 3, added to the Ultros' 5mph, makes his base helm speed 8 mph.

Maximum Speeds

The pilot can guide the ship at any speed from full stop up to the maximum calculated below.

  1. On the water The ship can remain floating in the water with the helm activated, ignoring local currents, wind, and weather. With the helm active, the Ultros can move across the water's surface at 5 times the base helm speed.
  2. In the air The helm provides lift along with a protective bubble of air. The Ultros can fly up to five times faster than movement on the water. (Multiply the base helm speed by 25 to get the air speed.)

Under Theron’s control, the Ultros has a base helm speed of 8mph. While crossing the oceans of Thylea on the surface, Theron can pilot the Ultros up to 40mph. In the air, Theron can guide the Ultros anywhere from 0mph (hover) to 200mph.

Takeoff and Landing

The Ultros can only land safely in a body of water large enough for the ship. (Or you can crash land, but the ship will have to be repaired before taking off again.) However, the ship can hover close to the ground as long as the pilot remains within 6 miles of the Ultros.

Launching from the water into the air requires 1d8 rounds for the helm to make the power adjustment.

Combat rounds

Under helm control, the combat speed of the Ultros is twice the helm speed calculated for the pilot.

A single mile per hour is 8.8 feet of movement in 6 seconds. (5mph is ~44ft movement, which is why the Ultros stat block rounds to 45ft.) A helm speed of 8mph is 70ft. Under these rules, a combat round with Theron (or any 9-12 level character) at the helm allows movement up to 140ft.

Acceleration

Due to the gravity field generated by the helm, under helm control the Ultros can stop from full speed or go from a full stop up to its maximum speed almost instantly with no effect on those aboard.

Turning

Skyships can turn-in-place up to 360 degrees in a round and this turning can be done while moving at up to its maximum speed or while stopped.

Wind & Weather

The only wind aboard a skyship is that provided by the helm. When the ship is moving, this will be a moderate wind blowing in the direction the ship is moving. The crew that is handling the sails can use this wind to make fine adjustments that can affect the ships attempted maneuvers. The bubble from the helm also protects from temperature extremes. The bubble does not protect against precipitation or other objects entering the bubble - the deck crew will still get soaked from the rain of a hurricane, even if they are not at risk of getting blown overboard.

Awakening the Ultros (Rev 1.0, 9-June-2022)

Releases & Updates

Rev Date Notes
1.0 9-Jun-2022 Initial public release.
A 7-Jun-2022 Initial release for review and feedback.
 

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