All in all, and with a limited air supply, we had managed to figure some plans to create a magical bathysphere. But it wasn't quite a submarine yet. Aside from a boring old hand crank, or some oars; there didn't seem to be anyway to move the sub. And honestly all those solutions seemed too boring, and not magical or powerful enough for the kind of vessel we were created... We needed to go nuclear, or at least as close as we could in a fantasy setting.
We thought about it for ages. The obvious solution was to just use some spells to fire the engines, spin the gears etc. A bit of fire here, a gust of wind there would do the trick. But that meant that you would constantly need a wizard there to replenish those spells, recharge the staves etc. It wasn't a permanent solution and I think it relies too much on one person to be successful. No, I wanted something sustainable: a constant source of energy. Though not one of us could figure out what that could be...
Until I found one.
Now, the Undersea Boat is design for water breathers and thus would not serve our needs... However the power source would. Now in The Sea People setting, the Water Elementals apparently do this willingly, but I can't imagine any DM letting me capture one without a fight... Especially given my plans..
A Water Elemental from 1st ED AD&D |
To build such an engine, you would need a team of the finest Gnomish Tinkers available and it would likely take years... And could possible go terribly wrong. However, if successful and you could coax, force or otherwise convince a water elemental to enter it and seal it up, you would have an infinite source of power so long as the creature was a live.
Our next step is figuring out air supply. I will have to give that some more thought.
How would you guys go about powering a magical submarine? Do you think using wizards and spells is a better solution? How do you get around the engine running out of spell charges? Let us Know in the comments!
Written by: Andrew Gregory
The 2nd Ed. Submarine Project Part 2
Reviewed by JADE Gaming
on
11/03/2016 07:56:00 am
Rating:
Why not Animate Object with Permanency thrown on it?
ReplyDeleteSadly Animate Object is not one of the spells that the 2nd ed Permanency Spell can effect.
DeleteHow about creating a series of golems (metal or stone) to turn the cranks on command. Maybe a specialist caster/crafter can make golems that are just arms bolted to the floor that act on command.
ReplyDeleteThat is a wonderful idea!!!
Delete