| Built By: |
Arcane |
| Used Primarily By: |
Gnolls, goblins, humans, illithids |
| Tonnage: |
45 |
| Cost: |
146,250 gp |
| Hit Dice: |
45d10+80 (328 hp) |
| Initiative: |
As the helmsman |
| Tactical Speed: |
150 feet per TS of helm |
| Tactical Maneuverability: |
Average |
| Armor Class: |
17 (16 size, +33 natural) |
| Armament: |
2 light ballistas (Crew: 1 each), 2 light catapults (Crew: 1 each), 2 light jettisons (Crew: 2 each), 1 blunt ram |
| Ship Modification: |
Burst of Speed, Increased Armor (x5, equals +10 natural armor), Landing (land), Landing (water), Nimble, Quick Turn, Ram, Reinforced Frame, Sails, Unique Quality (x2, remain submerged for a few minutes and ramming with its 45 feet wide blunt inflicts 50% less damage). |
| Crew: |
8/45 |
| Air Capacity: |
5,040 man-days |
| Landing Land: |
Yes |
| Landing Water: |
Yes |
| Hardness: |
8 |
| Material: |
Mercane Composite |
| Power Type: |
Minor Helm |
| Cargo: |
12 tons |
| Keel Length: |
135 feet |
| Beam Length: |
60 feet (head), 10 feet (tail) |
The Triop is a relatively new ship to the Spelljamming universe, but it has proven to be any opponent even the elven captions do not wish to engage. Its hard, Mercane Composite shell is extremely difficult to penetrate. The ship has a few open decks, but the weapons that protrude from these openings limit the amount of walking space. Its thick, shelled doors can be closed and partially sealed to keep out air and water. This ability also allows the Triop to submerge in liquids for 2d8 minutes. If the vessel is still under water at the end of this time, it never surfaces again.
The Triop has the unique ability to increase or decrease its TS (even above its normal maximum) by two points for one round, once every four rounds. It accomplishes this feat by simply flexing its lateral fins with a very quick, jerky motion. (For example, it could speed up from its maximum TS of 6 to TS 8 for one round. Its TS would return to its previous speed the following round). Any attempt to turn in the round while making this sudden burst of speed will result in the ship spinning wildly out of control.
A Triop can also manipulate its fins to spin and face any direction, but only at the expense of two TS points. Only one of these two special maneuvers can take place in a four round period. These fins will be damaged on any Maneuverability Loss collateral hit, making it impossible for the Triop to perform these special maneuvers until they are repaired (this collateral hit will not effect the ship's standard maneuverability).
The blunt ram of the Triop is a very special construction. Instead of having a ram assembly placed onto the front of the ship, the whole of the frontal carapace of the vessel is the ram. This gives the ship a 45 feet wide ram. This ram is so sturdy that it acts as a bumper, reducing by 50% any damage the Triop might otherwise suffer while inflicting a ram on another ship.
The aft sails on the Triop are used primarily as a steering mechanism. If these are destroyed , the craft loses one MC step.
Triop, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at:
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Triop, © 1992 Wizards of the Coast, Inc.
d20 System, Conversion of Triop ©2002,
Mark T. Doolan