Name: Rock of Fools
      Built By: Dwarves
      Used Primarily By: Gully Dwarves (of Krynn)
      Cost: Not applicable
      Tonnage: 700 tons
      Hull Points: 700
      Crew: 250/700
      Maneuverability Class: na
      Landing--Land: No
      Landing--Water: No
      Armor Rating: 0
      Saves As: Stone
      Power Type: None
      Ship's Rating: na
      Armament:
         6 Heavy Catapults (360 degrees)
            Crew:5 each
         8 Medium catapults (360 degrees)
            Crew: 3 each
         12 Light catapults (360 degrees)
            Crew: 1 each
      Cargo Capacity: 350 tons
      Keel Length: 600'
      Beam Width: 480'

      Description:  This vessel is a standard 700 ton Dwarven Citadel, formed from an asteroid and long since mined out completely.  The entire vessel appears to be a time worn work of beauty, and should adventurers pass it they often marvel at the craftmanship of dwarven smiths.  The Citadel appears as a handsome dwarf carved from a mountain, to his left and right are a mighty hammer and anvil (respectively).  The anvil is large
      enough to allow most vessels to land.  It also possesses facilities for fully repairing any stone or metal ships, as well as dry dock areas for other more crude manner of vessel.  The hammer acts as a lookout tower, the head rising several stories above the rest of the vessel.  Sadly, as the mines have played out, the ship is left adrift, its mighty forges cold and barren, the original occupants having all left for new conquests.

          This Vessel is NOT however, devoid of life...  In a series of exceedingly random and terribly unlikely events, it has been colonized thoroughly by a clan of Krynnish Gully Dwarves.  There are from 10 to 16 hundred of the daft creatures on board.  It is impossible to accurately count, asking the Gully Dwarves themselves results in an answer of 2.  Furthermore, none stay still long enough for anyone insane enough to try, to count them.  Suffice it to say, there are several hundred  years worth of them infesting the place.    Just before the cataclysm, Krynnish Tinker Gnomes were just spreading into space and amazingly enough, one of their sidewheelers required a cooking staff (the prior chefs having made the mistake of attempting to prepare an Eye Tyrant a la mode)  As they were stopping off at Krynn for repairs from the subsequent meal preparation, they happened upon a small (4) clan of
      Gully Dwarves, two of which claimed to possess food making skills.  Later it was learned that the Gully Dwarves had never heard of fire, or in fact cooking or indigestion.  The gnomes tolerated the wretched things until they caught the Gully Dwarves trying to gnaw through their Giant Space Hamster cages, at which point they promptly locked them away and deposited them at the first safe place they could, which just so happens, was a giant Dwarven Citadel, long since abandoned.

          4 Gully Dwarves soon beget many many more and after not so very long the Citadel was brimming with them.  Plants installed by the Dwarves had pretty much taken over, keeping the atmosphere refreshed and clean.  Fungi growing in the deepest mines provided nourishment for the omnivorous Gully Dwarves.  With no predators to cut down their population, they spread like wild fire, rapidly filling every crevasse with bits of trash and broken trinkets the Mountain Dwarves had left behind.  On the bright side, the original Gully Dwarves were on the high end of normal Gully Dwarf propensity towards intelligence and their descendants have a minimum intelligence of 6.  There is a clan structure, though it is so simple that non Gully Dwarves can not comprehend it.  There is a grand king who is merely the poor sap who accidentally sat on the grand throne in the grand throne room (a small dais in the old forge area).  He gives orders but they are rarely heeded as the main goal of any grand king is to convince someone else to sit on the chair and give orders, thus he is never to be trusted (at least by any Gully Dwarves)  The current Grand King is High Gazut the First, a wise and just ruler, who has as yet lasted 10 years on the thrown without successfully convincing someone else to sit there.  He is widely thought of as the best Grand King
      ever,  and any order he gives is 25% likely to be obeyed.  He's attended by the Shaman Takulat who has no priestly powers but does possess a rather rare and  mysterious dried up lizard.

      Personalities:
      High Gazut the First (Gully Dwarf Fighter 6, 34 hp)
         Current Grand King, is considered wise and just by those who think of such things (which is to say not many)  He possesses and wields a mighty rusted short sword, symbol of the Grand Kings.  He is rather fierce in battle, utliziing the sword as an eyegouger or toe smasher, though he'd rather cower and offer his seat to would be attackers.

      Kalugat the Mighty (Gully Dwarf Fighter 4, 28 hp)
         The previous Grand King (Coincidentally, at the time was also known as High Gazut the First). He has in his possession the only magical item of value on board, an old artifact ring, gives its wearer the following powers, protection from evil, invisibility, flight (as flight spell), immunity to acids and cold, and the ability to cast charm person 3 times a day.  It also heals wounds at a rate of 2 hp/round.  He knows not of its powers, but it is still awfully pretty. The ring is intelligent and rues the day a Gully Dwarf found it.

      Takulat (Gully Dwarf Shaman, 18 hp)
         A mighty shaman indeed and one that commands much respect amongst her colleagues.  Her spells and charms have no effect on outsiders, but she raises the morale of all Gully Dwarves around her.  An attack on Takulat is one of the few acts of aggression the Gully Dwarves will regard as worthy of risking their lives to avenge.  She too once held the thrown but Takulat reigned for only a day.  Any commands given by Takulat have a 75% chance of being obeyed, thus when she and Gazut agree, the Gully Dwarves will obey.   This rarely happens of  course, her pet mouse (who is quite dead) doesn't like the Grand King very much..

         Any adventurers who can not tolerate filth, poverty, and utter stupidity are advised to avoid this Dwarven Citadel.  In addition, it is most unwise to attempt to take Gully Dwarves off this vessel as they are utterly deplorable (if Tinker Gnomes couldn't tolerate them, then noone else stands a chance).  Nevertheless,  the anvil landing pad still maintains full facilities for repairs of pretty much any ship in space.  There are several caches of gold and silver
      on board, worth a total of 10,000 gp.  Recovering them is something else entirely as they are most likely deep within trash mounds and such.