Help me design an airship and airship adventures

italianranma

First Post
My gaming group and I have talked for a long time about how cool it would be to adventure in an airship. When I think of the kind of encounters I could pull off, well, the sky is the limit! See, even in an airship I'm not above puns :) In any case with the advent of 4th edition we're going to start a new campaign which I'll be DMing.

I can already see sky pirates riding wyverns, or having a pirate airship descend on the PCs from directly out of the sun, pulling up with enough momentum to have pirates swing in on ropes and board the PC's vessel. Or how about the PCs running from an angry mob, and jumping off of a cliff only to land safety aboard their airship. There's definite a lot of potential here.

In any case I'm not looking to make hard and fast rules here (especially without the 4.0 Core rules released yet), I'm looking more for general ideas about the look and feel of airships. I'm a pilot, and I've got a bit aviation experience under my belt. When I think of the dangers of flying, I think of weather, fuel, and hitting the ground. When I think of airships though I think of Final Fantasy, and the airships there don't have those problems. Also, most of those airships look like boats with a big puffy balloon or propellers that keep them afloat. In real life flying and maintaining an aircraft is expensive, but the fantasy versions don't seem to have the same kinds of upkeep. What I'd like is to give the PCs an airship at the end of their Heroic levels, and be able to use the airship as a continuing plot hook.

My goal is to make an airship that feels like a fantasy creation but still requires a lot of upkeep (motivating them to adventure more). And also to explore the kinds of airships that can be created.

I think the first problem is deciding how airships actually fly. The could be suspended from something that floats (like floatstone ala FFI) or a balloon. The could be help up by imprisoned elementals (ala eberron). They could generate lift like a real airplane or helicopter does. Finally they could fly simply because they are enchanted to.

The next problem is to make them rare and expensive. Having a ship suspended from a balloon to me at least defeats this: Ocean going ships are common enough, and even if balloons aren't, the construction isn't so difficult. However, if a coal burning furnace supplies the hot air, the upkeep could be very expensive, so I like that idea. Should an airship be fueled by magic alone, then any wizard who was able to learn the proper spells should be able to create an airship. While expensive reagents may be needed to maintain the enchantments, that idea doesn't really speak to me. Having a rare material like floatstone could work, but then the upkeep costs don't seem to be too huge. And the imprisoned elemental idea looked cool in the pictures, but 4th ed elementals might not be so easily abused.

One of the encounters that I've envisioned includes attackers cutting the lines that keep the airship tied to it's source of flight.

The next problem is about propulsion, speed, and to a lesser extent crew. How fast should airships travel? how high off the ground can they go? In real life above 10,000 feet people can get hypoxic (their brains aren't getting enough oxygen). But it was awhile before we were able to get planes that flew that high. Limiting the max altitude of airships also limits where they can go; it makes certain mountain ranges impassable and forces the crew to navigate around certain terrain. Although I'm sure some birds fly higher, most birds don't fly higher than 2,000 feet off the ground. I'm not sure how high dragons fly, but I don't think airships should go higher. The higher you go, the better view you have, which may help with navigating. Also, the higher you go the stronger the winds are. At 15,000 feet, it's not uncommon for winds to go as high as 75 knots. If the airship can only travel at 30 knots, then it won't be able to progress against that kind of wind. Along that note, what is a good speed for an airship? Already it would probably be the fastest way to travel since it can take the direct route and navigate over most obstacles. Like a ship it can travel for longer than 8hrs a day without becoming fatigued. Finally, what kind of crew would you need on an airship? Skills needed would probably be the same for any ocean going vessel: a pilot is necessary of course, and a navigator too, also mechanics, cooks, and various hands to manage whatever else is necessary including defense.

Early planes were limited in the amount of weight they could carry because of their engines. I think limiting the weight of airships (no matter what method of flight they use) is a practical limitation. The adventuring party, plus their horses, plus supplies, plus room for loot equals how much? How much does a horse weigh anyway?

Where do airships land? If they can hover, they can land pretty much wherever they want, but if they look like boats then they should probably be able to land on water too.

What are the implications of airships? Castles and their like would need to protect against that kind of assault. Modern tactical insertions become available. What kind of anti-aircraft artillery does the magical medieval world have? How many fireballs can an airship withstand?

Finally what does an airship look like? It doesn't have to even look like a ship. Airplanes are aerodynamic (sleek looking) to minimize drag. If our airship doesn't rely on lift (ie it doesn't have wings or a giant helicopter propeller) then it doesn't necessarily need to look aerodynamic or even like a boat.

Anyway I'm just brainstorming here, any ideas or links to previous threads would be appreciated.
 

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You need to get a copy of Bastion Press' Airships, written by Sam Witt.

It's damn inspiring stuff. I had no rel interest in an Airship-related game until I read it.

What I learned from running a game is that ours benefited from having Airships be rare and expensive, but having a really diverse series of group in possession of them.

So yeah, Imperial Navy with all the spit, polish bureaucracy, rum, sodomy and the lash that you'd expect.

Pirates who, with their stolen imperial ships are pretty much the exact opposite of the Imperials. Drunk, Rowdy, Violent, with their weird Code of Honour.

Orcs with their barely-working flying boats that operate only because of the Orc's complete disregard for their own safety.

A Necromancer and his growing navy of Wight-commanded, zombie-crewed ships made of the bones of giant beasts.

Privateers, individuals who raid shipping at the behest of enemy powers.

Merchant's Guild, delivering (and defending) valuable cargoes to new, distant markets.

et-multiple-cetera.

Don't forget nations of Birdmen on inaccessible mountaintops, secluded "lost Worlds" accessible only by air...and sentient weather (that one was weird).

Anyway, get the book and have fun with the concept.
 

One thing you have to work out is this: are the ships up there with magic? Or are they up there with technological advances and invention?

If it is technology, then you should think a little more about the physics and the common sense and whatnot.. in fact, I strongly agree with what you've listed already.

If it is magic, you can handwave a lot of that stuff; it goes fast because magic pushes it. People don't have to worry about altitude because it has its own air bubble and weather protector, it takes off and lands with levitate etc...

The problem with magic however, is one well placed dispel magic or worse, Mord's Disjunction will bring it down with relative ease - something you would have to plan for.

For what it is worth, IMC, the gnomes invented non-magic dependant airships and then went about enchanting them for creature comforts and well... "pimping it out" (though I hate that phrase..)

Just something to think about,

J from Three Haligonians
 


I will second the Airships recommendation. Many practical devices are included for crew, along with all sorts of ship options, including things like necrotic engines. The plans are really nicely rendered.
 

Eberron.

airship.jpg
 



italianranma said:
How fast should airships travel?

I think this is actually incredibly important, and needs to be worked out by looking at the map of your campaign world.

Basically, if they fly fast then you have "planes". If they fly slow, then you have "ships that fly". The difference (IMHO) is that ships are places in a way that planes, which are merely transportation, are not. You spend time on ships, living on them in a way that you just don't with planes; which means you can have a scenario actually take place on an airship that you couldn't have take place on a plane.

i.e. You can do an Agatha Christie style murder mystery on an airship (characters meet up on the first evening, have dinner, get to know each other through the second day, mysterious hints and all that, and THEN - someone's murdered on the second night, leaving a couple more days to solve it) that you couldn't do on an 8 hour plane journey.

So I'd take my campaign map, pick a typical type of journey (from capital city to far flung provinces/frontier for example) and then work out how long (for storytelling purposes) I want that journey to take. (And then from that, work out the speed).
 

Well, some things to think about maybe:

- where in the 'life cycle' are these ships. Recently invented? Been around a long time? This will have great impact on the design / efficacy and also the potential of coming across new breeds of ships, tryals for new fuels or engines etc.

- indeed, magic or technology?

- if magic, is it powered 'simply by magic', or some source such as the elementals in Eberron, magical Helms in Spelljammer, furnaces burning anything from magical items to diamonds to gold or even 'life blood' or souls?

- How does control work? Is there a steer/helm, and are there sails etc., or is the 'ship' essentially 'bare' of masts etc. (except maybe as a disguise when landed in a bay or harbor?) and is the steering done purely by the 'captain' simply by thinking about it? If so, what happens if the 'bonded' captain bites the proverbial bullet?

- How frequent and dangerous are aerial creatures? Do Dragons see these (new?) inventions as a threat to their supremacy of the air and do anyhting to destroy them?

- To what extent is there also 'other' aerial travel? Rocs bearing litters? Pegasus Cavalry? Are dragons domesticated such that they are ridden á la Dragonlance? Maybe magical and technological flying methods exist side by side, with one being 'the golden standard' and the other being sub-par, until someone invents something that ups the efficacy of one of these methods?

- As for height, maybe the magic cannot sustain the lifting of the ships above, say 5000 foot. This would mean that mountain ranges still form obstacles you'd need to go around. This makes passes places where air ships congregate naturally, forming excellent ambush sites etc.

As for adventures, there is indeed plenty stuff to do:
- raid some 'factory' of an enemy nation to sabotage their production of air-warships
- raid to get hands on plans for new type of ships
- encountering some sort of aerial 'captain Nemo' with a higly advanced metal sky ship
- pirating (naturally!)
- exploration, across stormy seas where normal ships all fail due to mealstroms, reefs etc.
 

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