dmtreat
Squire
Posts: 48
Favorite D&D Class: Ranger
Favorite D&D Race: Dwarf
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Post by dmtreat on Aug 11, 2017 3:50:58 GMT
Hey guys, my players just got ahold of an Airship for the first time. Looking for fun ideas for campaign/quests. Any takers?
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Post by DM Lord Neptune on Aug 11, 2017 4:10:29 GMT
Inaccessible area of the world? In a valley surrounded by the harshest mountain ranges on an island, there are rumors of something (hidden civilization, lost temple, gateway to the gods, relics from the ancient past). Depending on group level, it could be anything.
You could also do some extraction missions. Kingdom at war with monsters, a group of soldiers or innocents behind enemy lines, fly over the carnage and have some in air battles on the ship, maybe even crash with minor repairs and an easy way to fix it within a time limit while having to still save the people. I picture flying high over lands filled to the brim with wandering ground monsters, knowing that, by ground, you would never make it even a mile.
Plenty of other ideas, too, I'm sure, but I'll leave you with those two for now.
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Post by joatmoniac on Aug 11, 2017 6:13:11 GMT
The world is open to them with the use of an airship, and your campaign should represent that. You can toss the McGuffin to the far reaches of your world now. Definitely going to need to toss in some sweet sweet air battles. The other thing you can do is look to successful naval campaigns as well to help get ideas on what can be done through/during travel.
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Post by randosaurus on Aug 15, 2017 4:21:03 GMT
I would definitely review aerial combat rules for your system. Here is a Tribality thread that links the existing rules: Aerial Combat 5eHere is a reddit thread chock-a-block with advice for aerial vehicle combat Vehicle Combat in airspaceThere are so many factors to consider or incorporate for flavor and memorable combat scenes. I remember a Dragonlance book where a young Bronze dragon battled a Green dragon in the air. The entire combat hinged on a technique called a 'wingbite' that would cripple the other dragon's aerial capability. Every time I'm trying to plot out an airship battle, I dust off my Sega Dreamcast and play one of the best RPG ever, Skies of Arcadia. In that game, the entire world is islands floating in a misty sky, and pirate galleons skim across the clouds because why not? The airship battles in that game have some straightforward mechanics for attack, defense, magic use, but it included heavy narrative branching-- that is, decisions made by the captain would provide significant advantage or disadvantage in future turns. Here is a sample youtube video from the game, I recommend tracking down more of them to get an idea for how the narrative choice can lead to branching combat scenarios: Skies of ArcadiaAerial combat is interesting because there are very few obstacles; no walls, no floors, no pits. It is unoccupied space, even more maneuverable than the open water as in the air you have 3-dimensions. What if your players want to perform a roll to dip under an air-pirate schooner and rise up from below to a position behind? How to you adjucate that? I would plan air combat as a series of frames, as most of the time the ships will be traveling at comparable speed and bearings to keep cannonade aligned. There is a lot to think about, and SoA does a good job of introducing the air combat mechanic and gradually adding additional tactics and maneuvers with each new encounter. And remember, when in doubt, close and extend boarding ramps and change to melee. Good luck!
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