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Herr D
airship might be best made in following pieces:
1. Choose wood carefully. Some wood just doesn’t burn well, and if climate allows, a design allowing for replacing panels/beams one at a time (modular design / repair may have been done in 1300’s) Just keep harvesting green saplings and weaving.
2. Hot air in multiple interconnected dried ‘animal bladders’ similar idea to leather wineskins would prevent fatal crash: you could tie off leaks and reroute flow. Skill–tanning, sewing, carpentry.
3. fuel–for rapid hot burn and light weight and low cost, pouches of mill debris. Wheat kernel casings, corn husk dust, etc. is stuff they might pay you to take away if you sweep it out for them. It is so flammable that in tonnage pressure in summer some silos have spontaneous combustion instances. It’s VERY reliable tinder, dense powder as heavy as fine dust.
Alternate 3. There is a well-known spell in the index for a heatless permanent torch that can’t start a fire. If you’re the GM, rewrite the spell so 15 ‘lanterns’ uncovered all at once cause a wave of heat, but 1d4 lantern wears out daily. Fuel would then be 1d4 sp/day
4. Propellors? If 1/4 party pedal at once . . . that’s an overlapping shift setup. Pony on a conveyor belt? 1 minihorsepower.
5. Concealment: paint it to look like a flock of birds that tastes nasty to the locals. Augment with illusion.
Any of these pieces could cause major problems with or without catastrophe.