The most advanced form of elemental stone-powered vehicle in existence, the airship, is the pride of civilization and a symbol of the technological advances that many hope will power the future of Outer World. Still extremely expensive due to the limited supply of yellow stones needed for their magical energy, airships are one of the most advanced developments to emerge from the Council’s itemization of magic.
‘Your chest pounds with anxious energy when you grab the captain's wheel. The power you feel when controlling the ship is immense. The battles raged from the deck are nothing like I’ve ever experienced before - terrifying and exhilarating.’
- Fenton Strongarm Delthrannix
Appearance: The standard airship looks similar to an oceangoing ship, and is replete with control fins and sails. A large single yellow stone is mounted in the hull to create lift, buoyancy, and propulsion. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.
Operation: Airships can move in all three dimensions, with or without the aid of the wind. They are able to fly equally well on their sides or even upside down (notwithstanding the risks that such maneuvers present to passengers and crew).
Airships can also function as an oceangoing ship, using the same captain wheels and rudder system as when airborne. Docking towers are generally used to load or unload passengers in major cities, while rope ladders allow passengers to disembark in smaller centers or open terrain.
Hover: An airship can hover and has no minimum speed required to maintain air travel.
Shroud: A magical shroud envelopes the ship with a magical aura and aids in buoyancy while also serving as a protective barrier to the airship and it’s elemental stone of air.
Events: While traveling long distances on airships, here are a few events to make traveling more interesting Airship Travel Events
Yellow energy stone
Weapons & armament
0-8 on each side
Ballista, Light - 1d10 piercing damage — 60/120 | AC 10 HP 25
Ballista, Medium - 2d10 piercing damage — 80/360 | AC 15 HP 40
Armor and defense
Shroud: AC 18 / HP 200
Ship: AC 14 / HP 80
Use & Combat Rules:
1)Skyship Move Action Declared
2) Personal Actions
3) Skyship Attack Action
4) Skyship Move Action Resolved
Wind: After each round 40% chance of wind change 1d4 to set direction 1 north 2 east 3 south 4 west
Once the shroud is down...
Attacking the Structure: This is an attack against the shipitself. If the attack is successful, the ship takes hulldamage.
Attacking Rigging: This is an attack against a ship’s rigging,including sails, masts, etc. If the attack is successful, theship takes crippling damage.
Attacking a Siege Engine: Siege engines mounted on a shiphave their own statistics. Siege engines benefit from coveras occupants on a ship.
Attacking the Helm: The helm on a ship has its ownstatistics. The helm benefits from cover as occupants on aship.
Attacking an Occupant: This is a normal attack against airship’s occupant - any creature that is a passenger, crewman or officer on a ship. Occupants get half cover (+2 to AC and Dexterity saving throws throws) against attacks coming from outside of the ship. Occupants in a forecastle or sterncastle have three-quarters cover (+5 bonus to AC and Dexterity saving throws) while those inside a port orhatch have total cover and can’t be targeted directly. In general, once combat begins among the occupants of two ships (such as when boarding), ship-to-ship combat shouldbe replaced with shipboard combat.
Close (Full Ahead): At the end of the round, the distance between the ships is reduced by your ship’s speed. Maneuver check: A successful DC 15 Wisdom (vehicles, water) check adds 1d4 mph to the ships sailing speed. A natural 20 on the roll adds 2d4 mph to the ships sailing speed. On a failed check, your ship moves its normal speed this round unless the roll was a natural 1. In that case the ships speed is reduced by 1d4 (minimum sailing speed of 1 mph).
Back Off (Full Astern): At the end of the round, the distance between the ships is increased by your ship’s speed. Maneuver check: Same as for the Close Maneuver.
Hold: This maneuver includes changing of speed and any turns required to match the other ship’s direction of travel. At the end of the round, the distance between the ships is unchanged. Maneuver check: The Pilots of both vessel make a Wisdom (vehicles, water) check. If your ship wins the contest it matches the other ship’s speed and direction and the range between the ships doesn’t change. On failure, your ship’s speed and direction continue as they were on the previous round.
Come Alongside: At the end of the round, the ship has pulled alongside the enemy and is now within 10 feet of the enemy ship. If your ship is not close enough to reach the other ship in one round you must use the “close” maneuver until you are. Maneuver check: Success requires a DC 20 Wisdom (vehicles, water) check. Each round thereafter, the pilot matches the enemy's speed and maneuvers automatically (within the limits of his ship's capabilities, of course) unless the enemy successfully performs a Break Away maneuver (detailed below). Failing the maneuver check by a margin of 5 or less indicates that the helmsman failed to initiate the maneuver correctly and the ship is now 30 feet from the enemy ship. If the check is failed by more than 5 but less than 10 the ships strike as if the pilot had initiated a ram maneuver. Both ships will receive the same amount of damage. This will be 1/2 the damage the attacking ship would have received on a successful ram maneuver. A ship with a Ramming Prow does no additional damage in this case. The ship ends the round 10 feet from the other ship and not moving. Failing the maneuver check by 10 or more indicates that the ship passed within 10 feet without stopping. Colliding rigging does 1/4 ram damage to each ship's rigging. The ship is now 30 feet from the enemy ship and moving away.
Ram: At the end of the round, the ship has crashed into the enemy ship, doing damage to both ships. Both ships are reduced to a speed of 0. Refer to “Brace for Impact” below for other possible effects. If your ship is not close enough to reach the other ship in one round you must use the “close” maneuver until you are. Maneuver check: The pilot must make a successful attack roll. The basic attack roll is: 1d20 + the pilots Wisdom (vehicles, water) modifier + ship’s crew level. The total is compared to the target ship’s hull’s Armor Class; if the roll is equal to or greater, the ramming attempt is successful. Otherwise, there is no ship damage. You missed the other ship entirely or glanced off without any significant damage to either ship. A natural 20 is always a hit and a 1 is always a miss. A natural 20 is also a critical hit. The attacking ship deals 1d6 points of hull damage to the enemy ship for every 1 mph of speed. The attacking ship receives 1/2 this amount of hull damage. A ship with a Ramming Prow does an additional 1d4 damage to the enemy ship for every 1 mph of ship speed.
Broadside: At the end of the round, the ship is in a favorable position to fire all its siege weapons at the same time. If your ship is not within your siege weapon’s range of the enemy ship you must use the “close” maneuver until you are. Maneuver check: Success requires a DC 15 Wisdom (vehicles, water) check. If the check is successful and your ship’s siege weapons (min 2) performed a ready action to fire at the end of the ship’s turn, they may now all fire at once. They have advantage on the attack. And they will do critical damage on a 19 or 20. On failure, the ships position is not good. If you choose to fire the readied siege weapons this round, the attack will be made at a disadvantage and they cannot do critical damage.
Grapple: Grapple maneuvers are usually employed immediately before boarding. At the end of the round, the crew will have set boarding hooks and effectively grappled the enemy's ship (grapnels or boarding hooks are considered standard equipment for any ship intending to engage in combat). Your ship must perform a successful come alongside maneuver before you can grapple. Maneuver check: The pilot must make a successful attack roll. The basic attack roll is: 1d20 + the pilots Wisdom (vehicles, water) modifier + ship’s crew levlel. The total is compared to the target ship’s hull’s Armor Class; if the roll is equal to or greater, the enemy vessel is ensnared and unable to break away until its pilot can successfully perform a fend off maneuver and dislodge all the hooks. Otherwise, the ship maintains its position but the grapple was not successful. Skyships (D&D 5E) 16
Fend Off: The fiend off maneuver is employed to dislodge an enemy’s ships grapple hold on your ship. At the end of the round, by violently turning the ship's wheel, the pilot not only jostles the enemy's boarding hooks loose, but makes it a decidedly risky prospect for an enemy crew to attempt to board. Maneuver check: Success requires a DC 20 Wisdom (vehicles, water) check. Any enemy attempting to board when the fend off maneuver is executed suffers a +2 modifier to the DC of whatever skill check is required to board (Jump checks for characters leaping aboard, Balance checks for those using boarding planks).
Break Away: When an enemy ship has come alongside, the helmsman can attempt to break away from the enemy. At the end of the round, the distance between the ships is increased by up to your ship’s speed. Maneuver check: The Pilots of both vessels make a Wisdom (vehicles, water) check. If your ship wins the contest it indicates that the ship has broken away successfully. On failure, the enemy ship remains alongside. If you fail by 10 or more you "zigged when you should have zagged" and collided with the enemy ship and both ships will receive 1d6 points of hull damage.
Evade (Evasive Maneuvers): The pilot makes a series of sudden unexpected turns and speed changes to avoid enemy ship’s weapon fire. Because of these violent movements, your ship has disadvantage on all attacks this round. Your ship can continue on its current course during this maneuver at half speed. Maneuver check: The Pilots of both vessels make a Wisdom (vehicles, water) check. If your ship wins the contest it receives +2 to its AC and saves until its turn on the next round. For each 5 points that the pilot beats his opponent he may increase this bonus by +2.
Make Way: Your ship makes a tricky or difficult maneuver that forces an enemy pilot to react. At the end of the round your ship is 30 feet from the other ship. If your ship is not close enough to reach the other ship in one round you must use “close” maneuvers until you are.
Maneuver check: The Pilots of both vessels make a Wisdom (vehicles, water) check. If your ship wins the contest you can choose one of the following effects; Enemy Pilot has disadvantage on Wisdom (vehicles, water) checks for a round. Enemy Ship is -4 on AC and saves for a round. Enemy Siege Weapons have disadvantage on attacks for a round.
Uncontrolled (no action): When the pilot does nothing, if there is no pilot, or if the ship has less than a skeleton crew, the ship is uncontrolled. An uncontrolled ship does nothing except take the uncontrolled action until it stops or someone becomes its new pilot. An uncontrolled ship continues to move at its current speed and direction. If there is no pilot, the helm deactivates and begins powering down.
Each PC can perform any combat action normally available during a combat round. A character can spend his turn to use a single ranged or area attack against an enemy ship that is within range. The PC can aim the attack anywhere he normally could. Most attacks do nothing against a ship, and are only useful for injuring crew. Or he can choose one of the following actions. None of these can be performed by more than one PC in any round.
Bloodthirsty Ballad: Once per encounter, one PC can make a DC 15 Charisma (Persuasion or Performance) check to get the crew riled up for battle, providing a +1 bonus to their attack and defense stats.
Boost Morale: Once per encounter, one PC can make a DC 15 Charisma (Persuasion or Performance) check. A success raises the crew level by 1 for the remainder of the encounter.
Damage Control Check: Once in 4 rounds, one PC can attempt a DC 15 Wisdom check. On success, the ship gains a number of temporary hit points equal to twice his Wisdom modifier, or may end one damaging effect effecting the ship.
Healing the Wounded: With a successful DC 15 Wisdom (Medicine) check a PC can restore 1d8 Hit points of Crew damage, or stabilize one creature that is at 0 hit points. Hustle Crews: Once every 4 rounds, one PC may make a DC 10 Cha check to speed up loading time. On a success, all siege weapons can be ready to fire one round earlier than normal.
Increase Sailing Speed: Once every 10 minutes, one PC can attempt to increase a ship's sailing speed through superior seamanship. You must make a DC 15 Charisma (Persuasion) check. If the roll is successful, the vessel’s sailing speed increases by 1 mph. The speed increase lasts 10 minutes.
Load/Aim/Fire: You can roll a DC 15 Charisma (Persuasion) check to give one weapon crew a +2 bonus on their attack. Look Alive: You drive the crew to pay close attention to their jobs making the ship sail smoothly and well. With a successful DC 10 Charisma (Persuasion) check you grant the Pilot a +2 on his maneuver check.
Mock Enemies: Once per encounter, one PC can make a DC15 Charisma (Persuasion or Performance) check to lower the crew level of an enemy crew by 1 for the remainder of the encounter. Alternately Charisma (Intimidation) can be used. The enemy crew must be able to see and hear the PC.
Navigation Check: You make a DC 15 Intelligence check. On success, for one round, your Intelligence Modifier is added to the ship’s sailing speed (in mph).
Rally: On a successful DC 15 Charisma (Persuasion) check you can intimidate/inspire the crew once per battle for an advantage on a roll of your choice.
Recon Target: Make a DC 10 Wisdom (Perception) check to learn the current HP, flag, remaining crew, or other information about enemy ship. Requires a spyglass.
Reinforce hull: One PC can spend the round adding temporary auxiliary bracing to a section of the hull - making it more difficult to damage. This provides the ship with 1d4 temporary hit points to the hull (temporary hull points). The total number of temporary hull points cannot exceed 4 in this manner.
Repair Hull Damage: In one round, with a successful DC 15 Dexterity check using Carpenter’s tools a PC can repair 1 point of Hull damage, but in a given encounter, no more than half the ship’s Hull’s Hit Points can be repaired. Repairing damage can halt listing or sinking.
Repair Sail/Rigging Damage: In one round, with a successful DC 15 Dexterity check using Carpenter’s tools a PC can repair 1d4 points of Sail/Rigging damage that was the result of a siege weapon attack.
Repair Siege Engine: With a successful DC 15 Dexterity check using Carpenter’s tools a PC can repair a siege engine that was damaged as a result of a siege weapon attack. It takes a number of rounds to repair equal to the number of hit pint damage it received.
Rigging Adjustment: You climb into the rigging to tighten a loose sail. Make a DC 15 Dexterity (Acrobatics) check. On success your Wisdom Modifier is added to the pilot’s sailing check.
Sea Chanty: You make a DC 15 Charisma (Performance) check, to aid timing and cooperation among the crew adding +2 to the Pilot’s sailing checks.
Spot Weakness: Make a DC 15 Wisdom (Perception) check to spot a weakness on a target, giving one piece of artillery or attacking character advantage on one attack roll against that target this round.
Weapons Check: The player rolls a DC 15 Dexterity check. On success, your Dexterity modifier is added to one weapon’s damage. The damage is only applied if the weapon successfully attacks the enemy’s ship.
Gith War Ship
Weapons & armament
6 on each side 3 Medium Ballista
- +10 to hit
- Hit: 13 (2d10 + 5) piercing damage — 60/120
- AC 10 HP 25
- +6 to hit
- Hit: 16 (2d12 + 10) piercing damage — 80/360
- AC 15 HP 40
- 4 Minimum Crew: Pilot, Navigator, Maintenance, Runner
- Cargo & passengers capacity
- 0.5 ton to 4 tons of cargo
Airship Travel Events
Random table of events while travel on Airships
|1||You win a drunken wager with a crew member one night and now he must complete his side of the deal. What was it?|
|2||A grand creature was seen off the starboard side of the ship early one morning. You and a crew member were the only two to get a good look at the beast. What did it look like?|
|3||Late one night the rope securing the mainsail snapped. How did you secure the rope and prevent the ship from crashing into the ocean?|
|4||A grease fire breaks out in the kitchen. The cook is of absolutely no help. How do you put it out?|
|5||A vast shadow flys over the boat. Followed by 5 more. Six giant birds can be seen flying to the west.|
|6||Sighting of a shoal of fish being attacked by dolphins and Albatross at the same time. Its quite the site to behold. Suddenly all of the birds quickly fly into the sky before a gargantuan reptilian beast lunges up from the depths eating all of the fish dolphin and majority of the birds in one great bite. As it plunges back into the sea you can make out that it resembles some type of giant monstrous turtle.|
|7||A ship on the water getting attacked by pirates/kraken/giant squid. Lets the PCs attempt a risky rescue or at least argue amongst themselves if mixed alignment.|
|8||"To the starboard side there....THERE! Do you see it?" as ominous large and foreboding dark shadows shimmer behind the clouds. "What are they?"|
|9||A massive number of birds see the ship as a resting spot. The birds alone aren’t too bad but clean up after isn’t going to be pretty.|
|10||Travel through a random magical cloud. For the next twenty mins everybody laughs sneezes can’t see the color blue can’t remember the word for cat except that things looks like a cat smells like honey thinks it is their birthday remembers Uncle Paul who never existed.|
|11||See a flock of magical kites roll attitude on the kites to see what they do.|