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Airship Racing with a Dragon
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<blockquote data-quote="iserith" data-source="post: 6874110" data-attributes="member: 97077"><p>Repairing the airship is a montage of fictional complications dealt with by individual characters, perhaps one per PC, resolved as you play an 80s keyboard-heavy song on your smart phone. Their solutions to the complication may or may not require an ability check. If all the complications are overcome, the airship is in Good Order (300 hp). If most, but not all, complications are overcome, the ship is Airworthy but Listing (150 hp). If most of the complications are not overcome, the airship is a Wreck or is Airworthy but Listing after the PCs expend a great deal more time than expected. The latter progress combined with a setback makes dealing with the complications in the thunderstorm more difficult.</p><p></p><p>As the repair montage is playing out, describe an approaching thunderstorm, a regional effect of the blue dragon mummy's presence. Cue <em>Back to the Future</em> music as the PCs try to get 1.21 gigawatts into the ship's power cells somehow. As above, one complication per PC happens as they try with similar outcomes: Fully Powered, Partially Powered, Low Power. These results grant advantage, no modifier, or disadvantage to checks related to flying the ship in the next scene.</p><p></p><p>In the third scene, the characters are flying the ship to the city. More complications as they weather the storm and push the ship further than its design specs with similar outcomes for success, partial success, and failure: Intercept the Dragon, Beat the Dragon to the City, or Too Late.</p><p></p><p>The air battle is fairly straightforward. The blue dragon targets the ship more often than its crew. At particular hit point milestones, the ship suffers from a complication of some kind. (I would just make a list of potential complications to roll out as appropriate.) Dealing with it successfully restores some hit points. At 0 hit points, the ship has taken all the punishment it can and crashes. The smart play is to land it safely before that time. I wouldn't, by the way, get into granular ship maneuvering or the like.</p><p></p><p>That's roughly how I'd do it.</p></blockquote><p></p>
[QUOTE="iserith, post: 6874110, member: 97077"] Repairing the airship is a montage of fictional complications dealt with by individual characters, perhaps one per PC, resolved as you play an 80s keyboard-heavy song on your smart phone. Their solutions to the complication may or may not require an ability check. If all the complications are overcome, the airship is in Good Order (300 hp). If most, but not all, complications are overcome, the ship is Airworthy but Listing (150 hp). If most of the complications are not overcome, the airship is a Wreck or is Airworthy but Listing after the PCs expend a great deal more time than expected. The latter progress combined with a setback makes dealing with the complications in the thunderstorm more difficult. As the repair montage is playing out, describe an approaching thunderstorm, a regional effect of the blue dragon mummy's presence. Cue [I]Back to the Future[/I] music as the PCs try to get 1.21 gigawatts into the ship's power cells somehow. As above, one complication per PC happens as they try with similar outcomes: Fully Powered, Partially Powered, Low Power. These results grant advantage, no modifier, or disadvantage to checks related to flying the ship in the next scene. In the third scene, the characters are flying the ship to the city. More complications as they weather the storm and push the ship further than its design specs with similar outcomes for success, partial success, and failure: Intercept the Dragon, Beat the Dragon to the City, or Too Late. The air battle is fairly straightforward. The blue dragon targets the ship more often than its crew. At particular hit point milestones, the ship suffers from a complication of some kind. (I would just make a list of potential complications to roll out as appropriate.) Dealing with it successfully restores some hit points. At 0 hit points, the ship has taken all the punishment it can and crashes. The smart play is to land it safely before that time. I wouldn't, by the way, get into granular ship maneuvering or the like. That's roughly how I'd do it. [/QUOTE]
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