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[Eberron] Pimping out an elemental airship, 007-style
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<blockquote data-quote="MarkB" data-source="post: 7523421" data-attributes="member: 40176"><p>I'm currently running an Eberron campaign focusing on investigation and pursuit of a mad-scientist type villain, a rogue House Cannith industrialist who unexpectedly stole the brand new airship he'd just built for House Lyrandar during its christening ceremony, absconding with it to pursue his own obsessive quest.</p><p></p><p>So far, the PCs have been traversing the continent using commercial travel, but as the campaign transitions from "investigation" to "pursuit", I'm going to introduce them to their own vehicle, a small, nimble airship also built by the guy they're pursuing.</p><p></p><p>The current <a href="http://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea" target="_blank">Unearthed Arcana</a> article is very timely, and I intend to make use of it for the ship's basic structure, but I want this to be a full-on hero ship with some extra tricks and gadgets - basically, if Q from the Bond movies built an airship.</p><p></p><p>The main thing I'm going with is what I'm calling Elemental Infusions. There are a set of nozzles attached to the helm, into which metal vials can be inserted that contain pure elemental essence - air, fire, earth or water. When the essence is infused into the bound air elemental, the vessel gains a special power or ability for a short period. For instance, an infusion of elemental water allows it to generate a large fog bank to act as a smokescreen.</p><p></p><p>Each vial is single-use, but they can be recharged from a suitable elemental source, such as a manifest zone or a conjured elemental. The PCs will start out with maybe three of each.</p><p></p><p>Ultimately, I want each elemental infusion to offer three tiers of special abilities, with higher tiers unlocked at higher levels as the party unlock the airship's full potential. However, I could use some help in assigning some appropriate abilities. For reference, the party is currently 6th level.</p><p></p><p>My first instinct for the fire infusion was for it to act as an afterburner, allowing the airship to double its speed for a short time, while the air infusion would allow it to climb to high altitudes without suffocating the crew. However, I'm contemplating making the air infusion the speed boost, and having the fire one provide an offensive ability. For earth I was considering something like Earth Glide, but I haven't really settled on that one.</p><p></p><p>Any suggestions for first-tier and higher level abilities? I'd like them to be fairly unique rather than something that an existing spell can do just as easily, but I'll go with spell-equivalents if they're appropriate.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7523421, member: 40176"] I'm currently running an Eberron campaign focusing on investigation and pursuit of a mad-scientist type villain, a rogue House Cannith industrialist who unexpectedly stole the brand new airship he'd just built for House Lyrandar during its christening ceremony, absconding with it to pursue his own obsessive quest. So far, the PCs have been traversing the continent using commercial travel, but as the campaign transitions from "investigation" to "pursuit", I'm going to introduce them to their own vehicle, a small, nimble airship also built by the guy they're pursuing. The current [url=http://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea]Unearthed Arcana[/url] article is very timely, and I intend to make use of it for the ship's basic structure, but I want this to be a full-on hero ship with some extra tricks and gadgets - basically, if Q from the Bond movies built an airship. The main thing I'm going with is what I'm calling Elemental Infusions. There are a set of nozzles attached to the helm, into which metal vials can be inserted that contain pure elemental essence - air, fire, earth or water. When the essence is infused into the bound air elemental, the vessel gains a special power or ability for a short period. For instance, an infusion of elemental water allows it to generate a large fog bank to act as a smokescreen. Each vial is single-use, but they can be recharged from a suitable elemental source, such as a manifest zone or a conjured elemental. The PCs will start out with maybe three of each. Ultimately, I want each elemental infusion to offer three tiers of special abilities, with higher tiers unlocked at higher levels as the party unlock the airship's full potential. However, I could use some help in assigning some appropriate abilities. For reference, the party is currently 6th level. My first instinct for the fire infusion was for it to act as an afterburner, allowing the airship to double its speed for a short time, while the air infusion would allow it to climb to high altitudes without suffocating the crew. However, I'm contemplating making the air infusion the speed boost, and having the fire one provide an offensive ability. For earth I was considering something like Earth Glide, but I haven't really settled on that one. Any suggestions for first-tier and higher level abilities? I'd like them to be fairly unique rather than something that an existing spell can do just as easily, but I'll go with spell-equivalents if they're appropriate. [/QUOTE]
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[Eberron] Pimping out an elemental airship, 007-style
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