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Steampunk Airship Chase/Raid/Pirate help
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5188629" data-attributes="member: 19675"><p>Type of airship matters as well.</p><p></p><ol> <li data-xf-list-type="ol">Flammable Gas: Risky in a world of dragons and flame or lightning-slinging spellcasters...not that likely, IMHO.</li> <li data-xf-list-type="ol">Heated Gas: Less risky, but still with some interesting challenges...all of which are shared with Flammable Gas airships. A fire spell could cause an altitude jump; other elemental spells could cause a plunge. Summonings of physical creatures could do likewise. Certain attacks could puncture the gasbags...</li> <li data-xf-list-type="ol">Magic: Less risky and has any number of forms- Enslaved Air Elementals, Brooksian "diapson" powered ships with parse tubes, Wellsian/Space:1889 style cavorite steamers & liftwood sailing ships, Spelljammers and so forth.</li> <li data-xf-list-type="ol">Lost Ultra Tech: Least risky, but to some, the least satisfying because it implies your campaign world is Post-Apocalyptic...or at least "Post-Atlantean." Still, it makes for fun- see Brooks' <em>Shanarra</em> books, Corben's <em>Den</em>, or simply listen to The Sword's [ame="http://www.youtube.com/watch?v=iI7227GHvQY"]Fire Lances of the Ancient Hyperzephyrians[/ame]</li> </ol></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5188629, member: 19675"] Type of airship matters as well. [LIST=1] [*]Flammable Gas: Risky in a world of dragons and flame or lightning-slinging spellcasters...not that likely, IMHO. [*]Heated Gas: Less risky, but still with some interesting challenges...all of which are shared with Flammable Gas airships. A fire spell could cause an altitude jump; other elemental spells could cause a plunge. Summonings of physical creatures could do likewise. Certain attacks could puncture the gasbags... [*]Magic: Less risky and has any number of forms- Enslaved Air Elementals, Brooksian "diapson" powered ships with parse tubes, Wellsian/Space:1889 style cavorite steamers & liftwood sailing ships, Spelljammers and so forth. [*]Lost Ultra Tech: Least risky, but to some, the least satisfying because it implies your campaign world is Post-Apocalyptic...or at least "Post-Atlantean." Still, it makes for fun- see Brooks' [I]Shanarra[/I] books, Corben's [I]Den[/I], or simply listen to The Sword's [ame="http://www.youtube.com/watch?v=iI7227GHvQY"]Fire Lances of the Ancient Hyperzephyrians[/ame] [/LIST] [/QUOTE]
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