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Worlds of Design: Death from Above
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<blockquote data-quote="J-H" data-source="post: 8226894" data-attributes="member: 7020951"><p>My current campaign's antagonists are Aaracokra. They use flying ships powered by sacrificed human hearts. I put some limitations on it to avoid things getting too crazy for either side:</p><p>-Ships "run out" of power after 120 days of flight and need to be recharged (divine/sacrificial evil ritual); the party has to steal new ones every so often.</p><p>-Ships are mass-produced and simple - controls are "ground" "100' altitude" plus forward/backwards and turn left/right. This fixes everyone at a reasonable altitude.</p><p>-Ships run only during the daytime (sun god), and are grounded at night. This gives the group an opportunity to catch them on the ground - and makes ocean crossings hazardous.</p><p></p><p>Travel time for the air-skiffs is still 72 miles per day, versus ~24 miles per day for the party on the ground. They are a major mobility advantage even with all the limitations.</p></blockquote><p></p>
[QUOTE="J-H, post: 8226894, member: 7020951"] My current campaign's antagonists are Aaracokra. They use flying ships powered by sacrificed human hearts. I put some limitations on it to avoid things getting too crazy for either side: -Ships "run out" of power after 120 days of flight and need to be recharged (divine/sacrificial evil ritual); the party has to steal new ones every so often. -Ships are mass-produced and simple - controls are "ground" "100' altitude" plus forward/backwards and turn left/right. This fixes everyone at a reasonable altitude. -Ships run only during the daytime (sun god), and are grounded at night. This gives the group an opportunity to catch them on the ground - and makes ocean crossings hazardous. Travel time for the air-skiffs is still 72 miles per day, versus ~24 miles per day for the party on the ground. They are a major mobility advantage even with all the limitations. [/QUOTE]
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