Air Travel [Archive] - Wizards Community

Post/Author/DateTimePost
SuperFrosty

10-03-04, 12:48 AM
All right. As a DM, I have taken the liberty of creating my own world to host my many shortlived campaigns. My friend is helping design the world, and thus far, we have a few continents, a secluded island nation (with an arena) and an archipelago.

What I need is feasible air travel. I don't want to use birds, as they require feed and rest. What I need are ships. My problem? Power.

I was thinking of using coal, but that seems too hightech for the world I'm trying to create. I then thought of water pumps that turned propellers, but then I wondered: how would this ship take the water out of the atmosphere?

My final idea is to take the ship, and somehow have a souped-up form of telekenesis cast on it. I have several concerns.

1.) How do you get over the duration of a spell? Telekenesis cannot be made permanent (as per the PHB).

2.) How do you get over the strength of the spell? I don't think telekenesis allows for a ship flying 2500 ft. above the ground.

3.) I need TWO airship designs, one that would cost less initially, but is slower, and costs more to maintain and staff. The second would cost a dragon's hoard (literally, I'm thinking 500,000 - 1,000,000 GP), but would be fast (350-500 miles/day), and require little upkeep.

If someone would be able to find a way to get me two effective airships as per my reqs, I would be extremely appreciative.
Mordmorgan the Mad

10-03-04, 01:08 AM
1.) How do you get over the duration of a spell? Telekenesis cannot be made permanent (as per the PHB).

2.) How do you get over the strength of the spell? I don't think telekenesis allows for a ship flying 2500 ft. above the ground.


Ah, the infinite uses of Craft Wondrous Item!

You may want to check out the new Forgotten Realms book Shining South coming out Oct. 8th. It should have a write up of flying ships.
Voran

10-03-04, 01:26 AM
You could steal a page from Escaflowne. I'm not sure how well I can describe it, but from the anime I saw, they had airships that floated because of....well...these huge magical (?) boulders attached to it. Basically where you might imagine you'd place a VTOL engine is where the big rocks were.
Fixxxer

10-03-04, 01:34 AM
If someone would be able to find a way to get me two effective airships as per my reqs, I would be extremely appreciative.

There's a very easy, very common way of handling this situation. Don't bother trying to use an existing spell to explain something. Are you planning on sitting your players down and explaining to them in great detail how these creations of yours work on existing core rules? I certainly hope not.

Just design them the way you want them to be and forget about using an existing spell. If the players ask, you can simply say that it ruls on basic magic, but it takes a whole team of archmages to create the thing in the first place (so they can forget about having one of their own ;)).
SuperFrosty

10-03-04, 01:40 AM
Well, it wasn't so much for them as it was for me.

But eventually, I want them to be able to acquire one, so I wanted to be able to explain how it works.
Nedlum

10-03-04, 01:41 AM
Reverse Gravity
Fixxxer

10-03-04, 01:44 AM
Well, it wasn't so much for them as it was for me.

But eventually, I want them to be able to acquire one, so I wanted to be able to explain how it works.

You might be suprised just how little the players will need to know about this, even if they have one of their own. "It runs on a sort of telekenesis. During the creation process, a dozen mages magically imprint a very basic system of commands into the item, which is how it responds to a captain's thoughts." That right there is probably more than enough.
Fixxxer

10-03-04, 01:46 AM
Reverse Gravity

...which explains how it floats, but doesn't do anything to explain propulsion.

However, there might be something to this. If you were to use a sort of permenent Reverse Gravtiy and then use a manual labor engine (four gnomes on bicycles, for instance) to power a propeller, then you would have effectively created a zepplin.
SuperFrosty

10-03-04, 01:52 AM
...which explains how it floats, but doesn't do anything to explain propulsion.

However, there might be something to this. If you were to use a sort of permenent Reverse Gravtiy and then use a manual labor engine (four gnomes on bicycles, for instance) to power a propeller, then you would have effectively created a zepplin.

:eek: FOUR GNOMES ON BICYCLES?!

ROTFLMAO!

But I actually think you may be right...I can imagine this...

Me: All right, you are now the proud owners of an airship. It works by--
Players: OH! A NEW TOY!
MortalPlague

10-03-04, 03:29 AM
Or you could always make it a big running joke throughout the campaign.

Players - "Ooh, an airship!"

NPC - "Yep, and cost me a fine penny too."

Players - "How does it work?"

NPC - "You know, nobody really knows how they work. They just do. It's one of life's great mysteries."

Hell, you could even base a campaign around it... the Secret of the Zeppelins! :D
deadDMwalking

10-03-04, 08:13 AM
You know what I like best about reverse gravity?

Well, you can probably "float" on it, being half in the reverse gravity and half out. But the funny part is when you "sail" over something. The whole trip you're going to be hearing "bam! Boom! TONG!"

The hull will have to be reinforced to prevent puncture from the bottom. That would probably force the ship to have "regular routes" to avoid too much damage. Also, the faster the ship travels, the less thing will "fly up" underneath it. If you are over an area for 1 second (1/6 round) something will only fly up 50 feet (if you divide the 300' you fall in a round into 6th). Using real world physics it would be closer to 30 feet. And only loose things would fall immediately.

Once you have determined how it floats, propulsion is easy. Sails would work. Oars with giant dragonfly wings attached to one end would work. A chain driven propeller would work. You might also want to think about steering. The ship would want a much larger rudder compared to an ocean going ship to have the same turn speeds....

Having it worked up is a fine idea. If your players do ask questions it makes your campaign appear more thought out. Increase the believability in one area, and it will spill over into others.
Burgundy Lotus

10-03-04, 08:30 AM
You could also have the ships made out of living plants that would use the power of the sun. I believe some Spelljammer ships worked this way.

A few new specialized 9th level spells could convert that natural solar energy into the propulsion and the levitation abilities.
MarkB

10-03-04, 12:34 PM
Steal the Fire Elemental airships from the Eberron Campaign Setting. Those can be your 'expensive' option - they're reliable, but binding a Large fire elemental reliably is expensive, and only those with a special, inherited talent can pilot them reliably, so it's something of a 'family' business.

Your cheaper, less reliable alternative could use bound air elementals (contained in a zeppelin-like ovoid enclosure). They're easier to work with, but they're deaf and blind once bound and only provide lift, not propulsion. So your weight limits are lower, you're thus more subject to weather, and you need to find some other means of propulsion - maybe a crew or oarsmen working enchanted oars, or a set of small golems turning a crank linked to a big propellor blade. Either way, you won't get the speed or control of the fire elemental craft.
Fixxxer

10-03-04, 03:39 PM
:eek: FOUR GNOMES ON BICYCLES?!

That's right. I went there. :D

Step 1: Peddle, peddle, peddle.
Step 2:
Step 3: PROFIT!
shadowflamedancer

10-03-04, 06:13 PM
One method that I have seen that I like a lot is levitation crystals. Basically several large crystaline strucures placed throughout the ship causeing it to float. Just Craft Wonderous Item and a permenant Levitate effect. For propulsion, if you don't like using sails with natural wind, just use a permenant, or at least long lasting, Gust of Wind or Control Wind effect. Or each ship could have a few 'Ship Sages' who regularly cast spells to make the ship move, or make it move faster. (I stole that from Quest for the Fallen Star)