Even at 2/5 completeness we can do better than saying stuff in Eberron costs too much.
So I'm starting right the hell now:
Airships:
Since the writings satirist Johnathan Swift and noted wargamer HG Wells, Airships have had a place in fantasy. They've been used as a way to have naval conflicts on Mars by Edgar Rice Burroughs, as the ultimate transit mode in the Final Fantasy series of games, as mobile bases of operations in anime like Visions of Escaflowne and comics such as the Shield Helicarrier. The failure of a Hot Air Balloon was a plot point in the Wizard of Oz and an exploitable glitch in Ultima V.
Thus they clearly have a place in D&D. This isn't to say they have a place in all D&D settings or all D&D games - if you don't think they belong in your setting or particular game, you are free to stop reading and go play D&D games without them. We won't think any worse of you. People run D&D games without Beholders, Magic Missile or Sword Axes Dire Flails, and nobody thinks that those aren't worthwhile D&D games.
But if you are the type who wants airships in your D&D, you are faced with the sad reality that the existant Airship rules are either the craptacular and overly complex vehicle system in A&EG or the setting specific and "PC's can't get these" rules from Ebberon. If you like those rules, feel free to keep using them and just stop reading. However, if you're still here, that means that you are unhappy with those rules, so keep reading:
.....leaving it to others more familiar than I to point out flaws in those rules....
Airships in the Setting and in the Game
If you have a game with Airships, the first thing you have to decide is what roles they serve in the setting and what roles they can serve in the game. There are several possibilities here:
Airships are secret projects
In this setup, Airships are rare, if not unique. Like the Shield Helicarrier from marvel comics or the vehicle in Master of the World, adventurers may come across one that serves as a vehicle for a challenging enemy or a midair dungeon in the course of a campaign - but the general populace is completely unfamiliar with them.
In this setup, the most prominent questions the MC must answer is "why aren't there more of these?" and "what happens if the PCs try to build more?". You don't really have to worry about pricing airships and technological progress here. See the Avatar: The Last Airbender series for an example of a fantasy series where PC actions lead to airships going from a single tinkerer's experiment to the development of airship fleet.
Sample adventures in games with airships as secret projects:
- The Evil Wizard Norwesk has bound Djinn to weave him the largest flying carpet ever made. He can render castle walls irrelevant by dropping his clockwork warriors from the sky as he throws fireballs. Should we assemble enough knights and archers to stand against his assault in Warwick, he can pass by unharmed and have seized Oxford before the knights could reach it to render aid. You must find his grand loom, free the Djinn and find a way to unmake the carpet before he unmakes our kingdom.
- The planeswaler Alarance's famed vessel Sheol appeared above the eastern shore yesterday and has been hovering there motionless. Sailing ships nearby have reported sounds of combat and charred debris floating in the sea. You must capture flying mounts, reach the vessel, breach the planesmetal hatches and investigate why the planeswalker is here, whether he yet lives and what secrets may be hidden in his vessel.
- The designs of the heretic Da Vinci were said to contain plans for a machine which could fly faster than dragonback. If you could infiltrate the inquisition, steal his writings from their evidence, and find ways to bypass the explosive runes, glyphs of warding, sepia snake sigil and secret page spells he doubtless guarded them with, then the famed smiths Wilbur and Orville would surely pay dearly for such blueprints
Airships are a common mode of transport
In this setup, everyone knows about airships and they are a part of established commerce and warfare. This is the default assumption in Ebberon and Vision of Escaflowne as well as some of the FF games where every major city has a airship dock.
In this setup, you have to come up with reasons why airships are used sometimes, but not always. There need to be economic or resource or risk reasons why people still use wagons on roads and sailing ships for some journeys. Airships can be expensive, or limited by climate, limited in scale (either minimum or maximum size) or restricted by officials, or subject to limited resources (like Helium), or at risk of attack from airborne monsters, or slower than other means of transit or other possibilities - but there need to be advantages and disadvantages to airship transit in this sort of setting.
Here, the PCs will reasonably expect to book passage on airships even at the lowest levels and may or may not be able to take ownership or command of their own vessel at mid to high levels. So it's important to have some idea of how booking passage works and what sort of cost / quest or rank it takes to get control of various types of airships. It's also important to have consistent reasons why sometimes battles have to be fought with ground forces instead of airship-to-airship.
Sample Adventures in settings with airships as a common mode of transport
- During a remote passage, one of the airships passengers was killed in his sleep. Nobody has boarded or left the ship since the last airdock, so the killer is still aboard. Complicating matters is that the victim turns out to have been an unlikeable elf wizard who had was keeping his service to The Dark Lord at the end of the Last Age secret. A lot of people would have wanted him dead if they knew that - but was that why he was killed or will the killer strike again?
- The Wizengineer Nikolai's final attempt to build an airship that's safe from lightning has failed in spectacular fashion. His experimental ship lasted nearly an hour as it pushed into The Thunderhead. Now the race is on to salvage the wreckage for materials, magics and any survivors. Watch out for the lightning elementals.
- Lord Smith claims to have built a tunnel through the ancient dwarf mines that will let his caravans make the Kessle Run faster than airships can skirt around The Horn. He's declared a race, and he's paying a good wage for caravan guards. Is he just worried about the Airship Lords hiring brigands to sabotage his effort, or is the ancient evil still luring in those mines?
Airships are the backbone of society and warfare
Beyond even common, airships are nearly ubiquitous in this sort of setting. There are nations that depend entirely on airships for trade and every sort of warfare includes major airship action. Barsoom, Last exile and Eureeka Seven are examples of this sort of world.
With a setting like this, the PCs are likely to acquire a small airship of their own very early (or even start out with one) and upgrade it throughout the campaign. Alternately, they might just borrow or commandeer one whenever it's the most handy option for them. So it becomes very important to have different sizes, speeds, and shapes of airship that PCs can upgrade and customize.
It should also go without saying, that if airships are this common, overland trek adventures become nonsensical. The PCs should only have to worry about encounters such as fighting off predatory jungle cats if their has airship crashed and they don't have hope of a quick rescue. This doesn't mean that all adventures will be "we airship to the dungeon" what's the first room look like? The PCs can still be opposed by airborne enemies (Sky Pirates, Pegasus Knights, Chaos Rocs, etc) or enemies already on the airship (Stowaways, Saboteurs,Mutineers, etc) - but it does mean that you're probably not gonna be using the DMG-standard encounter by terrain charts.
An airship based military would have likely have certain similarities to real-world warfare that would be of great interest to adventurers. If air superiority is a nearly insurmountable strategic advantage (as it is is real world warfare) then it becomes very likely that whenever one military achieves air superiority, the opposing will either surrender or fall back on the sort of small-scale guerrilla tactics that D&D PC groups excel at. Furthermore, if air superiority is a big deal and if airships are vastly more expensive than infantry and man-portable arms (as airplanes are in real warfare), then small-unit attacks with very-low success rates of destroying or crippling airships become a net economic win and thus D&D esque missions such as sending three guys, one with a Necklace of Fireballs, to try to blow up the enemy Skydock are actually clever grand strategy.
Adventures in settings where airships are the backbone of society:
- The annual TukNek two-seater open rally approaches. Can the PCs get their airships and piloting skills ready in time to win, place or show? What made the favorite drop out so mysteriously? Are the rumors of sabotage true? Can divination magic forecast this years course through the canyons before race day? Why is there a kid with a pet monkey in our trunk?
- It appears that the Guildor alchemists have developed a way to enclose alchemical fire in an outer container of rock-eating acid. If it comes to war, our existing shelters won't be enough. Go clear the beggars and orcs out of the Millgate Mine so we can begin refurbishing it as an air-raid shelter.
- The Airship carrying the Princess of Florence has been skyjacked by pirates. They're demanding fuel and weapons for her safe release - but they're going to hold the other passengers for insurance. Use your one-man airsurfers to sneak aboard and get the hostages clear so that we can send the troops in
Once you've decided how common airships are in your setting and game, the next issue is just how much access to PCs have to them?
Power and Lift Source
aka Fucking Airships, How do they work?
In the real world, there are three possibilities: Heated Air in some sort of envelope (hot ait baloons, floating lanterns), Lighter than Air Gas in some sort of envelope (zepplins, blimps) and heavier than air with powerful engines and thrust (helicopters). In various fantasy settings, airships have achieved lift due to floating rocks (Escaflowne), additional colors (Barsoom, Eureka Seven), antigravity fuel (Wells's Cavorite, Last Exile's Claudia), binding elementals (Ebberron) or sometimes unspecified technology / magic.
It's vitally important for the players to have some idea about which of these your game and setting uses and how they can interact with it. Any type of airship that includes a gasbag or envelope can be sabotaged by puncturing the envelope. Airships that work by heating air can be forced to ground if hit with cold spells. Airships that work via engines generating thrust are subject to issues with their rotors or turbines, and probably require very volatile fuel. Airships that lift by using floating rocks have a nice thematic similarity to the sorts of floating islands common in fantasy, but may have issues with rock to mud or earth elementals. If airships are propelled by weird colors or lights, then they likely require reflective sails or surfaces, which can be obscured. If airships require a special type of antigravity fuel - where does it come from, what else is it used for, and does it provide forward motion or just negate weight? If airships work by binding elementals - what's necessary to bind them? what happens to the ship if one dies or becomes unbound? If airships work by unspecified magic - then what happens if it's hit by dispel magic or disjunction, are there jaggds or dead-magic zones where they can't reach?
Existing Rules Issues
If you have lighter-than air craft, then spells which affect objects limited by weight, such as Invisibility, Obscure Object, Levitation, Mage Hand and Mending can potentially be used upon them. Or you can rule that such limitations are supposed to be by mass and not by weight and therefore such tricks don't work.
If you have craft that fly by means of "it's magic" you need to answer how such craft respond when hit by Dispel Magic - is it an immediate rapid descent, or is it a slow safe fall, like the flight spell description.
sadly, that's all I have time for and it's more questions and fluff than answers and rules - but hopefully it's a decent starting point and sets some seeds for expansion into a worthy sourcebook
