The "meat" of the rules, covering starting ships, crew morale, travel, and random aerial encounters.
Disabling the enemy's sails, engines, or gasbag to force a surrender.
[ Enemy Airship ] <-- Elevation +100 ft / / (Ranged Ballista Fire) / [ Players' Vessel ] <-- Elevation 0 ft The Three Dimensions airship campaigns pdf
Vessels harness a ambient energy field (the Aether) using advanced, glow-in-the-dark technology. Geography of the Skies
Specific deck guides and statistics for the core vessels in the setting. Creatures and Monsters: A bestiary of sky-bound threats. The "meat" of the rules, covering starting ships,
The players inherit a battered, non-functional airship hull. Their first quest is to sneak into a military scrapyard to steal an elemental engine to get it airborne.
An airship cannot be flown by a single person. To keep the entire party engaged during travel and combat, assign specific crew roles: Geography of the Skies Specific deck guides and
: For those playing older editions or looking for crunchy engineering rules, this classic guide covers building flying cities and purpose-built vessels. Core Mechanics to Include
Rules for thin air and extreme freezing temperatures at high elevations.