Flying FAQ


| Note                  | Comments                                                                                                                                                                                                                                                                                                                                                        |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Boarding              | Is Pilot's action, moves ship 5ft alongside target                                                                                                                                                                                                                                                                                                              |
| Crashing Into Ship    | Large: 4d10, Huge: 8d10, Gargantuan 16d10                                                                                                                                                                                                                                                                                                                       |
| Crashing into Object  | You take crashing damage, object moves to nearest unoccupied space                                                                                                                                                                                                                                                                                              |
| Donkey Cannon Station | Bolt: 1 action load/aim, 1 action to fire \| 120/480 +6 3d10 piercing                                                                                                                                                                                                                                                                                           |
| Falling               | As normal                                                                                                                                                                                                                                                                                                                                                       |
| Initiative            | Straight d20 contest, then everyone is free to do w/e in any order                                                                                                                                                                                                                                                                                              |
| Repairs               | 1 HP+20GP / day \| *Mend*: 1d8 HP + 10GP + spell slot (+d8 per dragonshard)                                                                                                                                                                                                                                                                                     |
| Tilt & Roll           | Spend an amount of movement equal to half the ship’s Fly Speed to invert the ship on its axis, either turning it upside down or righting it. All creatures and objects on the ship that aren’t anchored fall when the ship moves in this way. A creature that succeeds on a DC 15 Dexterity saving throw can grab a fixed object within reach to avoid falling. |

Traveling

Each travel day will have 2 legs, could have 3:

  • Morning

  • Afternoon

  • Evening (cover more distance/increased risk of encounter & risk losing long rest )

Consume per day:

  • 1 ration / player + pilot

  • 2 dragonshards to power the Cig

Each leg pick travel altitude:

Altitude Pro Con
Low (~30 ft) No turbulence risk. Ground threats & watchful mid-range flying enemies spotted early (Perception advantage). Easy emergency landings. Fully exposed to ground ranged attackers and siege weapons. Ash clouds hit hardest at low altitude.
Cruising (30-60Ft) Out of range of most non-siege ground weapons. Partial shelter from volcanic ash plumes. Mid-range flying enemies most active here. Moderate turbulence on storm encounters.
High (60-90ft) Above most mid-air enemies. Ground attackers at disadvantage. Fastest travel speed Turbulence DC is higher. Ash Cauldron thermals increase turbulence. Risk of max fall damage