Open Sky Airship Passage
Environment overview
A long stretch of open air where the crew must guide an experimental airship through shifting winds, quiet hazards, and the unknown rhythms of the sky.
Potential adversaries
Features
Passives
passive-
The Journey
Crossing the open sky uses a Progress Countdown (14).
When PCs take actions to help the journey (piloting, navigating, repairing, charting, keeping watch, morale, etc.), tick the countdown:- Critical Success: Tick down 3
- Success with Hope: Tick down 2
- Success with Fear: Tick down 2 (progress, but with a complication)
- Failure with Hope: Tick down 1 (slow but steady)
- Failure with Fear: No advancement + introduce a minor problemWhen the countdown triggers, the ship reaches its destination.
Questions- What breathtaking view makes everyone stop working for a moment?
- What strange floating landmark do you pass by?
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Steady Winds
The air currents are mostly favorable. Once per round, a PC can take advantage of the wind to gain advantage by describing how they work with the ship instead of against it.
Questions- What sound does the wind make when it fills the sails?
- What small ritual has the crew developed for “good wind”?
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Light Maintenance
The ship requires constant but manageable upkeep. On any roll with Fear:
Choose one:
- Mark 1 Stress
- A minor issue appears (loose rope, flickering engine, misaligned fin). If ignored, the next related roll is at disadvantage.Questions- What part of the ship always needs tightening, tapping, or coaxing?
Actions
action-
Gentle Drift
Spend Fear to shift the ship slightly off course. The crew notices something is wrong (not sudden danger)
The next navigation-related roll is at disadvantage or on success, tick one less than usual.
If ignored for too long, tick the countdown up 1 as time is lost correcting course.Questions- What landmark doesn’t look quite right anymore?
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Approaching Complication
Spend Fear to introduce a near miss or minor complication, not yet a disaster.
Perhaps:
- The ship scrapes something (cosmetic damage, loud noise, shaken crew)
- Turbulence cause the ship to list and a PC nearly falls or loses something important
- A creature or object passes uncomfortably close or a danger is spotted on the horizon.The players might be alerted automatically to the problem or it might require an Instinct roll to see.
Questions- What shadow passes over the deck?
- What sound makes everyone go quiet for a second?
Reactions
reactionAbout this environment
A long stretch of open air where the crew must guide an experimental airship through shifting winds, quiet hazards, and the unknown rhythms of the sky.
Open Sky Airship Passage
Tier 2 Traversal
A long stretch of open air where the crew must guide an experimental airship through shifting winds, quiet hazards, and the unknown rhythms of the sky.
Impulses: Drift off course, Winds blow chaotically, Ship requires maintenance
Difficulty: 14
Potential Adversaries: Beasts (Angry seagulls and other birds), Sky Whales
Features
- What breathtaking view makes everyone stop working for a moment?
- What strange floating landmark do you pass by?
- What sound does the wind make when it fills the sails?
- What small ritual has the crew developed for “good wind”?
- What part of the ship always needs tightening, tapping, or coaxing?
- What landmark doesn’t look quite right anymore?
- What shadow passes over the deck?
- What sound makes everyone go quiet for a second?
Open Sky Airship Passage
A long stretch of open air where the crew must guide an experimental airship through shifting winds, quiet hazards, and the unknown rhythms of the sky.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Open Sky Airship Passage Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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