One-Shot: The Airship Regatta

One-Shot
System: DnD 5.5 (2024 rules edition; DND-OGL)
Theme: Airships, sky pirates
Conflict: Protect the Regatta from skypirates
Level: 3
Number of player(s): 3 to 6 players
Alignment: Any
Starting equipment: Standard kit according to the Player's Handbook)
Character options: All species, all classes (custom steampunk classes available on demand) and backgrounds available in the Free rules/Player's Handbook 2024 including the species listed in the Playable Species section. Backgrounds can be customized (take any Origin feat, Ability Score Improvement, 2 skills and (2 tools or 2 languages or 1 language and 1 tool). Custom backgrounds are subject to review and you may be asked to alter parts by the DM.
Attribute Scores: Standard array or Point Buy
Hit Points: Average fixed
World background information: Welcome to Morea - an introduction

 

The world in a nutshell

Morea is a mixed world with a variety of elements:

    • Post-apocalyptic
    • Low magic areas
    • No Gods
400 years ago, a great calamity called the Scarring ravaged the world and killed most of its people. During this event the Gods themselves disappeared.
On one of the continents, a mighty Empire has risen from the ashes using science and technology to create great cities of steel, concrete and smoke.
Another great force in the world is the magical kingdom founded by the last of the Elves mixing their blood with humans. They try to re-establish magic as the leading force.
In the frozen wastes live the clans of the north. They hate magic with a passion and will kill any magic user on sight.


 

Introduction

The trade routes in the skies have been raided and threatened by Sky Pirates between the city of Mori and the east coast city of Drakken's Port. They have salvaged derelict and crashed sky ships to build a ragtag fleet of pirate ships commanded by captain Bruce "The Peglegged Mech" Armstrong. Especially the trade of the Elysium Company has been affected by raids.

Lady Cassia Dain, Chairwoman of the Board of the Elysium Company, has tasked her right hand man to come up with a plan to destroy the pirate threat. Seneschal Hieronymus Fairwinds, wants to use the annual Grand Regatta as bait. He has diverted the path of the Regatta from the southern route to New Halcyon reach to sail east instead to Drakken's Port. A crew of elite mercenaries have been hired to command a warship to attack any pirates who might show up.


 
Huzzah, Sky Warriors! You've entered your Airship into the Grand Regatta, sponsored by our esteemed Lady Dain, and can display the splendor and magnificent of our flying machines! We make our way from the Military District in Mori to the docks in Drakken's Port.
  Beware! Ignoble ruffians called the Sky Pirates have been sighted and are known to prey on sky faring vessels in the countryside. With the Aeronauts deployed on the war front our Regatta is especially vulnerable! Protect yourself and each other at all costs!

 

Organisations

The Dain Family - Organizers of the Grand Regatta and one of the wealthiest families of the city.

Imperial Aeronauts - The new air force of the Empire of Mori. They use technological wonders that enable flight such as balloons, dirigibles, ornithopters, mechanical dragons and other wonderous machines.

Sky Pirates - Desperados and criminals who’ve seized derelict airships from the ruins of the Empire. They raid supply convoys, smuggle contraband, and sell their loot to gangs and organized crime families of the city.


 

Important NPCs

Lady Cassia Dain - One of the wealthy philanthropists of the city and wife of Aldric Dain. She hosts many events and parties for her charities expertly drawing funds from her wealthy friends. The Regatta is formed around her flagship the Blissful Winds.

Seneschal Hieronymus Fairwinds - Master of Ceremonies for the Grand Regatta and stewart of the Dain family. A foppish gentleman with long blond hair wears a top hat and fancy clothing. Speaks with an over done nobleman's speech.

Scenes

With a suggested maximum time for planning a 4 hour session.
Scene 1: The Grand Regatta (max. 1 hours)
Scene 2: Broken Wings! (max. 1 hours)
Scene 3: Battle in the Skies! (max. 1 hour)
Scene 4: Race for the walls! (max. 1 hour)
Scene 5: Confront Lady Dain (max. 1 hour)

Scene 1: The Grand Regatta

The trade routes

Welcome, welcome brave sky sailors and captains! You've entered your ship The Midnight Drift into the Regatta... What most of the captains don't know is that you are our last line of defense! An innocent looking dirigible but secretly armed to the teeth with the latest guns and armor plating! Those dastardly pirates won't know what hit them hahaha! So you know your mission.. Be the hound that hides amongst the sheep and once you see the wolves approach, leap into action and close the jaws of steel!

 

1.1 Amongst the airships

The party has command of the airship The Midnight Drift, an armed warship in disguise, they sail among the regatta on the lookout for trouble. They need to maneuver among the airships and will meet some other sky captains and explore the landscape. As well as the crew on board the ship. They will slowly move over the crowd below at applause and adulation. Here we can introduce the players and see what they are doing. Explain the properties of the airship and what they can do when battle erupts.


  In case there are some vacancies in the crew:
Captain Derek "The Razor" Rednar
    • Race: Human
    • Role: Captain / "The Mercenary"
    • Appearance: A large man with a long curly beard wears a tricorn hat, a black and red longcoat. Wields a pistol.
    • Personality: Gruff, commanding, greedy
    • Quote: "For honour, glory and most importantly for gold!"
Rolls Commander checks with a +4.

 
Pilot Celia "Quickhands" Virreum
    • Race: High Elf
    • Role: Pilot / Fighter pilot
    • Appearance: A tall, slender Elf woman with long brown hair dressed in a pilots suit. She has a pistol on her hip.
    • Personality: Bubbly, positive, high energy
    • Quote: "Nobody can steer this old rustbucket as well as me! But you are pretty good."
Rolls Piloting checks with a +4.

 
Engineer Graegor "Steamhammer" Swolburger
    • Race: Dwarf
    • Role: Engineer / "Hammer Dwarf"
    • Appearance: A bulky Dwarf man with a long braided beard, brown hair dressed in an leather apron with a tool belt.
    • Personality: Gruff, serious, dilligent
    • Quote: "Keep that engine running, our lives depend on it!"
Rolls Engineering checks with a +4.

 

1.2 Moving out of the city

They move over the city walls out into the wide country side drifting calmly on the winds. One of the airships at the front starts to veer off-course and breaks with the Regatta seemingly damaged or having trouble with one of the engines.


 

Scene 2: Broken Wings

A large airship in the front of the Regatta, a cruiser brightly coloured in shades of red and purple with a butterfly wings made from a gossamer fabric, veers off to starboard seemingly damaged with smoke coming from one of its engines. The radio lights up: "Mayday! Mayday! Engines failing! Send assistance immediately! We're holding one with three engines but they're overloading! We're going to crash!"

  They have to save the Morning Glory, a large ornithopter with engine trouble. You either board the vessel and save the crew or manage to the fix the engines.
    • Piloting Check (or use Athletics or Acrobatics): maneuver to the vessel to render aid, dock or help it descend. DC14 to move alongside, DC16 to dock and DC18 to connect cables.
    • Engineer Check: Once onboard, an engineer can attempt to fix the engines. DC14 to buy a few turns, DC16 to fix the engine to enable it to return to port, DC18 to fix it to return to the Regatta.

The airship in trouble needs to be saved or the crew needs to be recovered. If they manage to save the vessel it will aid them in fights by firing its ballista at enemies.

Battle in the Skies

The Morning Glory survived: The Regatta has moved on towards the distant city of Draken's Port and can be seen on the distant horizon. You fire up the engines and start to maneuver back in line of the rest of the fleet. A ship dives out of the cloud cover and starts descending upon the Morning Glory. It flies a black flag with a winged skull. Pirates! Going for the limping ship like a bird of prey.
Morning Glory crashed: The Regatta has moved on towards the distant city of Draken's Port and can be seen on the distant horizon. You fire up the engines and start to maneuver back in line of the rest of the fleet. A ship dives out of the cloud cover and starts descending upon you and fires its cannons! It flies a black flag with a winged skull. Pirates! Descending on you like a bird of prey, the alarm is sounded and call for battlestations is made!
The four resolutions to the encounter are:
    • Destroy the pirate ship
    • Board and capture the ship
    • Force them to surrender
    • Flee the scene
On the top of the round there is radio communication with the vessel. The encounter runs on shared initiative with the party acting on the same combat round lasting 30 seconds.

Captain Amelia Darrion
    • Race: Human
    • Role: Captain / "The Gentle Captain"
    • Appearance: A richly dressed woman in an impractical purple dress for onboard a vessel. She wields a rapier and pistol.
    • Personality: Soft-spoken, commanding, snobbish
    • Quote: "My lordships, we shall have tea and biscuits when this is over."

 

Scene 4: Race to the walls!

A fleet of pirate Airships are on route to attack the Regatta and they must run interference until they reach the walls where the defensive guns and warships will drive off the pirates. When they reach the regatta they see that the main vessel has been boarded by the pirates and they receive short-range radio communications calling for help. They say the pirate captain Bruce "The Peglegged Mech" Armstrong is trying to kidnap Lady Cassia Dain.


 

They must board the vessel and fight the pirates and save the lady. Afterwards they escort the vessels into the docks at Drakkens Port and they get much praise and rewards.


 
Captain Bruce "The Peglegged Mech" Armstrong
    • Race: Human
    • Role: Captain / "Barrel chested mech"
    • Appearance: It was a crude mechanical build, consisting of a large, round barrel, steel mechanical legs, and robotic arms ending in sharp claws. After blowing most of his lower body off in an accident involving a powder keg and his pipe, he was rescued by a ship surgeon who attached his head to a loader automaton. A ship's surgeon managed to save him by attaching his head to a loader automaton.
    • Personality: Greedy, boisterous and criminal. Will do anything for gold and runs the pirates outside of Mori.
    • Quote: "Landlubbers don't have the stomach for the skies!"

Appendix 1: Statblocks

Homebrew

Sky Pirate
SMALL HUMANOID

Treasure: 1d12+1 gp

A humanoid dressed in loose fitting ragged clothes. They wield a scimintar and have a snaplock pistol.

Armor Class: 14

Initiative: +3 (13)

Hit Points: 18

Speed: 30 ft

Challenge: 1/2 (XP 50; PB +2)
    MOD SAVE
STR 14 +2 +4
DEX 16 +3 +5
CON 12 +1 +1
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Acrobatics +5, Perception +3, Athletics +3

Gear: Snaplock Pistol and cutlass

Languages: Common


Traits

Sky Legs. Can make Acrobatics Checks with Advantage when onboard an Airship.


Actions

Make one attack from below, choose a pistol or scattershot for the creature:
Scimitar. To hit: Melee Attack 5ft, 1d20+5 , on hit 1d6+2 slashing damage.
Snaplock pistol. To hit: Ranged Attack 30/90ft, 1d20+5 , on hit 1d10+3 piercing/bludgeoning damage, Fatal shot on critical 1d12+15

1/Use: Nailbomb Throwing Weapon 20/60 ft, 1d20+5 , DC15 every -5 moves the grenade 5 ft in a random direction. Hail of Nails: 20 ft Cube, all creatures make a Dexterity Saving Throw DC12, on failure 2d8+2 piercing damage, on success they take half damage. Roll the damage once and apply to all creatures.


Bonus Actions

Reload. Reload a firearm.

Homebrew

Sky Pirate Boomstick
SMALL HUMANOID

Treasure: 1d12+1 gp

A humanoid dressed in loose fitting ragged clothes. They wield a scimintar and have a scattershot.

Armor Class: 14

Initiative: +3 (13)

Hit Points: 18

Speed: 30 ft

Challenge: 1 (XP 100; PB +2)
    MOD SAVE
STR 14 +2 +4
DEX 16 +3 +5
CON 12 +1 +1
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Acrobatics +5, Perception +3, Athletics +3

Gear: Scattershot and cutlass

Languages: Common


Traits

Sky Legs. Can make Acrobatics Checks with Advantage when onboard an Airship.


Actions

Make one attack from below, choose a pistol or scattershot for the creature:
Scimitar. To hit: Melee Attack 5ft, 1d20+5 , on hit 1d6+2 slashing damage.
Scattershot (Solid Slug). To hit: Ranged Attack 30/90ft, 1d20+5 , on hit 1d12+4 piercing/bludgeoning damage, Fatal shot on critical 1d20+25
Scattershot (Pellets). To hit: Ranged Attack 20 ft Cone, Dexterity Saving Throw DC13, on failure they take 1d12+4 piercing/bludgeoning damage, on success takes half damage when they succeed +10 on the Save they take no damage. Roll the damage once and apply to all affected creatures.
Scattershot (Peppershot). To hit: Ranged Attack 15 ft Cone, Constitution Saving Throw DC13, on failure a creature gets the Blinded condition until the end of its next turn, on success they are unaffected.


Bonus Actions

Reload. Reload a firearm.

Homebrew

Sky Pirate Deadeye
SMALL HUMANOID

Treasure: 1d12+1 gp

A humanoid dressed in loose fitting ragged clothes. They wield a scimintar and have a musket.

Armor Class: 14

Initiative: +3 (13)

Hit Points: 18

Speed: 30 ft

Challenge: 1 (XP 100; PB +2)
    MOD SAVE
STR 14 +2 +4
DEX 16 +3 +5
CON 12 +1 +1
    MOD SAVE
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Acrobatics +5, Perception +3, Athletics +3

Gear: Musket and cutlass

Languages: Common


Traits

Sky Legs. Can make Acrobatics Checks with Advantage when onboard an Airship.


Actions

Make one attack from below, choose a pistol or scattershot for the creature:
Scimitar. To hit: Melee Attack 5ft, 1d20+5 , on hit 1d6+2 slashing damage.
Snaplock Musket. To hit: Ranged Attack 90/600ft, 1d20+5 , on hit 1d12+4 piercing/bludgeoning damage, Fatal shot on critical 1d20+25
Sneak Attack. When an ally is within 5 ft. or they have Advantage on the Attack Roll add 2d6 damage.

1/Use: Smoke Bomb Throwing Weapon 20/60 ft, 1d20+5 , DC15 every -5 moves the grenade 5 ft in a random direction. Smoke Screen: 20 ft Radius sphere becomes Heavily Obscured and creatures inside the smoke receive the Blinded condition.


Bonus Actions

Reload. Reload a firearm.

Homebrew

Peglegged Mech
LARGE CONSTRUCT

A steam-powered wooden suit resembling a large barrel on six wooden legs, two claw like arms and a glass dome on top containing the pirate captain. Standing 2,5 meters tall and wide it clunks around with surprising speed and dexterity. It has weapons mounted on its arms.

 

It's piloted by a small or medium creature. It uses the Intelligence, Wisdom and Charisma of the rider.


Armor Class: 16 (natural armor)

Initiative: +1 (11)

Hit Points: 100

Speed: 40 ft

Challenge: 3 (XP 500; PB +3)
    MOD SAVE
STR 18 +4 +7
DEX 12 +1 +1
CON 18 +4 +7
    MOD SAVE
INT 10 +0 +0
WIS 10 +0 +0
CHA 10 +0 +0

Skills: Athletics +7 (A), Acrobatics +4, Perception +3

Vulnerabilities: Fire

Immunities: Poison, Necrotic, Divine, Poisoned, Charmed, Dominated, Confused, Paralyzed, Stunned, Incapacitated, Sleep, Frightened

Senses: Darkvision 120 ft., Passive Perception 13

Languages: Riders languages


Traits

Sensor. The suits instruments increase the passive perception of the rider with +7 and grants 60 ft. blind sight and 200 ft. dark vision.

Heavy armor plating. The Warsuits heavy armor grants a Damage Threshold 5.
Reactive armor. set it as a free action on the start of the creatures turn:

  • 1d8 and subtract this number from all damage
  • Reroll Saving Throws and take the higher result even when you have advantage
  • +2 AC
Insulated Atmosphere. As long as the cockpit it intact the rider cannot be targeted directly. The cockpit starts to crack when it has 1/3 (50 hp) of it's hit points left. The cockpit can be targeted and has 30hp and AC25.


Actions

Multi attack. It makes 2 attacks from below:

Rocket Claws. Range 20ft, 1d20+7 , on hit 1d12+8 Slashing damage, Strength Saving Throw DC14, on failure the creature is Grappled and pulled 10 ft towards the mech. The creature can attempt to break free with an Athletics or Acrobatics Check DC14.

Net gun. Range 120/300 ft, 1d20+7 , on hit the target creature is Restrained and cannot move until it succeeds an Athletics or Acrobatics Check DC14 or cuts through the net with a sharp instrument doing at least 5 points of damage.

Kick. 1d20+7 , on hit 1d8+4 bludgeoning damage, Strength Saving Throw DC14 or get knocked Prone.


Bonus Actions

Retract Chain. When a creature is Grappled by the Rocket Claw the Mech can use a Bonus Action to retract the chain. The creature makes a Strength Saving Throw DC14 or is moved 10 ft towards the mech.

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