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Karatorian |
I kinda like this, but I'm torn. You've got a good idea, which is a set piece battle on a gnomish flying deathtrap. Sounds like fun. The execution is a bit flawed though.
At first glance, I looked at the map and thought "Hey, Spelljammer, this could be fun." Then the judges came down on it hard and I was starting to think that it didn't really belong in Paizo's world. But then it was pointed out that the dragon airship actually came from one of Paizo's own sourcebooks, so you get a break there.
The main issue is actually the villain himself. I'm still at a loss to explain what a vampire wants a flying ship for anyway. But seeing as we've only go a glimpse at the wider plot, I'll give you the benefit of the doubt there. But when an undead (apparently a noble one too) wants a flying ship, a gnomish deathtrap isn't the ship he wants.
So either you needed a different flying ship, or different bad guy to fight on it. As I actually think the whole thing works better at lower levels (where the PCs are less likely to have flight themselves), dropping the vampire angle looks good.
If really attached to the VonTeado family, you should have used an airship powered by pure elemental evil, not high-test acid. I don't know what a full vehicle stat block would have cost you in word count, but I think you could have squeezed it in by tightening up some of your other bits. (Plus, it would give a GM with the vehicles rules some more guidance on running the encounter, which is good, because it looks kinda complex.)
The other big issue is that your deathtrap looks to be too effective. It's just brimming with TPK. Yes, I know 20d6 is terminal velocity falling damage. It's still not nice to drop that sort of threat on low level PCs. The explosion on top of that is just crazy. It seems like you're trying to ensure that nobody short of epic can survive a crash landing on this thing. Seems kinda pointless. (Thought I suppose a pretty explosion as it goes down has cinematic value.)
More likely, you're trying to ensure that, no matter what, the ship is utterly destroyed. Seems kinda mean to dangle something like that in front of the PCs and then blow it up. The PCs are gonna want the airship. If letting them have it derails your campaign, then this scenario is all wrong.
And altogether I think the whole thing feels railroaded. To get to the fun bit, you have to chase the vampire onto the ship. If you try to deal with him in some other way, it all falls apart and you get the boring bits. (And you do have to chase him, you can't sneak around. Otherwise I don't see the hasty take-off with unsecured "fuel" happening.)
Once you're on the ship, it's a round by round clock to fiery death. Kill one of the gnomes and it's even worse. Seriously, they've got no backup what so ever? There's a strong motivation to kill at least a couple to make the others "straighten up and fly right." Once that happens, every has to abandon ship or die. It doesn't matter if you're a tinker gnome with max ranks in Pilot (Spelljammer, um I mean, Airship), you can't even try to soften the blow.
I think the parachutes is a little too real world for the sort of fantasy Paizo produces. Sure, they'd work and avoid the TPK, but the players would either have to use out-of-game knowledge to use them (which I can't say I'd blame them for, as you've forced the issue) or wait for the gnomes to jump ship and hope they can do the same. Also, you've neglected all the rules the GM is gonna' have to make up on the fly to use them. One shot feather fall items (even if already used by Ebberon) for the same effect makes more sense.
If it seems like I've come down really hard on you, it's just because you've managed to come up with an idea I liked enough to pick apart.