The top speed depends on the type of the airship. While the first designs were non-rigid, it became soon obvious that useable speeds could best be achieved with rigid designs because the higher dynamic pressure at higher speeds required more internal pressure to maintain the hull's shape. Given the low strength of early hull materials, the internal pressure puts a firm limit on non-rigid airship speeds.
Both designs produce drag mostly from friction and here size helps. A larger airship has a higher Reynolds number at the same speed. Its drag, being proportional to the wetted surface, only grows with less than the square of the linear size increase while lifting capacity is proportional to volume or the cube of the linear size. Next, the additional drag of the car, fins, gondolas and their rigging is a substantial factor: In case of LZ 126, S. Hörner (page 14-1) gives the drag coefficient as $c_D = 0.023$ for the hull alone and $c_D = 0.071$ for the complete ship, including nacelles, fins and all. The reference area here is the airship's frontal area.
A similar result is given in NACA Report 394 which documents the tests done on models of Goodyear Zeppelins in the NACA variable density wind tunnel in 1932.
As others have pointed out, speed does not increase in proportion to thrust, but increased thrust will result in an increase a bit larger than the square root of the thrust ratios due to the Reynolds number effect (friction drag changes approximately in proportion to $\text{Re}^{-0.2}$). Depending on the means of propulsion, thrust itself drops with speed for a given power with propeller or bypass engines. Only with rockets will thrust be constant over speed.
Drag coefficient over Reynolds number for an airship hull from NACA Report 397.
In order to calculate the top speed of airships, first wind tunnel tests on models were performed in order to find the drag coefficient of the general shape. Next, that result was scaled up to the real size and then the effects of the car, fins, gondolas, struts and bracing wires were added. The results were calibrated with deceleration tests on real airships. By measuring the change in airspeed of the unpowered airship, the drag over speed can be determined, and those results have been collected in NACA Technical Report 117 by Max Munk (1921) and NACA Report 397.
In order to make existing Zeppelins larger and faster, hull extensions were added together with additional engine gondolas. For your RPG, therefore, you should also have modular designs where the number of engines can be selected. Each one adds some thrust but also increases drag a bit.
Actually, the dynamics of airships are much more interesting than their top speed. In order to pitch up, the horizontal fins need to produce a downforce. If speed is low, this will force the airship down. Increase speed, and there is a point where no altitude gain is possible with elevator deflection. That is called the critical speed. Only when the airship flies faster than its critical speed will control effectiveness be restored. In case of the Cargolifter CL-160, power had to be increased by 40% from the initial design in order to stay well above its critical speed.
Also, maneuvering is an art in itself: If the ship sinks into warmer air, the adiabatic heating of the lifting gas might not be enough to maintain lift and the ship picks up sink speed. Now dynamic lift needs to be added in order to avoid a crash unless plenty of water ballast is available for dropping to lighten the ship. Size is now a disadvantage: Since aerodynamic lift is proportional to the hull area but lifting force proportional to its volume, larger ships can create less aerodynamic lift as a proportion of their static lift. While small ships can easily add or subtract 10% of their lift by means of pitching up or down, the Cargolifter flight envelope allowed only for ±4% of aerodynamic lift.