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<blockquote data-quote="Primitive Screwhead" data-source="post: 5126141" data-attributes="member: 20805"><p>I agree with PoorHobo, my inclination would be to sketch out a variety of skill challenges {using Stalker0's Obsideon system} for events during the sailing portion of the adventure.</p><p></p><p> Possibilitiess include:</p><p> - Storm at sea, the PCs have to join the crew in keeping the ship from being swamped</p><p> - Pirates! A pirate vessel is sighted in the distance and the PCs join the crew to speed the vessel to safety. Failure would result in fighting of a boarding party</p><p> - Doldrums, the ship hits calm waters and the sails go slack... what can the PCs do to keep the crew from starving or going mad?</p><p> - Lost.. land is sighted!.. but it doesn't look quite right {An island from the Feywild has temporarily materialized.. do you explore it, avoid it?}</p><p> - Mutiny! The crew is sick and tired and being told they are sick and tired. Which side do the PCs join.. and do they draw weapons?</p><p></p><p>There could be some minor mechanics added to flavour things as sea-going. In combat those without 'sea-legs' suffer a -2 to attacks and balance related checks. The deck is often awash and slippery.. {zones of difficult terrain move about the battle-field. Entering a zone requires a balance check}</p><p> Rocking waves and smashing sheets of water occasionially hit every on deck during combat, attack vs Fort with a push effect {don't get too close to that railing!}</p><p> And don't forget the tactical advantage of the crows nest and riggings!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5126141, member: 20805"] I agree with PoorHobo, my inclination would be to sketch out a variety of skill challenges {using Stalker0's Obsideon system} for events during the sailing portion of the adventure. Possibilitiess include: - Storm at sea, the PCs have to join the crew in keeping the ship from being swamped - Pirates! A pirate vessel is sighted in the distance and the PCs join the crew to speed the vessel to safety. Failure would result in fighting of a boarding party - Doldrums, the ship hits calm waters and the sails go slack... what can the PCs do to keep the crew from starving or going mad? - Lost.. land is sighted!.. but it doesn't look quite right {An island from the Feywild has temporarily materialized.. do you explore it, avoid it?} - Mutiny! The crew is sick and tired and being told they are sick and tired. Which side do the PCs join.. and do they draw weapons? There could be some minor mechanics added to flavour things as sea-going. In combat those without 'sea-legs' suffer a -2 to attacks and balance related checks. The deck is often awash and slippery.. {zones of difficult terrain move about the battle-field. Entering a zone requires a balance check} Rocking waves and smashing sheets of water occasionially hit every on deck during combat, attack vs Fort with a push effect {don't get too close to that railing!} And don't forget the tactical advantage of the crows nest and riggings! [/QUOTE]
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