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Adventurer's Vault Excerpt: Airships
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<blockquote data-quote="That One Guy" data-source="post: 4428993" data-attributes="member: 64672"><p>I hope they have rules for ramming. The hobgoblins leveled their ship to the merchant vessel, after peppering it with arrows. Two minions jumped across. They were in no way ready for the group of PCs I had sitting around (3 of them half made, one a few levels too high). The wizard and fighter(who was really scary when he easily leaped the small distance and started putting the hurt on things) who were both level 2 were way too good. At this point, the best option for the captain (who is flanked by said fighter and a level 6 rogue I play) is to try and ram the casters on the deck and try to get rid of the crew on board so the merchant ship will have to surrender as it spirals out of control. I'm going to look through the DMG for ideas on Actions/attacks the rules don't cover. But, IMO, if the crew on board are minions, it is much easier to decrew the ship and steal it than try to take the whole bugger down. I'll do some experiments where that's actually the goal (the goblinoids want the cargo, so actually crashing the ship is against their goals in this scenario). But, it's been pretty swashbuckley in this minitest.</p><p></p><p>Edit: I went with level 1-3 medium limited damage expression, Hit: Knocked off (Save vs., of course). Miss: Push to beyond the width of the ship. This killed a few of the crew, displaced the ones it didn't kill, and knocked the wizard and cleric prone at the edge of the ship.</p><p></p><p>I think airships can be really fun.</p></blockquote><p></p>
[QUOTE="That One Guy, post: 4428993, member: 64672"] I hope they have rules for ramming. The hobgoblins leveled their ship to the merchant vessel, after peppering it with arrows. Two minions jumped across. They were in no way ready for the group of PCs I had sitting around (3 of them half made, one a few levels too high). The wizard and fighter(who was really scary when he easily leaped the small distance and started putting the hurt on things) who were both level 2 were way too good. At this point, the best option for the captain (who is flanked by said fighter and a level 6 rogue I play) is to try and ram the casters on the deck and try to get rid of the crew on board so the merchant ship will have to surrender as it spirals out of control. I'm going to look through the DMG for ideas on Actions/attacks the rules don't cover. But, IMO, if the crew on board are minions, it is much easier to decrew the ship and steal it than try to take the whole bugger down. I'll do some experiments where that's actually the goal (the goblinoids want the cargo, so actually crashing the ship is against their goals in this scenario). But, it's been pretty swashbuckley in this minitest. Edit: I went with level 1-3 medium limited damage expression, Hit: Knocked off (Save vs., of course). Miss: Push to beyond the width of the ship. This killed a few of the crew, displaced the ones it didn't kill, and knocked the wizard and cleric prone at the edge of the ship. I think airships can be really fun. [/QUOTE]
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