Any tips on spicing up an ocean voyage and/or battle?

1) Iceburg - straight ahead!

2) Mysterious appearance of an island not mentioned on any map.

3) The sluggish sea (an area of thick, syrupy water where movement is painstakingly slow and the sun beats down causing hallucinations)...
 

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Wow... it worked out great!

First I had them encounter a group of sharks that could hypnotize people into jumping off. The shark alone freaked them out, but when they watched as a bunch of the crew members jumped off, they got super-scared. And when the sharks friends showed up, they ran for the underdecks. A school of sharks pounding the whole ship was just, well, awsome.

Then a demonic localath boarded at night and slaughtered half the crew. The PCs hid in thier bunks, and wouldn't open the door even when a guy got slaughtered just outside of it. Pretty brutal. The best part was when the captain basically harangued them for not helping out, but then they offered to serve as night guards in exchange, and since he had had a hard time getting volunteers (the last two had been slaughtered), he was happy.

So guess what shows up at night? More Localith. These ones claim they know the captain, and should be let on so they could trade and stuff. The PCs didnt believe them, and actually insulted them. It was so funny to have the captain come out and harangue them for not helping his "friends."

The localiths told them to be careful, as another, evil tribe was moving through the area.

The rest of the trip was awful awful weather that freaked the pcs out, and then they go to shore. I plan on more sea voyages though, so the rest of the tips will not be wasted. Thanks everyone!
 


clark411 said:
Some things to spice up combat on a ship. (tech may be too low in a few examples)

1- Sharpshooters. A common tactic was the placement of sharpshooters up the masts. These make nice targets for your PCs, as they're somewhat distinct from "average guy engaging in melee."

2- Sail Cutters. If ballistae are used, a large ship is capable of putting spiked/razor sharp chains on at the center of gravity of two ballista bolts. While typically they can be used at medium range to slow ship by slashing through the sails, no one would think twice of sending one through a massed group of combatants on board. Be as descriptive as you like in detailing what razor sharp chain does to a cluster of lightly armored seamen when traveling at 70 odd miles an hour. Heads may roll, Torsos may thump, or the peg-leg guy at the harbor may be in for a lot of business ^_^

3- Lit Arrows. Are some of your PCs not combat oriented, no doubt a few lack HP. Putting out arrows is an excellent task for people who don't want to be absolutely useless but don't want to impale themselves on a saber.

4- Fire Ships. If a ship just won't surrender, but has too many combatants on board and cargo isn't the point of the raid, there's nothing wrong with putting explosives on rowboats, putting a few stout lads on it, and sending them to do some dirty work. Just get the boat stuck to the ship (Rudder? Yeah) and light a few fuses, then dive and escape. Cannons etc usually have a hell of a time hitting these little buggers when they get close, and if nothing else it'll give your PCs yet-another-problem to deal with.

5- Ramming. If your boats support bronze or steel rams, you can always have the final attack of the opponents be a ram of some sort. This defies Age of Discovery tactics (lets line up and broadside each other repeatedly fighting for the best winds) but, hey... could happen. Anyway, handling a crew is one problem, handling a captain bent on smashing into you full speed is a total other problem. It'll make the PCs figure a way to get onto the boat, kill the big Bad, and win the day.. Or, it'll make the cast deal with now owning a completely different ship if they fail to stop the ram but win the day.

Someone saw Master & Commander. I just did, and it was a good flick, with great subtle surprises. Good ideas on this thread... gotta save them for land that isn't easily traversed as well.
 

Heee. I did get the first one by thinking of M+C... although the other ones are simply a few thoughts pulled from the various sea combat systems I've read, most notable being Savage Seas by WW. I figure as long as I don't spout mechanics, s'aright.
 

1. Those nasty sea devils: you know, the ones with the name no one pronounces the same way. Saa-WHO-ug-hin. :)

2. Big nasty whirlpools!

3. Monsterous Vermin with an aquatic twist. Just imagine the look on their faces when those large aquatic monstrous spiders climbs up into the rigging and starts snagging sailors.

4. Sea serpents and krakens are always fun!
 

johnsemlak said:
Hmm, interesting, Landlubber that I am, I wasn't aware of that.

Are the chances of survival really so low because the victem usually is knocked unconsious by falling overboard?
Actually, no. It's because a head in an ocean is awfully hard to find. A 3-4" swell is all that's needed to make it completely invisible! Generally, one of two things are seen if the sodden soul is lucky; his bright orange flotation device or, more rarely, his arm thrashing in the air.

Even finding a full-sized, survival-colored inflatable raft from the air is a dicey proposition. Being stranded at sea is just not very survivable at all.
 

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