Lizard Lips
First Post
Thanks for the input guys, this is helpful. I've only lost two ships so far, but one of them was a Theocratic Man O' War... the party surprsied me by attacking it and I had to throw something together on the fly. I want to be prepared in case they do something like this again.
The party attacked at night. I figured the Capatain and his Cleric were both asleep, so the party had a good four rounds while the Cleric woke up, grabbed his gear and cast a Prot. spell. By the time he was on deck, the Mage was already out of range of the spells he had prepared. I'm trying to figure out ways that a ship would have defenses up constantly to avoid these sneak attacks, that don't rely on a caster countering the attack.
Summoning a Griffon seems to be the best air support... I'm stealing that idea.
I like the chum idea, but by the time a shark arrived, I have a feeling the rogues would be either gone/or out of the water. The rudder seems to be the biggest weakness on the ship. Using Seafarer's Handbook, I gave it a hardness of 5 and a break DC of 28. The rogues used great axes (1d12 damage) and it only took two or three rounds to snap the rudder off using the Handbook rules. I though about reinforcing the rudder, but it seems with stuff like Warp Wood, Shrink and other spells, its still not too hard to disable the rudder, rendering the vessel crippled.
The party attacked at night. I figured the Capatain and his Cleric were both asleep, so the party had a good four rounds while the Cleric woke up, grabbed his gear and cast a Prot. spell. By the time he was on deck, the Mage was already out of range of the spells he had prepared. I'm trying to figure out ways that a ship would have defenses up constantly to avoid these sneak attacks, that don't rely on a caster countering the attack.
Summoning a Griffon seems to be the best air support... I'm stealing that idea.
I like the chum idea, but by the time a shark arrived, I have a feeling the rogues would be either gone/or out of the water. The rudder seems to be the biggest weakness on the ship. Using Seafarer's Handbook, I gave it a hardness of 5 and a break DC of 28. The rogues used great axes (1d12 damage) and it only took two or three rounds to snap the rudder off using the Handbook rules. I though about reinforcing the rudder, but it seems with stuff like Warp Wood, Shrink and other spells, its still not too hard to disable the rudder, rendering the vessel crippled.