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Defending a ship
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<blockquote data-quote="Lizard Lips" data-source="post: 227487" data-attributes="member: 721"><p>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.</p><p></p><p>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. </p><p></p><p>Summoning a Griffon seems to be the best air support... I'm stealing that idea. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lizard Lips, post: 227487, member: 721"] 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. [/QUOTE]
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