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Defending a ship
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<blockquote data-quote="Mallus" data-source="post: 227729" data-attributes="member: 3887"><p><strong>The best defense is a good...</strong></p><p></p><p>...cheap adventure designed to knock you're players down a peg or two {also known as "presenting a challenging adventure that keeps player interest high"}.</p><p></p><p>Now, from what you've stated 1) the PC's aren't engaging in piracy --pirates after booty don't start off with salvos of fireballs and 2) the ships their targetting belong to a theocracy which presumably has a few reasources at their disposal.</p><p></p><p>So... its not unreasonble to think after a few motivated, deadly attacks that said theocrats mght specifically take steps to deal with your PC's. So attack them first the next time they set sail. A theocracy should have access to plenty of divinations. Why couldn't they know the precise time of the PC's next attack, or better, the exact position and time the PC's are the weakest --after a violent storm damages their ship perhaps? After all, the theocrats could simply ask their God. </p><p></p><p>Armed with this kind of foreknowledge, and some simple clerical spells, you've got a highly challenging scenario. Mind you, I'm not advocating slaughtering you're PC's, just providing a little needed challenge that is already built into your situation.</p><p></p><p>BTW, the worst ass-kicking one of my old groups got was the hands of a group of warships from a rival theocracy {which also burned mages, oddly enough}. My DM armed them with little tiny pebbles that dispelled magic --something created by 'faith magic' as per the old 2nd ed. Tome of Magic. Needless to say, our magical flying ship, and its uber-deadly magical flying crew {all but 2 PC's always had a fly spell active, and the 1 non-magical flyer had wings...}. Bereft of our abundant spells, we got hammered. Barely got away, after having our priest kidnapped. </p><p></p><p>We never uttered the phrase, "Hah, they have no mages" again. Plus it set up a fantastic adventure to rescue our kidnapped priest buddy from the seemingly magic-proof fortress HQ of the rival theocracy...</p><p></p><p>Oh, and without Free Action and a major STR. buff {for starters}, I'd never ever let an underwater axe-wieding PC cut through a ships rudder...</p></blockquote><p></p>
[QUOTE="Mallus, post: 227729, member: 3887"] [b]The best defense is a good...[/b] ...cheap adventure designed to knock you're players down a peg or two {also known as "presenting a challenging adventure that keeps player interest high"}. Now, from what you've stated 1) the PC's aren't engaging in piracy --pirates after booty don't start off with salvos of fireballs and 2) the ships their targetting belong to a theocracy which presumably has a few reasources at their disposal. So... its not unreasonble to think after a few motivated, deadly attacks that said theocrats mght specifically take steps to deal with your PC's. So attack them first the next time they set sail. A theocracy should have access to plenty of divinations. Why couldn't they know the precise time of the PC's next attack, or better, the exact position and time the PC's are the weakest --after a violent storm damages their ship perhaps? After all, the theocrats could simply ask their God. Armed with this kind of foreknowledge, and some simple clerical spells, you've got a highly challenging scenario. Mind you, I'm not advocating slaughtering you're PC's, just providing a little needed challenge that is already built into your situation. BTW, the worst ass-kicking one of my old groups got was the hands of a group of warships from a rival theocracy {which also burned mages, oddly enough}. My DM armed them with little tiny pebbles that dispelled magic --something created by 'faith magic' as per the old 2nd ed. Tome of Magic. Needless to say, our magical flying ship, and its uber-deadly magical flying crew {all but 2 PC's always had a fly spell active, and the 1 non-magical flyer had wings...}. Bereft of our abundant spells, we got hammered. Barely got away, after having our priest kidnapped. We never uttered the phrase, "Hah, they have no mages" again. Plus it set up a fantastic adventure to rescue our kidnapped priest buddy from the seemingly magic-proof fortress HQ of the rival theocracy... Oh, and without Free Action and a major STR. buff {for starters}, I'd never ever let an underwater axe-wieding PC cut through a ships rudder... [/QUOTE]
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