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Defending a ship
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<blockquote data-quote="Lizard Lips" data-source="post: 227815" data-attributes="member: 721"><p>Ok folks, just to let you know my Theocracy isn't toatally retarded... the first ship they took out belonged to a bunch of orcish pirates. It was the first naval battle I ever ran, so I didn't mind. Last session they ran into the Theocratic Man O War blockading a narrow strait they needed to pass through. They waited until nightfall before launching their raid. We stopped halfway through the battle, so the government/navy, even the attacked ship itself, hasn't had a chance to react. I wanted to get some opinions from you guys though, so I could nip this in the bud. I don't want these Theocratic guys to come off as a bunch of shmoes.</p><p></p><p>As for the axe wielding underwater rogues attacking the rudder... I had no idea how a rudder was constructed, so relied on my handy Seafarer's Handbook. With their rules its entirely possible to hack through the hull of a ship in a few rounds, so I adapted the rules to the rudder since I had nothing else to go on. </p><p></p><p>Currently the party has just returned to their ship, and next session they'll be trying to dash past the crippled warship. Can a ship travel without a rudder? I 'd like to be able to have the warship at least be able to rotate to bring its cannons to bear as the party ship tries to escape... would summoning and controlling a gust of wind by the ship's cleric be able to do that? I really don't know all that much about sailing (and sadly the Seafarer's Handbook didn't clue me in on very much. You'know.. it got a lot of good reviews on the net and I'm really at a loss as to why... but that's another thread) so I don't know HOW crippled the ship is and what it can do to get out of this jam.</p></blockquote><p></p>
[QUOTE="Lizard Lips, post: 227815, member: 721"] Ok folks, just to let you know my Theocracy isn't toatally retarded... the first ship they took out belonged to a bunch of orcish pirates. It was the first naval battle I ever ran, so I didn't mind. Last session they ran into the Theocratic Man O War blockading a narrow strait they needed to pass through. They waited until nightfall before launching their raid. We stopped halfway through the battle, so the government/navy, even the attacked ship itself, hasn't had a chance to react. I wanted to get some opinions from you guys though, so I could nip this in the bud. I don't want these Theocratic guys to come off as a bunch of shmoes. As for the axe wielding underwater rogues attacking the rudder... I had no idea how a rudder was constructed, so relied on my handy Seafarer's Handbook. With their rules its entirely possible to hack through the hull of a ship in a few rounds, so I adapted the rules to the rudder since I had nothing else to go on. Currently the party has just returned to their ship, and next session they'll be trying to dash past the crippled warship. Can a ship travel without a rudder? I 'd like to be able to have the warship at least be able to rotate to bring its cannons to bear as the party ship tries to escape... would summoning and controlling a gust of wind by the ship's cleric be able to do that? I really don't know all that much about sailing (and sadly the Seafarer's Handbook didn't clue me in on very much. You'know.. it got a lot of good reviews on the net and I'm really at a loss as to why... but that's another thread) so I don't know HOW crippled the ship is and what it can do to get out of this jam. [/QUOTE]
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