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<blockquote data-quote="Eltab" data-source="post: 7526560" data-attributes="member: 6803337"><p>Travel time - away from table, ask the group if they like having random encounters at sea. If they don't, then don't. Of course this means that you subliminally signal "this is going to be important" if they DO run into something while travelling at sea. They might be fine with having one "significant" encounter per day (meaning break out the map of their ship and the minis) as a way to judge time spent travelling.</p><p></p><p><em>Mordenkainen</em> (and I think the other hardcover releases) has a chart of <u>Monsters by Terrain</u> that may help you decide what to use during an encounter.</p><p></p><p>I'm writing this up for my own AP, but you can modify it to suit:</p><p>The PCs have come to the attention of a BBEG. He intends to get rid of those meddling interlopers by sinking their ship at sea with them on it. His trap has two parts. First he must determine the right ship; this is easier if the PCs are already associated with one vessel than if they are passengers on whatever ship happened to be in port. A fishing boat has a Wizard with an imp / quasit familiar on board. The captain has orders to approach all inbound ships and offer to sell fresh catch, taking a while to haggle over the price and quantity. The wizard has orders to tell his familiar to turn invisible and search the other boat for the PCs. If they are indeed on board, they will be allowed to continue on after the purchase is completed. The Wizard will then ritual-cast <em>Summon Sea Monster</em> to get something that will make for the Deadly encounter for the day. The creature is compelled by the summoning to attack the PCs' ship, eat anybody who falls overboard, rinse lather repeat until the ship sinks (then attack lifeboats again eating all survivors). The PCs get to somehow defeat or banish the creature - or maybe get inventive and somehow move the ship to safety.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7526560, member: 6803337"] Travel time - away from table, ask the group if they like having random encounters at sea. If they don't, then don't. Of course this means that you subliminally signal "this is going to be important" if they DO run into something while travelling at sea. They might be fine with having one "significant" encounter per day (meaning break out the map of their ship and the minis) as a way to judge time spent travelling. [I]Mordenkainen[/I] (and I think the other hardcover releases) has a chart of [U]Monsters by Terrain[/U] that may help you decide what to use during an encounter. I'm writing this up for my own AP, but you can modify it to suit: The PCs have come to the attention of a BBEG. He intends to get rid of those meddling interlopers by sinking their ship at sea with them on it. His trap has two parts. First he must determine the right ship; this is easier if the PCs are already associated with one vessel than if they are passengers on whatever ship happened to be in port. A fishing boat has a Wizard with an imp / quasit familiar on board. The captain has orders to approach all inbound ships and offer to sell fresh catch, taking a while to haggle over the price and quantity. The wizard has orders to tell his familiar to turn invisible and search the other boat for the PCs. If they are indeed on board, they will be allowed to continue on after the purchase is completed. The Wizard will then ritual-cast [I]Summon Sea Monster[/I] to get something that will make for the Deadly encounter for the day. The creature is compelled by the summoning to attack the PCs' ship, eat anybody who falls overboard, rinse lather repeat until the ship sinks (then attack lifeboats again eating all survivors). The PCs get to somehow defeat or banish the creature - or maybe get inventive and somehow move the ship to safety. [/QUOTE]
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