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Need an idea for an encounter at sea for a Level 10 party
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<blockquote data-quote="Vayden" data-source="post: 4586352" data-attributes="member: 57791"><p>Hmm - I'm planning some naval adventures too coming up. Mine's 4e, but assuming you're looking more for ideas than specific lists of monsters, here's a couple of the ideas I'm bouncing around -</p><p></p><p>1) The party is being pursued by mercenaries hired to stop them. They see the lights of another ship following them in the distance at night. If they turn about and attempt to lay a trap for/attack the pursuers, then you get a full on naval battle. Otherwise the mercenaries hang back, using summoning magic to conjure up monsters which they send ahead to attack the PC's ship. You can use a series of almost any monster you want to launch attacks - drop a few clues that the monsters are magically summoned and not native to the waters, but don't make it obvious. This gives you a diverse option of attacks you can launch, while also challenging the players as well as the characters - can they put the pieces together and take their attackers out at the source?</p><p></p><p>2) The Saragossa Sea - stole this idea from a Hellboy comic - the ship enters an unnatural fog and becomes becalmed for several days - eventually they drift into a giant floating mass of wrecked ships, flotsam, and seaweed - in order to free the ship and escape, the party must leave the ship and cross the network of wreckage to deal with the ancient (insert monster here - aboleth, hag, undead of some sort all seem good) monster that sleeps in the center like a spider in its web. Throw in a little Lovecraft vibe for extra fun. </p><p></p><p>3) An unnatural storm - hit them with a crazy storm - purple lightning, waves twice as tall as the ship, and water and wind elementals raging through the storm - the elementals aren't particularly hunting the ship, but they flow over and around it, making attacks as they pass. Basically an endurance test - alternate version, have the party wizard realize that the storm is the result of a spell (either sent by the party's enemies or just a weather spell gone wrong and building out of control), and set him up to attempt a multi-turn skill challenge (easily adaptable to 3.x from 4e) to unravel it while the rest of the party protects him. </p><p></p><p>Of course, Sahuagin and giant Kraken are classics for a reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Vayden, post: 4586352, member: 57791"] Hmm - I'm planning some naval adventures too coming up. Mine's 4e, but assuming you're looking more for ideas than specific lists of monsters, here's a couple of the ideas I'm bouncing around - 1) The party is being pursued by mercenaries hired to stop them. They see the lights of another ship following them in the distance at night. If they turn about and attempt to lay a trap for/attack the pursuers, then you get a full on naval battle. Otherwise the mercenaries hang back, using summoning magic to conjure up monsters which they send ahead to attack the PC's ship. You can use a series of almost any monster you want to launch attacks - drop a few clues that the monsters are magically summoned and not native to the waters, but don't make it obvious. This gives you a diverse option of attacks you can launch, while also challenging the players as well as the characters - can they put the pieces together and take their attackers out at the source? 2) The Saragossa Sea - stole this idea from a Hellboy comic - the ship enters an unnatural fog and becomes becalmed for several days - eventually they drift into a giant floating mass of wrecked ships, flotsam, and seaweed - in order to free the ship and escape, the party must leave the ship and cross the network of wreckage to deal with the ancient (insert monster here - aboleth, hag, undead of some sort all seem good) monster that sleeps in the center like a spider in its web. Throw in a little Lovecraft vibe for extra fun. 3) An unnatural storm - hit them with a crazy storm - purple lightning, waves twice as tall as the ship, and water and wind elementals raging through the storm - the elementals aren't particularly hunting the ship, but they flow over and around it, making attacks as they pass. Basically an endurance test - alternate version, have the party wizard realize that the storm is the result of a spell (either sent by the party's enemies or just a weather spell gone wrong and building out of control), and set him up to attempt a multi-turn skill challenge (easily adaptable to 3.x from 4e) to unravel it while the rest of the party protects him. Of course, Sahuagin and giant Kraken are classics for a reason. :) [/QUOTE]
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