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General Tabletop Discussion
*Dungeons & Dragons
Traveling by Long Ship on the Sword Coast
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<blockquote data-quote="Unwise" data-source="post: 7374114" data-attributes="member: 98008"><p>I would definitely go with action, but not a real combat. It is pretty unrealistic/unlikely for PCs to get attacked doing a trip that hundreds of merchants do every season. My suggestion is that they have some positive interactions with a very drunk captain of a different ship before leaving port. Turns out the guy is an alchoholic and on the way there, they find his ship being wrecked on an easily avoidable but terrifying reef. He was drunk at the wheel.</p><p></p><p>This leads to an action sequence in which they have to convince their captian to risk his ship to come closer (but not too close), then they have to try and rescue everybody that they can and maybe even save the ship by tying it up and having it dragged somewhere safer where is can be salvaged later. If you want to spice up the action, some sharks start circling and will pick off the sailors if the PCs don't help. If you must have a traditional combat (my group needs it sometimes) then undead from another wrecked vessel try to hinder the salvage, harpies circle around trying to pick off lone sailors or sirens are drawn to the wreck to feed.</p><p></p><p>I have also run a damaged ship as a huge solo monster in 4th edition. They needed to cut the mast down, knock down pullies and cut through ropes and sails. This basically meant doing HP damage. The ship 'attacked' with lair actions e.g. falling lantern lighting the deck up, wildly swinging pullies on roped, booms swinging past at head height etc using normal combat rules. It worked very well, but that was in 4th edition which lent itself to set piece combats very well.</p></blockquote><p></p>
[QUOTE="Unwise, post: 7374114, member: 98008"] I would definitely go with action, but not a real combat. It is pretty unrealistic/unlikely for PCs to get attacked doing a trip that hundreds of merchants do every season. My suggestion is that they have some positive interactions with a very drunk captain of a different ship before leaving port. Turns out the guy is an alchoholic and on the way there, they find his ship being wrecked on an easily avoidable but terrifying reef. He was drunk at the wheel. This leads to an action sequence in which they have to convince their captian to risk his ship to come closer (but not too close), then they have to try and rescue everybody that they can and maybe even save the ship by tying it up and having it dragged somewhere safer where is can be salvaged later. If you want to spice up the action, some sharks start circling and will pick off the sailors if the PCs don't help. If you must have a traditional combat (my group needs it sometimes) then undead from another wrecked vessel try to hinder the salvage, harpies circle around trying to pick off lone sailors or sirens are drawn to the wreck to feed. I have also run a damaged ship as a huge solo monster in 4th edition. They needed to cut the mast down, knock down pullies and cut through ropes and sails. This basically meant doing HP damage. The ship 'attacked' with lair actions e.g. falling lantern lighting the deck up, wildly swinging pullies on roped, booms swinging past at head height etc using normal combat rules. It worked very well, but that was in 4th edition which lent itself to set piece combats very well. [/QUOTE]
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Traveling by Long Ship on the Sword Coast
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