| Gnomezrule |
So I am getting ready to run this AP probably this summer when we finally finish Crimson Throne.
One of my players has pre-built his Storm and Sea Druid all the way through 20 level.
He is reading all sorts of spells and coming up with all sorts of destructive and wild things he can do on the ship with spells. Something to do with treants.
So I started thinking out of the box to one prepare myself for the players but also to come up with some things to surprise them.
Animating siege weapons seems like a good call.
Warp wood simple elegant disabling a ship.
Turning saplings into stone throwing Treants.
Give me some other shenanigans to expect.
| BzAli |
Anything that flies or has a swim speed! Flying isn't that great for the dungeons, but it's awesome for shipfighting.
I've yet to see it, but I dread the moment my players gets dimension doors, and simply jump to the opponents ship, instead of going through all the naval combat.. allthough when they do, they'll face the full enemy crew, not just the captain and select few henchmen.
| Gnomezrule |
There are some decent, staples of tactics that I expect flying, fireballs to the sails, warp wood below the waterline, dropping heavy things from high up, walls of . . . to deal with.
I am looking for the more outlandish and wild applications of spells or tactics that I would not expect, mad monkeys in the rigging, stone to flesh on the sailors in the rigging.
| ferrinwulf |
one pecific spells that I have found to be a pain...
Stone call 2nd level spell. 40ft radius, 20ft high, range 120-130ft ish by book 2 ..that will cover the whole deck, 2d6 bludgeon damage, no save. If you cast on the deck you end up wiping out most of the crew on the target ship with one spell if you roll high enough!
| Orfamay Quest |
one pecific spells that I have found to be a pain...
Stone call 2nd level spell. 40ft radius, 20ft high, range 120-130ft ish by book 2 ..that will cover the whole deck, 2d6 bludgeon damage, no save. If you cast on the deck you end up wiping out most of the crew on the target ship with one spell if you roll high enough!
As soon as they realize that this keeps them from recruiting new crew from the defeated ship (can't recruit the dead absent certain specialized spells), this will cease to be an issue.
| BzAli |
One of my players jumped aboard an enemy ship as they were moving past each other. With ships about 10-15 feet apart, it's not an impossible jump, espcially if they geared for it. Since low-level sailors are pretty easy to cut down, even for a lvl. 5 character, it was pretty destructive for the opponents.
Another of their favourites are flaming sphere. One of those around the opponents steering wheel will kill of most low-level sailors pretty quick, and will ensure the enemy captain starts severely damaged if he's the helmsman.
Finally they have talked about posting snipers in the crows nest, either with bows and crossbows, or with rifles if you're using advanced firearms.
| Fitzwalrus |
Finally they have talked about posting snipers in the crows nest, either with bows and crossbows, or with rifles if you're using advanced firearms.
This was a standard tactic throughout the historic Age of Sail, and probably back into the Middle Ages and Ancient periods as well. If your players aren't doing this they're not thinking offensively, and you certainly should be doing it to them.
(Insert Evil GM Laugh here...... ;D )
| ferrinwulf |
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Another of their favourites are flaming sphere. One of those around the opponents steering wheel will kill of most low-level sailors pretty quick, and will ensure the enemy captain starts severely damaged if he's the helmsman.
Yep, seen that one a lot too. Once the helmsman is dead the flaming sphere normally moves on to the Captain...
Oh and never underestimate animate rope, rope trick and unseen servent too. (using the ropes scatterd on deck to hang officers from the rigging upside down)
| Blackhat |
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Yeah, there will be Shenanigans. I am running this AP currently, and have some of the most creatively devious players it has ever been my pleasure to play with on the crew. Things I have learned:
1) Cleric = create water... the "need to get fresh water" thing DOESN'T WORK. Be prepared with an alternative reasoning for doing things.
2) Mage, Cleric, Druid, Sorcerer, Witch, etc = using magic (especially orisons like message, mending, etc.) to make "hard time" on the first voyage easier.
3) If your players don't figure it on their own, emphasize before starting the game that the players need at least one "face" character, and skills will be important, especially profession (sailor).
4) Unless you don't mind cutting your own throat against a good combat player in the second adventure module, change the weapon on Gortus Svard...
5) If you want to challenge players plundering the high seas, you need to use things like convoys, escorts, q-ships, etc. The base ships listed in book 2 will quickly be easily overwhelmed and boring.
6)In book 2, be sure to read the behavior patterns for the "beast of mancatcher cove" carefully... it makes a difference.
7)If your players are like mine, they will begin building a fleet long before the book says they will... read ahead.
8) Consider getting "Ultimate Campaign" for building (& charging the gold for) the inevitable pirate base.
I hope this helps.