Warship assault - how to sink two carracks (DMs)


Advice


Hello everyone. My pathfinder campaign has lasted for some time, and now my party has turned 10th level and I find they can take on some seriously tough opposition.

Background: The party is fighting against an evil powerful organization that wants to spread a disease around the world. After sabotaging production, the PCs have learned that 2 huge (relatively) modern warships (carracks) will take the virus to their homeland. They have the assistance of a organized crime/pirate society, so could expect enough support to deal with one of the ships.

Ships: Called galleons, but resembles historical carracks. 10-12 siege weapons per ship, with access to magical ammunition. crew size around 50, but room for 300 Marines (this number can be altered, but should be many enough to discourage most pirates). The ships have been magically enchanted to protect them against fire attacks and magic.

Opposition: One high level wizard (probably lvl 15), several mid level ones, and professional soldiers of level 1-8. The captains of each ship might also be fairly high level - around 10-12th.

Goal: Since the ships are loaded with virus, the goal will be to either sink them or capture them.

PCs, mostly level 10: 1 Illusionist with highly annoying spells, 1 Magus with good AC/damage, 1 weird wizard focusing on summoning, and one social Rogue. They have access to fairly powerful magic items, mostly self-crafted.

So, how do you think this will work out? The evil organization is powerful enough to subvert a nation, has almost limitless resources, and access to strange magic and forbidden knowledge. They know most the PCs and can take some precautions against them.

If the PCs get engaged with the soldiers, how to play a combat against so many? IMO if they try to stay and fight they shouldn't really have a chance, is there a Mob-style rule I could use? I saw something in a PF module, but it seemed to auto-kill almost anything in 1 round.

How to play out the ship-to ship? The PCs themselves can choose to infiltrate the ship somehow, or they could assault on ship vs ship thinking they can out-magic it. I don't want them to be able to sink the ships at 500' using magic, they're gonna have to work for it.

In the end they should face some of the enemy who will go to great lengths to stop them, especially the high-level wizard.

Twist: It's possible some or all of the soldiers/crew are innocent/just doing their jobs, and that the PCs should avoid killing many of them outright. Not sure yet if I want to do it like the Death Star, or have them consider making the soldiers abandon the ship before it sinks.

Sorry for the long post, and thanks for reading through it all.


If I were those PCs, I'd come up from underneath the ship and just open a hole in the bottom of it.

So, if you don't want it to be easy, you need a patrol of underwater forces somehow--some kind of aquatic golems the 15th level wizard created? I don't know really how to stop that kind of a strategy.


mplindustries wrote:

If I were those PCs, I'd come up from underneath the ship and just open a hole in the bottom of it.

So, if you don't want it to be easy, you need a patrol of underwater forces somehow--some kind of aquatic golems the 15th level wizard created? I don't know really how to stop that kind of a strategy.

Well, the general idea was that the ships are protected against typical anti-ship spells. Disintegrate under the waterline seems like one of those. Besides, I don't want to make it too easy, and neither does said 15th level wizard.

Water golems.. thats an interesting idea though. I have been using Golems as enemies quite a lot, and having some underwater to protect against sub..adventurers seems like a pretty good idea.

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-co ral

This little baby could work, if only it had a swim speed to keep up with the ships. Or maybe partially grown to the ship bottom, so it could move along with the ship.

Im not sure yet if the attack will be in port or at sea, it could even be entirely up to the party. We will probably start the adventure this Friday.

Edit: Possibly the protection only works from the outside. That would give an incentive for the PCs to get below, fight the bosses before they disintegrate/warp etc the right portions of the hull.


Sorry for the bump, but I wondered if anyone had any advice regarding the hundreds of soldiers? Any game mechanic or tip I can use? I have the Warpath rules, but they don't seem to fit a fight between a group of adventurers and a military unit.

I saw something in a Zeitgeist module (I think), but it seemed unbalanced and didn't really explain all the mechanics.

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