I have a problem with the setup of Event 13 "The Frying Pan" in Raiders of the Fever Sea, where it is assumed the PCs will have to get by the Chelish ship Dominator that has moored at the mouth of a river the PCs' ship has sailed up to get water. The text for the event begins with:
At some point, the PCs will need to replenish their ship's stores of fresh waters.Well, the truth is – they don't. At least if they have a character on board able to cast create water at will. The characters are assumed to be 4th level at this time, and so a single casting of create water will create 8 gallons of water. The rules on starvation and thirst state:
Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.
This means that just one minute of casting create water creates 80 gallons of fresh water, which assuming a crew of, say, 30 people on board, is more than double the minimum amount needed by the crew. So there really isn't a need for the PCs to go upriver for fresh water. I was able to get them to go for water on Bonewrack island, just because Mr. Plugg said so, even if it was a flimsy excuse. I can't make them go for river water now they are on their own.
So the question remains, how can I set up this encounter alternatively? I don't simply want to skip it. What did you do? My group can't be the only one to rely on create water.
So we are looking at say 2-3 gallons per peron per day as we are in hot climes (tropical caribean type waters), the crew would be working all day in the hot sun not just traveling so I would say 3 gallons per person.
3x30 = 300 gallons per day in total.
create water effects up to 2 gallons of water per level so thats 8 gallons per catsting meaning you would need to be able to cast the spell 38 times per day to make it viable. (300/8= 37.5)
Is this a realistic thing for the Cleric to do each and every day??
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One could also argue that the crew isn't comfortable drinking said "magic water." Another idea could be that a ships crew would still want "real" water so they don't have to rely on the cleric to get it. What would happen if said cleric started using the water creation as a power play to become captain or some such? What if he died? It seems to me a valid reason to have the crew request that the ship keep stores of fresh water.
DOH!!! (I was at work at the time), yes ever so slightly less than 300 then lets say 90 gallons shall we, what a stupid mistake! :)
As double damage says you need to factor in sailor supperstion and the fact that its not real water. Also what happens if the cleric is not there or incapasidated (ie out on shore adventuring for more than a day).
It's really a GM call to be honest and depends if you or the players want to micromanage the ship on a day by day basis. To be honest we don't really bother. Its assumed that when the players dock at a port they pick up a weeks worth of supplies (food, water and grog) taking up 2 cargo units. If they are sea for a long time I mention supplies are running low and they either dock at a port of forage inland. The Druid in my group really does not want to waste a spell slot to learn it to be honest (who knows what you will meet on any day).
Nothing is set in stone, you can change anything you want in the AP. If you want them to meet the dominator just have it turn up when the players are on shore leave on an island (exploring a site or raiding a village).
This is one of the problems when you factor in magic. Everything becomes so much easier. Ship travel, food and water, ship combat, underwater stuff etc.
|Paladin of Baha-who?|
I'm planning on having the players capture a treasure map from one of the ships they raid, or one of the rival pirates they encounter. I can't imagine they'd ignore that, and it fits the genre and theme of the adventure.
Ah, that sounds like a cool idea to get them to sail up a river. Thanks! :)
Most straightforward answer I can think of - Sure, you can create water. But what are we going to drink if you get killed?
Alternately - Creating a bunch of water for pirates to drink is not why your God gave you those powers. It's for emergencies and trying to cast it constantly is abusing the power invested in you. Wasting your divine powers on trivialities may get them stripped from you.
Or - Just house rule that you can only create one casting worth of water at a time and if you create more before the next dawn the previous batch will poof back wherever it came from. So you can create up to 10/gallons of water at 5th level. But you can only have 10 gallons at a time. If you fill an 8 gallon pot and then try to fill a four gallon put you'll lose two gallons from the 8 gallon pot. It's still enough water to be useful for an adventuring party but not enough to get up to shenanigans like "I'm going to spend the whole day casting "Create Water" and fill a couple of Olympic swimming pools".
Actually, my quick and dirty math suggests a level 5 cleric could do 144,000 gallons per day if he cast the spell continuously every six seconds, so he'd need three days to fill an Olympic pool.