| Wheldrake |
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It's one of those things where, in the old days, we'd just wing it and make it a die roll.
In the 70s we'd take a d6 and say "Hmmm. On a one or two, your ship capsizes in the rough weather and you have to swim to shore."
In the 80s we'd say "Wow, what a bummer to get bad weather after killing off 3 pantheons of gods. Screw the boat, I call my flight of dragons. Which god is on the next page?"
In the 90s we'd say "Oh, now I finally have a reason to use this water-weed I've had in my backpack ever since Eldritch Wizardry came out."
In the 2000s we'd say "Better make your Profession (sailor) check or just use your WIS bonus if the DC is under 20, to avoid swamping the ship."
And in the 2010s we now say "Ooooh, I've developed this awesome build specifically to handle these situations, with x archetype of y class and z bloodline (crossblooded with a) and blablabla. What's the DC? I've got plus 87 on the roll!"
Seriously, you'll have to wing it. Assign a DC value to the most logically appropriate skill (which might be made by an NPC shipcaptain, but still let one of the players roll) and then have cascading levels of failure, something like
1) sails get shredded
2) lose mast
3) lose mast and deck swamped
4) ship capsizes, but remains afloat
5) ship capsizes and sinks
And for each situation, plan ahead what the PCs might do to fix things, all whilst being ready for them to think of some wacky idea that never crossed your mind.
| Errant Mercenary |
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S&Shackles doesnt have the answers to this, in fact it leaves you wanting for them. I would go about it as any environmental factor and having the goal in mind. I would go about it like this:
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What is the purpose of a rolled/random storm/weather effect?
- A. Create a singular event for the PCs to solve. A series of skill checks with some cinematics, constructing it similar to the chase rules would work. F.ex. a lighting starts a fire, a rogue wave approaches maneuvre before it hits, crossing a weather front..
- B. Add another layer to combat. Visibility, difficult terrain, reflex saves as waves crash on deck..
- C. Tool for developing the story, i.e. Castaways, hit a shoal and explore the island, supplies are lost...
When you have your goal, expand on possibilities. Here we chose A.
Let us set this as a storm with an approaching rogue wave with a 3 part simultaneous challenge (1-3) for a full party and npcs.
Bad weather, the PCs awake to an "All hands on deck!", they get to deck and see the choppy seas. The fore top gallant's blown (captain didnt reduce sail in time) and soon the top sail's gone with it.
There are 10 rounds until a rogue wave hits. It becomes visible on the 6th round. 4th round for anyone with profession sailor/nature DC. The PCs must 1. Reduce Sail, 2. Take over the helm and steer, 3. Take care of further mishaps.
1. CHALLENGE 1 Two PCs are sent to reef the top sail with 7 other crew:
- DC 10 acrobatics to get to the shrouds to climb the rigging
- DC15 for climbing the rigging, it'll take 2 rounds to get to the yard, the DC increases by 2 every round.
- The topsail needs 3 rounds to be reefed profsailor/strength/dex/whatever.
- If it is not reefed by round 9 the PCs must do a Reflex save 22 or fall into the sea as the ship is hit by the massive rogue wave
2. CHALLENGE 2 On the second round a DC 20 perception notices the ship changing course, the helmsman has been knocked out by the wheel. A PC must take control of it.
- Takes 2 rounds to get to the wheel, or 1 round with acrobatics check DC 16.
- The steering requires either a Prof Sailor 20 or a Strength check 18 (if another pc or officer is there to give orders) to right the course
- When the rogue wave is seen the ship must change course as soon as possible or be capsized (usually set the bow pointing diagonal towards the wave)
- The Ship starts 5 points off the right course. Every check gets it one point nearer. When the wave appears it adds 2 extra points.
- For every round the ship is not righted, everyone aboard takes a -1 on checks.
- When the Topsail is reefed, decrease the DC by 5
3. CHALLENGE 3 Mishaps aboard.
- Get imagination rolling, watch some movie scenes.
- An NPC slips and falls aboard but grabs on to a line. She will slip into the raging ocean in 5 rounds
- The line can be handled with a Profession Sailor or a Strength check to bring them up. DC 30, everytime it is failed the NPC has a further -1 round taken off the counter
- Any idle hand can help, adding a cumulative +3 to the check.
- Everyone can do a reflex save/prof sailor or slip, not granting the +3
- Alternative is to have lines tangled with supplies dragging overboard..need to be cut or will make steering and passing the wave harder..
4. The wave.
- On the 10th round the wave catches up with the ship. It towers above the first platform.
- If the ship is righted it will climb the wave. Reflex save 15 to grab on to something. If all victory conditions are met award a +2 on the save. If the wave was seen early award a +1.
- If the ship isnt righted the wave washes the deck and heels the ship dangerously. Reflex save 25 for those on deck to stay aboard. Reflex 20 for those aloft.
- If the Topsail was reefed, give everyone a +2.
- If Topsail not reefed, the pilot needs to do a Prof Sailor Check DC 25 or the ship capsizes. Regardless, the ship is dismasted, losing control until it is cut away.
- If 1. 2. and 3. all failed, capsize the ship.
5. Outcomes.
- Dismasted. Mast needs to be cut away asap or makes a hole in the hull
- Capsized. Big story element here to decide what you want to do with it. Perhaps you dont actually want the outcome this dire, stick to dismasted
- Trapped in a capsized ship. Must swim out or sink with the ship.
- Lose a valued NPC, for example Sandara in Skull and Shackles, overboard
- Etc
6. Layers. Add damage or conditions here and there if you want to add another layer of complexity.
You could also use a simple version if you want it to be an anecdote instead of a full fledged encounter and use the Chase rules. The opponent can be the rogue wave, each box representing a check and an outcome.
| doc chaos |
Thanks for the advice. Simple yet atmospheric. I'm running a fight between a Myrmidon Robot and a speed boat out in the ocean. I figured some choppy waves would make for, not only a rough time aiming but also some cover and concealment.
I think I'm looking for some kind of chance per round of a certain type of wave size and direction based on the weather. If that makes sense!
| Errant Mercenary |
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Alright, then I really suggest looking at the Chase rules. Here are the paizo's original ones and here are some modified ones that I like. Even if you dont use them they can give you a good idea about flow.
For your particular scenario...you want waves. We can break down the weather into:
1. Severity. Is it constant or does it increase/decrease? How strong an effect do you want? Can the PCs do something about it, with spells or with pilot skills?
2. Direction. Decide where it is coming from or roll a D8 die for random direction of wind/waves. Decide how this affects the chase...waves from the aft increase the boat speed? from the front makes more spay as the boat hits the waves, resulting in 20% concealment?
3. Occurence. How often do these effects happen. A wave every 2 turns? Is the wind on at all times giving -3 to ranged? Does being high on the wave give the higher ground whilst being in the groove give cover both ways?
Just slap some numbers on the factors. Good luck with your high octane speed boat chase...it's definitely something I havent heard of in Pathfinder before!