oxinabox
2009-07-25, 10:09 PM
So I'm doing a nautical campaign.
And the PC"s were invited to join a fleet crossing the Dark Water (read 2-3 month worth of sailing the deadly'est seas to get to 'india' for ivery silk and spice)
So this fleet consistes of: (Max complimenty/required for sailing)
A greatship: (500/20)
a Junk: (50/7) * junk has a windcharmed sails and moves at at twice the speed expected of a junk
A caravell: (30/7)
So the Great ship ios priamairy carrying cargo, currently gold and riches, but will be traveling to a pirate island to pickup some (3 score tonne) captured cloves (on thing that in this setting isn't availiale in india).
the fleet is leavign fro ma priatte cove before going to the islands to pick up the cloves, then going heading out into the dark water.
So the The Junk an d the Caravell are going to contain the fighting power.
Total complement, warriors. little cargo. also full compliment of seige engines
Heavy Balista, maybe some mongonals/
THe great ship will contain ~150 crew. with the rest of the space being taken with cargo
the PC's have a Caravel and a half caravel (half the size but 15 ft faster).
With full complement of ~lvl 3 sailing flying monkey's armed with crossbows and tridents. plus a lvl 8 dwarf. and a lvl 5 bard. and a lvl 4 Healer.
the party is lvl 10s: ninja 7/pirate 3. archivist 3/wizard 3/mystic thurge 4, crazy 'lete raptorian fighter 10.
they've been brought on too up the fighting power more so.
Before they make it to the dark sea I'll lvl the crew of monkey's.
Now the PC's have a plan to betray the fleet, and take all the vestle before they reach the darkwater.
The description of the fleet's sailors was "12 score of the scurviest sailors that ever sailed the seas."
That puts them at average lvl 10 at least>
Now I have 240 sailors to prepare.
For lvl 4 deck hands to lvl 13+ Admiral of the Fleet.
Plus 2 captains lvl 11ish.
Plus each would have there magic users.
Warlocks, Wu jen, Druids.
Any suggestions on making them fast?
Of topic - reminder to self:
Great ship and junk are reinforced with magic to be stronger than addymant. caravell has iron platting on the sides.
sorry just got to remember that i can prevent the raptorian with addymant footspike, and who always lands on his feet (who takes no fall damgae for 150 ft (he can't hit people though, i worked rules for that), )can't just smash though anything.
Also Hit foot spikes may be addymant, but they are pointy, so he'll break his feet: Make a fort Save agains having your toes shattered. No this isn;'t falling damage, this is punching you fists through a wall type damage.
And the PC"s were invited to join a fleet crossing the Dark Water (read 2-3 month worth of sailing the deadly'est seas to get to 'india' for ivery silk and spice)
So this fleet consistes of: (Max complimenty/required for sailing)
A greatship: (500/20)
a Junk: (50/7) * junk has a windcharmed sails and moves at at twice the speed expected of a junk
A caravell: (30/7)
So the Great ship ios priamairy carrying cargo, currently gold and riches, but will be traveling to a pirate island to pickup some (3 score tonne) captured cloves (on thing that in this setting isn't availiale in india).
the fleet is leavign fro ma priatte cove before going to the islands to pick up the cloves, then going heading out into the dark water.
So the The Junk an d the Caravell are going to contain the fighting power.
Total complement, warriors. little cargo. also full compliment of seige engines
Heavy Balista, maybe some mongonals/
THe great ship will contain ~150 crew. with the rest of the space being taken with cargo
the PC's have a Caravel and a half caravel (half the size but 15 ft faster).
With full complement of ~lvl 3 sailing flying monkey's armed with crossbows and tridents. plus a lvl 8 dwarf. and a lvl 5 bard. and a lvl 4 Healer.
the party is lvl 10s: ninja 7/pirate 3. archivist 3/wizard 3/mystic thurge 4, crazy 'lete raptorian fighter 10.
they've been brought on too up the fighting power more so.
Before they make it to the dark sea I'll lvl the crew of monkey's.
Now the PC's have a plan to betray the fleet, and take all the vestle before they reach the darkwater.
The description of the fleet's sailors was "12 score of the scurviest sailors that ever sailed the seas."
That puts them at average lvl 10 at least>
Now I have 240 sailors to prepare.
For lvl 4 deck hands to lvl 13+ Admiral of the Fleet.
Plus 2 captains lvl 11ish.
Plus each would have there magic users.
Warlocks, Wu jen, Druids.
Any suggestions on making them fast?
Of topic - reminder to self:
Great ship and junk are reinforced with magic to be stronger than addymant. caravell has iron platting on the sides.
sorry just got to remember that i can prevent the raptorian with addymant footspike, and who always lands on his feet (who takes no fall damgae for 150 ft (he can't hit people though, i worked rules for that), )can't just smash though anything.
Also Hit foot spikes may be addymant, but they are pointy, so he'll break his feet: Make a fort Save agains having your toes shattered. No this isn;'t falling damage, this is punching you fists through a wall type damage.