Naval Warfare

Tonight we have a few extra rules to help flesh out the naval warfare for this weeks adventure. As the Surf Skimmer is a smaller and faster boat escaping would be another option but until they can free the hooked barrels, harpoons and repel boarders from the boat they wont be able to get away that easily.

So suit up as we have some extra rules with this week’s encounter!


Naval Warfare

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Naval Warfare – Created in WordPress.

Boarding Boats: The enemy sends small boats with mercenaries loaded within. It takes two rounds for a boat to reach the party’s ship. If PCs attack the boat, it has AC 14, 40 HP, and moves 30 ft. per round. If the boat is destroyed, enemies must swim (halved movement) if they have access to a harpoon rope or they disappear from combat.

Ship-to-Ship Combat: The larger ship has archers and spellcasters who fire long-range attacks. Each round, roll 1d4—on a 1, a volley of crossbow bolts bolt is fired, dealing 3d10 piercing damage on a hit to the ship and failing a dex save the party as well. The party take half damage on a successful save.

Wind & Weather: sudden strong winds cause disadvantage on ranged attacks beyond 30 feet. If the wind worsens, Dex saves may be required to keep footing.

Ship Damage & Stability: If the party’s ship loses 50% HP, movement speed drops by half. If it hits 10% HP, the ship is sinking—forcing the party to abandon ship or find repairs fast

Escape Conditions: The party can attempt evasive manoeuvres. If they succeed in three consecutive DC 15 Acrobatics or Survival checks, they gain enough distance to flee


Thanks for joining for this quick update for the week. Don’t forget to come back tomorrow for the end of week Zine and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

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