We, the wizards at the Flying Pincushion, really do feel that classic literature and modern gaming have quite a bit to learn from each other. Thus today back for a 2nd look is a very fine chase scene encounter based on Moby Dick and written by Frank Gori. I hope that you, our treasured readers, enjoy this classic from the Flying Pincushion vaults, and we would love to hear your stories from the table about running this encounter. Thank you for all your support, and as long as you keep reading, we will keep writing.
Sincerely,
Jeffery Harris
Article by Frank Gori
Towards thee I roll, thou all-destroying
but unconquering whale; to the last I grapple with thee; from hell’s heart I
stab at thee; for hate’s sake I spit my last breath at thee. Sink all coffins
and all hearses to one common pool! and since neither can be mine, let me then
tow to pieces, while still chasing thee, though tied to thee, thou damned
whale! Thus, I give up the spear!"
- Moby Dick, Herman Melville
- Moby Dick, Herman Melville
If you haven’t read Moby Dick
by Herman Melville I highly encourage you to do so, your life will be richer
for it. That said it isn’t required reading for what follows below. On Monday I
gave you a take on Moby Dick that should terrify most adventuring parties,
yesterday John gave you a bizarre possibility of a whaling vessel based on the Pequod, today I’ll give you a set up,
some NPC concepts, a chase scene, and a combat. Basically the bones of what you
need to make a tale inspired by Melville’s classic come to life at your table.
image from http://www.irish-genealogy-toolkit.com/coffin-ships.html
The Set Up
Use whatever story hook you wish
to get your PCs to travel by Sea. Normally they’d probably avoid the creepy
looking whaling vessel decorated with whale teeth and bone however it happens
to be headed where they are going and no one else is willing to take them.
There could be ill omens that dissuade the superstitious sailors from traveling
or a festival might have hired all cargo vessels.
If you’re not a fan of such
heavy handed tactics try enticing them with mystery or simply make it fiscally
rewarding (free passage or even rewards and training.)
Once you’ve effectively
corralled your players on the ship, introduce them to the cast of characters
below except for the captain. The first mate Starbuck hires them, their captain
is seeing a healer regarding regenerating his arm, that is all the PCs are
told.
Once the voyage has begun it’s
another week before the captain makes his appearance along with his personal
harpoon crew which looks to be a shady lot. PCs with a strong survival score
(DC30) might notice the ship is taking a very indirect route to their
destination.
PCs that have a good diplomacy
score may well pick up rumors from the crew:
DC 10
|
Captain Ahabar lost
his arm to a white whale. (True)
|
DC 15
|
The cabin boy is a witch
of some sort and can see the future. (False the boy is an oracle)
|
DC 20
|
Ahabar had a harpoon specially forged for
the whale. (True)
|
DC 25
|
Starbuck is talking to
some of the crew about mutiny, but they are afraid of the harpoon crew.
(True)
|
After properly setting the tone
and tension (and about a week game time) the whale is spotted. Set the scene
for some high drama as the crew readies itself for a fight, then give everyone
a reflex save DC 18 to not get knocked prone when the whale rams the boat. If
they are near the rail and fail the save by 5 or more the PC is overboard and
will need swim checks.
Roll for Initiative
At this point we are going to do
a modified version of a chase scene. There are four zones on the ship each has two
or three tasks that need to be dealt with before six rounds have passed; in
order to accomplish two objectives 1) Get the harpoon crew on rowboats and 2)
get the ship back under control. Failure on any one task will allow another
capsize attempt in round seven and reset 1d4 of the challenges. If the party
fails twice there’s a sickening crack and the ship sill go down.
Moving from one zone to the
other requires an acrobatics check DC 14. To determine where each character
starts roll a d4.
Spells can cheat just like in
any chase however due to the chaos and unsteady ground make spellcasters make
concentration checks DC 12+1d4 each time.
The Stern or Rear of the Ship:
Man Overboard: The
boatswain has gone overboard roll either a swim check DC 16 to dive in after
him (with a tow line) or a ranged touch attack DC 19 to hit him with a net.
Up Anchor: The
anchor unintentionally dropped and needs to be pulled up roll either a modified
climb check (uses same muscles) DC 25 or a diplomacy DC 15 to get the attention
of other crew members to help.
Lock and Load: The
Stern has a ballista load it with a harpoon (chain detached) to dissuade
pursuit Knowledge (Engineering) DC 12 to load properly or jam it in CMB against
CMD of 22
The Bow or Front of the Ship:
Who’s Drivin’: The
ship’s pilot was thrown and is currently stuck to some of the whale teeth that
garishly decorate the ship either grab the wheel and steer Profession (sailor)
DC 30 or help the man to his feet and bandage him Healing DC 14.
Shark: Just before
the boat got rammed the men had caught a shark and pulled it aboard. Un
fortunately it’s still alive and with the rolling about a bit of a danger
either called shot against AC20 to coup de gras (touch AC but +10 to called
shot) or Diplomacy to get help DC 16.
Mid-Starboard or middle right:
Lend courage: The
Captain is a bit shaken by the hit to the boat you need to lend him some
courage by either making a perception check DC 18 to notice and hand him his
hip flask or Bluff 12 that he can win against the whale still.
My Harpoon Good Man:
The Captain needs his weapon DC 20 perception check to find it or Diplomacy 16
to get the crew looking.
Lower the dingy:
With the ship listing its actually a test of balance DC 18 Acrobatics or hit AC
25 to cut a tangle of rope and drop it
forcibly.
Mid-Larboard or middle left:
Catch the Line:
loose is preventing the sail from being taught catch it by jumping Acrobatics
DC 22 or climb and follow it DC 16.
Secure the Line: You got the line now pull the sails
taught and secure it by making either a Profession (sailor) roll DC 12 or a
Survival DC 20 roll.
Assuming the PCs succeed the
harpoon crew rows out to face the beast which will buy the PCs a luxurious 14
rounds before the whale resumes trying to capsize them (if they have not spent
at least 3 rounds fleeing.)
Before it engages the captain
though it summons four kytons who immediately grab the harpoon chains and will
then attempt to climb a mast and destroy your sails. Otherwise it’s a normal
battle with Chain devils.
Failure gives another opportunity to capsize the vessel.
No comments:
Post a Comment