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Dungeons and Dragons Scenarios This is the place to put all of our D&D adventure type scenarios. Come here when you want to browse user submitted adventures.


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  #1  
Old December 21st, 2009, 08:15 AM
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Scylya Scylya is offline
 
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Adventures at Sea

Another mini project Im working on for another quest is ship to ship battles in a similar vein to Descent Sea of Blood.

A ship has multiple glyphs that represent locations that can be manned by figures, if the Glyph is face up it is 'activated' and affects some part of the ships actions.

Anchor - If the anchor glyph is face up, the anchor is down and the ship does not move at all. If it is face down the ship can move and is subject to a minimal movement.
If the anchor is not activated, when the ship moves it moves between its minimum movement and maximum movement.
A ships minimum movement is 1 + 1 per activated Sail.

Sails - When the sails are activated, they add 2 spaces to the ships total movement and 1 to its minimum movement per activated sail.

Cannons - Activating the cannons allows the model to make an immediate attack with them.

Ships wheel - standing figure on this activated glyph allows the ship to change direction.

----------------------------------------------------

This would be used for the start of the quest where the heroes are on their ship heading to a land rumored to hold great riches, and as they locate the isle are attacked by a pirate ship.
The rules need expanding but allow cool stuff like boarding actions.
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  #2  
Old December 21st, 2009, 01:09 PM
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Re: Adventures at Sea

It's a great concept, but how exactly are you going to make the ship itself? I suppose you could make it like Dr. Weirdscaper's sub, but that would use a lot of terrain. Still, it can be done--my thought is, you'll have no way to move it.

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  #3  
Old December 21st, 2009, 01:24 PM
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Re: Adventures at Sea

I like the idea of a ship. You could use a little toy ship for it or use like a warhammer ship or something.

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  #4  
Old December 21st, 2009, 08:10 PM
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Re: Adventures at Sea

My concept for a ship is just a 3x4 / 5 hexes, since it will sit ontop of the water hexes it wont be attached to the water and can move easily, the main problem I have is facing and turning.

The other thing is you need quite a lot of water tiles to make a decent playing area. More than I currently own, but I only have 2 RoTV.
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  #5  
Old December 22nd, 2009, 01:50 AM
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Scylya Scylya is offline
 
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Re: Adventures at Sea

Had a play with facing and turning and its not too bad, movement rules as follows.

After initiative is rolled but before any orders are resolved, move ships in order of initiative.
A ship moves directly ahead its minimum movement, and then the player can move extra.

Captain's Wheel - If there is a figure on this glyph, they may turn the ship after it has moved its minimum movement.

As for ship to ship battle, there will be 2 ways to win, sink the enemy ship or kill all its crew.
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  #6  
Old December 22nd, 2009, 09:51 PM
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Re: Adventures at Sea

If you're short on water tiles, you could always use a Lexan Map instead.


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