A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Riverboat “Nellie”
Emplacements: 2
exposed Ballista (fore, aft). 8
native rowers, 4 Crewmen, 1 Officer. 50-foot-long
ship is 15 feet wide. It has 4 two-man
oars on the sides and a single mast with a square sail. It can carry 40 tons of cargo. (Obviously, this doesn’t match the picture,
but it’s roughly the same in concept.
Besides, isn’t that picture awesome?)
These ships ply the deep rivers of Africannes and troll the
coasts. Many small, independent
companies make the river runs. They are
usually armed with a couple of Ballista and perhaps a group of mercenaries
(like the Player Characters). The Commonwealth
Navy maintains several fully armed riverboats to patrol the rivers, often
carrying a squad of Marines (11). A
couple of military galleys have also been brought in to increase the military’s
presence.
Piloting the ship:
DC 12 each hr cruising, DC 12 to dock.
Failure runs the vessel aground, probably damaging it.
If the Characters take their turn at firing the ballista, while the operation of the
weapon is similar to a hand-held crossbow, their “To Hit” will be limited to
their Dex bonus, unless they have had naval experience using one. I’ll mention my Naval
combat rules, if you want to make the combat between the riverboat and war
canoes (equivalent to Rowboats) more complicated.
Native Rowers
(x8)
They are equivalent to Native Warriors, but they are
unarmed and will not fight. These are
not slaves, but are hired laborers.
Seaman (x4)
+2 Dex
HD 1 (d8), Hp 4, AC 12 (None)
Fort +0, Ref +4, Wis
+0
Melee: Cutlass
(Short Sword) +1 to hit 1d6
Ranged: Light
Crossbow +3 to hit 1d8, M
Ballista +3 to hit
Heavy Bolt 3d8 damage (Hammerhead Rounds), Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until
extinguished, Range S
Sailing Skill +1
[(Int bonus + Wis
bonus)/2 + 1/2 level]
Climb +2
Riverboat Captain
Maddox
+2 Dex, +1 Wis ,
+2 Str
HD 5 (d8), Hp 20, AC 12 (None)
Fort +1, Ref +6, Wis
+2
Melee: Cutlass
(Short Sword) +7 to hit 1d6+2
Ranged: Light
Crossbow +7 to hit 1d8, M
Ballista +7 to hit
Heavy Bolt 3d8 damage (Hammerhead Rounds), Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until
extinguished, Range S
Sailing Skill +4
Climb +5
Intimidate (Physical)
+4
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