-Nate
Interlude 17: The
Competition 2
A previous
interlude provided suggestions for using competitions as a non-combat
challenge during an adventure. While those situations were
appropriate for downtime on land, it is also possible that some
friendly competition could arise while the ship is at sea. Given the
penchant for sailors to boast about their prowess at a variety of
activities, it's only natural that they might challenge one another
to show off their puissance when it comes to the tasks commonly
performed by seamen.
This can also be
a good opportunity to develop the personalities for other members of
the crew. Indeed, players whose characters are not skilled in these
activities could claim an ordinary sailor, give him/her a name, and
have that character compete. This could help increase the challenge
for the PC's, and might lead to some good-natured ribbing if a lowly
swab outperforms an officer. Additionally, these details could
increase the drama later during combat situations, if sailors with
established names and personalities are injured or killed.
Race to the Top
It's an old and
time-tested means for sailors to test their abilities against one
another: who can be the first to the top of the mainmast, and back
down again? This contest allows for two competitors—one going up
the starboard ratline, and one going up on the port side.
To resolve this
competition, characters involved should first make opposed Initiative
rolls. The character who wins gains the initial upper hand, and a
slight lead on the opposition. From that point onward, the characters
should make opposed Climb checks. Technically speaking, each
character involved moves one quarter of his speed, or one half of his
speed with a full-round action. The higher check is a little bit
faster, however, and gains a slight lead on his opponent. While this
check doesn't change the distance that each character travels, it
does represent who moves a little more quickly and thus can reach the
goal a little more quickly. (The exception to this is that characters
who fail to make the DC 15 check come to a halt, and don't make any
progress in their climbing. In such an instance, the character who
falls behind must manage to catch up in distance travelled, and have
a higher number of compared successes.) In this way, the characters
should continue to make opposed checks until they reach the top of
the mainsail, at which point the character who has won the most
opposed checks wins.
Note that
characters with a higher speed, especially barbarians, have a
distinct advantage in this competition. In such cases, the opponent
must win initiative and manage to reach the top of the mainsail
through successful checks before the opponent with the higher speed
can do so.
In a Bind
To resolve this
contest, each of the characters involved should make Profession:
sailor checks to represent how quickly each character can tie the
appropriate knots. Given the number of knots, it is best that from
two to six characters compete. In the event that there is a tie after
all of the knots have been attempted, the person running the
competition could certainly devise some more complicated tests,
perhaps involving splices. Some possible knots include the bowline,
bowline on a bight, clove hitch, figure-eight knot, sheet bend, and
square (reef) knot.
Ready, Aim, Fire
This challenge is
especially appropriate if the ship should become caught in the
doldrums, and if the captain just wants to give the gun crews a
little practice. Whatever the case, the ship should be riding at
anchor. To arrange it, somebody in a rowboat should haul out
appropriate targets—barrels or crates that have been irreparably
damaged, excess timber that has been cut away, and the like. These
should be taken to an appropriate range, perhaps a hundred yards, and
left floating.
At this point,
gun crews take turns preparing and firing their piece (treat the
debris as having AC 15). This should be resolved as normal, recording
how many attempts it takes to hit the target. Subsequently, those who
attempt the challenge must manage to hit the target with a smaller
number of shots. In the event of a tie, the target could be removed
to a greater distance for another round of shooting.
I handled a horse race in my campaign similar to how you describe race to the top.
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