-Nate
Interlude 53: The
Dismasting
The rigors of travel at sea--not to mention nautical combat--can be
hell on a ship and crew. At no time is this more apparent than when a
ship loses its mast, sending it crashing down to the deck or into the
water. Such a situation presents numerous dangers and other
challenges, but provides PC's with various opportunities to show off
their abilities and skills.
Why This Happens
This
situation could occur for a number of reasons. For one, that mast
could be stricken by lightning or snapped by powerful winds during a
storm. Another possibility is that enemy fire manages to break it,
either through a sustained volley or because of one lucky hit. It
could also happen that a band of attackers storm the ship and, using
axes, manage to chop through it.
Where It Goes
Once
the mast does fall, it's important to know in which direction it
falls. To determine this, use the scatter chart for grenade-like
weapons from Chapter 8 of the Player's
Handbook. Of course, the
GM should also consider the direction of the prevailing wind,
especially if that is the cause of the dismasting.
When
it does fall, a number of results occur right away. For one,
characters who happened to be in the crow's nest or in the rigging
must make DC 25 Strength checks to hold; those who fail are thrown
from the mast and suffer the effects of a fall equivalent in height
to the characters' initial height minus ten feet. The surface they
hit, of course, is determined by the aformentioned scatter result.
Those going into the water can treat the fall as being another ten
feet less, although they must then make Swim checks appropriate to
the condition of the sea. Those who hit the ship's deck take damage
as normal. Class abilities that reduce this, such as for the rogue
and monk, can be applied as normal.
There
is also the chance that the falling mast hits characters standing on
the main deck. If this is the case, they suffer damage equal to 1d6
for every ten feet they are from the base of the mast. Said
characters make make a DC 20 Reflex save in order to halve the
damage. Moreover, those who fail become pinned under the mast and
need to make a DC 20 Strength check in order to be freed.
What the Crew
Needs to Do
The
other main effect of the dismasting is that the ship's speed is
reduced to one third, rounded down (for ships with two or three
masts), or one half (for ships with four or more masts). Ships with
just a single mast lose their method of propulsion. Furthermore, all
Profession: sailor checks made to steer it suffer a -10 circumstance
penalty. For dismasted single-masted ships, of course, maneuvering is
impossible. This remains the case until the crew can cut away the
remains of the mast. Treat the mast as having hardness 5 and 60 hit
points for this purpose. Even so, the speed only returns to one half
normal (for ships that started with two masts) or to two thirds
normal (for ships that started with three or more masts), rounded
down, until a new mast can be put in its place.
Replacing
a mast is a daunting task. First, the crew must find a suitable piece
of timber. Unless the vessel is carrying a spare, they must search on
shore to find one. If it is a fresh tree, they must cut it down and
then move it aboard the ship. The latter action requires a series of
DC 30 Strength checks, although as many as twelve characters can
combine their efforts. Failed checks do not cause damage, but do take
up more time. The GM could use this for a bit of excitement if the
PC's have enemies pursuing them while they make repairs.
Additionally, a DC 15 Use Rope check provides a +2 synergy bonus.
Once the mast is close enough to be brought aboard the ship, a DC 20
Rope Use check is needed to rig it properly. Then, another combined
DC 30 Strength check is required to hoist it into position, and
failure by five or more causes it to fall again. Finally, a DC 20
Craft: carpentry check is required to secure it, and again failure by
five or more leaves it susceptible to failure at a future time chosen
by the GM.
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