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Post by Daos on Feb 7, 2018 0:08:48 GMT -8
Julak gives the party some chores to do to help prepare the ship for battle. After an hour or so, the floating village comes into view, as does the ship attacking it. The ship is about 2,100 yards away, so from the naked eye it cannot be seen at all from this distance. But those with spyglasses can just barely make out the ship in question.
"Bring us in, Mister Divex," Julak commands.
"Shall I prepare the cannons, captain?" asks Toven.
"No. This is a slaver ship, which means it likely has slaves on it. If we destroy and sink the ship, the slaves will drown with it," Julak explains. "Tell archers and crossbowmen to get ready. We aren't in range yet, but we will be soon."
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At this distance, each combat round is 30 minutes long. There are only three options available to the Tiaru at this point. Flee, Close or Spells. The captain has chosen to Close the Distance.
A naval combat round is broken down into three sections: the Maneuverability phase, the Action phase, and the Resolution phase. We'll start with the Maneuverability phase. Both ships declare their actions, and then both roll their maneuverability dice (if they are close) or pursuit dice (if they are far). Modifiers are added for crew experience, but I'm going to rule that both ships are populated with 'mates' and therefore neither gets bonuses or penalties. Modifiers are also added for wind speed and direction. The wind is currently blowing eastward moderately. The Tiaru is moving north but the enemy ship is moving south, so both get to add a +1/3 speed bonus to their movement. The Tiaru's speed jumps from 18 to 24, while the enemy ship jumps from 12 to 16. We then add that 1/3 bonus to their pursuit rolls.
Tiaru (1d6+12): 5+12 = 17 r_n3_TcT1d6 Enemy Ship (1d6+8): 3+8 = 11 1d6
The ship with the highest score wins, and what that means depends on the ship's actions. The Tiaru wins and is trying to close, so that means the Tiaru closes the distance and gains a +1 bonus on its next maneuverability/pursuit roll or a +2 bonus to missile/artillery combat this round. We still need to know by how much distance the two ships close, though. We subtract the enemy ship's roll by the Tiaru's to get (11-7 = 4). According to table 14, that means the ships close 1,800 yards. This means the ships are now about 300 yards apart.
We now move to the Action phase. This is where missile, artillery and spells can be used.
Before we continue, if anyone in the party has a weapon or spell that has a range of 300 yards or more and wants to use them now, they can do so now. If not, we'll continue the Action phase and then move on to the Resolution phase. 1d6·1d6
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Post by Bishgada on Feb 7, 2018 6:18:01 GMT -8
"Wow! We are catching up quickly!" Senllip chirps. "Save the slaves!"
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Post by GreyWolfVT on Feb 7, 2018 11:13:48 GMT -8
Jaeron "Indeed we must give those slaves their freedom."
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Post by HorizonsDream on Feb 7, 2018 14:54:21 GMT -8
"Keep focused, guys!" Kalana calls out to the others. They aren't close enough for her to be able to do anything yet.
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Post by GreyWolfVT on Feb 7, 2018 15:09:55 GMT -8
Jaeron "I'm focused don't you worry. When they're in range of my musket I'll do something."
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Post by notARobot on Feb 7, 2018 17:09:49 GMT -8
After assisting with the various tasks necessary to prepare the ship for battle, Mathias runs off in search of Kevara.
As soon as he lays eyes on her, he calls out, "Kevara! I understand you're the quartermaster upon this vessel, and word is we're to engage with the Bloody Chain shortly. Can I requisition some equipment from ya? My pistol...it hasn't been properly cleaned since I was rescued from bein' tossed overboard. If you can spare a gunsmith's kit and some dry powder, it'd make me that much more useful in the upcoming battle."
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Post by Nuke on Feb 7, 2018 17:11:47 GMT -8
Arieal heads to the bow and whistles again for her companion. Holding out her hand she trys to impart her wishes. Waving her hand she send the tern ahead of them and waits for a while enjoying the breeze in her face before closing her eyes and letting her mind reach out and find the vision of the bird. Arieal focuses and tries to garner some intel on the situation.
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Post by Daos on Feb 7, 2018 21:43:42 GMT -8
Kevara frowns and looks down at Mathias. She has short brown hair, brown eyes, and fair skin. "I'm responsible for the ship's inventory," she says, as if the dwarf wasn't already aware of that. "That means if something goes missing, it comes out of my pay. Do you have some kind of collateral to give in exchange?" Arieal concentrates on her as of yet named tern to see through its eyes. The enemy ship appears to be a caravel and the crew looks to be mostly elven, however the two ships are now close enough that anyone can look out over the railing and see that for themselves. She can also see that the ship is named the Sharrdar and it looks to have a crew of a couple of score, at least. The two ships come closer together, and the enemy archers prepare their bows. Julak calls for his own crew to do the same. The two ships will now exchange fire. "If you aren't using a bow, prepare to take cover!" warns Toven. ============== So that resolves the Action phase, we move on to the Resolution phase. This is where the DM reviews damage, morale, and so forth. Since no attacks have been made yet, there's nothing to do, so we skip that. Moving on to Round 2. It has now been 30 minutes. The two ships are 300 yards apart, so combat rounds are now 10 minutes long. We roll for pursuit again, but this time the Tiaru gets a +1 to pursuit because of last round. Tiaru (1d6+13): 3+13 = 16 pVd7j7h91d6Enemy Ship (1d6+8): 6+8 = 14 1d6The Tiaru wins again, so the same results as last time. The ships close 200 yards, so they are now 100 yards apart. The two ships are now in range of some missile weapons and certain spells. Anyone who wishes to use either can do so now. 1d6·1d6
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Post by Bishgada on Feb 7, 2018 23:45:20 GMT -8
Senllip watches the elven crew with curiosity. Seeing all the arrows aimed at him he takes cover.
=============================== (OOC: The PHB says the longest range for staff-sling is 90 yards so Senllip can't help yet.)
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Post by GreyWolfVT on Feb 8, 2018 2:53:07 GMT -8
Jaeron waits until they are in a range he can actually use his musket otherwise he takes cover. (seeing as max range is 50 feet not yards.)
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Post by Nuke on Feb 8, 2018 17:32:21 GMT -8
OOC: Is the enemy ship under sail or oars? Can I assume Arieal has Armor in effect? Melf's Minute Meters is in range at 130 yards by my calculations. At this point not action, standing at the bow, ready to duck.
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Post by HorizonsDream on Feb 8, 2018 19:41:17 GMT -8
Kalana takes some cover, and decides to try to use her crossbow.
PWQGly0Z1d20-2 1d101d20-2·1d8
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Post by notARobot on Feb 9, 2018 20:13:17 GMT -8
Kevara frowns and looks down at Mathias. She has short brown hair, brown eyes, and fair skin. "I'm responsible for the ship's inventory," she says, as if the dwarf wasn't already aware of that. "That means if something goes missing, it comes out of my pay. Do you have some kind of collateral to give in exchange?" "Bu- there's no-" Mathias' grumbled response is so infused with irritation and impatient that he briefly begins sputtering before regaining his composure. After spending a few moments patting the pair of pouches hanging around his midsection -- not frantically, but with a sense of urgency -- he removes the smaller of them from his belt and tosses it over to the ship's quartermaster. "There...thirty gold. Count it if ya please, so long as ya give me however many sachets of dry powder that'll buy. As for the tools..." Mathias gazes up at Kevara with a fixed, unyielding stare as he pries the glove off his right hand, removes a ring from that hand, then shoves it in her direction (without making actual contact with her). "I'll offer ya the best collateral I've got at the moment -- my word as a Guildsman, and the emblem that signifies me as such. I promise you'll get your kit back in just as good a' shape as you lent it, but...would ya hurry on about it?? Captain says we're on course to engage with these pirates any moment now, and the sooner I can start blastin' 'em into the sea, the better off we'll all be."
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Post by Daos on Feb 10, 2018 0:30:37 GMT -8
Above Deck (Kalana, Senllip, Jaeron, Arieal) Both ships fire at each other. Kalana manages to kill a sailor, while the other archers take down another sailor, four marines and at least two hit the captain--a sinister looking elf wearing black leather armor. There is only a short time to act before arrows rain down on the Tiaru at about the same time. Five marines drop dead. Julak and Senllip are both hit, as well, but their armor keeps the arrows from sinking in too deeply. Annoyed, Julak removes the arrow from his shoulder and tosses it aside. "Should have worn my red shirt today," he jokes. "Mister Divex, bring us closer!"
The two ships draw even closer, now bout 40 yards apart.
Below Deck (Mathias) Kevara frowns, but nods. As she accepts Mathias' payment, she hands him three doses of black powder and a gunsmith kit. In the process, they hear the many thumps of arrow above hitting the upper deck, and the screams of men dying and in pain. The battle has begun in earnest now.
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The Shardarr is a sailing ship; no rowers. The Tiaru has rowers and sails, however.
Since the Tiaru won the maneuverability phase, it gets a +2 to its artillery and missile attacks this round. The Tiaru is a very large sized ship, so up to 40 of its 50 marines can fire bows at the same time. A 1d20 is made for every 10 marines firing, so that's 4 attack rolls. At 100 yards, long bows with flight arrows are considered medium range, so that's -2.
bsiflkMR1d201d201d201d20
This does a total of 14 hits. Now the Shardarr has a defense rating of A, so we roll a 1d10 to determine where the arrows hit.
14d10
This means 1 sailor, 4 marines and 2 officers are hit. I'm going to rule that both of the officer hits strike the captain, wounding him badly.
Kalana fires her crossbow and hits another sailor, killing him.
Now for the Shardarr's turn. It is a Large ship so up to 30 of its marine can fire. They suffer the same range penalty (-2) but don't benefit from the bonus from winning the maneuverability phase.
1d20-21d20-21d20-2
They get a total of 11 hits. The Tiaru has a defense rating of B, so they don't have as much cover.
11d10
They hit 5 marines and 2 officers or PCs. Let's roll to see who they hit (excluding Kevara and Mathias as they are below deck):
2d11
The 1 is Julak, and the 10 is Senllip. Let's roll for damage.
1d61d6
Julak takes 4 damage, Senllip takes 5 damage.
Round 3!
It has now been 10 minutes. The two ships are 100 yards apart, so combat rounds are now 1 minute long. We roll for pursuit again, and the Tiaru gets a +1 to pursuit because of last round.
Tiaru (1d6+13): 4+13 = 17 1d6 Enemy Ship (1d6+8): 3+8 = 11 1d6
The Tiaru wins again, so the same results as last time. The ships close 60 yards, so they are now 40 yards apart.
Those who want to cast spells or fire weapons have another opportunity to do so now. 1d20·1d20·1d20·1d20·1d10·1d20-2·1d20-2·1d20-2·11d10·2d8·1d6·1d6·1d6·1d6
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Post by Nuke on Feb 10, 2018 7:29:16 GMT -8
Arieal stands and casts a spell. she directs five small flaming balls at the ship, three targeting sails and two the archers on deck.
OOC: Melf's meteors
c4fGI3qf1d201d201d201d201d20 1d20·1d20·1d20·1d20·1d20
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