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I made this timeline up to help me describe what was going on on other parts of the battlefield during the Crimson fleet attack on Farshore. Hopefully, someone will be able to make use of this (IMC, a control water made me redo a lot of this on the fly).
Format
The entries will be made in this format:
*[timestamp in rounds; the zero round is the point the scheduled battle sequence begins] : [events occuring this round]
Timeline of Doooom
*0 : Ships 1, 2, and 3 drop anchor some 200 feet from shore; ship 4 drops anchor some 300 feet from shore. Ship 4’s captain tries to pick a spot with least obstructed line of sight to shore. Ships 1, 2, and 3 are supposed to avoid anchoring in the middle of the harbor to avoid giving ship 4 line of sight problems.
*1 : Yuanti ship (ship 4) deploys flesh golems (*splash*)
*2 : Ship 4 begins deploying launches, ship 5 drops anchor some 250 feet from shore
*3 : Ships 1, 2, and 3 fire ballista at shore
*4 : Ships 1, 2, and 3 begin lowering launches
*5 : Ship 5 begins firing ballista at shore
*6 : Ship 5 begins lowering launches
*7 : Ship 4’s launches afloat; crew begins boarding. Four yuan-ti, captain, and another pirate stay aboard, with 24 pirates boarding launches.
*9 : Ships 1, 2, and 3s’ launches afloat; crew begins boarding. Captain and ballista operator remain onboard each ship, with 28 pirates from each ship divided up into four launches per ship.
*11 : Ship 5’s launches afloat; crew beings boarding. Vanthus, vrocks, captain and ballista operator remain onboard ship, with 24 pirates loading onto three launches.
*14 : Ship 4’s launches away; expected travel of 300 feet at 30 ft/round, with two additional rounds for launches loaded on far side and another two rounds to gain speed
*16 : Ships 1, 2, and 3s’ launches away; expected travel of 200 feet at 30 ft/round, with two additional rounds for launches loaded on far side and another two rounds to gain speed
*18 : Ship 5’s launches away; expected travel of 250 feet at 30 ft/round, with two additional rounds for launches loaded on far side and another two rounds to gain speed
*25 : Six launches from ships 1, 2, and 3 reach shore (7 pirates per launch). Depending on circumstances, the first signaling plumes and resulting fireballs from ship 4 should begin in a couple rounds from now.
*26 : Ship 4’s first pair of launches reach shore (8 pirates per launch)
*27 : Six remaining launches from ships 1, 2, and 3 reach shore (7 pirates per launch)
*28 : Ship 4’s last launch reaches shore (8 pirates)
*29 : Ship 5’s first pair of launches reach shore (8 pirates per launch), flesh golems heads appear above waterline 20’ from shore
*31 : Ship 5’s last launch reaches shore (8 pirates)
*31 : Flesh golems appear on shore
*V (is for Vrocks) : Vanthus, peering through a spyglass from a window in the captain’s quarters of ship 5, orders the vrocks to begin be ready to teleport into the fight with 30 seconds. Ideally, you should have Vanthus issue this order at such a time as would allow the PCs to engage the vrocks after dealing with the flesh golems and either before or after dealing with the yuan-ti. If you do have the vrocks arrive before the PCs have focused on the yuan-ti, it might be wise to position the vrocks someplace where the yuan-ti won’t be able to fireball the PCs every round, either because the PCs have cover, concealment, or there is a lack of living pirates who can throw targeting flairs.
*V+1 : Vrocks cast mirror image on themselves
*V+2 : Vrocks cast heroism on themselves
*V+6 : Vrocks teleport into Farshore