My Tides of Dread Crimson Fleet attack


Savage Tide Adventure Path


Hey,

I just finished playing out a really epic pirate attack on Farshore.

I didn't like the crimson fleet attack as described, so I changed a lot.

Firstly, I think that 150 pirates is way too few for a crimson fleet assault on farshore. Also, I think that the pirate examples given are too high level -- everyone in the attack shouldn't be a Ftr2/Rog2.

So I made them all War2's. But I made the assault consist of 700 of them, on 7 ships, all larger than the sea wyvern/blue nixie.

I kept the Yuan-Ti sorcerer and his bodyguards but switched out his Animate Dead spell for Dimension door, since he had no undead bodyguards. I realize that Animate Dead is a prereq for the flesh golems but I didn't want him to be undead themed. Oddly, this switch ended up hurting him, for reasons I will detail below.

I kept Vanthus and the Vrocks as written. Vanthus is pretty weak, but his role isn't really to dish it out, it's to be dramatic and trigger his Savage Pearl.

I made a big map of the sea approach to farshore and the harbor on two big sheets of 1" square graph paper easel pads that I got from Staples. On this scale, each square represented 100 feet.

I decided that it was a sunny day when the pirates were attacking, and ruled that the lookouts saw the fleet 20 miles away, which gave approx. 2 hours warning of the attack.

My PCs include a Dread Necromancer, who has animated the Colossal Anaconda from the Couatl temple as a 20HD skeleton snake. They cast fly on it and rode it towards the ships, taking hits from the Yuan Ti's wand of enlarged fireballs on the way in. They crash landed on the deck of one of the ships. Since each ship had 100 pirates, they smashed a whole bunch of them on landing -- everyone on deck was squeezing.

My PCs tore into the pirates. The Yuan Ti and his bodyguards, on a different boat, dimension doored to the PCs boat to fight. Unfortunately for them, one of the PCs casts Anticipate Teleportation daily, giving the PCs one round warning of their arrival. All of the Yuan Ti bodyguards got butchered with full attacks from the buffed party. The Yuan Ti sorcerer, saved by his mirror images, dimension doored back out.

The PCs had their snake bite through the main mast of the ship they were on over the next 3 rounds , killing it. During that time they also killed about 50 pirates. Then they flew off and attacked another ship. Some of them had water walking ; they actually ran along the ships atop the water and boarded one. My PCs had very high ACs so even though they took huge volleys of crossbow bolts from the pirates (they needed natural 20s, so I just said that 1 in 20 hit), they weren't seriously threatened by them.

At this point I used the Vrocks, because otherwise all the pirates were going to die on the water. the vrocks drew the party away; they were very effective due to their mirror images at will and their sonic screech. They pretty much tied up the party for long enough for 5 ships with 380 surviving pirates to land at farshore.

I had a similarly sized map of farshore and the immediate bay, on a 1" = 30 feet scale. After landing we switched to it.

I had created a mini-mass combat system for this battle. I basically divided everyone into squads of 9 troops led by a leader. So a pirate squad was 9 war2's lead by a war4. All of farshore was organized in a similar fashion, except that most of farshore is commoners or experts, not warriors. But the farshore leaders were people like Lavinia and Manthalay and the individual Jade ravens.

Each squad was represented by a 1" square of colored construction paper -- blue for the good guys, red for the bad guys, with a number, leaders name if present, and a 'combat bonus', which derived from the level of the leader, the kind of equipment it had, and the combat ability of the troops in it. This bonus ranged from +1 (commoners led by a war1) to +14 (lavinia, leading 9 war1's with masterwork weapons).

A squad attacks by entering the square of another squad. You resolve combat by rolling a d20 and adding your combat bonus. a 15 or higher is a hit, and for 5 points you exceed 15, another hit. So a 20 = 2 hits, 25 = 3 hits, and 30 = 4 hits.

Each hit is a dead or disabled farshore resident or pirate. Leaders don't take damage until their troops are gone.

Spellcasters had the option of casting a spell instead of attacking, but the squad lost their bonus for that round. I adjudicated spell effects on a case by case basis. Summon monsters just got to do 1-3 automatic hits per round, depending on how tough they were and how many attacks they had.

So the pirates had 38 squads and farshore had 26, including the olman help (six squads of olmans). But farshore had far more magical support, due to Professor Aldwattle, Kaskus the Druid, Liamae, and the PCs. Spells like Fireball and Web were very effective. Also, farshore had a 'healing squad' composed of the NPC cleric and his acolytes, that could heal 1 hit per CLW or higher expended.

It worked really well. It took us two sessions to play the fight; one for the approach, and one after landing The PCs were 90% consumed fighting the yuan ti sorcerer and the vrocks -- the vrocks were, of course, trying to do a dance of ruin, which the party wizard recognized as being devastating.

Farshore won the fight, suffering about 75 unhealed 'hits'. I ruled that 40 of these represented actual deaths, and the others lived.

Vanthus emerged near the end of the pirate fight, flying to a rooftop near lavinia's squad. He made his speech, got dramatically rebuffed by her, and tried to dominate her. She made her save.

The Dread Necromancer attacked him with summoned Allips. They took his WIS down 1 1 by the time he drew and activated the Shadow Pearl.

The party cleric had a Bead of Force. They used it to bubble the Shadow Pearl, and it exploded harmlessly inside the bead and the Savage Tide was prevented. Shortly thereafter, Vanthus was bitten in half by the Dread Necromancer's Colossal Skeleton Anaconda.

And Farshore was saved! I gave the PCs the 'total victory' award, of course. Sadly for them, they were all too high level to get any XP from the War2 pirates. Still, they got almost 8000 XP each for the battle, and a lot of loot. One ship with about 60 pirates on it got away, all the other pirates died, except for one sad pirate that they allowed to live as a prisoner.

This was the biggest and funnest D&D fight that I have ever run. It was really epic! I totally recommend that others try something similar.

Ken


Oh, and I divided up all the Farshore squads and NPCs and my players ran them. It would have sucked if I'd tried to run them myself; too much work for me and a lot of sitting and watching on the part of the PCs.

kenmckinney wrote:

Hey,

I just finished playing out a really epic pirate attack on Farshore.

I didn't like the crimson fleet attack as described, so I changed a lot.

Firstly, I think that 150 pirates is way too few for a crimson fleet assault on farshore. Also, I think that the pirate examples given are too high level -- everyone in the attack shouldn't be a Ftr2/Rog2.

So I made them all War2's. But I made the assault consist of 700 of them, on 7 ships, all larger than the sea wyvern/blue nixie.

I kept the Yuan-Ti sorcerer and his bodyguards but switched out his Animate Dead spell for Dimension door, since he had no undead bodyguards. I realize that Animate Dead is a prereq for the flesh golems but I didn't want him to be undead themed. Oddly, this switch ended up hurting him, for reasons I will detail below.

I kept Vanthus and the Vrocks as written. Vanthus is pretty weak, but his role isn't really to dish it out, it's to be dramatic and trigger his Savage Pearl.

I made a big map of the sea approach to farshore and the harbor on two big sheets of 1" square graph paper easel pads that I got from Staples. On this scale, each square represented 100 feet.

I decided that it was a sunny day when the pirates were attacking, and ruled that the lookouts saw the fleet 20 miles away, which gave approx. 2 hours warning of the attack.

My PCs include a Dread Necromancer, who has animated the Colossal Anaconda from the Couatl temple as a 20HD skeleton snake. They cast fly on it and rode it towards the ships, taking hits from the Yuan Ti's wand of enlarged fireballs on the way in. They crash landed on the deck of one of the ships. Since each ship had 100 pirates, they smashed a whole bunch of them on landing -- everyone on deck was squeezing.

My PCs tore into the pirates. The Yuan Ti and his bodyguards, on a different boat, dimension doored to the PCs boat to fight. Unfortunately for them, one of the PCs casts Anticipate Teleportation daily, giving the PCs one round warning of their arrival. All of the...

The Exchange RPG Superstar 2010 Top 32

Wow, that sounds fantastic!

/me bookmarks the thread immediately

Did you take photos?


Sounds very cool. :D
I'm glad you all had a great time. :)

Um, not clear on this abbreviation: CLW? (Caster Level _____?)

The Exchange RPG Superstar 2011 Top 32

Kyrinn S. Eis wrote:

Sounds very cool. :D

I'm glad you all had a great time. :)

Um, not clear on this abbreviation: CLW? (Caster Level _____?)

Cure Light Wounds


carborundum wrote:

Wow, that sounds fantastic!

/me bookmarks the thread immediately

Did you take photos?

No, I didn't take any photos. But wow, I should have!

I think next, I will draw a huge table-sized map of the isle of dread on easel pad graph paper. Then I will tell the PCs about both the emraag/troglydyte/lightless depths plot and the city of broken idols plot and let them decide what to do first. They are pretty tough so I think they can handle the adventures in either order.

I hope they go fight Emraag the Glutton, I want to get rid of that skeletal anaconda! Dread Necromancers are really out of control... that thing has a +42 grapple check, and a crazy STR and AC, and over 200hp.

Ken

The Exchange RPG Superstar 2010 Top 32

kenmckinney wrote:
I want to get rid of that skeletal anaconda!

Doesn't Green Slime eat bones? Then the troglodytes could deal with it too :)

Sovereign Court RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16

One word: Disintegrate.

Undead and constructs have horrible fort saves.

The Exchange RPG Superstar 2010 Top 32

Thread resurrection - we're playing the assualt on Farshore in the next few weeks and my group has requested a wargame style. Ken, if you read this, would you mind briefly explaining your simple system for the squads and how you worked out their attack bonus etc? It sounds perfect - simple yet effective!

Anybody... do you know a simple system to run this fight as a wargame without too many rules?

Hmmmm - wonder if Hank Woon ever finished his mass combat rules or has a beta version...


Hey guys, I've only just read this now, and yes it sounds cool, especially letting your players run all the defending forces. Personally, I ran it similar, but more light-weight...

I just used the picture of Farshore that came printed in the magazine (from the free pdf enhancement with all the pictures in it, printed a decent size). I then used little markers for the invading ships, and the players told me where they stationed their troops, what kinds of orders they had, and so on. We played out the initial attacks in a completely rules-free way, i.e. I described the invading ships arriving, and the players described what, if anything, they would do about it from their PC's point of view. Once the PC's got into combat, they we jumped to the specifics of that fight, and once it was over I described what else they say going on.

For example, initially the players tried to slow down the invaders by planting one of their own ships in the harbour, with native warriors planted either wide on the hills, but I ruled that the ships had far superior artillery (in range and damage) so the natives followed their orders to fall back if losing, then the pirates just advanced and took control of the ship the players left to try and block some of the harbour. From there, the pirates launched their longboats at various points, and their golems also went in, which the PC's saw as the biggest threat so that's where the first "PC fight" took place - a set of golems, then a set of pirate invaders. Most of the pirates went on shore in the one point the PC's left least guarded, at the same time as the PC's fought the golems - channelling the pirates was one of the players pre-planned strategies. But if the Pc's were not involved, I just described how it all panned out, letting them know how their pre-planned strategies worked out based on what I thought was reasonable. Basically, once the pirates got on shore, the defenders had solid plans and better numbers, so the best they could do was get as far into the town as possible for a last stand-off between Lavinia and Vanthus, which the PC's got to just in time, killing Vanthus and routing the remaining pirates.

It went surprisingly quick - about 5 hours of play is all it took, and I think it was still pretty epic playing it all out on two levels - the map of the town to show the general view of where all the invaders were (but without any specific rules or rolls), then the tactical map to play out any fights that the PC's got involved in.

But for some reason my players didn't attack the boats - perhaps because I made that option look like a folly, with the ships having strong artillery pieces (magical and mundane), the yuan-ti got them a bit spooked, and I also had warforged amongst the crew (my players probably thought these were tougher than your average pirate, which was true). Also, my players had previously discussed strategy, and decided (quite sensibly) that their greatest strengths lay in superior numbers and in having a fortified town to defend. They had also done some divination and knew the invaders were not just pirates but also yuan-ti, warforged, and demons. I think it all depends on what your players come to expect out of your games - in my games, my players tend to expect me to present situation that are realistic as opposed to always winable, so here they no doubt figured that if they just tried to take out all the ships themselves, then I'd let them have it and they would be crushed. Which is about right. Although potentially I'd just use the situation to tie up the Pc's with one ship, and the others would go past them and get into the business of destroying the town while the Pc's are not there to save it.

That was basically my strategy for the pirates all along - if they found a point of resistance, the pirates would not get bogged down, a few troops would stay to tie up the defenders, while the rest of the invaders went in elsewhere. That makes sense as far as the pirates go, and it also makes for a fun, dynamic invasion where the Pc's have to keep trying to work out where they should go to next.

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