The masts are primarily wood. Some have metal brackets and fittings for added support. While some shamans or mystics have appeared on ships it is relatively rare. (Less than half) You may have one or two max to deal with but most are easily dispatched and lack proper skill to combat your level of ability. Arrows from goblins and orc javelins will be the main deterrent for getting too close. The horde is heading towards the docks, beyond that we do not know. If they turn north it would take a few days for our ships to catch them but if they turned south we would cross paths in less that 24 hours. That will depend on how quickly the army group reaches the docks. If they are able to catch the horde before they can escape to see we will send you immediately. If the horde safely departs on their ships you will leave at dawn." Varian says as he looks at Jinara then turns to Mucor and Gaelin.
"Yes, if it comes to a battle at sea your druid will have an advantage over all of you. His ability to control water will prove quite advantageous if utilized correctly. The sails would be vulnerable to slashing damage from swords or axes but would also be easily damaged by fire and explosions. Ripping or burning the sails would definitely disable the ships quickly. While fire is harmful to the wood the treatment it undergoes to resist taking on water makes it take long exposure to flame to ignite. Spells that linger in an area or lighting a puddle of oil, which we can provide you would work the best on destroying the wood of the masts. We aren't sure how many ships the reduced horde will use since the armada currently docked was for all 30,000 but there are around 100 ships there now." He smiles and turns to Torq and Aryn before adding,
"Regardless of magical or physical ability, any plan poorly executed is doomed to fail. Only coordination as a team will allow you to be successful in this battle, as I'm sure you are all aware. Your team work on the battlefield earlier today was proof that you are capable of accomplishing task that you would be unfit for as a group of individuals. You are a team! You must work as a team. Controlling the ship will be a difficult task but if you're able to do it, could wreak havoc on the armada. You must be mindful though, these ships will likely carry over 250 soldiers each. Planning and timing will be your greatest ally should the fight happen on the seas. If there are no other questions you should begin to prepare yourselves. These mages will escort you to your quarters here and will bring any supplies upon your request, including oil."
(Time is 4 pm. Horde ETA at docks- 8 pm, Army ETA at docks- 10 pm)
(OOC: So Mucor burned... like... a lot of his useful spell slots in the battle and then healing the orc. I regained one level 4 spell slot but I am actually going to be pretty limited in this fight because I have all my 1st and 2nd level spell slots.. which isn't going to help much.. I have 1 3rd level and 1 fourth level.. and one 6th level. We will see how this goes lol. My GO-TO move erupting earth is 3rd level... and I am not sure I have anything that can really do much in my lower level spells... I think my big control the ocean spells are all higher level so I might have 1 shot to do something neat, we will see ;) )
(Well hopefully the army won't reach them in time and we'll get a long rest in.)
Aryn listens and looks closely over the map before piping up. "So basically we have at least 4 hours or so to rest right? Whether the army group reaches them or we attack them on ships you'll let us know and show us the positions of both sides before we're teleported right? If so, I say we all go rest now. It'll be easier to plan when we can see the battlefield. Also, how close will you be teleporting us? Nearby isn't very specific."
Mucor would nod. Yes.. while I was not hurt durning the last battle.. I feel that i exhausted a great deal of power durning the last fight.." The minotaur would say with a smile.
"Understood. I will do my best to cause as much mayhem as possible for the horde, but I agree we should rest as much as possible beforehand. One last thing though: Do you have any more of these magical spheres and how do they work?" Torq asks
"Can we get any crates of alchamists fire? I know I was given one on a previous mission... you wouldn't happen to have any of those now would you?" Mucor would ask.
As Varian is bombarded by questions he listens, patiently waiting to respond before saying, "Yes, depending on how quickly you fall asleep. It should take 4000 orcs at least an hour to board and disembark from the docks which is the only reason the army group could catch up to them. We would be able to show you somewhat of a layout. It would be a bird's eye view and could teleport you within a few hundred feet barring any unexpected circumstances. Mass teleportation magic is still somewhat dangerous even for those with great skill. You will be split into two groups so once you see the area you can determine who will be in each group."
Turning to Torq, Varian says, "My apologies. i forgot to explain that. You simply depress this part here and throw. It has a 6 second delay so you have plenty of time to throw it or leave the area should you drop it. We have 4 more for you to use." Varian turns to Gaelin and Jinara, "Please document in detail the effectiveness of these devices for me." and turns back to Torq with a smile before looking at Mucor and Gaelin, "Yes we can provide these things to you. Make a list of the items and quantity you would like and our mages will retrieve them for you once you reach your quarters."
Zinmaer steps forward as Varian finishes and says, "I need to return to Castle Daybreak immediately. Can you or your mages assist with my request?" For the first time you see a puzzled look on Varian's face before he whips out a piece of chalk and says, "Once the circle lights up you will only have 6 seconds to walk through, but this will take you back to your castle." and after a short time the circle is complete and runes light up in bright blue. Zinmaer steps through and disappears as the blue light flares then goes out. "If that is all you may follow these mages to your quarters for the night." Varian says as two mages walk through the door. You are lead down multiple flights before you reach a door that opens to a long hallway. The mages point you to your own rooms and you find comfortable beds lit by candlelight.
(If you want anything else speak now or forever hold your peace. So far: Alchemist fire, Oil, bags of holding, Rope, grappling hooks.)
JInara chimes in 'spell scrolls that can either mass control or conjure things that will draw attacks from us. A couple immovable rods. Any potions that you have to enhance us. Specifically, If you have a way to reclaim spells higher than 4th level, that would be very useful."
Varian ponders for a moment before responding to JInara, "I think we may be able to facilitate some of those. We have 2 rods you may use, I'll have to check with our arcanum to see what scrolls we have in stock. In regards to potions, other than healing and fire breath we don't have much that could aid in this endeavor and unfortunately even our magic has a threshold as to how far it can push a body beyond its limits. Very few master of magic are able to train their bodies to recover 5th and higher level spells. I'll see to it that your requests are met within our capabilities."
(@JInara- You get two scrolls of Conjure Minor Elementals 2 immovable rods and 2 potions of fire breath.)
(14 crates of alchemist fire and oil (each hold 12 flasks) 15 50' lengths of rope, 4 grappling hooks, 10 sets of manacles, 3 Fireball scrolls, 10 Greater potions of healing and 10 regular swords... curious about this one.)
You each make your preparations and find rest in the comfortable arrangements of your rooms. You are able to sleep through the night before being awakened by knocks at your door. You each complete a long rest. (Dice rolled in your favor... yet again) You are escorted up multiple flights of stairs to the stables where you find Valeera and the griffons getting roused to depart. Varian stands in the center of the large room flanked by three mages and greets you, "Good morning. The army group felt it best to rest for the night not knowing they were so close to catching the drekthar. The horde has taken 14 ships and is currently sailing northeast. We aren't sure what they're destination is, only their heading. They are in a tight formation as is typical for their strategies. The front three ships are used to punch a hole in any armada allowing the second to fourth line of ships to slip within the enemy formation and wreak havoc while the rear lines fan out and attack the outer edge." As he speaks a large image of 14 ships in the middle of the ocean appears in the air before you. "Make your plans, the sun rises in the next 20 minutes. Our two mages can teleport you anywhere within 400 feet of these ships. You will have to be at least 100 feet in the air so they can safely return." Varian adds as he steps away for a moment.
This post has potentially manipulated dice roll results.
Aryn Initiative: 13
(What if we have Torq and I near the front and we can try to turn two ships (top and bottom) into the middle to slow them down while the other group attacks the middle and back?)
Rollback Post to RevisionRollBack
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The masts are primarily wood. Some have metal brackets and fittings for added support. While some shamans or mystics have appeared on ships it is relatively rare. (Less than half) You may have one or two max to deal with but most are easily dispatched and lack proper skill to combat your level of ability. Arrows from goblins and orc javelins will be the main deterrent for getting too close. The horde is heading towards the docks, beyond that we do not know. If they turn north it would take a few days for our ships to catch them but if they turned south we would cross paths in less that 24 hours. That will depend on how quickly the army group reaches the docks. If they are able to catch the horde before they can escape to see we will send you immediately. If the horde safely departs on their ships you will leave at dawn." Varian says as he looks at Jinara then turns to Mucor and Gaelin.
"Yes, if it comes to a battle at sea your druid will have an advantage over all of you. His ability to control water will prove quite advantageous if utilized correctly. The sails would be vulnerable to slashing damage from swords or axes but would also be easily damaged by fire and explosions. Ripping or burning the sails would definitely disable the ships quickly. While fire is harmful to the wood the treatment it undergoes to resist taking on water makes it take long exposure to flame to ignite. Spells that linger in an area or lighting a puddle of oil, which we can provide you would work the best on destroying the wood of the masts. We aren't sure how many ships the reduced horde will use since the armada currently docked was for all 30,000 but there are around 100 ships there now." He smiles and turns to Torq and Aryn before adding,
"Regardless of magical or physical ability, any plan poorly executed is doomed to fail. Only coordination as a team will allow you to be successful in this battle, as I'm sure you are all aware. Your team work on the battlefield earlier today was proof that you are capable of accomplishing task that you would be unfit for as a group of individuals. You are a team! You must work as a team. Controlling the ship will be a difficult task but if you're able to do it, could wreak havoc on the armada. You must be mindful though, these ships will likely carry over 250 soldiers each. Planning and timing will be your greatest ally should the fight happen on the seas. If there are no other questions you should begin to prepare yourselves. These mages will escort you to your quarters here and will bring any supplies upon your request, including oil."
(Time is 4 pm. Horde ETA at docks- 8 pm, Army ETA at docks- 10 pm)
(OOC: So Mucor burned... like... a lot of his useful spell slots in the battle and then healing the orc. I regained one level 4 spell slot but I am actually going to be pretty limited in this fight because I have all my 1st and 2nd level spell slots.. which isn't going to help much.. I have 1 3rd level and 1 fourth level.. and one 6th level. We will see how this goes lol. My GO-TO move erupting earth is 3rd level... and I am not sure I have anything that can really do much in my lower level spells... I think my big control the ocean spells are all higher level so I might have 1 shot to do something neat, we will see ;) )
(Well hopefully the army won't reach them in time and we'll get a long rest in.)
Aryn listens and looks closely over the map before piping up. "So basically we have at least 4 hours or so to rest right? Whether the army group reaches them or we attack them on ships you'll let us know and show us the positions of both sides before we're teleported right? If so, I say we all go rest now. It'll be easier to plan when we can see the battlefield. Also, how close will you be teleporting us? Nearby isn't very specific."
Mucor would nod. Yes.. while I was not hurt durning the last battle.. I feel that i exhausted a great deal of power durning the last fight.." The minotaur would say with a smile.
"Understood. I will do my best to cause as much mayhem as possible for the horde, but I agree we should rest as much as possible beforehand. One last thing though: Do you have any more of these magical spheres and how do they work?" Torq asks
"Can we get any crates of alchamists fire? I know I was given one on a previous mission... you wouldn't happen to have any of those now would you?" Mucor would ask.
"I agree with resting. Can we also get rope, grappling hooks and a few bags of holding to borrow so we each can carry more than normal?" Gaelin asks
As Varian is bombarded by questions he listens, patiently waiting to respond before saying, "Yes, depending on how quickly you fall asleep. It should take 4000 orcs at least an hour to board and disembark from the docks which is the only reason the army group could catch up to them. We would be able to show you somewhat of a layout. It would be a bird's eye view and could teleport you within a few hundred feet barring any unexpected circumstances. Mass teleportation magic is still somewhat dangerous even for those with great skill. You will be split into two groups so once you see the area you can determine who will be in each group."
Turning to Torq, Varian says, "My apologies. i forgot to explain that. You simply depress this part here and throw. It has a 6 second delay so you have plenty of time to throw it or leave the area should you drop it. We have 4 more for you to use." Varian turns to Gaelin and Jinara, "Please document in detail the effectiveness of these devices for me." and turns back to Torq with a smile before looking at Mucor and Gaelin, "Yes we can provide these things to you. Make a list of the items and quantity you would like and our mages will retrieve them for you once you reach your quarters."
Zinmaer steps forward as Varian finishes and says, "I need to return to Castle Daybreak immediately. Can you or your mages assist with my request?" For the first time you see a puzzled look on Varian's face before he whips out a piece of chalk and says, "Once the circle lights up you will only have 6 seconds to walk through, but this will take you back to your castle." and after a short time the circle is complete and runes light up in bright blue. Zinmaer steps through and disappears as the blue light flares then goes out. "If that is all you may follow these mages to your quarters for the night." Varian says as two mages walk through the door. You are lead down multiple flights before you reach a door that opens to a long hallway. The mages point you to your own rooms and you find comfortable beds lit by candlelight.
(If you want anything else speak now or forever hold your peace. So far: Alchemist fire, Oil, bags of holding, Rope, grappling hooks.)
18
(I'd like 2 crates of alchemist fire, 2 crates of oil, bag, 4 things of rope, and 2 grappling hooks. New: 4 sets of manacles.)
JInara chimes in 'spell scrolls that can either mass control or conjure things that will draw attacks from us. A couple immovable rods. Any potions that you have to enhance us. Specifically, If you have a way to reclaim spells higher than 4th level, that would be very useful."
I’ll take a bag, 2 crates of alchemist fire and oil, 2 things of rope and fireball spell scrolls, ooo and 10 regular swords.
Torq will nod looking over the sphere and say, "Thank you" taking the other 4 spheres.
(Torq would like 4 crates of oil and alchemist fire, 4 lengths of rope, a grappling hook and a couple healing potions if possible.)
Varian ponders for a moment before responding to JInara, "I think we may be able to facilitate some of those. We have 2 rods you may use, I'll have to check with our arcanum to see what scrolls we have in stock. In regards to potions, other than healing and fire breath we don't have much that could aid in this endeavor and unfortunately even our magic has a threshold as to how far it can push a body beyond its limits. Very few master of magic are able to train their bodies to recover 5th and higher level spells. I'll see to it that your requests are met within our capabilities."
(@JInara- You get two scrolls of Conjure Minor Elementals 2 immovable rods and 2 potions of fire breath.)
(14 crates of alchemist fire and oil (each hold 12 flasks) 15 50' lengths of rope, 4 grappling hooks, 10 sets of manacles, 3 Fireball scrolls, 10 Greater potions of healing and 10 regular swords... curious about this one.)
Aryn would gather her things then head off to bed.
(Ready to do this!)
Torq will also grab his equipment and return to his room to rest.
Mucor would collect the equpment and place the cases in his bag of holding if needed before heading to bed. (I think we definitally want the rods!
Gaelin will pack all his equipment in a bag of holding and lay it beside his bed ready should they be awakened in the middle of the night.
You each make your preparations and find rest in the comfortable arrangements of your rooms. You are able to sleep through the night before being awakened by knocks at your door. You each complete a long rest. (Dice rolled in your favor... yet again) You are escorted up multiple flights of stairs to the stables where you find Valeera and the griffons getting roused to depart. Varian stands in the center of the large room flanked by three mages and greets you, "Good morning. The army group felt it best to rest for the night not knowing they were so close to catching the drekthar. The horde has taken 14 ships and is currently sailing northeast. We aren't sure what they're destination is, only their heading. They are in a tight formation as is typical for their strategies. The front three ships are used to punch a hole in any armada allowing the second to fourth line of ships to slip within the enemy formation and wreak havoc while the rear lines fan out and attack the outer edge." As he speaks a large image of 14 ships in the middle of the ocean appears in the air before you. "Make your plans, the sun rises in the next 20 minutes. Our two mages can teleport you anywhere within 400 feet of these ships. You will have to be at least 100 feet in the air so they can safely return." Varian adds as he steps away for a moment.
Roll initiative! (No combat yet but for later.)
Map:
Mucor initiative! 17
(OOC how deep is the water?)
Aryn Initiative: 13
(What if we have Torq and I near the front and we can try to turn two ships (top and bottom) into the middle to slow them down while the other group attacks the middle and back?)