On Sunday, 19 February, I ran the 122nd session of the Aurikesh campaign, in which the PCs gathered a rag-tag fleet of ships and led it against the blockade at the mouth of the river that leads to their city. I used the same essential approach here as in the Battle of Leonor’s Hill, attempting to learn from errors in the previous session.
What follows are my session prep notes. My commentary on how it went is at the end.
Session Notes
As before, I want to put the PCs through several encounters while giving them interaction and other stuff to do. I want to make the challenge more dangerous here.
Kemeshi Colony Ship, the Sorrow of Ychirra: Ultraheavy galleon, 100 sailors, 10 ballistas. Slow but incredibly tough. 3-strike clock. The ship is unable to move on the 2nd strike and sinks on the 3rd. Many of the sailors can then be saved with a Command roll. The PCs also spent a phenomenal amount of money replacing several of the ballistas on this ship with cannons, which gave them +1d8 to their progress die pool.
Sholara’s flagship, the Sunborn: Sestomeran frigate, 40 sailors, 6 ballistas, 6 cannons. 3 strikes. Nimble and deadly, neither Sholara nor her crew have lost their edge. Sholara is gravely wounded on the 2nd strike and the magazine blows on the 3rd strike.
The Chardecum volunteers: collection of smaller craft, including some cogs and 3 brigs. Ballistas, muskets, rifles; no cannons unless the PCs arrange them. 5 strikes. The Chardecum volunteers can’t recover strikes during the battle – the smaller individual ships are simply destroyed.
Trastamara barque, the Brine Witch: Courier vessel, 30 sailors, 4 ballistas. 2 strikes. (This ship would have appeared if one of the players had played his bard rather than his ranger. He didn’t.)
Ghost Ship, the Jester of Lirane: Caravel, 30 skeletal sailors, 6 ballistas, 2 strikes. (This ship could have appeared as part of an interaction event that never came up.)
Ileskku, Adult Moonstone Dragon: Add +2d6 to progress while Ileskku, Adult Moonstone Dragon is on the attack. If either of these dice roll a 6, Ka’altika the Silver-White is informed of them; on a second 6 that is at least 2 hours later, Ai-tor the Ringbound arrives with her flight of wyverns. (This also didn’t happen – Ileskku could have cast shapechange using the Ever-Living Remnant, but didn’t, for what are basically good reasons.)
Experimental cannon: Grisigon can sell the PCs an experimental cannon that grants +1d8 to a progress roll. A result of 1 on that d8 deals 1 strike of damage to the group where that cannon is mounted. (They mounted this rifled cannon on the Sorrow of Ychirra.)
Command saves: The Commanding PC averages the best and worst of their Con, Int, Wis, and Cha scores, and adds their PB if it’s remotely plausible that they know anything about command.
Var’kath
Honnen – yes
Ileskku – yes
Ekkan
Vasco – yes
Gamble – yes
Dailon
Akkmos
Enemy Force Description – 5 frigates, 10 brigs, 10 pinnaces. This fleet is spread fairly wide, so the initial encounter is only 2 frigates, 4 brigs, and 4 pinnaces.
Progress roll: 1d10 + active character’s attack/spellcasting stat + 1d8 (extra cannons) + 1d8* (experimental cannon)
After a Combat Advancement event, roll 1d8 on the Interaction table.
Each PC is in on one of the Sorrow, the Sunborn, or the unspecified volunteer ships. This matters for several of the table results.
Combat Advancement Table
Total — Encounter
01-06 — Opening salvo of ballista shot. Command save DC 11. On a failure, choose one group to take a strike, and PCs in that group roll a DC 11 Dex save, taking 2d10 piercing damage on a failure, or half on a success.
07-12 — Opening salvo of cannon fire, long range. Command save DC 12. On a failure, choose one group to take a strike, and PCs in that group roll a DC 12 Con save. On a failure they are deafened for 1 hour.
13-18 — Snipers in the rigging: 2 attacks against each character, +5 vs AC, 1d12 + 3 damage on hit. Engagement with 4 archers and 4 scouts, separated by 60 feet of open water.
19-24 — Three water walking druids, led by Tahlal Waysilver, have summoned 3 water weirds and 3 water elementals. They cross the distance to engage the PCs directly. A storm begins.
25-30 — Salvo of cannon fire, medium range. Command save DC 14. On a failure, distribute two strikes. On a success, one strike. PCs in a group that takes a strike roll a DC 15 Dexterity saving throw, taking 4d6 piercing damage on a failure. A storm begins.
31-36 — A storm whips up, threatening to drive the ships onto the rocks of the cliffs west of the Ollent delta. Command save DC 15. On a failure, three groups take one strike each. Negate this failure by summoning a strong wind from the north.
37-42 — Boarding action against the group with the largest number of PCs. Ranulf of Galkath (gladiator) leads 4 archers, 1 mage, and 2 veterans. PCs in other groups can join in 1d3 rounds.
43-48 — Musket salvo against PCs in up to two different groups. Two attacks, +7 vs AC, 1d12 + 3 damage.
49-54 — An enemy pinnace, the Jade’s Trick, is badly damaged and burning. They load on more starlock powder and send it into the Chardecum fleet’s battle line. Command save DC 15. Two strikes to one group on a failure. +1d10 to the next progress roll.
55-60 — Two warlocks of the Archfey (Mother Merciless), Kyvad and Prova, lead a dimension door attack on the group with the most PCs, along with 3 redcaps and 1 spring eladrin (summoned and compelled) named Isreval.
61-66 — If there’s no storm, a storm begins. Otherwise, Command save DC 16. On a failure, distribute two strikes. On a success, +1d8 to the progress roll, as you do a better job of handling the storm than the opposing captains.
67-72 — Ballista salvo, medium range. Command save DC 16. On a failure, distribute three strikes; on a success, one strike. Each PC in a group that takes strikes is targeted with an attack: +7 vs AC, 2d10 + 3 piercing damage on a hit.
73-78 — A detachment of the enemy fleet links up with the ships that are already here. The new ships drop several figures overboard. Several minutes later, the group with the largest number of PCs is attacked by 2 ghasts per PC in the group.
79-84 — If there’s no storm, a storm begins. If the storm was previously active, Command save DC 17. On a failure, distribute two strikes, and three random PCs roll DC 17 Dexterity saving throws, taking 3d10 lightning damage on a failure, or half that on a success.
85-90 — A detachment of the enemy fleet links up with the ships that are already here. They release an overwhelming cannon barrage. Command save DC 17. On a failure, distribute 3 strikes; on a success, 1 strike. Each PC in a group that takes strikes is targeted with an attack: +8 vs AC, 3d8 + 3 piercing damage on a hit.
91-95 — Strange sea monsters attack both sides. The water roils, and crab claws the size of a ship’s aft castle burst out of the water to snap at sailors, rigging, and masts. Two huge giant crabs attack, and they also have Recharge 6 – as a bonus action, each creature within 30 feet makes a DC 15 Wisdom saving throw, taking 2d6 psychic damage and becoming incapacitated until the end of their next turn on a failure. Instead of looking like standard crab chitin, they look like they are skin stretched very tight over a shell of bone.
96-100 — Ram – Command save DC 15. On a failure, 1 strike. Boarding action by enemy command against the apparent flagship. Morrow (warlord), Gisele (assassin), and 4 archers; on a failed Command save, all PCs start the battle prone.
101+ — The enemy fleet is scattered or sunk and the blockade ends. Command save DC 18 – on a failure seize 20,000 silver in treasure and several magic items. On a success, 40,000 silver plus magic items.
Characters without command experience who attempted at least two Command saves gain half-proficiency to Command saves.
Interaction Table
Each interaction can happen only once unless otherwise noted. If a number is rolled a second time, each PC can spend HD to regain hit points.
1d8 — Result
1 — Wind grows stronger. Roll a d6: 1-3, it favors the enemy (+2 to Command save DCs), 4-6, it favors the Chardecum fleet (-2 to Command save DCs). This event can happen repeatedly, and stacks.
2 — The retreating tide exposes the spar of a mast. Var’kath can cast animate dead and expend 500 silver in components to gain the Ghost Ship, the Jester of Lirane. Rolling this event multiple times restores one strike to the Jester, even if it is destroyed.
3 — A tender ship reaches the fleet late, and their supplies make desperate repairs possible. DC 15 Int or Wis (water vehicles); restore 2 strikes on a success, or 1 strike on a failure. The Chardecum volunteers can’t receive these repairs.
4 — Captain Anvalo Siyye of the Sorrow of Ychirra complains about the lack of discipline in the fleet and the unwillingness of other ships to come to his aid. Intimidation (to one side or the other) DC 15 might be a way to solve this.
Resolving this grants +1d8 to next progress roll, then +1d6 to the next roll, and finally +1d4 to the roll after that.
5 — An oceanid nymph named Zuviva becomes curious about this battle and asks questions at a distracting moment. Persuasion (?), DC 17, to gain her aid. DC 10 if she’s allowed to kiss the Ever-Living Remnant. She can:
- Restore one strike to any one group. You can choose the Chardecum volunteers, but it’ll make things weirder.
- Shift the winds or eliminate storm conditions
- Make the next progress roll twice and choose the preferred result
6 — A driving rain and thick fog interrupt the battle enough to make it easy for the PCs to redeploy to different groups, heal one another, or withdraw into the River Ollent.
7 — If there’s no storm, a storm begins. If there have been at least two storm events so far, this is the climax of the storm. A bleeding figure is visible among the mighty thunderheads – not directing the lightning strikes, just present and reveling in the storm. Anyone who previously met King Oromec could attempt to draw his attention.
8 — One of the enemy ships has sunk, and the wind has shifted the battle away from them. You can take its crew prisoner; with a DC 20 Persuasion or Intimidation check, or some kind of mind control, they would switch sides and replace lost crew, restoring 1d3 lost strikes.
You can also raid their hold before it slips deeper beneath the waves. Capture 8,000 silver maravedis, 10 potions of healing, and a javelin of lightning. You can permanently destroy one javelin to use it as a ballista bolt, gaining +10 to the next progress roll.
How It Went
There were eight players in the roster:
- Akkmos, 5th-level Eldritch Knight fighter
- Dailon, 5th-level Lore bard
- Ekkan, 6th-level Knowledge cleric
- Gamble, 11th-level Fey Wanderer ranger
- Honnen, 8th-level Abyssal Delver (Under the Seas of Vodari) barbarian
- Ileskku, 9th-level Archfey warlock; has an artifact that also grants her the spellcasting of a 20th-level druid.
- Var’kath, 6th-level Necromancer wizard
- Vasco, 3rd-level Forge cleric/6th-level Diviner wizard
Just two of the same characters from the Battle of Leonor’s Hill (four of the same players), and overall a lower-level party than last time. The PCs spent the first hour and a half to two hours gathering the fleet, making plans, negotiating with NPCs over ships (especially the Sorrow of Ychirra), and getting artillery pieces from Grisigon, the inventor of starlock weapons and cannons (who they rescued from the fey 78 sessions earlier).
I was tweaking my writeup on the fly to manage pacing and feel. There would have been at least one more combat encounter if I had just gone with the dice results, immediately following another combat encounter, and that felt like the wrong beat at that moment. There wound up being two combat encounters: the druid/water weird/water elemental fight and the warlock/redcap/spring eladrin fight. The PCs were spread out over multiple ships but had wind walk active, which I fudged to allow useful but not instantaneous fast travel, so that they could join in the other fights at all.
The central item of feedback that I feel like I got from this was that PCs want to engage more with the 10,000-ft view strategy, and they’re not satisfied with how much description they’re getting (more to the point, not getting) of how the fight is going. For my part, I am resisting a move toward more command-tent, pieces-on-a-table style strategy – as much as anything, because no matter how much I prep, there are players than there are of me, and they will absolutely run circles around any plan I make if they have that level of control.
They can’t really track how much damage the enemy ships are taking, because mechanically that’s an uncollapsed waveform. I’d need to give serious thought to how to incorporate changes within the enemy force in the course of battle, in a way the PCs could respond to. Delivering on this probably requires scrapping the whole system, or going so radically complicated that it resembles scrapping the system.
As with session 117, I wound up dealing very few strikes in the whole battle, even though the rules for this battle were much harsher. There are a series of reasons for this – one, that they have resources (like Inspiration) to spend to make sure they pass key rolls, and two, that they spent years of in-play social capital and accumulated treasure to gain bonuses to the progress clock, meaning that they had to face fewer events. Oh, and they were also just very lucky. The blockade has been in place for a long time and has cost them a phenomenal amount of money (I doubled their weekly upkeep costs), so they were highly invested in these stakes.
It didn’t occur to me during session planning that they would bring in the domain sentinel (approximately, the Colossus of Rhodes) that they recovered 41 sessions earlier, but it proved to be one “free” space to assign a strike late in the battle. There was exactly zero chance that they would assign a second strike to it and destroy it.
Ultimately they faced five combat events and four interaction events, and we finished the session in five hours, followed by half an hour of wrap-up interactions. Ileskku cast wind walk and control weather from her artifact, and spent the whole battle concentrating on control weather to make the enemy’s life more difficult. The RAW mechanical functions of control weather are not super easy to resolve against the structure of these rules, so I emphasized letting her negate or manipulate some events.
My plan for how to incorporate the PC feedback is to write in “breaks” at 25, 50, and 75, where I take it from the top in a full description of what they can see from the decks of their ships, including flag signaling from other parts of the fleet. I might try widening the point range for each event – probably doubling them – but including branches in the table based on some criteria. For instance, if they’re doing at least this well at this point, switch to Table 2.
The good:
- The players enjoyed the session overall.
- The session included payoffs for a ton of previous actions and moved the story forward decisively.
- The difficulty tuning on the two fights was pretty good – just the right level of “oh shit, this is dangerous” without actually rolling over them. They had to use some of their cool tricks to get by, and I felt good about the overall attrition level by the end of the second fight (including damage from other combat advancement events). A third fight and things would have gotten a bit hairy I think.
- The Interaction scenes were pretty good; would have been 20% better if I could have slowed down a little more to let them breathe, but I was particularly concerned about time in this session.
The bad:
- X strikes on failure/1 on success has moved the needle a bit on the threat level, but the PCs didn’t fail any Command saves. Which is kind of amazing over the course of about four rolls.
- With eight players at the table and the progress/Command save player constantly changing, we still didn’t get to each player rolling at least once. That feels bad since one of them had done the work in-play to get his proficiency bonus added to his Command save.
- PCs are experiencing the battle a lot more than they’re leading or commanding it, so that’s falling short of how I want it to feel, and I’m not sure I can fix that within this model.
- I needed to deliver a lot more detailed description of the enemy fleet and the damage each ship was taking.
So, not a failure, but still missing some things, and less of a step forward for the rules than I had hoped.
One thing I continue to strenuously avoid is a sense of ships on a map in miniatures combat. That’s a reasonably common solution that people have tried for mass combat of all kinds, but it has a pretty rough failure state. I don’t want to slip into the most tactically-minded player or two taking over and just playing against me while the rest of the party checks out of the action. The best thing about my system is that it keeps people engaged.
These battle reports have been interesting reads. I’m always looking for good ways to handle large-scale battles or big events involving lots of in-world elements.
The very end of my 4th edition game involved a massive naval battle of the combined forces that the PCs had managed to cultivate up until that point and the forces of an illithid armada. It was a lot of fun, and I wish I had taken better notes at the time. I don’t even really recall how I was adjudicating the battle. I think it was a combination of the playtest version of the Strongholds & Followers battle system from MCDM and the wargame Firestorm Armada. I was lucky enough to have the table space and miniatures collection to set up the battle for play, which I think really helped with engagement and creative thinking when my descriptions or the mashed-together rules failed.
I’m very glad that you’re getting something out of the session postmortems! I feel good about having attempted these two battle scenes and I expect more in the future, though it may be a little bit. We’ll see.
I didn’t use ship minis for the fleet action – I would have needed to buy a bunch of extra minis that wouldn’t see a lot of use – but I do have two figure-scale ships that we used as the combat maps for the PC-scale fight scenes.
If anything else comes back to you about your naval battle scene, I’d be curious to hear what worked and what didn’t!
Well, I’m rather late to this post but I do have an idea for how to increase the number command saves, strikes and make the game feel a little more commander-esq (comander-y?).
Create benchmarks in progress where the villain unveils a trap or makes a mistake, turn to a player who hasn’t made a role yet and tell them they notice it with a limited time to act, have them give orders and roll a command save with more or less strikes happening as a result.
ex. as soon as the party hits 35 progress or above; “One of the wounded enemy galleys drifts toward the Chardecum Volunteer’s battle line, Dailon, as the closest commander what are your orders?”
What Dailon can’t know is the ship’s magazine is on fire and about to explode if he orders borders 3 strikes as the sloops swarm the galley, if he senses a trap and orders his troops away its a command save with 2 strikes on a failure and 1 on a success. Other orders and degrees of success are be possible.
You could put any number of guaranteed events into the combat some could be even benefit the characters to keep them on their toes, maybe 2 guaranteed problems and a one hidden bonus?