A Warlock Alone, Island Empire solo game

The Amphitheater

"Dam, they are upon us quicker than I hoped. Fraxin quickly go to the guard room and get reniforcements. Tell them their is a disturbance from a group of undead attacking the patrons. Quickly gentlmen let us put a wall to our backs so as not to be overwhelmed. Willum pray begin a countersong" Michael will then begin a fighting retreat to a defensable position. Summoning his new found blast he will lauch it at the closet undead.

1d20+9-> [7,9] = (16) hit
7d6+1-> [4,4,4,1,6,2,6,1] = (28)damage
 

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OOC: I'll give you a free shot since they are at range, but now initiative if you please.

Michael draws back an arm and lets fly with a blast of the disruptive magic. It strikes the lead undead in the face and the now familiar glow flows through the poor wretches body robbing it of unlife. It crumples in a rotting heap. Fraxin bounds forward toward the concealed door. He drops the one foe that rushes to engage him with a sweep of his great club. Willum redies to sing. While Nicolas/Amabar gets ready for battle. Still looking confused the other Ogre raises his club.

OOC: Actions? I got the impression from some posts that Mikey is on his way to the beach for a little fun in the sun, so that may delay the games a bit.
 

The Amphitheater

Seeing that Fraxin and the group have responed to his orders, Michael and company will continue to slowy retreat towards the concealed doorway. Michael will again let fly wiht his power hoping to keep the creatures at a distant until reinforcments arrive.

1d20+4-> [5,4] = (9)
1d20+9-> [1,9] = (10)
7d6+1-> [5,2,1,2,3,2,2,1] = (18)
initative/tohit/damage

OOC: bad round for michale for sure 9 initative, 10 to hit
 

The Ampetheater

Michael's next blast is less successful and the undead begin to rush their exposed group as it moves to toward the concealed door. The somewhat bemused Ogre still knows a threat when he sees one and smashes his great club down on a badly burned undead woman, presumably a victim of Michael's fires, and smashes her into a pulpy mess on the floor. A few of the undead begin to sing.

OOC: Go ahead and roll Init for Willum (+3) and Nicolas as well as an attack for Nicolas. I need to place them in the order before making attacks by the undead.
 

1d20+3,1d20+4-> ([14, 3], [1, 4])
1d20+6-> [11,6] = (17)
Michael/Ambar/Ambar to hit

OCC"Michael should actually be Willum

Willum int = 17, Ambar int =5 Ambar to hit = 17 damage = 6
 

OOC: Bardic Music Counter song (1d20+10=29)

Once more Willum's sweet song fills the air around you forming a shield against the undeads' siren song. Nicolas scores a wound on one of the undead, but only a minor one. The undead are just closing and none manages to strike a party member with their cold caress.

OOC: Order is Willum 17, Ogres 12, Undead 11, Michael 9, and Amabar 5.
 

So round two is shaping up as follows:

Willum singing,

OOC: Invisible Castle just quit on me. I'll try again in just a bit to get the Ogres and Undead attacks in.
 

Technical Questions

OCC: Scott, when you have time and while we are waiting for the other's to respond would you mind thinking about and answering a few questions. The are:

1: What is naval combat like, given the limited use of gunpowder i do not see napeloinc era ship duels unless they are doing it with such primitatve cannon which is indeed possible or are ships fighting by ramming and boarding ? Please expound on naval combat and the general tacticts used....not to much to ask for now is it :)

2. In regards to ships weapons, from the descpriton of fireamrs in your campaign i am geeting the impresson that most cannon are lite 4 or 6 pound field pieces. Could you give me an idea of the range and damage for shipboard cannon as well as muskets?

3. Could cannon balls be created like magic arrows and slig bullets and so enchanted?
 

OOC: Sorry, we decided to go out of town to the wilderness and I had no connection. I got your messages. I'll give you a call this evening and try to get you some answers today.
 

Naval combat is not driven by cannon. They are too light due to the critical mass limitations on the powder. The heaviest guns available are the swivel guns listed in the firearms sheet. I'll send it out again. Ship combat is most often a race with faster ships able to run away. Ramming is not common, ships are too valuable a prize to be sunk. Fire is also not too common for the same reason. Wood and ships in the Island Empire are considerably more valuable than their real world counterparts. Remember how wealthy Marin seems to be? Keep in mind his fleet never numbered more than five ships. The Retribution is a huge prize perhaps more than I have made clear to you, even though it is a fairly small ship as merchantmen go. Ships are rarely scuttled even as a last resort. Captains would rather their ships fall to enemy hands so that they might one day be recovered rather than sunk and lost forever. Whoa unto the Captain who survives the loss of his ship. Better to go down with the ship than explain how such a valuable prize was lost. The Empire is a land of sailors and shipbuilders. The survivors of the Rain of Uncounted days were largely the founders of the lands that would become the Island Empire. They only survived because of their skill as sailors, shipbuilders and seafarers.

Magic is often the deciding factor in sea battles. Especially in demand are casters that can disable the crew without damaging the ship or spells that can damage steering, masts or sails without undo harm to the structure of the ship. Magic that can transfer men to the opposing ship is also good. Spells to becalm a foe, confuse their wheelman, blind them, or summon magical beasts to the deck of the foe are all popular tactics. When magic isn't available or is somehow countered, destroying the foes mobility by attacking sails or masts and even ramming rudders is common. Once the ship is unable to escape grapnels and gangways are the order of the day. Sharp shooters in the rigging and fierce raider over the side is usually the way most battles are decided.

Certianly, magic that can extend the range or hitting power of your guns will enable you to soften up a foe before the boarding party goes in. Cannon balls, as well as catapult or ballista missiles can be masterwork or enchanted. As ammunition they are done in groups of six for pricing.

Does that answer your questions?
 

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