NokiMo
AtaraxianBear
AtaraxianBear

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The sea on fire- A gigantic sea battle [120x120] (patreon version)

It took a while to creat ethis map and in the end my PC had huge problems but I can finally present this huge sea battle. The resolution of the files is as high as possible and unfortunately I can't upload a version with 5mb today. The map is just got too big.


The map comes in three versions.

At night with rubble, corpses, fire and blood

At night only with fire

During the day with sails


Description:

Here we see a great heap of ships wedged tightly into one another, fighting a mighty battle. The sea is lit by falms.

The ships can be divided into long, thin ships, which are all aligned from right to left. They attack the larger merchant ships, which have their stern on the left and their bow on the right. In the middle of the map is a royal flagship, which takes on even larger dimensions and also has a ballista

The sea on fire- A gigantic sea battle [120x120] (patreon version) The sea on fire- A gigantic sea battle [120x120] (patreon version) The sea on fire- A gigantic sea battle [120x120] (patreon version)

Comments

This is absolutely great. I needed a ridiculously large naval battle for my campaign's final setpiece and dreaded the day I would have to actually make it. And there it is, way better than I could ever have done!

Fraxinus

It will be three or four weeks before my players arrive at the coast, so I have no exact idea how I would use this map. What I had in mind so far was that my players should save a person who, they think, is on the flagship in the center of the battle. They will arrive with a ship shortly before the end of the brutal battle that takes place here. I would then let them start somewhere in a corner and give them the task of fighting their way to the flagship. Two options: 1: In some places I will distribute large groups of fighting people, which must be avoided. The group then has to move from ship to ship and avoid the big battles if possible and slowly work towards the flagship. There will be smaller fights with survivors and one or the other social encounter (a wounded who is pleading for help, people drowning, allies who lost their minds in the battle and no longer recognize the group etc.) 2. Alternatively, my group will have the opportunity to advance to one of the larger fights and, with a little charisma, win a side for themselves and then advance towards the flagship with a large fighting force. This will of course also call larger enemy formations onto the scene and in this case my group will have to lead a battle. (I use tokens that are three times as big as the normal ones and my heroes can use. For this I can also use normal monster stats and say that is not a bandit that causes 4 damage, but 100 bandits that cause 4 damage to the enemy troops (of course our heroes cannot do their normal damage in this case. Unless it is a fireball) When they get to the flagship they will find out that the person they are looking for has been kidnapped and is about to be put on ship on the in one corner of the map. With a daring attack or a good ruse my heroes will hopefully be able to catch the kidnappers before they have reached the other end of the map (so almost the entire battlefield is used and in the end there is a lot of time pressure)

AtaraxianBear

By the way, do you intend to use this with your players? If so would you mind sharing your ideas for the setting and battle mechanics?

Digodk


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