[PFS] Assault on the Wound 5-24 (Inactive)

Game Master Curaigh

Map Link :)
Mass Combat
Guide to PbP gaming
Creating a PFS character for PbP


51 to 100 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Core Helms ! Wizards Wanted Gameday X

Cool! Thanks Haro. :)

There is some hilly terrain, it is not real clear on the map (north & southeast) The bluish area on the map is linnorm king land, not water. The black spot in the middle is a lake. Or rather a deep canyon that used to be a lake. The floating pleasure palace is still there. By & large the terrain is simple, especially for the first engagement.

Grand Lodge

1 person marked this as a favorite.
HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

Just a heads up, from Saturday to Saturday, I'll be in the Mwangi Expanse (exploring Mayan ruins). I'll likely be out of touch except the occasional check in. I'll check PbP whenever I'm in an airport.

Once back I will be ready to rock it. If I'm playing, bot me (I'll leave marching orders.) If I'm the GM, sorry guys!

-Posted with Wayfinder

Shadow Lodge

Male Half-Giant Geologist 6 (PrC: Geophysicist 1) / Historian 4 / Teacher 2 / Freelance Writer 1

A question about the army Horatio is commanding (Taldor)

Quote:
Special: The Army of Exploration becomes stronger if any of your characters have earned boons from other Taldor-related missions during the Year of the Demon. If you have the Driven By Glory boon (The Hellknight’s Feast), this army’s Morale modifier increases by 2, and its OM modifier increases by 1. If you have the Allies from Andoran boon (The Stolen Heir), increase the army’s hit points by 5. If you have the Bound for Brevoy boon (Library of the Lion), increase the army’s DV by 1. If you have the Horn of Aroden boon (The Horn of Aroden), the army gains the inspire courage special ability.

Do those need to have been obtained by Taldor/Sovereign characters only?

Horatio himself has the Allies from Andoran boon, and I have GM credit from Horn of Aroden and Library of the Lion (but credit for them was placed on non-Taldor PCs).

Thanks!


Core Helms ! Wizards Wanted Gameday X

Player not character, Horatio. It is possible to get a chronicle without getting a boon (though not a problem for your GM credits :)


Core Helms ! Wizards Wanted Gameday X

I think this where we are at.

Horatio Flaxseed: Army of Exploration
Wembly Templeton: Riftwardens
Celfwyn the Blind: Elven Uprooters
Devon Callister: Pathfinder Field Agents
Haro: ??
Druthane: I double checked but did I miss your choice? Or worse, did I leave a question unanswered?!?

If you would like to put your avatar on the map, please do so. If you would just like to use a letter make sure it is readable against the different colors.

Unless someone has questions we can begin.
It starts with a d10 +army's speed +your Charisma modifier.

cultists 1, 2, 3: 1d10 + 2 ⇒ (8) + 2 = 10
cultists 4, 5, 6: 1d10 + 2 ⇒ (9) + 2 = 11
garrison 1d10 + 2 ⇒ (7) + 2 = 9

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

No worries. I thought I had said I'd take the golems...

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Five King Pike Infantryh

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Army: Elven Uprooters
Initiative: 1d10 + 2 - 1 ⇒ (7) + 2 - 1 = 8

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Army: Riftwardens
Initiative: 1d10 + 2 + 4 ⇒ (10) + 2 + 4 = 16

Shadow Lodge

Male Half-Giant Geologist 6 (PrC: Geophysicist 1) / Historian 4 / Teacher 2 / Freelance Writer 1

Very cool, thanks. In that case, looks like I have all of the boons to aid the Taldan army. I'll roll init and such when I get to a real computer in ~ an hour or so.

Thanks again!

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Made a hex token from my icon. Think it'll work well enough. =)

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

I borrowed Celfwyn's idea and made Haro a Hex token... as well as the ACR, T, and C positions... didn't know if they were characters or not.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Okay, if I've done this right, these are the stats for Horatio's first battlefield command:

(let me know if I screwed any of this up? thanks!)

ARMY OF EXPLORATION (Taldor)
LN Large army of humans (mixed arms)
hp 37; ACR 6
DV 20; OM +10
Resources mounts*
Tactics cavalry experts, cautious combat, taunt, standard, withdraw
Special challenge, glory hound, mount*, order, tactician*, inspire courage
Speed 2; Morale +5; Consumption 5
Glory hound: When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.

-----

Notes (1) for my benefit only:

TACTICS

Cautious Combat: Decrease the army’s OM by 2, and add 2 to all its Morale checks.

Cavalry Experts: Your army’s OM increases by 2 against armies that aren’t mounted

Standard*: Your army’s attacks have no additional modifiers to its OM, DV, or damage.

Taunt: One enemy army must attempt a Morale check (DC = 10 + your army’s ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it’s immune to this tactic for the remainder of the battle.

Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.

Notes (2) for my benefit only:

SPECIAL ABILITIES

Challenge: Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.

Mount: The army’s mounts increase the army’s OM and DV by 1.

Order: When using the challenge ability, increase the army’s DV by 1 against the challenged army.

Tactician: The army automatically learns one tactic (usually the cavalry experts tactic); this doesn’t count toward an army’s maximum number of known tactics.

Inspire Courage: The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Taldor's Army of Exploration
Initiative: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Five King Pike Infantry
Legendary warriors of the Five Kings Mountains, these pike wielding dwarves are an immovable bastion of defense that specialize in attracting the attention of enemy units, deflecting the attacks, and then crushing their fatigued assailants.
LN Large army of dwarves (fighter 4)
HP 27; ACR 5
DV 16; OM +6
Tactics defensive wall, standard, taunt, withdraw
Resources improved armor, improved weapons
Special armor training*, bravery +1, darkvision, weapon
specialization
Speed 1; Morale +3; Consumption 6

Tactics:

Defensive Wall Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.

Standard Your army's attacks have no additional modifiers to its OM, DV, or damage.

Taunt Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army's ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it's immune to this tactic for the remainder of the battle.

Withdraw Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.


Resources:

Improved Armor The army is armed with masterwork armor, increasing DV and Consumption by 1. For 15 BP, you can outfit the army with magic armor, increasing DV and Consumption by 2 instead. To purchase this, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.
Improved Weapons The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead. To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Military Academy, or Smithy.

Special:

Armor Training This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.
Bravery Apply the unit's bravery bonus on Morale checks against fear and routs.
Darkvision The army takes no OM or DV penalties in dim light or darkness.
Weapon Specialization Once per battle, increase the army's OM for either ranged or melee attacks by 2.

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Can we get the link to the Mass Combat rules added onto the short description?

Mass Combat

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Society Field Agents (everyone)
Nearly 200 Pathfinders of varying ranks make up this army. Tasked by the Society with disrupting enemy movements, these agents use their esoteric relics and spellcasting to advance further into enemy territory.
N Large army of humans (bard 4)
hp 22; ACR 5
DV 17; OM +7 ranged
Tactics dirty fighters, expert flankers, standard, withdraw
Resources healing potions (1), ranged weapons
Special inspire courage, spellcasting* (+2)
Speed 2; Morale +2; Consumption 4

Tactics:

Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)

Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.

Standard*: Your army's attacks have no additional modifiers to its OM, DV, or damage.

Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.

Resources:

Healing Potions (10 BP): Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn't attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR. Each time an army uses its healing potions, increase its Consumption that week by 3. To purchase this resource, a settlement in your kingdom must have an Alchemist, Caster's Tower, Cathedral, Herbalist, Magic Shop, Magical Academy, or Temple.

Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.

Special:

Inspire Courage (Bard 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.

Spellcasting: If an army's units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.

Initiative: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13


Core Helms ! Wizards Wanted Gameday X

For some reason, mass combat 'iniative' uses d10 not d20. That should benefit some of those low rolls for a new number :) Devon keep your 7.

I will add the link to the short description.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Agh, I knew that but instinctively just put d20!

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Init: 1d10 + 3 ⇒ (3) + 3 = 6

lol, it only made 1 point of difference.

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

I'm going to post my attack in case it helps botting later. Don't be shy about continuing to do so. I plan on sticking with standard tactics unless stonewalling or blocking becomes the plan.

Army: JISTKAN STONE GOLEMS

HP: 38/38

DV: 17 (5 Acid or Adamantine)

Speed: 1

Morale: +0

Command Roll: 1d10 + 1 - 1 ⇒ (5) + 1 - 1 = 5

Movement Phase: 1 NO

Tactics Phase:Full Defense, Standard, Withdraw

Ranged Phase: N/A

Melee Phase: Ancient Design: 1d6 ⇒ 3 ATTACK!: 1d20 + 7 ⇒ (18) + 7 = 25

Special Actions: Rest YES / NO

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

The ACR on the map is a friendly unit, correct?

And all the other "C" and "T" are hostiles?
I was not sure if the red font could be changed to blue or green or something other than red to show they are one of our armies?
If that is the only one, it does not matter. If there will be others, then that may help.


Core Helms ! Wizards Wanted Gameday X

Sorry all, I screwed up. I didn't make a post this afternoon and now have messed up the map trying to do it from my phone. One army is (should be) adjacent to Devon. If you have a speed of 3 you can engage them. Two more re armies are 2 hexes from Wembly. If you have a speed of 4 you can engage them. Every other army is more than 4 away from your starting hex (meaning I can move them without messing up your actions.)

That big blue star is... Err... Yeah that's what I get for trying it from my phone :(

Everyone else is up. :)

Army of the Open Road (AOR) is you, or rather your starting hex. It won't move. Everyone should start counting their speed from that hex. Colors shouldn't matter after y'all are in.

Yes "C" are enemy armies of cultists. "T" is the tiefling garrison holding the city you are meant to liberate.


Core Helms ! Wizards Wanted Gameday X

OK I got the map updated. Sorry about that :P

Shadow Lodge

Male Half-Giant Geologist 6 (PrC: Geophysicist 1) / Historian 4 / Teacher 2 / Freelance Writer 1

I added an "H?" to where my icon was moved to before I took my turn - when I first created it, it was on the left side of the AOR icon, so I guess I assumed that the H? spot was my army's starting location... sorry if I maybe screwed things up?


Core Helms ! Wizards Wanted Gameday X

Not a big deal. Everyone started in the same hex, the one marked AOR. Icons were placed where they could be seen instead of stacked on top of each other, which I think confused folks.

I think I shall let the Nat 20 translate into a auto-success and let it go through.

To attack an enemy you must be in its hex, (not adjacent). With a speed of 1 hex per day, Haro will be joining the combat later.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

So there should be an enemy army next to Devon? How have all the other enemy armies moved?

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Okay, is this scenario one big army war?

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5
Haro はろ wrote:
Okay, is this scenario one big army war?

I can't say for sure, but considering how some players I know absolutely HATED this scenario it is possible. Or then they were just really cross about the mass combat rules. Regardless, there must be some other reason for this scenario to garner so much negative reviews.


Core Helms ! Wizards Wanted Gameday X

Less than half the encounters are mass combat.

Very few scenarios have gotten more than 4 stars, this one has 3.5 so far :)

Liberty's Edge

1 person marked this as a favorite.
Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

I am enjoying the theme of it. Definitely feels more large scale than us just running a simple scout mission or something.

Looking forward to how it plays out despite the extra mechanics.

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

In the air now. 57 posts to check. Sorry for my absence. I'll be up and running asap.

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

Un/fortunately the golems slow speed led them to march the whole time you were gone, so you didn't miss much. Welcome back! :)


1 person marked this as a favorite.
Core Helms ! Wizards Wanted Gameday X

I'm glad you are enjoying it Wembly, I hope everyone else is as well. I have a little bit of housekeeping, but I will post the next engagement before I leave tonight. This will give everyone a chance to choose their armies (you can change as you see fit).

Though I have played a fair number of mini games, this is a first time for me as it is for many of you (especially for PbP). I know of one thing I did incorrectly,* if you know of any others please don't hesitate to say so.

Does anyone have questions about how it worked? Mass combat in general or the PbP?

The first engagement is skewed a little in the player's favor to help ease us into the mass combat rules. A lot of Nat20s also lent an ease that might not be present in the next one. For example there were two basic armies, the next has a lot more unique armies.

At the start of 'a day' I will ask for everyone's move phase, and that can start with an initiative roll. I may not have mentioned this, but each hex has a 12 mile diameter. Armies must be in the same hex to affect other armies. So I will do move phases separate from combat phases. Coordinating your move phase with others might be a helpful for three reasons. First the faster folks can head for the farthest armies, letting the slower armies take on those armies close to them. Second, some armies will face off better against certain other armies (siege engines against a fortified army for example). Third the melee phase is supposed to repeat until one army or the other is defeated. There is no joining a battle in progress (I think a special ability does allow it). If you enter battle alone, you will finish it alone and it is considered one day. *this is the part I got wrong, I think it is special for PFS/this scenario. But they are separate.

On moves: the arrows helped a lot, thanks to whomever started that. Let's have everyone add those in.

After everyone has moved we will begin the rest of the phases., You do not need to start in standard or in whatever tactic your last battle was in. So if you finish one battle at reckless, you don't have to make morale checks to start the next battle as aggressive, standard, cautious, etc. I will ask those people involved to roll two or three melee attacks at once, just to speed the process. If your army is getting low and you think you would like to retreat, just say something like "when I get to 12 health, we retreat".

Please list the bonuses to attack separately. +2+3+4-2 is easier to for me to parcel than +7. I may ask you to break them down for me (+2 +3 (mounted) +4 (reckless) -2 (sunlight vulnerability).
Horatio, can you please break yours down? I know nat20 is powerful, but some of those went quickly. I will also ask that everyone end a combat post with DV & hp. Since they will change from tactics, it would be nice to have the most current easily visible.

EDIT*this is another part I got wrong: I missed these as they are in a sidebar. If the PC commands a Core army, she may select one of the following commander boons for her army: Defensive Tactics, Flexible Tactics, Loyalty, or Triage.

Difficult terrain was mentioned earlier. The top half of the map will make this relevant.

Overly long post, sorry about that. I am open to other suggestions to make this run smoother, and if you have any questions please ask.

Now back to your regularly scheduled programming...

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Overall, a good warmup to the masscombat rules and good tips for adapting to pbp.

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

I missed that first bit as well. I thought it continued over several days, not until someone loses. Guess it makes sense. Don't have to like it, hahaha. Will definitely affect my combat choices.

All in all, it went smooth for a PbP. Agreed that the arrows really helped.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

I'll make sure to break it down on the next one - rather hectic weekend at the moment unfortunately. I thought I had posted a "are my numbers correct?" post before we got into the marching but that is possibly me hallucinating at the moment since I'm running around a little nuts!

How does healing armies work in mass combat? I think that's the only thing that I either 100% missed or 100% don't understand (or both?) - relevant since the Taldans just took a bit of a beating.

Thanks for all the hard work on this, GM, and everyone - I know Horatio is a pompous, arrogant little SOB, but I'm really enjoying all of your posts and how we're weaving this story together! :)


Core Helms ! Wizards Wanted Gameday X

During the move phase an army can decide to rest instead. If so they gain their ACR back in health. As Celphwyn pointed out once per day you can double that with a forced heal. For the purposes of this scenari, you will be fully healed before the next engagement.

I thought you had (provided the numbers as as well). I am sure they are right it just seams a little fast.

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

I'm sorry I missed an entire week. This is exactly what I needed for a mass combat ice breaker. Still going through everything. Good thing I chose such a slow army :-)

Thanks again!

-Posted with Wayfinder

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

All I can say is that speed is key. With a speed 1 I could have laid back, said "see you in a week" and not bother to read a single sentence about the rules system.

What I feel about the mass combat system is that they didn't give variation to speed, even some miniscule differences, like 1d3+1 or 1d6-1 in a 6-mile hex map would have fared a lot better, giving the slow armies a chance to act.

And it was a bit confusing at times what day was ongoing. Alas nothing of importance was missed.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Haro, in case you want to really participate in this endeavor, I suggest you change the army from your current Pike infantry to Mendevian Cavalry. With speed 3 you could do skirmishes a lot easier, and be the fastest army of them all. Only mammoth riders have the same speed.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Pertinent question for you, GM. What happens if a PC army is reduced to 0 hp? Is the army effectively destroyed / is the PC in command of it killed?

Thanks!


Core Helms ! Wizards Wanted Gameday X

Army yes, but the commander is assumed to have escaped with a few of the soldiers and make it back to camp. It takes the PC out of the rest of combat/engagement, but is not a death per se.
Hopefully it is not pertinent. :)


Core Helms ! Wizards Wanted Gameday X

With 13 being the high end of speed I marked where the armies will MOST LIKELY go when they are at the top of the order (9 or better). If you go before them, it may change their direction, but not by much. The howler cavalry arrival signals the end of their move, it is essentially their starting position on day 2.

To war! TO WAR!!

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6
Venture Teller Play b'Post wrote:

Army yes, but the commander is assumed to have escaped with a few of the soldiers and make it back to camp. It takes the PC out of the rest of combat/engagement, but is not a death per se.

Hopefully it is not pertinent. :)

I ask only because, given Horatio's temperament and mentality, if his army was reduced to 0 - utterly destroyed - he would rather die on the battlefield with his soldiers than survive, even if it's to take revenge later. I'm not sure if the scenario has rules for that (should it occur) or not, though...

I'm told there's a mass combat rule where a PC can become an "army" of one... should I look that up, just in case, if Horatio's army starts taking big hits?


Core Helms ! Wizards Wanted Gameday X

Horatio the 'one last attack' was you against the routing army. It was a part of day 3. (think of it as an AoO). It is not enough to kill them but they are now out of range. To avoid the last attack a commander can change tactics to withdraw (proper check required) and make a morale check to keep the army organized enough to make the withdraw (like an acrobatics check can let you avoid an AoO). This army did not have this chance as they routed (not withdraw). The difference is reactive vs. intentional.

On day 4, you can rest as the Pathfinders are.

Since I missed this question earlier: there is nothing in this scenario about army of one, it does say 'commander is assumed to have escaped' and s/he can choose a new army for the next engagement.

Devon, the battle continues until all armies are routed (hp < ACR), destroyed (hp </= 0), or withdrawn (an intentional tactic). So multiple melee phases will happen on a given day. Earlier I asked for three such roles, as I didn't want to wait three days to finish a battle for which some people were already sitting out.

I resolved the first melee for all armies. Then moved to the second phase, then the third etc. In this case the ranged and first melee phase killed the army "A". Since I already had everyone's rolls I just applied those to army "B". The 2nd and 3rd melee of the schir's became irrelevant as they were destroyed. Melee phase happens simultaneously, so it is possible for two armies to destroy each other.

Trying to speed it up with multiple rolls means I am prepared to do a retcon. If after seeing the damage of the first melee phase you would rather change your tactics (to improve DV or two withdraw for example) just say so, remember moving a tactic up or down one does not need any kind of check. The second round of damage can be reversed (or shrunk).

Horatio. It it my bad not yours. I didn't even see the 'already included in stats' asterisk until two days ago, so there is no way you could have known. As far as the armies moral, it is simply a statistic of the army. Unlike the PCs, there is no Charisma modifier of the commander to affect it. On a positive note being routed reduces it by 1. :)

If I missed something else please let me know, or if I brought up other questions please ask. :) On to a short battle post, then off to bed for me.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Oh, okay, I had thought there's just one round of attack phases in a day. That would have given other armies the chance to come to aid, stalling the enemy army, or otherwise alter the outcome.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

I had the same question as Devon. I thought just one move, one ranged and one melee per day. Sorry I did not include additional melee rolls, but sounds like they were not needed this time.

51 to 100 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS] Assault on the Wound 5-24 Discussion All Messageboards

Want to post a reply? Sign in.