Battle for Korvosa (Big Spoilers!)


Curse of the Crimson Throne


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Hello all. For a while now I've been trying to figure out a way to make the player's revolution in Crown of Fangs more interactive, and I have come up with a fun little idea- a "war game" of sorts. I've posted the rules here because, well, I need help making sure all the math and stuff makes sense and the rules are balanced. Plus I'd also love to hear suggestions about more stuff I could do with it! The system is derived from a mash-up of (fixed?) caravan combat (from Jade Regent) and army combat (from Kingmaker).

Anyway, here are the rules. Please read them at your leisure. I'll try to respond to comments/questions as fast as I can.

I've excluded the information in the special missions because It's not exactly pertinent to the "war game's" system (it's regular PF RPG stats and stuff). Please pardon any misspellings on my part, the rules were written in Wordpad.

BATTLE FOR KORVOSA
The following is an optional rules system for running a guerrilla war to recapture Korvosa from Queen Ileosa. Although the battle will mean little should Ileosa's ultimate plot succeed, the idea here is to give the heroes more of an "epic" feeling as they direct a war against the Queen's Grey Maidens and loyal guardsmen.

RESOURCES
Build Points: Players may use a special resource called "build points" to build units, or train new members. Build points are abstractions of the money, equipment, and man-power available to the characters. 1 bp is the rough equivalent of 100 gp.
The player begin with 100 build points.
Special Note: Ileosa cannot gain or spend build points from districts she controls. Build points are player-specific resources.

TIME
War takes place over a massive timescale. One day is divided into eight turns, and each turn represents one hour of activity. There is also a "night" phase in which units replenish hit points, regain special abilities, and restock supplies.

Turns and Turn Order: During each turn, the players and the GM chose where to move their units. The players always act first in the turn, and the GM acts second. During a turn each unit is allowed one action with which to move or activate special abilities.

Movement: When moving, units may move up to their full speed within any one district. Crossing between districts requires a separate movement, and places the unit in the closest adjacent ward of that district.

Night Phase: At night, units bunker up to rest and recover, maintaining minimal activity during this time. Normally, no units may act during the night phase, although certain units may acquire tactics that allow them to do so.
During the night phase, a unit recovers a number of hit points equal to its CR. Units with attached units possessing the healer special ability, or allied units in the same district as a unit with the healer special ability, recover twice this many hit points.
During the night phase, the players may decide to spend resources toward recruiting new troops. New units appear at the start of the first turn in a district controlled by the players.

DISTRICTS, LANDMARKS, AND CONTROL
Being a large city, Korvosa is divided into several distinct districts, each of which are in turn home to several landmarks. Districts are the major source of player power and are the primary method for determining who "controls" Korvosa. Districts are divided into "wards" that act as different theaters for combat (see the Combat section below). Landmarks are structures separate from, yet connected to, various districts. Landmarks provide special bonuses to those who control them.

Starting Control: When the battle begins, Ileosa will have control over all districts of Korvosa except Old Korvosa, whose control will depend on previous player actions. If the players left either Bahor or Pilts Swastel alive, then one or the other controls Old Korvosa. If the players left both alive, then Bahor has long since disposed of Pilts and rules Old Korvosa uncontested. If both Bahor and Pilts are dead, then the Cerulean Society controls Old Korvosa.

Gaining, Keeping, and Losing Control of Districts and Wards: In order to control a district, one side must first occupy the majority of the wards in that district. Occupation requires that no visible enemy units be present in any given ward. After successfully occupying a ward, the ward must remain under the occupying side's control until the Night phase. At this point, any player present in the ward must make a Diplomacy or Intimidate check, the DC of which is equal to the control DC of the distric the ward is in (Ileosa always uses Intimidate, at a +13 bonus). If no player is present in the ward to make the check, the check is made with a +15 bonus.
Upon a successful control check, the player occupies that ward. Failing the check means the ward is contested and provides no benefits whatsoever. Furthermore, if units from both sides are present in the ward at the beginning of the night phase, no control check is made and the ward is considered contested instead.
Failing a control check by 5 or more means that the residents of the ward resent occupation and do whatever they can to aid the enemy, and the district gains the unrest condition. Occupying units in wards with unrest suffer a -2 penalty to attack rolls while enemy units receive a +2 bonus to attack rolls.
Control checks must be made each day there is fighting in the ward, and only if the ward remains uncontested at the end of the day.
Once one side has control of the majority of the wards it controls the district and receives resources in the form of build points, which they can spend as they see fit. Furthermore, the district continues to add to a side's build point pool every night phase it is controlled. The amount of build points received is given in the district's description. In districts where no side controls the majority of the wards, or the majority of the wards are contested, the district is considered contested and provides no resources whatsoever to either side as long as they remain so.

Fortifying Wards: In contested districts and controlled districts, it is possible to construct barricades and fortifications to aid with the defense of the area. During the night phase, players in may have units in wards they control attempt to construct barricades and fortifications with a DC 15 Leadership check. For each additional unit present in the district, that unit receives a +2 bonus to the check. For players, each barricade requires 2 bp to build. For Ileosa, she may only construct 3 barricades per night.
When a barricade is constructed, the owner chooses one adjacent ward (even if that ward is in another district). Enemy units cannot enter from that ward while the barricade is in place, unless they possess the Shingles Runner or Running special abilities. Barricades can be demolished if they sustain 50 hit points of damage. While a barricade is under attack, defending units in the barricaded ward with ranged weapons may attack the attackers.

Districts
East Shore-
Control DC 20; Resources 3 bp
Wards
-East Shore

Gray District-
Control DC: 20; Resources: 2 bp
Wards
-Gray District

The Heights-
Control DC: 35 (Ileosa gains a +10 bonus to Control checks here); Resources: 9 bp
Wards
-Cliffside (Shingles)
-Citadel Crest
-The Heights
-University

Midland-
Control DC: 25; Resources: 5 bp
Wards
-High Bridge (Shingles)
-Pillar Hill (Shingles)
-Slope
-West Dock (Shingles)

North Point-
Control DC: 30; Resources: 7 bp
Wards
-Five Corners
-Mainshore
-Northgate
-Ridgefield

Old Korvosa-
Control DC: 25; Resources: 5 bp
-Special: If the Cerulean Society controls Old Korvosa, it is possible to forge an alliance with the thieves' guild (See City of Thieves quest). An alliance with Old Korvosa provides 1 bp per night phase.
Wards
-Bridgefront (Shingles)
-Garrison Hill (Shingles)
-Old Dock (Shingles)

South Shore-
Control DC: 30; Resources: 5 bp
Wards
-South Shore

Controlling Landmarks: Throughout Korvosa are scattered various locations of significance and note. These locations, called Landmarks, are special resources that control benefits to those that control them.
Landmarks may be controlled one of three ways: Diplomacy, Military, or through Special circumstances. Landmark control is independent of district control, and controlling a district does not immediately bestow control of a landmark to the occupier.
Diplomatic control is attempted during the Night Phase, and the side attempting diplomatic control must have visible units present within the district containing the Landmark. The side attempting to gain control must succeed on a Diplomacy check (DC is given for Landmarks in which Diplomatic Control is possible). Success indicates the side is now in control of the Landmark. Failure by 5 or more means that the Landmark endorses the enemy instead. Only one diplomatic control attempt may be made per night (Ileosa makes these checks at a +18 bonus).
Military control of a Landmark requires the side to defeat the Landmark's defenders, which are given in the Landmark's description. Only units in wards adjacent to, or containing, the Landmark may participate in the assault against that Landmark. Should the defenders of the Landmark have been previously defeated, its defenders are instead the units occupying it.
Special control means that the players must complete a quest or other, similar objective in order to gain control. These quests are detailed in the Special Missions section.

On Ileosa's Control: Ileosa receives no benefits from Landmarks she controls. Rather, Ileosa is able to capture Landmarks in order to deny the players their benefits.

Landmarks
Academae
-Control: Diplomatic (DC 35, requires Breaching Festival special mission completion)
-Benefits: Recruit Academae Wizards
-Defenders: See below.
-Special: The Academae cannot be taken through military action. Any attempt to attack the Academae results in the immediate defeat of all attacking units as the powerful wizard faculty blast attackers apart with devastating spells.

Arkona Palace (Old Korvosa)
-Control: Special (requires City of Thieves special mission completion)
-Benefit: Special
-Defenders: See Below
-Special: If the Cerulean Society controls Old Korvosa, Arkona Palace acts as their base of operations. Control of Arkona Palace requires an alliance with the Cerulean Society, and permits the recruitment of Cerulean Society Thieves, but only if the Cerulean Society controls the palace.
Arkona Palace is defended by 5 Cerulean Society Thieves units if the guild occupies it, otherwise it is unassailable due to its powerful Rakshasa inhabitants.

Bank of Abadar (North Point- Five Corners)
-Control: Diplomatic (DC 30, see below), Military
-Benefits: Recruit Abadaran Clerics and Paladins
-Defenders: 4 Abadaran Cleric units, 3 Abadaran Paladin units, and Archbanker Tuttle
-Special: The Bank of Abadar will not immediately withdraw its support for Ileosa after the Akaruzug's defeat, but will become receptive to diplomatic talks with the Resistance.
-Special: Military control of the Bank of Abadar is not possible while the Akaruzug lives, and all attacking units are automatically defeated after 6 rounds.

Castle Korvosa
-Control: Special (must defeat all enemies in Castle Korvosa)
-Benefits: Players win the battle
-Defenders: See below
-Special: Castle Korvosa cannot be taken through diplomatic action, as it is the enemy's base of operations. Attempts to take the castle using military might will be met with failure, and all attacking units will be destroyed as the powerful spellcasters and devils within blast attackers apart with horrifying attacks.

Cathedral of Pharasma (Grey District)
-Control: Military (Ileosa only)
-Benefits: Recruit Pharasman Clerics and Inquisitors
-Defenders: 4 Pharasman Cleric units, 2 Pharasman Inquisitor units, and Bishop d'Bear

Citadel Volshyenek
-Control: Military or Special (requires Captain of the Guard special mission completion)
-Benefit: All resistance foot soldiers may upgrade their armor and weapons. Attack bonuses and AC increase by +1.
-Defenders: 5 Korvosan Guard units, Field Marshal Baradin

Kendall Amphitheater (The Heights- Citadel Crest)
-Control: Military or Special (requires Breaking the Blood Bank special mission completion)
-Benefit: Enemy-controlled Asmodaen Cleric units and Asmodaen Inquisitor units take a -2 penalty on attack rolls.
-Defenders: 4 Asmodaen Cleric units, 2 Asmodaen Inquisitor units

Longacre Building (North Point- Five Corners)
-Control: Military or Special (requires Capturing the Longacre Building special mission completion)
-Defenders: 5 Gray Maiden units
-Special: Should Sabina Merrin lead an attack against the Longacre building, she immediately captures the landmark (see Capturing the Longacre Building quest).

Temple of Asmodeus (The Heights- Citadel Crest)
-Control: Diplomatic (DC 40), Military, or Special (requires Dealing with the Devil special mission completion)
-Benefit: Immediate defeat of all Asmodaen Cleric and Asmodaen Inquisitor units
-Defenders: 4 Asmodaen Cleric units, 2 Asmodaen Inquisitor units, and High Priest Ornher Reebs
-Special: Should Ileosa ever recapture the Temple of Asmodeus, she gains 2 Asmodaen Cleric units and 2 Asmodaen Inquisitor units.

University of Korvosa (The Heights- University)
-Control: Military
-Benefit: gain an extra 2 build points per Night phase
-Defenders: None

COMBAT
Starting Combat: At the end of each turn, units on both sides decide whether or not they wish to engage in combat. When a unit engages, it makes a single attack roll against one visible enemy unit in the ward and hits if the result is equal to or greater than the defender's AC. If the attack roll hits, it deals damage equal to the value listed in the unit's stat block, which is substracted from the defender's hp. Units that abstain from combat do not make attack rolls, but can still be targted by attacks.
Attacks between units are rolled simultaneously, and damage is dealt simultaneously. At any point during combat a unit may opt to flee from combat instead of attack, but must succeed on a Leadership check (DC = enemy unit's leadership bonus + 10). A unit that successfully escapes must move to an adjacent ward or district. Units that fail to escape are still in combat, but may not attempt to escape again until the next round of combat.

Routing: A unit routes when it is reduced to 0 hit points or fewer. Routing units are still valid targets in combat, but cannot attack and must succeed on a Leadership check to escape (DC = enemy unit's leadership bonus + 10) to escape. For each 5 points of damage a routing unit sustains, it loses 1 member of the unit instead. Each time a unit loses a member it gains 1 permanent negative level. Should a unit gain a number of negative levels equal to its original size, it is utterly defeated.

Losing and Replacing Unit Members: If a unit loses a member, it gains a permanent negative level that represents the unit's weakened state. A unit suffers a -1 penalty to attack rolls, leadership checks, and AC, and loses 5 maximum hit points, for each negative level it possesses. These negative levels cannot be removed, save by training a new member or cannibalizing an identical unit.
Training time for one group member is given in a unit's stat block, but costs only 1/5th of the build cost per member replaced. Alternatively, a unit may receive members from other identical units to fill their numbers. For example, a Resistance Foot Soldier unit with 4 members and a Resistance Foot Soldier unit with 6 members could be combined to form a unit of 10 members (full strength)! Alternatively, two units of five members could be formed.

Special Actions: During the battle, each side has a set of special actions they may perform during their turn. Special actions may only be used a limited number of times, as noted by the action's description. Special actions can affect the battlefield, and can also grant units bonuses or penalties.

PLAYERS' SPECIAL ACTIONS
By the Gods, It's Blackjack!
Uses: One Time Only (Blackjack or Vencarlo Orsini must be alive)
Effect: Blackjack appears in one district to engage an enemy unit. Furthermore, if Ileosa controls the district the players make an immediate Diplomacy check to create unrest. In a district with unrest or a contested district, a successful Diplomacy check instead immediately captures the district without waiting until the Night phase.

Cry of the Hippogriff
Uses: One Time Only (must have at least one Sable Company Marines unit)
Effect: The majestic cry of the Hippogriff echoes across Korvosa. All player units gain a +2 morale bonus to AC, and a +2 morale bonus on attack and damage rolls for one hour.

Into the Vaults
Uses: Once Per Day (Neolandus Kalepopolis must be alive)
Effect: All resistance units disappear into the vaults beneath Korvosa to regroup, making them hidden for the rest of the day. Units that are hidden this way cannot participate in combat for the rest of the day.

Rally
Uses: Once Per Day (Cressida Kroft or PC with leadership must be alive)
Effect: All routing units in one district regain 1/2 their hit points, but keep any negative levels they've gained from the deaths of their members.

Underground Movement
Uses: Constant (Passive)
Effect: Until the players make their first move, all units in the Gray District are considered hidden.

Uprising
Uses: Once Per Day
Effect: The player chooses one ward with unrest against Ileosa. Ileosa must make an immediate control check in that ward, or the player places two Resistance Foot Soldier units there and immediately initiates combat.

Vault Running
Uses: Constant (Passive) (Requires Befriending the Wererats special mission completion)
Effect: All player units gain the Running special ability as they traverse the extensive sewer system beneath Korvosa, although whenever it does so the unit must pass a DC 15 Leadership check to avoid getting lost. Lost units end up in a random ward adjacent to the ward they were attempting to reach.

ENEMY SPECIAL ACTIONS
Conscription
Uses: Once Per Week (Must control Citadel Volshyenek and/or the Longacre Building)
Effect: Ileosa places 2 total Korvosan Guard units in any one ward she controls.

Cunning Ambush
Uses: Once Per Day (Mistress Kayltanyia must be alive)
Effect: Ileosa selects one unit with the Running or Shingle Running special ability moving into a ward containing a hidden Red Mantis Assassins unit. The Red Mantis Assassin unit immediately uses Assassinate on the selected unit. If the attempt fails, the unit escapes and reveals the Red Mantis Assassins unit's position. If the attempt succeeds, the ambushed unit is defeated as normal.

It's Trifaccia, Run!
Uses: Once Per Day (Trifaccia must be alive)
Effect: Trifaccia appears and deals 80 damage divided between any number of units in one ward. Furthermore, if Ileosa controls the ward the players take a -5 penalty on Diplomacy checks made in that ward for the remainder of the day.

Kayltanya's Handiwork
Uses: One Time Only (Kayltanya must be alive)
Effect: Mistress Kayltanya takes matters into her own hands and deals 200 hit points of damage divided as she pleases between all units is one district.

Martial Law
Uses: Once Per Day
Effect: Ileosa's Gray Maidens enact a brutal show of force and intimidation, removes all unrest from any one ward where there are Gray Maiden units, and all adjacent wards in the same district.

Night Raid
Uses: Once per night phase
Effect: Ileosa may move up to 3 Gray Maiden units from adjacent non-barricaded wards into one ward. Combat is then initiated between all Gray Maiden units and any number of units in the district that Ileosa chooses. The leadership check DC to escape this combat is increased by +5 for this combat. After combat ends, Ileosa may move up to 3 Gray Maiden units into any adjacent non-barricaded wards.

Threat of the Sword
Uses: Constant, Passive
Effect: Ileosa gains a +5 bonus to control checks in any ward she controls, or that is adjacent to a ward she controls.

Upon Black Wings
Uses: One Time Only (Sabina Merrin and Zarmangarof must be alive)
Effect: All enemy units in one district must pass an immediate leadership check (DC 20) or panic and attempt to flee. Fleeing units cannot fight back, and take a -2 penalty to AC.
Special: This begins the Gray Mistress event

UNIT STAT BLOCK
Name (CR)
Unit members; Special Members
AC; hp; Attack; Damage
Tactics; Resources
Special Abilities
Leadership
LOGISTICS
Speed
Build Cost; Build Time; Prerequisites

PLAYERS' UNITS
Pharasman Clerics (CR 2)
5 members (N human cleric of Pharasma 1)
AC 14; hp 20; Attack +4; Damage 1d6+4
Leadership +3
Special Abilities attach, divine mission, healer
LOGISTICS
Speed 2 miles
Build Cost 10 bp; 1 week; Prerequisites allied with Cathedral of Pharasma
Attach (Ex): As an action, Pharasman Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Divine Mission: Pharasman clerics cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability. This special ability is also bestowed upon any unit a Pharasman cleric is attached to.
Healer (Ex): Units in the same ward as this unit heal at double the standard rate.

Pharasman Inquisitors (CR 2)
5 members (N human inquisitor of Pharasma 1)
AC 14; hp 20; Attack +4; Damage 1d6+4
Special Abilities blast undead, divine mission, judgment 1/day
Leadership +3
LOGISTICS
Speed 2 miles
Build Cost 10 bp; 1 week; Prerequisites allied with Cathedral of Pharasma
Blast Undead (Su): Once per day against undead enemies, inquisitors may make a special attack. If the attack hits it deals 5d6 damage.
Divine Mission: Pharasman inquisitors cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability.
Judgment (Su): Once per day, the Pharasman Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Pharasman inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

Resistance Foot Soldiers (CR 4)
10 members (LN human warrior 2)
AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Leadership +4
LOGISTICS
Speed 3 miles
Build Cost 5 bp; 1 week; Prerequisites Cressida Kroft, or PC with Leadership

Sable Company Marines (CR 10)
5 members (LN human ranger 6 [sable company])
AC 24; hp 130; Attack +13; Damage 4d6+6
Resources ranged weapons
Special Abilities flying mounts, skirmish
Leadership +11
LOGISTICS
Speed fly 10 miles
Build Cost Special; Prerequisites Sable Company Diplomatic mission completed
Upon Completing the Sable Company Diplomatic mission, 3 units of Sable Company Marines will spawn in any district the players choose 3 days after the conclusion of the mission, at the start of that day.
Flying Mounts: Sable Company Marines may only be attacked by units that have spellcasting or ranged weapons and may move between districts in a single move.
Skirmish (Ex): A Sable Company Marine unit may participate in combat in any adjacent district, although while doing so it suffers a -2 penalty on attack rolls and deals half damage.

NEUTRAL UNITS
Abadarian Clerics (CR 2)
5 members (LN human cleric of Abadar 1)
AC 14; hp 20; Attack +4; Damage 1d8+2
Resources ranged weapons
Special Abilities attach, bless
Leadership +3
LOGISTICS
Speed 2 miles
Build Cost 10 bp; 1 week; Prerequisites destroyed Akaruzug, allied with Bank of Abadar
Attach (Ex): As an action, Abadaran clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Bless (Sp): Once per day, the Abadaran Cleric unit may cast blessing of the watch on up to 5 units in the ward, or on any unit it is attached to. This grants a +1 morale bonus to attack rolls and leadership checks for 1 hour.

Abadarian Paladins (CR 4)
5 members (LG human paladin 2)
AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Special Abilities smite evil 1/day
Leadership +5
LOGISTICS
Speed 2 miles
Build Cost 25 bp; 1 week; Prerequisites destroyed Akaruzug, allied with Bank of Abadar
Smite Evil (Su): Once per day Abadarian paladins may smite one evil unit within the district. For the rest of the day while engaging the targeted unit, the Abadarian paladins receive a +2 bonus on attack rolls, a +3 damage bonus, and a +3 bonus to AC.

Academae Wizard (CR 6)
1 member (LN human conjurer 7)
AC 19; hp 70; Attack +9; Damage 3d6
Special Abilities attach, blast barricade, spellcasting
Leadership +7
LOGISTICS
Speed 3 miles
Build Cost 40 bp; 2 weeks; Prerequisites Breaching Festival mission complete
Attach: As an action, the Acadamae wizard may attach to any unit in the same ward and provide magical support. The attached unit receives a +4 bonus on attack rolls and deals 2d6 extra damage on a successful hit. Furthermore, the attached unit counts as having ranged weapons. The wizard remains attached to the unit until it either spends another action to detach. If the unit is defeated while the wizard is attached, the wizard is also defeated.
Blast Barricade: Once per day, a wizard in combat against a barricade may blast a barricade apart with a well-placed fireball. This replaces any attack the wizard or the wizard's unit makes that round.
Spellcasting: The Academae wizard draws its strength from incredible magic power. Against foes resistant to such power, such as those with spell resistance, the Academae wizard takes a -2 penalty on attack rolls and deals half damage.

Cerulean Society Thieves (CR 3)
3 members (CN human rogue 2)
AC 15; hp 30; Attack +6; Damage 2d6+2
Special Abilities Infiltrate, Shingles runner, Stealth
Leadership +4
LOGISTICS
Speed 3 miles
Build Cost 20 bp; 5 days; Prerequisites City of Thieves mission complete
Infiltrate (Ex): During the Night phase, a unit of Cerulean Society Thieves may infiltrate an enemy ward and create disruptions. If the infiltrating unit succeeds on a Leadership check (DC = 10 + highest enemy unit CR), then all units in the district recover no hit points during the night phase, and the thieves steal 2 bp worth of supplies and equipment.
Shingle Runner: Cerulean Society Thieves move at double speed in districts the Shingles expands into, and can cross between multiple districts in a single move provided they only move through wards containing the Shingles.
Stealth: Cerulean Society Thieves are difficult to detect. A unit in a ward with cerulean society thieves must pass a DC 15 Leadership check to be able to notice them and interact with them normally.

Gray Maiden Defectors (CR 6)
4 members (LN human cavalier [honor guard] 3)
AC 19; hp 70; Attack +9; Damage 3d6
Resources ranged weapons
Special Abilities mounted
Leadership +7 (fearless)
LOGISTICS
Speed 4 miles
Build Cost Special; Prerequisites Sabina Merrin, Capturing the Longacre Building special mission complete
5 Gray Maiden Defector units are automatically spawned at the Longacre building the round after it is captured.
Fearless: Gray Maiden Defectors do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maiden Defectors may cross multiple districts in a single move.

ENEMY UNITS
Asmodaen Clerics (CR 2)
5 members (LE human cleric of Asmodeus 1)
AC 14; hp 20; Attack +4; Damage 1d8+2
Special Abilities attach, channel negative energy
Leadership +3
LOGISTICS
Speed 2 miles
Attach: As an action, Asmodaen Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Channel Negative Energy (Su): Three times per day, instead of attacking, an Asmodaen Cleric unit may deal 2d6 damage to one enemy unit. If the Asmodaen Cleric is attached, that unit instead deals 1d6 extra damage that round and may attack as normal.

Asmodaen Inquisitors (CR 2)
5 members (LE human inquisitor of Asmodeus 1)
AC 14; hp 20; Attack +4; Damage 1d8+2
Special Abilities enslave, judgment 1/day
Leadership +3
LOGISTICS
Speed 2 miles
Enslave (Ex): A routing unit reduced to half unit strength in combat with Asmodaen Inquisitors must succeed a DC 15 Leadership check or be captured by the inquisitors. These slave forces provide the Inquisitors a cumulative +1 bonus to attack and damage rolls for each unit thus captured. These bonuses go away at the beginning of the night phase.
Judgment (Su): Once per day, the Asmodaen Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Asmodaen inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

Grey Maidens (CR 6)
4 members (LE human cavalier [honor guard] 3)
AC 19; hp 70; Attack +9; Damage 3d6
Resources ranged weapon
Special Abilities mounted
Leadership +7 (fearless)
LOGISTICS
Speed 8 miles
Fearless: Gray Maiden Defectors do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maiden Defectors may cross multiple districts in a single move.

Korvosan Guards (CR 4)
10 members (LN human warrior 2)
AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Leadership +5
LOGISTICS
Speed 2 miles

Red Mantis Assassins (CR 11)
4 members (LE human rogue [sanctified rogue] 4/fighter 2/red mantis assassin 3)
AC 25; hp 145; Attack +14; Damage 7d6
Special Abilities assassinate, poison, running, stealth
Leadership +12 (fearless)
LOGISTICS
Speed 3 miles
Assassinate (Ex): As an action, a unit of Red Mantis Assassins can attempt to silently kill one squad while remaining undetected. The unit makes an attack roll against the defending unit's AC. If the attack is successful, damage is dealt normally and the defending unit must pass a leadership check (DC 24) or be immediately defeated. The Red Mantis Assassins must be hidden to use assassination. If the assassination is successful, the Red Mantis Assassins remain hidden, otherwise their position is revealed.
Poison (Ex): Whenever a unit of Red Mantis Assassins attack hits an enemy unit, that unit must pass a leadership check (DC 24). If it fails, the unit takes a cumulative -2 penalty to all attack rolls until the end of the day.
Running (Ex): A unit of Red Mantis Assassins can move anywhere within a district as part of a single move action, effectively ignoring barricades.
Stealth (Ex): Red Mantis Assassins are difficult to detect. A unit in a region with red mantis assassins must pass a DC 24 Leadership check to be able to notice them and interact with them normally.

Zombie Horde (CR 4)
10 members (NE Medium undead)
AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities Horrifying, Staggered, Undead
Leadership +0 (fearless)
LOGISTICS
Speed 3 miles
Horrifying (Ex): Units sent to fight against zombies must pass a DC 15 Leadership check or suffer a -2 penalty to attack rolls as they are horrified by the sight of their former comrades.
Staggered: Zombies cannot initiate combat in a ward if they moved this turn.
Undead: Zombies are undead and thereby have all the standard undead immunities and resistances. Zombies never route and cannot retreat- instead they are immediately destroyed when they reach 0 hit points.

HERO UNITS
Occasionally there are special named defenders that represent the head of an organization. These units are usually found as Landmark defenders. Hero units that are defeated are not slain, but rather captured. On the next night phase following a hero unit's capture, its captors may decide to keep that hero in captivity, or execute them. Captive heroes may be ransomed for build points, although it is not possible to tell whether or not the ransom will be paid.

Archbanker Tuttle (CR 12)
AC 27; hp 160; Attack +15; Damage 4d8+5
Resources scrolls
Special Abilities mass hold person
Leadership +13 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Once per combat, instead of attacking, Tuttle may read a healing scroll and recover 5d8+13 hit points.
Mass Hold Person (Sp): Once per day instead of attacking, Tuttle may paralyze all enemy units for three rounds.

Cressida Kroft (CR 9)
AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities Peerless Leadership
Leadership +10 (fearless)
LOGISTICS
Speed 2 miles
Peerless Leadership (Ex): Once per day, Cressida may inspire her allies to greatness. All other allied units in the ward gain a +5 bonus to attack rolls, deal 2d6 extra damage on successful hits, and cannot fail leadership checks for one hour.

Field Marshal Baradin (CR 8)
AC 21; hp 100; Attack +11; Damage 5d6
Special Abilities shatter defenses
Leadership +9 (fearless)
LOGISTICS
Speed 2 miles
Shatter Defenses (Ex): Once per round, instead of attacking Baradin may attempt to intimidate all enemy units he is fighting. Each unit must pass a Leadership check (DC 21) or suffer a -2 penalty to attack rolls, damage rolls, and AC for one round.

High Priest Ornher Reebs (CR 11)
AC 25; hp 145; Attack +14; Damage 2d10+18
Resources scrolls
Special Abilities flame strike
Leadership +12 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Ornher Reebs has many healing scrolls on his possession. Once per combat, instead of attacking, he may cast one of these scrolls to recover 5d8+11 hit points.
Flame Strike (Sp): During combat, Ornher Reebs calls down terrifying blasts of fire upon his foes. Three times per day, Reebs may gain a +6 bonus to his next attack roll. If that attack hits, it deals 3d6 extra fire damage and 3d6 extra damage that is pure divine power.

Blackjack/Vencarlo Orsini (CR 9)
AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities Cunning Duelist, Stealth, Old Fox
Leadership +10 (fearless)
LOGISTICS
Speed 3 miles
Cunning Duelist (Ex): Once per day, Orsini may single out an enemy unit or hero in the ward and engage that unit in single combat. For the duration of this combat, Orsini gains a +2 dodge bonus to AC, and a +2 morale bonus to attack rolls.
Stealth (Ex): Vencarlo Orsini is difficult to detect. Units in the same district as Vencarlo must pass a DC 21 leadership check to be able to notice and interact with him normally.
Old Fox (Ex): Orisini is crafty and difficult to kill. When reduced to 0 hit points, Orsini makes a DC 20 leadership check. If successful, he retreats underground to the nearest ally-controlled ward. Orsini is considered hidden for the rest of the day and can only be located by units that succeed a DC 25 leadership check.

Player Characters as Participants
In a massive-scale combat like this, the player characters are incredibly powerful assets on the battlefield. Each an army of their own, a player character at this level should easily be able to conquer a ward, if not an entire district, on their own. Player characters should be discouraged from directly participating in combat and instead tasked with more important jobs- special missions, or playing out the adventure path.

Starting Distributions
Ileosa begins play with a limited number of units, listed as follows: Asmodaen Clerics (4), Asmodaen Inquisitors (4), Gray Maidens (23), Korvosan Guards (35), Red Mantis Assassins (4)
The Asmodaen units may be placed in any wards within Midland or the Heights, and the Korvosan Guard may be placed in any district Ileosa controls. Red Mantis Assassins may be placed in any ward.

Furthermore, Ileosa must place most of her Gray Maidens in specific wards:
East Shore- 2 units
Midland- 2 units (High Bridge), 3 total units divided between any number of wards
North Point- 3 units (Five Corners), 1 unit (Northgate)
Old Korvosa- 3 total units divided between any number of wards
Shingles- 8 total units divided between any wards containing the Shingles
South Shore- 1 unit

SPECIAL MISSIONS
During the campaign against Ileosa, the players will have the option of launching several special missions in order to drum up additional support for their fight. Special missions are normally undertaken at night, but may technically occur at any point during the day. Players may attempt multiple special missions in one day, but it is not advised.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So... Beautiful!

Dark Archive

excellent.
did you draw a map or something with the wards ?
shouldn't the korvosan guard also available to the players ?


I guess he'll be using something like the maps in this post:
Ward layout.

By the way, Kaushal Avan Spellfire , I really admire the work you've put into this system. I'd certainly be interested in hearing how it plays out. I'm not sure if it is something that would fit my group's style, but you've done a great job.

I feel this system would have the greatest added value when you switch it with real roleplay encounters: really play out the diplomatic encounters and the fights to conquer the landmarks. Is this the way you've set it up?


Awesome work.


I'm dming coct since the beggining of the year, and the players are finally at the final part of skeletons of skarwall. Since the beggining I've changed around parts of the campaign, including at least another full theme-linked adventure from paizo or dungeon into each chapter. But then, I was wondering how could I make the revolution with some kind of mini-game between the quests, and this fits perfectly. I'll begin preparing War pieces for the units at once, and design some units myself.

Now, would you be willing to post here at least a draft of your ideas for the missions? I suppose they are to be encounters ou chains of simple encounters, like trifacia or the dragon's battle instead of full dungeons, but it would be good to take a look at least on the basic draft and use it.

Also, if I asked, would you develop or help me develop stats for other two units that aren't part of the vanilla coct campaign but should feature in mine? (They would be shoanti warriors (they got the best possible outcome and kept relationships), and a certain powerful npc they kept alive and made switch sides)


In my version, shoanti war hosts are parked outside the city walls preparing to lay siege.

also I have GOT to do SOMETHING to replace trifaccia.... way too lame.


My playerz blazed thru the final part of skeletons of scarwall on today's session in a way that amazed and inspired me. So I'll be using your system two sessions earlier, meaning I'll be present it tomorrow. of course they'll have some time when returning home to know people, ask around, look for their families and begin to know the resistance and the system; but as soon as I can i'll provide constructive feedback.

And any chance on the drafts of the special missions?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Thanks for all the comments all, I'll try to get them in turn.

DM aka Dudemeister Thank you =)

r-Kelleg: I have not drawn the ward maps yet, but what MrVergee posted is what I was thinking. I had planned on creating a paper map for my players but so far I haven't yet gotten to that.
As for the Korvosan Guard, they're not available because
[spoilers]Cressida is no longer the leader of the Korvosan Guard. Those with her are deserters.[/spoilers]
That being said, you may feel free to make them available to the players as a starting unit. I'd subtract some of their BP though to make things even.

MrVergee: I've included a lot of special missions used to capture landmarks in lieu of a military or diplomatic conquest. Diplomatic missions may be role-played at the option of the GM, but I was attempting to construct a system to abstract such things into dice checks. That being said, I don't just plan to have the PCs say "we enter into diplomatic negotiations with the bank of Abadar" and roll a dice, I'll expect them to have what they say in mind.
Also, about the conquests, those were explained in the Capturing Landmark section. Essentially its a fight between units in the landmark and attacks from neighboring wards. If you want to abstract it into an actually battle with the PCs you may do so, but I didn't want the events to get bogged down in needless combat the PCs will most assuredly win (they're level 15 for the gods' sake!).
If you want to make the encounters at the landmarks harder and have the PCs actually fight difficult battles I will fully encourage you to do so!

Walter McWilliams I appreciate the complement!

Diego Bastet: I actually do have the special missions written, but not formatted for forum posting. It's a lot more complicated since it's got a lot of stat blocks.
Also, I'd be more than willing to help develop those units for you. As a rule of thumb I designed around the EL of the monsters that compose a unit- hence why a company of 4 CR 2 maidens is CR 6.
Also, I'm not certain who this certain NPC is, but it's easiest just to base it around their CR. There are certain joys to designing things yourself, but I'd love to hear your ideas whatever you decide.

Pendagast That sounds exciting, and certainly adds another challenge the PCs must overcome!
In my game, I've got a Rogue/Duelist who has taken on the mantle of Blackjack, so I'll be looking forward to the duel between the two, especially because Vencarlo Orisini's fencing style (Orisini was the rogue's fencing master for a while) is fluid and very water-like, whereas my Trifaccia is a Rogue/Duelist that uses Dervish Dance, and his fighting style resembles fire in many ways. I look forward to narrating the duel, but I can understand if some GMs would be hesitant to use the character (he's certainly a love-it/hate-it NPC).

I will try to have the special missions up later this week. Thanks again for all the comments.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Turns out I actually had more free time than I thought tonight. Here are the special mission (please forgive any spelling or formatting mistakes I might have missed):

SPECIAL MISSIONS
During the campaign against Ileosa, the players will have the option of launching several special missions in order to drum up additional support for their fight. Special missions are normally undertaken at night, but may technically occur at any point during the day. Players may attempt multiple special missions in one day, but it is not advised.

Befriending the Wererats (CR 14)
Objective: To gain access to Korvosa's vast underground network of tunnels, the players must befriend their longest inhabitants- the wererats.
Details: Not having forgotten the good the PCs did for their kind, the wererats of Korvosa, led by Eries Yelloweyes wish to provide whatever support they can to the revolution. However, there is a slight problem: The Rat's Teat Boys have begun making violent raids into the Midland and Heights sewers, demanding the wererats there either join their gang, or die. The leader of these raids is a vile wererat by the name of Raiz. If the PCs can stop Raiz and his party from attacking Midlands, the wererats will happily serve as guides through the sewers to the resistance fighters.

Raiz
Male human wererat rogue [bandit, thug] 10 (augmented humanoid)
LE Medium humanoid (human, shapechanger)
Init +9; Senses low-light vision, scent; Perception +15
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 armor, +5 Dex, +1 dodge, +2 natural)
hp 88 (10d8+40)
Fort +7, Ref +13, Will +6
Defensive Abilities evasion; DR 10/silver
OFFENSE
Speed 30 ft.
Melee +1 silver rapier +14/+9 (1d6+3/18-20) and bite +5 (1d4+1 plus disease plus curse of lycanthropy; DC 15)
Special Attacks bleeding attack, brutal beating, fearsome strike, sneak attack +5d6
STATISTICS
Str 16, Dex 20, Con 16, Int 8, Wis 14, Cha 8
Base Atk +7; CMB +10; CMD 26
Feats Dodge, Dazzling Display, Improved Initiative, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +18, Climb +16, Intimidate +15, Perception +15, Sense Motive +15, Stealth +18, Survival +12, Swim +16
Languages Common
SQ ambush, change shape (human, hybrid, and dire rate; polymorph), frightening, rogue talents (bleeding attack, finesse rogue, offensive defense, opportunist, strong impression), lycanthropic empathy (rats and dire rats)
Combat Gear potion of invisibility; Other Gear +2 mithral shirt, +1 silver rapier, belt of incredible dexterity +2, cloak of resistance +1
Disease (Ex) Filth fever- injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con damage; cure 2 consecutive saves.

Rat's Teat Boy Raider (8)
Male human wererat fighter 2/rogue (thug) 4 (augmented humanoid)
LE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +11
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 55 (2d10+4d8+26)
Fort +9, Ref +6, Will +3
Defensive Abilities evasion, uncanny dodge; DR 10/silver
OFFENSE
Speed 30 ft.
Melee mwk short sword +8 (1d6+8/19-20; Power Attack) and bite +4 (1d4+2 plus disease plus curse of lycanthropy; DC 15)
Special Attacks bleeding attack, brutal beating, sneak attack +2d6
STATISTICS
Str 18, Dex 15, Con 16, Int 8, Wis 14, Cha 8
Base Atk +5; CMB +8; CMD 20
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness, Weapon Focus (short sword)
Skills Acrobatics +9, Bluff +6, Climb +12, Escape Artist +9, Intimidate +8, Perception +11, Profession (dockhand) +10, Swim +10
Languages Common
SQ change shape (human, hybrid, or dire rat; polymorph), frightening, rogue talent (bleeding attack, combat trick)
Gear masterwork studded leather armor, light wooden shield, masterwork shortsword
Disease (Ex) Filth fever- injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con damage; cure 2 consecutive saves.

Reward: Gain Vault Running passive ability.

Breaching Festival
Objective: Toff Ornelos requests the players participate in the Breaching Festival to earn the trust of his faculty. If the players are able to enter the Hall of Wards, they will receive the Academae's full support in lieu of the prize.
Details: See the Academy of Secrets module for more details.
Reward: Control of Academae Landmark.

Breaking the Blood Bank (CR 14)
Objective: Destroy the collection of blood beneath the Kendall Amphitheater.
Details: Vencarlo Orsini may complete this mission by himself. Otherwise, the players must gain access to the amphitheater and defeat its guards in order to destroy the blood supplies.

Praxim (CR 13)
Male bone devil inquisitor 8
LE Large outsider (evil, extraplanar, devil, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +30
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE
AC 26, touch 15, flat-footed 20 (+6 Dex, +11 natural, -1 size)
hp 181 (10d10+8d8+108)
Fort +19, Ref +15, Will +16
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee +1 adamantine heavy mace +24/+19/+14/+9 (1d8+9), bite +21 (1d8+8), claw +21 (1d6+8), sting +21 (3d4+8 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks bane, judgment 3/day
Domain Spell-like Abilities (CL 8th; concentration +13)
8/day- fire bolt (1d6+4)
Spell-like Abilities (CL 12th)
Constant- fly
At will- dimensional anchor, greater teleport (self plus 50 lbs of objects only), invisibility (self only), major image (DC 17), wall of ice
At will (one at a time)- detect chaos, detect evil, detect good, detect law
3/day- quickened invisibility (self only)
1/day- summon (level 4, 1 bone devil, 35%)
8 rounds/day- discern lies (DC 19)
Inquisitor Spells Known (CL 8th; concentration +13)
3rd (3/day)- dispel magic, heroism, prayer
2nd (5/day)- aid, death knell (DC 17), hold person (DC 17), see invisibility
1st (6/day)- bless, cause fear (DC 16), command (DC 16), divine favor, shield of faith
0 (at will)- bleed, create water, detect magic, detect poison, guidance, read magic
Domain fire
STATISTICS
Str 26, Dex 23, Con 22, Int 14, Wis 20, Cha 18
Base Atk +16; CMB +25; CMD 41
Feats Alertness, Combat Reflexes, Dazzling Display, Improved Initiative, Iron Will, Multiattack, Outflank, Precise Strike, Quicken Spell-like Ability (invisibility), Shatter Defenses, Weapon Focus (heavy mace)
Skills Diplomacy +25, Fly +30, Intimidate +29, Knowledge (planes) +23 (+28 identifying monster), Perception +30, Sense Motive +34, Spellcraft +23, Stealth +23, Survival +5 (+9 tracking)
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ cunning initiative, monster lore, solo tactics, stern lore, track
Gear +1 adamantine heavy mace, silver holy symbol of Asmodeus
SPECIAL ABILITIES
Poison (Ex) Sting- injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves

Cleric of Asmodeus (4)
Male human cleric of Asmodeus 8
LE Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 19, touch 9, flat-footed 19 (+7 armor, -1 Dex, +3 shield)
hp 63 (8d8+24)
Fort +9, Ref +4, Will +10
Resist fire 10
OFFENSE
Speed 20 ft.
Melee +1 heavy mace (1d8+3)
Special Attacks channel negative energy 5/day (DC 18, 4d6), scythe of evil 1/day (4 rounds)
Domain Spell-like Abilities (CL 8th; concentration +11)
6/day- fire bolt (1d6+4), touch of evil
Cleric Spells Prepared (CL 8th; concentration +11)
4th- cure critical wounds, divine power, unholy blight* (DC 17)
3rd- dispel magic, fireball (DC 16), magic circle against good*, magic vestment, protection from energy
2nd- aid, cure moderate wounds, death knell* (DC 15), produce flame, shatter (DC 15)
1st- burning hands* (DC 14), command (2, DC 14), divine favor, sanctuary (DC 14), shield of faith
0 (at will)- bleed, light, mending, resistance
STATISTICS
Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 14
Base Atk +6; CMB +8; CMD 17
Feats Improved Channel, Improved Initiative, Channel Smite, Lightning Reflexes, Skill Focus (Knowledge [local])
Skills Craft (writing) +7, Diplomacy +13, Knowledge (local) +7, Knowledge (religion) +11
Languages Common, Infernal
SQ aura
Combat Gear potion of cure moderate wounds, scroll of bless, scroll of bull's strength, scroll of deeper darkness, scroll of prayer, scroll of shield of faith; Other Gear +1 breastplate, +1 heavy steel shield, +1 heavy mace, cloak of resistance +1, silver holy symbol of Asmodeus

Reward: Control of the Kendall Amphitheater.

Captain of the Guard (CR 10)
Objective: Infiltrate Citadel Volshyenek using a secret passage Cressida Kroft knows about and kill or capture Ursion Baradin.
Details: Cressida Kroft can accomplish this mission by herself. Otherwise, the characters must take the hidden passage and defeat Ursion.

Field Marshal Ursion Baradin (CR 8)
Male human fighter 9 (Chelaxian)
LN Medium humanoid (human)
Init +4; Senses Perception -1
DEFENSE
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +4 shield)
hp 73 (9d10+27)
Fort +9, Ref +4, Will +3
Defensive Abilities bravery +2
OFFENSE
Speed 30 ft.
Melee +1 spear +17/+12 (1d8+11), or +1 longsword +15/+10 (1d8+6/19-20)
STATISTICS
Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 14
Base Atk +9; CMB +13; CMD 24 (26 vs. disarm and sunder with polearms)
Feats Dazzling Display, Improved Initiative, Greater Weapon Focus (spear), Power Attack, Pushing Assault, Quick Draw, Shatter Defenses, Shield Focus, Vital Strike, Weapon Focus (spear), Weapon Specialization (spear)
Skills Craft (writing) +13, Intimidate +14, Knowledge (local) +13, Knowledge (nobility) +13
Languages Common, Varisian
SQ armor training 2, weapon training (polearms +2, heavy blade +1)
Combat Gear potion of cure serious wounds, potion of bear's strength, tanglefoot bag (2); Other Gear +1 full plate mail, +1 steel buckler, +1 spear, +1 longsword, cloak of resistance +1, ring of protection +1, badge of the field marshal

Watch Captain (2)
hp 57 each, see Dungeon Mastery Guide 261

Reward: Control of Citadel Volshyenek.

Capturing the Longacre Building
Objective: Sabina Merrin leads a force to capture the Longacre Building.
Reward: 5 Gray Maiden Defector units, control of the Longacre Building.

City of Thieves (CR 14)
Objective: Guildmaster Boule of the Cerulean Society wants the players to take care of a small problem he is having.
Details: Boyle needs the characters to track down a mole inside the Cerulean Society that is providing reports on their activities to the Gray Maidens. Boyle has narrowed the double agent down to a list of five possible suspects, all high-ranking members with access to much of the Society's inner workings, and needs the PCs to investigate.
Boyle has several correspondences between the Gray Maidens and the spy that hint as to who the agent might be, which one of this best thieves- Marth, stole from Castle Korvosa. The correspondences indicate that the mole is a high-ranking member of the guild. Boule would like the PCs to investigate each member to assess whether or not he or she is the spy.
The mole is actually Boule's assistant, Marth- a red mantis assassin sent to infiltrate and observe the Cerulean Society. Marth provided Boule with false correspondences drafted for him by the Red Mantis in order draw suspicion elsewhere.
Investigating each member is relatively easy, and requires only a DC 25 Stealth check, or a DC 25 Bluff check to tail them and observe their activities. Each thief also keeps private files or papers in a chest or drawer with a superior lock (Disable Device DC 40 to open).

Guildmaster Boule
Male human rogue [thug] 9
NE Medium humanoid (human)
Init +2; Senses Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 80 (9d8+36)
Fort +6, Ref +9, Will +3
Defensive Abilities evasion, improved uncanny dodge, resiliency
OFFENSE
Speed 30 ft.
Melee +1 brass knuckles +12/+7 (1d4+4)
Special Attacks bleeding attack, brutal beating, sneak attack +5d6
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Dazzling Display, Dodge, Improved Unarmed Strike, Intimidating Prowess, Power Attack, Shatter Defenses, Toughness, Weapon Focus (unarmed strike)
Skills Appraise +13, Bluff +15, Diplomacy +15, Intimidate +19, Knowledge (local) +13, Linguistics +4, Perception +12, Profession (merchant) +12, Sense Motive +12, Swim +11, Use Magic Device +9
Languages Common, Varisian
SQ frightening, rogue talents (bleeding attack, resiliency, strong impression, weapon training)
Combat Gear potion of invisibility, potion of lesser restoration, potion of nondetection, potion of neutralize poison; Other Gear +2 studded leather armor worn under courtier's outfit, +1 brass knuckles, cloak of resistance +1, 500 gp in jewelry

Boyle's correspondences are a series of missives between the Gray Mistress and the supposed mole, providing information about Cerulean Society activities and operations. One letter outs several Guild connections in the Korvosan Guard. If the PCs have killed both Bahor and Pilts, another letter outlines guild plans to expand in a post-Arkona Old Korvosa, including expanding several new drug and gambling dens.
Several details about the mole can be gleaned from the correspondences. First, they have a keen sense of observation and record many elements in immaculate detail. Second, the handwriting is very neat, suggesting a steady, quick hand. Third, noticeable only after two or three readings with a DC 35 Linguistics check, is that the letters strangely do not contain common mannerisms of Chellish Taldane, or Varisian, but rather contain linguistic elements characteristic to the western coast of Garund.

Alexite Ratarion- NE Male human expert 1/rogue 5
The tidy Chelaxian with a head for numbers. Ratarion oversees several of the guild's vice dens and business fronts. He favors using a sword hidden in his walking stick as a weapon, and conducts himself in a businessman-like fashion. Ratarion is not above using intimidation and force to get his way. He keeps his financial dealings under tight lock and key, but seems to be uninterested in anything except his pet projects.

Anca- CN Female human rogue 7
The gruff Varisian knave, Anca oversees much of the Cerulean Society's protection rackets. The Varisian is fond of shaking down more difficult targets herself, and enjoys the use of force. She is difficult, stubborn, and unpredictable. Anca favors using a heavy mace, and does not keep any important documents whatsoever. She does, however, seem very protective of a book of pressed flowers.

Kazallin- CN Male human fighter 3/rogue [thug] 3
A brutish Varisian, Kazallin hunts thieves that operate outside the guild. Although he never officially severed ties with the Sczarni, he doesn't seem at all remorseful when he catches them operating in Old Korvosa- particularly after he's beaten them within an inch of their life. Kazallin favors a club as his weapon, and is particularly proficient with it.
Kazallin keeps several keepsakes safe from would-be-thieves, including his clan's scarf, as well as several letters to his Varisian mother who, from the correspondences, appears to be ill.

Rulla Wintrish- N Female human rogue 6
A condenscending Chelaxian, Wintrish is in charge of several front operations for the guild. Although she is not particularly skilled with numbers, she is a good motivator and very capable of keeping her fellows in line. Wintrish favors the short sword as her weapon and takes short notes on her dealings at each location, which she keeps secure.

Viorec- NE Male human rogue 2/sorcerer 4
A charming and quick-witted Varisian, Viorec's blood is tainted with the vile power of the Rakshasa. Viorec is in charge of several of the guild's vice dens, and maintained a close relationship with several Arkona patrons. Viorec keeps careful notes on any notable individuals that visit his establishments to use as blackmail material later. Viorec keeps this information very secure.
The Varisian has no favored weapon, preferring instead to harm foes with his sorcerous power. When dealing with patrons that have angered him, Viorec can sometimes go too far and cause serious damage through his violent magical outbursts.

Marth (CR 14)
Male human ninja 6/fighter 4/red mantis assassin 5
LE Medium humanoid (human)
Init +5; Senses Perception +17
DEFENSE
AC 26, touch 18, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +2 dodge, +1 natural, +1 shield)
hp 116 (11d8+4d10+41); fast healing 2
Fort +11, Ref +14, Will +8
Defensive Abilities bravery +1, red shroud 2/day (5 rounds), uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 corrosive sawtooth sabre +17/+12/+7 (1d8+3/19-20 plus 1d6 acid and poison), +1 corrosive sawtooth sabre +17/+12 (1d8+3/19-20 plus 1d6 acid and poison)
Ranged dagger +16 (1d4/19-20)
Special Attacks light steps, prayer attack (DC 19), sneak attack +6d6
Spell-like Abilities (CL 5th)
1/day- summon monster V (mantises only)
Red Mantis Assassin Spells Known (CL 5th; concentration +8)
2nd (3/day)- cat's grace, spider climb
1st (5/day)- disguise self, expeditious retreat, feather fall, true strike
TACTICS
Before Combat Marth drinks his potion of undetectable alignment before first interacting with the PCs. Marth prefers to ambush his prey rather than be ambushed. Before combat he will cast cat's grace, expeditious retreat, and spider climb on himself and drinks his potion of darkvision. He then lurks in wait to surprise his target.
Surprise Round Marth will attempt to scatter his foes by using a poison bomb with nightmare vapor, followed immediately by using vanishing trick to remain hidden (he must still make the stealth check, but gains a +20 bonus to the check, +40 for the invisibility bonus, -20 for the sniping penalty).
During Combat Marth dislikes even fights and prefers to keep his enemies off-balance. To this effect he rarely stays in one place for long, deploying smoke bombs and using his move action to flee to cover. He does not flinch from confronting solitary foes and will use prayer attack when he believes it score a kill.
Morale An elite red mantis assassin, Marth fights to the death.
STATISTICS
Str 10, Dex 21, Con 14, Int 14, Wis 8, Cha 16
Base Atk +11; CMB +11; CMD 27
Feats Alertness, Combat Expertise, Dodge, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre) Improved Feint, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +23, Bluff +21, Climb +9, Disable Device +21, Disguise +21, Escape Artist +14, Intimidate +17, Perception +17, Sense Motive +10, Stealth +19 (+21 while stationary), Use Magic Device +12
Languages Common, Infernal, Varisian
SQ armor training 1, assassin prodigy, ki pool (6 points), ninja tricks (poison bomb, smoke bomb, vanishing trick), no trace +2, poison use, resurrection sense
Combat Gear vial of nightmare vapor (1 dose), vial of purple worm poison (2 doses), potion of darkvision, potion of undetectable alignment; Other Gear +3 studded leather armor, two +1 corrosive sawtooth sabres, 6 daggers, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, belt of incredible dexterity +2, headband of alluring charisma +2, masterwork thieves' tools, disguise kit, 100 gp
Poison: consumed after 1 sucessful hit; purple worm poison- injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 saves
Poison: nightmare vapor- inhaled; save Fort DC 20; frequency 1/round for 6 rounds; effect 1 Wis damage and confused for 1 round; cure 2 saves

Reward: Alliance with the Cerulean Society, ability to recruit Cerulean Society Thieves, special control of Old Korvosa.

Dealing with the Devil (CR 14 or 15)
Objective: Negotiate with High Priest Ornher Reebs to withdraw his support from Ileosa, or force him to do so.
Details: There are two ways this mission may be completed- first, by contacting Ornher Reebs and arranging a meeting or two, attacking the Temple of Asmodeus.
If a meeting is arranged with Reebs, he will notify the Gray Maidens as to the heroes' presence unless they take great care to disguise themselves. Reebs will watch from a safe distance as the maidens attempt to apprehend the criminals, admitting to their strength if they win.

Gray Maidens (8)
hp 81 each, see Crown of Fangs

-or-

High Priest Ornher Reebs (CR 11)
Male human cleric of Asmodeus 12 (Chelaxian)
LE Medium humanoid (human)
Init -1; Senses Perception +6
DEFENSE
AC 21, touch 9, flat-footed 21 (+8 armor, -1 Dex, +1 natural, +3 shield)
hp 69 (12d8+12)
Fort +8, Ref +3, Will +9
Resist fire 20
OFFENSE
Speed 20 ft.
Melee +1 spell-storing heavy mace +10/+5 (1d8+2)
Special Attacks channel negative energy (6d6, DC 20) 5/day, hell's corruption 8/day, scythe of evil 2/day
Domain Spell-like Abilities (CL 12th, concentration +14, ranged touch +7)
8/day- fire bolt
Spells Prepared (CL 12th; concentration +18, ranged touch +7)
6th- extended true seeing, harm (DC 21), planar binding* (DC 22, devils only), summon monster VI
5th- dispel good* (DC 21), flame strike (DC 21), greater command (DC 21), slay living (DC 21), summon monster V
4th- cure critical wounds, divine power, summon monster IV, unholy blight (DC 20), wall of fire*
3rd- cure serious wounds, dispel magic, extended aid, magic vestment, extended produce flame*, vision of hell (DC 19)
2nd- bull's strength, cure moderate wounds, darkness, produce flame*, resist energy, shatter (DC 18), spiritual weapon
1st- bane (DC 17), command* (DC 17), cure light wounds, doom (DC 17), murderous command (DC 17), protection from good, shield of faith
0 (at will)- bleed (DC 16), detect magic, light, resistance
*Domain spell; Domains Evil (Devil), Fire
STATISTICS
Str 13, Dex 8, Con 10, Int 12, Wis 22, Cha 14
Base Atk +8; CMB +9; CMD 18
Feats Alignment Channel (good), Augmented Summoning, Extend Spell, Improved Channel, Sacred Summons, Spell Focus (conjuration), Superior Summoning
Skills Diplomacy +17, Knowledge (planes) +16, Knowledge (religion) +16, Spellcraft +16
Languages Common, Ignan, Infernal
Combat Gear scroll of dispel magic; Other Gear +2 breastplate, +1 heavy darkwood shield, +1 spellstoring heavy mace, amulet of natural armor +1, headband of inspired wisdom +2, true seeing ointment, black iron unholy symbol of Azmodeus worth 150 gp, heavy gold signet ring worth 50 gp, red and black silk robes worth 200 gp

Cleric of Asmodeus (4)
hp 63 each, see above

Barbed Devil (2)
hp 138, see Pathfinder Bestiary

Reward: Control of the Temple of Asmodeus, immediate defeat of all Asmodaen units.

Gray Mistress
Objective: Defeat the Gray Mistress and her draconic mount.
Details: See Gray Mistress in Crown of Fangs. This event triggers if the PCs participate in direct combat against Ileosa's forces.
Reward: Sabina Merrin joins the resistance.

Man of Three Faces
Objective: Lure Trifaccia out and defeat him.
Details: See Trifaccia in Crown of Fangs
Reward: +2 to Diplomacy checks in all districts for the rest of the day.

Sable Company Diplomatic Mission
Objective: Locate the Sable Company survivors in Palin's Cove, and convince them to return to the fight.
Details: The heroes must travel to Palin's Cove, about 120 miles away (80 miles if one travels over Conquerer's Bay). The journey requires 5 days on foot. Hunting down the Sable Company survivors in Palin's Cove requires a DC 30 Diplomacy check. Convincing the survivors to agree to a meeting requires another DC 30 Diplomacy check, and is arranged through messenger. The meeting takes place in the backroom of the Drunken Roc Tavern, a seedy dockside bar where many sailors spend their shore leave.
The surviving commanding officers of Sable Company are uninterested risking their best men and last hippogriffs on an attack they're not certain will succeed. The commanders are fairly convinced of Ileosa's dominance and have not yet fully recovered from Endrin's death. Convincing the commanders outright to pledge their support is a DC 40 Diplomacy check. It is possible to talk-up the resistance's success, however, making the commanders friendly first (DC 30 Diplomacy check) before convincing them to pledge their support (DC 30 Diplomacy check).
The commanders only know that Korvosa's resistance is likely headed by Cressida Kroft, that Ileosa's Gray Maidens have swelled in ranks and even absorbed some Sable Company members, and that the Korvosan Guard are split. Furthermore, they know that Korvosa is under martial law, but that all its resources have been spent in securing the city walls.
If the commanders pledge their support, it will take 3 days for the hippogriff riders to reach the city. It should be noted that it will be difficult to mask the rider's approach, as hippogriffs are rather conspicous.
Reward: 3 Sable Company Marine units.

The Akaruzug
Objective: Rescue Ishani Datri's corpse from the Akaruzug construct in the center of the Bank of Abadar.
Details: See Bank of Abadar in Crown of Fangs
Reward: The Bank of Abadar is now able to be controlled through Diplomatic means.


Amazing! Exactly what I need. With these encounters, plus Tito's original two extra encounters and those already on the adventure path we can look at a much bigger revolution! Thanks for that!

The Exchange

Indeed, this is 11 out of 10 in the awesome scale.

Diego Bastet, there are extra encounters provided by Tito? can you tell me in which thread I can find them? that's exciting!


Here it is Lord Snow: http://paizo.com/threads/rzs2ikdl&page=2?Crown-of-Fangs-Impressions

Just do a good look at his posts, because they are in spoilers.

BTW Kaushal, I have one more question: The player's units are supposed to be able to start where? I understand the clerics should start at the graveyeard, but am I missing where they are allowed to be allocated?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Units deploy from any district the players control. This means that when created, the unit appears within any ward in that district the players choose. For most of the early game the characters will be starting in the Gray District, but may begin to appear elsewhere as the revolution gains momentum. I must have left that out when writing the rules, sorry.

Thanks Lord Snow :)

Silver Crusade

Looks very cool. Alas we finished CotCT earlier this year so this is too late for me but I hope it goes well for you.


Shiny!


Hm, the graveyard, that's what I though; good to have it clarified.

I finished translating your rules yesterday and already posted them to the players. I only diverged from you in that I created hero units from the characters, as they were itching for taking pat in the fight, but I made it clear that in any day they participate in the fight they can't go adventuring, and that while their help in the fight will be needed here and there (they want to feel needed, after all), the rebels REALLY need them to act as Big Guns to remove the other side's Big Guns, and they got the idea.

I measured by my player who likes less RTS and wargames, and she loved it. Great job Kaushal.


Your system is great, and can add an epic feeling for the end of this campaign.
I'm translating it in French (I've alreday made the map), and I have a question :
When a unit cannibalize an other, what happens with the hit points...

For your example :
- 1 unit of Resistance Foot soldier with 4 members, hp 0
- 1 unit of Resistance Foot soldier with 6 members, hp 4 (it was derouted one day before, and heal 4 hp = unit CR)

If I form 1 unit of Resistance foot soldier with 10 members : 2 hp ? 4 hp ?
If I form 2 units of Resistance foot soldier with 5 members : the first with 1 hp, and the other with 3 hp ?


I really, really like this system, and I'm seriously considering using it. I only notice two things that are of concern for me. Nearly every unit has ranged weapons (except the Pharasman/Asmodean Clerics and Inquisitors, Cerulean Thieves and Red Mantis), which kind of makes the Wizard's ranged weapons aspect of the Attach ability almost useless.

I was thinking, instead of most of the units having ranged weapons, why not make an archer unit instead? They could have a special ability to attack units in adjacent Wards (even if Wards in adjacent Districts) for half damage, kind of a lesser version of the Sable Companies Skirmish ability.

The other thing I notice is you included Zombies, but Ileosa isn't stated to have any deployed. Personally, I'm planning on using the zombies as a surprise enemy. They're not working with Ileosa or the Resistance, but all the negative energy and emotions have swelled the undead's numbers. They will represent a third faction that will initially strike from the Grey District (specifically, the Potter's Ward and the Everyman's Ward, which will contest the district) and Longacre Building. I'm thinking they will have the Create Spawn ability from the Mass Combat rules.

I do have a question for you, how did you go about making each individual unit? What did you use to assign the all the numbers for each unit? Like AC, HP, Attack, Damage, Leadership? I'm considering making my own units (like Shoanti, Hell Knights, Imps, Pseudodragons etc.) but I'd like to make them using the same methods you did.

[Edit] Oh, also, an idea I had was that, for the Special Missions, the players can't attempt the missions until their army is contesting the Ward the Mission is located in, or adjacent, in the case of the Acadamae and Citadel Volshynek.


Oh man, gonna have to borrow this.

Shadow Lodge

Truly, truly amazing work! This is definitely going in my campaign. Thank you for being so generous and sharing this with us, Kaushal!


I think the Night Phase needs one more thing: Raids.

A Raid would be like a random or directed action that occurs in the night, that has an effect on the next day. Examples could include:

Crackdown: A ward adjacent to one controlled by Ileosa is suddenly visited by Grey Maidens rooting out dissidents. No unit in that area can recover Hit Points, and a single unit in that area takes damage.

Daring Theft: Rebels strike in the darkness, looting vital supplies from the Queen's troops. Inflict 1D6 damage to one Queen's unit, that same amount can be distributed among Rebel units as the player sees fit.

Assassination: Red Mantis Assassins or Rebel specialists/PC's infiltrate enemy territory and kill one or more important commanders. For the next day, one enemy unit cannot use any special abilities.

Breakout!: Otyughs escape from the sewers and go on the rampage. Place a tiny unit of Otyughs in a random territory. Neither faction can claim that area (and loses any prior claim) until the unit is destroyed ("Base" wards are immune to the extra effect.) After a day has passed, the unit may wander into another territory.

Battle in the Skies: The air fills with shrieks and cries as flocks of feral Imps and native Pseudodragons clash. Any unit in the ward heals only half damage. Any unit claiming or moving into the space of this event may choose to help one side or the other, gaining a Small unit of Pseudodragons (or Imps) for 1D4+1 days.

Sabotage: Raiders destroy or damage important supplies or structures of the enemy. Any enemy unit in the chosen territory loses 1D3 CR.


I noticed Zombies were included as enemy units, but weren't fielded by Ileosa. So I decided to have a third faction, the Undead, break out mid-fight. They will first emerge from the Grey District, causing the district to become contested, and then begin spreading.

I'm gonna modify them a little so Zombies can attack constantly, and have no need for rest. Any unit in the same ward as a zombie unit gains none of the benefits of the nightphase, unless the unit has an attached Pharasman Cleric, or is a Pharasman Inquisitor.

I'm planning a three-fold war in Korvosa, and then another fight between Imps and Pseudodragons in the skies. Zombies can replenish their ranks by killing off members of a unit, and if these members would be in excess of their unit, a new unit is formed.


This is so good, it needs to be stickied.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Glad to see this thing is still getting some intermittent attention. I'll try to get to everyone's questions.

Murt:
I don't think I actually had a rule about cannibalized units and hit points. Feel free to reduce the unit's max HP by 1 per unit missing, and heal it by 5 per member added. You could also add back a percentage of the unit's health (like if it's a five-man unit, restore 20% hp per unit added).

Tels:
You're right, the Ranged Weapon aspect of the Wizard's attach is almost unimportant, but that's really not the important part. I suppose, if you want, you could make ranged weapons for the resistance an upgrade item rather than standard gear. The PCs will have to pay BP to outfit their units, at a rate of 2 BP per ranged weapon.

Zombies are raised by the Asmodaen Cleric unit, but they can totally be a third party too!

How I made the units is I determined the CR for the size of the group I wanted to make, and used the Monster Creation table in the Pathfinder Bestiary (also found here), with some modifications. I use HP and AC for the CR, but Attack is CR+3, damage is half the average high damage, and leadership is CR+1 (although I was thinking of changing it to the "good" save bonus). DCs for abilities are determined by Primary Ability DC.

You've got an interesting idea for special missions, but the idea was more of a PC-led strike force that infiltrates deep into enemy territory. Of course, you can rule that if the PCs haven't unlocked Sewer Running they can't attempt any missions beyond their territory.

SAMAS:
I really like your ideas. The Raid was somewhat incorporated into the Cerulean Society Thieves' rules and the Night Raid special action, but I think giving the Night Phase a lot more action will keep things interesting. As it stands, the Night Phase is really just an extra turn for Ileosa, thanks to Night Raid.


Has anyone playtested this system yet? If so, care to share?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

(Quick synopsis now, I'll edit this or post a bigger explanation when I find the time)

It needs some work. Underground Movement is not quite what I wanted, and Night Phases don't work as planned. Furthermore, training times are such that the PCs NEVER start training up troops in the middle of the rebellion.

I've developed a few changes to the system since then which I think might cover some of these problems nicely. The first is by incorporating a more robust resource management system, something more than just BP. Second, changing the way Recruiting and Training works, to make the game more enjoyable.

As for units, I really need to make Inquisitors worth a damn. Perhaps I should give them a special unit power that makes it so you want to keep them around.

I also left out Critical hits from the combat system. I feel those should be important.

More to come. Updates too maybe. Sometime.


Any updates forthcoming?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

in about 2 weeks, sorry for the long delay. It's been a busy quarter.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Hey guys, I’m sorry this took so long. It’s been hell at work, so I’ve been really busy. Thanks again for all your support and interest, and I look forward to hearing your feedback and thoughts!

Battle for Korvosa Update
While the original system for Battle of Korvosa works, it doesn’t work as well as intended, and has a lot that needs to be addressed or corrected. Here I have endeavored to address the concerns I remember having, as well as add some new ideas brought up previously in this thread. Some of the rules are clarifications, the others are updated content. In situations where what I’ve written conflicts here with the original content, the new rules supersede the old.

Please bear with me that some of these updates might have typos or errors. I’ll try to correct them if and when I find them, and also answer any clarifying questions you may have.

RESOURCES
Build Points
Update: Build points are more than just a rough approximation of available materiel, but of other resources as well. Food, manpower, wages (in the case of mercenaries), weapons, and armor all fall under the purview of BP, and the acquisition of BP through territory control is representative of an influx of currency and new recruits.
PCs begin play with 100 build points, but may buy more at a rate of 300 gp per 1 BP. Build points may not be converted into currency.

Build Points and Leadership
Update: PCs with leadership gain +10 bonus BP to begin, and an additional 1 BP each night phase. This represents the steady trickle of followers attracted to the PC, either as fresh recruits or to replace fallen followers. Remember that while the PC’s individual Leadership Score doesn’t impact the influx of these supplies, losing units may penalize that PC’s Leadership Score with regards to attracting followers (see Leadership). Leadership can also be a prerequisite for recruiting certain units.

STARTING POSITION
Clarification: The players only in control the Gray District when the game starts, and have no units other than the hero units Bishop d’Bear, Cressida Kroft, and Vencarlo Orsini.

COMBAT
Critical Hits
Update: When a unit rolls a natural 20 on an attack roll, it threatens a critical hit. The unit re-rolls its attack roll, adding all bonuses and penalties. If the attack is successful, the threat is confirmed, and the unit deals double normal damage on the hit. Bonus damage, such as from an attached Academae Wizard or Cressida Kroft’s Peerless Leadership is not doubled. Regardless of whether or not the threat is confirmed, a natural 20 on an attack roll always hits.

Critical Miss
Update: When a unit rolls a natural 1 on an attack roll, the attack always misses.

Leadership
Update: When a unit rolls a natural 20 on a Leadership test, the test always succeeds regardless of the total result. Likewise, when a unit rolls a natural 1 on a Leadership test, the test always fails, regardless of the total result.

Escaping
Update: Being faster than your opponent helps when you’re trying to run away. When a unit attempts a Leadership test to escape, compare its speed to the fastest speed of all units it is attempting to escape from. If the escaping unit is faster, it gains a +1 bonus on the check for each 1 mile it exceeds the fastest enemy unit’s speed. Likewise, it takes a -1 penalty for every 1 mile by which it is slower than the fastest enemy unit.

SPECIAL ACTIONS
PLAYER SPECIAL ACTIONS
Sewer Running
Update: When navigating the sewers beneath Korvosa, all units heading to a specific Ward must succeed a DC 15 Leadership test or become lost, ending up in a random adjacent Ward in the same District as the intended Ward. Failure by 5 or more, or a critical failure, means the units have run afoul of otyughs. Roll a d100. On a result of 01-75, the units have encountered an otyugh. On a 76-00, the units have encountered an otyugh gang. Combat starts immediately, and units may retreat as normal, but doing so places them in a random Ward in the same District as the intended Ward.

Underground Movement
Update: The PC’s actions remain undetected by Ileosa until either their first non-stealthed unit leaves the Gray District, or their first stealthed unit is discovered. Alternatively, if the PCs have more than 12 units stationed in the Gray District, this ability ends after the next Night Phase.

NEW: Pseudodragon Spies
Uses: Passive (Requires Majenko’s Plea completion)
Effect: Korvosa’s psuedodragon population has decided to help the resistance fight back against Ileosa’s tyranny. These tiny dragons serve as messengers and scouts for the resistance, and assist with identifying hidden foes. The DC on leadership checks to notice hidden enemy units is decreased by 2. Furthermore, PC units targeted by Ileosa’s Special Actions receive advanced warning from the dragons, allowing the units to make escape attempts even if they normally couldn’t.

ILEOSA SPECIAL ACTIONS
NEW: Command Imps
Uses: Once Per Day (Must control Temple of Asmodeus)
Effect: Ileosa places one Imp Flock in any ward of a district she controls. These imps remain until the end of the next Night Phase.

NEW: Search Party
Uses: Once Per Day
Effect: Up to 3 gray maiden units in any one ward enter the sewers in search of any PC units that have entered that ward via Sewer Running, or that have escaped from combat using Into the Sewers. The gray maidens must succeed a DC 18 Leadership test to locate any unit without the Stealth ability, otherwise use the Stealth ability’s DC. If the gray maidens successfully locate the hidden units, combat begins immediately. If the search party fails to locate any hidden units, there is a 20% chance it runs afoul of an otyugh.

UNITS
Unit Training Times
Update: Units now require only one night phase to train, or to replace, as eager recruits band together to form new units, or replace fallen soldiers. Note: This change was made primarily because players were discouraged from building new units they unlocked as the battle progressed, which is no fun.

Resources
Ranged Weapons Ranged weapons are now a purchasable upgrade for Resistance Fighters, at the cost of an amount of BP equal to the ACR of the unit.

Masterwork Weapons Masterwork weapons add +1 to attack rolls, and cost 5 x ACR BP per unit.

PC UNITS
Pharasman Clerics
5 members (N human cleric of Pharasma 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d6+4
Leadership +5
[b]Special Abilities
attach, divine mission, healer
LOGISTICS
Speed 2 miles
Build Cost 10 bp; Prerequisites allied with Cathedral of Pharasma
Attach (Ex): As an action, Pharasman Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Divine Mission: Pharasman clerics cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability. This special ability is also bestowed upon any unit a Pharasman cleric is attached to.
Healer (Ex): Units in the same ward as this unit heal at double the standard rate.

Pharasman Inquisitors
10 members (N human inquisitor of Pharasma 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities blast undead, divine mission, judgment 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost 20 bp; Prerequisites allied with Cathedral of Pharasma
Blast Undead (Su): Once per day against undead enemies, inquisitors may make a special attack. If the attack hits it deals 5d6 damage.
Divine Mission: Pharasman inquisitors cannot be demoralized by the undead and do not suffer a -2 penalty from their horrifying ability.
Judgment (Su): Once per day, the Pharasman Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Pharasman inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

NEW: Pseudodragon Clutch
5 pseudodragons
ACR 6; AC 19; hp 70; Attack +9; Damage 3d6
Special Abilities enhanced senses, flight, poison, stealth
Leadership +9
LOGISTICS
Speed 6 miles
Build Cost 30; Prerequisites Complete Majenko’s Plea Special Mission
Enhanced Senses (Ex): A Pseudodragon clutch possesses enhanced draconic senses and gains a +5 bonus on Leadership tests to detect hidden enemy units. Furthermore, attacks that require a unit to be hidden never work on a Pseudodragon Clutch.
Flight (Ex): A Psuedodragon Clutch may move between any number of districts in a single move
Poison (Ex): Each time a Pseudodragon clutch successfully hits an enemy unit with attack, if that unit is not immune to poison, it must make a DC 16 Leadership test or suffer 1 temporary negative level as a member is rendered unconscious by the pseudodragon’s venom. These negative levels go away after one hour. Units defeated this way may actually recover to full health if the control of the Ward or Landmark does not change.
Stealth (Ex) Psuedodragon clutches are inherently difficult to detect, and are always hidden from enemy units unless that unit succeeds a DC 20 Leadership test. A +4 racial bonus is included in the DC.

Resistance Foot Soldiers
10 members (LN human warrior 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources none
Leadership +5
LOGISTICS
Speed 3 miles
Build Cost 10 bp; Prerequisites Cressida Kroft, or PC with Leadership

Sable Company Marines
5 members (LN human ranger [sable company] 6)
ACR 10; AC 24; hp 130; Attack +14; Damage 4d6+6
Resources masterwork weapons, ranged weapons
Special Abilities flying mounts, skirmish
Leadership +13
LOGISTICS
Speed fly 10 miles
Build Cost Special; Prerequisites Sable Company Diplomatic Mission completed
Upon Completing the Sable Company Diplomatic mission, 3 units of Sable Company Marines will spawn in any district the players choose 3 days after the conclusion of the mission, at the start of that day.
Flying Mounts: Sable Company Marines may only be attacked by units that have spellcasting or ranged weapons and may move between districts in a single move.
Skirmish (Ex): A Sable Company Marine unit may participate in combat in any adjacent ward, although while doing so it suffers a -2 penalty on attack rolls and deals half damage, including bonus damage.

NEUTRAL UNITS
Abadarian Clerics
5 members (LN human cleric of Abadar 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d8+2
Resources ranged weapons
Special Abilities attach, bless
Leadership +5
LOGISTICS
Speed 2 miles
Build Cost 10 bp; Prerequisites destroyed Akaruzug, control the Bank of Abadar
Attach (Ex): As an action, Abadaran clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Bless (Sp): Once per day, the Abadaran Cleric unit may cast blessing of the watch on up to 5 units in the ward, or on any unit it is attached to. This grants a +1 morale bonus to attack rolls and leadership checks for 1 hour.

Abadarian Paladins
5 members (LG human paladin 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Special Abilities smite evil 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost 25 bp; Prerequisites destroyed Akaruzug, control the Bank of Abadar
Smite Evil (Su): Once per day Abadarian paladins may smite one evil unit within the district. For the rest of the day while engaging the targeted unit, the Abadarian paladins receive a +2 bonus on attack rolls, a +3 damage bonus, and a +3 bonus to AC. All attacks the paladins make against the target unit ignore damage reduction.

Academae Wizard
1 member (LN human conjurer 7)
ACR 6; AC 19; hp 70; Attack +9; Damage 3d6
Special Abilities attach, blast barricade, spellcasting
Leadership +5
LOGISTICS
Speed 3 miles
Build Cost 40 bp; Prerequisites Breaching Festival complete
Attach: As an action, the Acadamae wizard may attach to any unit in the same ward and provide magical support. The attached unit receives a +4 bonus on attack rolls and deals 2d6 extra damage on a successful hit. This damage is not multiplied on a critical hit. Furthermore, the attached unit counts as having ranged weapons. The wizard remains attached to the unit until it either spends another action to detach. If the unit is defeated while the wizard is attached, the wizard is also defeated.
Blast Barricade: Once per day, a wizard in combat against a barricade may blast a barricade apart with a well-placed fireball. This replaces any attack the wizard or the wizard's unit makes that round.
Spellcasting: The Academae wizard draws its strength from incredible magic power. Against foes resistant to such power, such as those with spell resistance, the Academae wizard takes a -2 penalty on attack rolls and deals half damage.

Cerulean Society Thieves
3 members (CN human rogue 2)
ACR 3; AC 15; hp 30; Attack +6; Damage 2d6+2
Special Abilities Infiltrate, Shingles runner, Stealth
Leadership +6
LOGISTICS
Speed 3 miles
Build Cost 20 bp; Prerequisites City of Thieves complete
Infiltrate (Ex): During the Night phase, a unit of Cerulean Society Thieves may infiltrate an enemy ward and create disruptions. If the infiltrating unit succeeds on a Leadership check (DC = 10 + highest enemy unit CR), then all units in the district recover no hit points during the night phase, and the thieves steal 2 BP worth of supplies and equipment.
Shingle Runner: Cerulean Society Thieves move at double speed in districts the Shingles expands into, and can cross between multiple districts in a single move provided they only move through wards containing the Shingles.
Stealth: Cerulean Society Thieves are difficult to detect. A unit in a ward with cerulean society thieves must pass a DC 14 Leadership check to be able to notice them and interact with them normally.

Gray Maiden Defectors
4 members (LN human cavalier [honor guard] 3)
ACR 6; AC 19; hp 70; Attack +10; Damage 3d6
Resources masterwork weapons, ranged weapons
Special Abilities mounted
Leadership +9 (fearless)
LOGISTICS
Speed 8 miles
Build Cost Special; Prerequisites Sabina Merrin, control the Longacre Building
5 Gray Maiden Defector units are automatically spawned at the Longacre building the round after it is captured.
Fearless: Gray Maiden Defectors do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maiden Defectors may cross multiple districts in a single move.

NEW: Otyugh
1 member (N otyugh)
ACR 4; AC 17; hp 40; Attack +7; Damage 3d6
Special Abilities Disease, Scent
Leadership +3
LOGISTICS
Speed 2 miles
Build Cost N/A
Disease (Ex): Each time an otyugh makes a successful attack against a unit, that unit must make a DC 15 Leadership test or be afflicted with disease, suffering a -1 penalty on attack rolls and Leadership tests. These penalties remain until the unit regains hit points next Night Phase.
Scent (Ex): Otyughs have a keen sense of scent, and gain a +5 bonus to Leadership when attempting to spot hidden units.

NEW: Otyugh Gang
4 members (N otyugh)
ACR 8; AC 21; hp 100; Attack +11; Damage 5d6
Special Abilities Disease, Scent
Leadership +7
LOGISTICS
Speed 2 miles
Build Cost N/A
Disease (Ex): Each time an otyugh makes a successful attack against a unit, that unit must make a DC 15 Leadership test or be afflicted with disease, suffering a -1 penalty on attack rolls and Leadership tests. These penalties remain until the unit regains hit points next Night Phase.
Scent (Ex): Otyughs have a keen sense of scent, and gain a +5 bonus to Leadership when attempting to spot hidden units.

NEW: Wererat Guide
5 members (N human wererat ranger [urban ranger] 1)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities Attach, Damage Reduction, Nose for Trouble, Otyugh Bait, Sewer Runner
Leadership +3
LOGISTICS
Speed 3 miles
Build Cost 20 BP; Prerequisite Befriending the Wererats completed
Attach: A unit with an attached Wererat Guide cannot get lost when using Sewer Running
Damage Reduction Wererat Guide units only take half damage from all units not equipped with silver weapons.
Nose for Trouble (Ex): Wererat Guides are attuned to the subtle changes of their underground home and gain a +5 bonus on Leadership tests to avoid ambushes or detect hidden units. A wererat guide also provides this bonus to any unit it is attached to.
Otyugh Bait (Ex): Once per day the wererat guide may direct the attached unit in a devious false retreat. The unit attempts a leadership test to escape as normal, but success means rather than escaping, the unit lures up to three enemy units into an otyugh nest. The enemy units are permitted a DC 15 Leadership test to see the ruse for what it is and not pursue, in which case the unit escapes normally. If the targets fall for the trap, they immediately begin combat with an otyugh gang (see below), and the wererat guide’s unit may choose to return to combat, join in combat with the otyugh gang, or escape normally. Ambushed units find it difficult to flee the nest, increasing the Leadership DC to escape combat by 5. Units that escape the nest are able to return to combat, or escape normally.
Sewer Runner (Ex): Wererat Guides travel through the sewers and may move through any number of districts in a single move, as if by sewer running. Wererat Guides never risk getting lost when using Sewer Running, and confer this benefit on any unit they are attached to.

ENEMY UNITS
Asmodaen Clerics
5 members (LE human cleric of Asmodeus 1)
ACR 2; AC 14; hp 20; Attack +4; Damage 1d8+2
Special Abilities attach, channel negative energy
Leadership +5
LOGISTICS
Speed 2 miles
Attach: As an action, Asmodaen Clerics may be attached to up to five separate units in the same ward. While attached, the cleric can heal and support the unit's members. Once per round, and no more than twice per day, the attached cleric may restore 1d8+1 hit points to the unit. Attached clerics remain in the unit until it is defeated, at which point they are also killed.
Channel Negative Energy (Su): Three times per day, instead of attacking, an Asmodaen Cleric unit may deal 2d6 damage to one enemy unit. If the Asmodaen Cleric is attached, that unit instead deals 1d6 extra damage that round and may attack as normal.

Asmodaen Inquisitors
10 members (LE human inquisitor of Asmodeus 1)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities enslave, judgment 1/day
Leadership +7
LOGISTICS
Speed 2 miles
Enslave (Ex): A routing unit reduced to half unit strength in combat with Asmodaen Inquisitors must succeed a DC 15 Leadership check or be captured by the inquisitors. These slave forces provide the Inquisitors a cumulative +1 bonus to attack and damage rolls for each unit thus captured. These bonuses go away at the beginning of the night phase.
Judgment (Su): Once per day, the Asmodaen Inquisitor may unleash a vicious judgment on its foes. For the next hour, the Asmodaen inquisitor unit gains a +2 sacred bonus on attack and damage rolls.

Grey Maidens
4 members (LE human cavalier [honor guard] 3)
ACR 6; AC 19; hp 70; Attack +10; Damage 3d6
Resources masterwork weapons, ranged weapon
Special Abilities mounted
Leadership +9 (fearless)
LOGISTICS
speed 8 miles
Fearless: Gray Maidens do not route when reduced to 0 hit points or fewer, but continue to sustain losses as normal units do.
Mounted: Gray Maidens may cross multiple districts in a single move.

NEW: Imp Flock[b/]
6 members (LE imp)
[b]ACR
7; AC 20; hp 85; Attack +10; Damage 3d8+3
Special Abilities damage reduction, flight, immune to fire and poison, invisibility, mutiny, sabotage
Leadership +6
LOGISTICS
Speed 5 miles (flight)
Damage Reduction (Ex): Imp flocks take half damage from all units not equipped with silver weapons.
Flight: An imp flock may cross any number of districts in a single move.
Immunities (Ex): Imps are immune to any attacks which use fire or poison.
Invisibility (Sp): Imps can naturally turn invisible and cannot be detected by normal means. If a unit has the ability to detect invisible enemies, the imps may be noticed with a DC 17 Leadership test.
Mutiny (Sp): Once per day, an imp flock may attempt to use their suggestion spell-like ability to incite mutiny in one unit. The unit must succeed a DC 17 Leadership test or be consumed by infighting, unable to act for the rest of the day.
Sabotage (Ex): Once per day, the imp flock may attempt to sabotage an enemy unit. This can only occur during the Night Phase. The imp flock makes an attack roll against a unit that is unaware of it, gaining a +2 bonus. If successful, the attack deals no damage, but manages to disrupt the unit’s rest and make off with some of their resources. That unit recovers no hit points during the night phase, and the imps steal 2 BP worth of supplies.

Korvosan Guards
10 members (LN human warrior 2)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Resources ranged weapons
Leadership +5
LOGISTICS
Speed 2 miles

Red Mantis Assassins
4 members (LE human rogue [sanctified rogue] 4/fighter 2/red mantis assassin 3)
ACR 11; AC 25; hp 145; Attack +15; Damage 7d6
Resources masterwork weapons
Special Abilities assassinate, poison, running, stealth
Leadership +14 (fearless)
LOGISTICS
Speed 3 miles
Assassinate (Ex): As an action, a unit of Red Mantis Assassins can attempt to silently kill one squad while remaining undetected. The unit makes an attack roll against the defending unit's AC. If the attack is successful, damage is dealt normally and the defending unit must pass a DC 20 Leadership check or be immediately defeated. The Red Mantis Assassins must be hidden to use assassination. If the assassination is successful, the Red Mantis Assassins remain hidden, otherwise their position is revealed.
Poison (Ex): Whenever a unit of Red Mantis Assassins attack hits an enemy unit, that unit must pass a DC 20 Leadership check. If it fails, the unit takes a cumulative -2 penalty to all attack rolls until the end of the day.
Running (Ex): A unit of Red Mantis Assassins can move anywhere within a district as part of a single move action, effectively ignoring barricades.
Stealth (Ex): Red Mantis Assassins are difficult to detect. A unit in a region with red mantis assassins must pass a DC 20 Leadership check to be able to notice them and interact with them normally.

Zombie Horde
10 members (NE Medium undead)
ACR 4; AC 17; hp 40; Attack +7; Damage 2d8+2
Special Abilities Horrifying, Staggered, Undead
Leadership +0 (fearless)
LOGISTICS
Speed 3 miles
Horrifying (Ex): Units sent to fight against zombies must pass a DC 15 Leadership check or suffer a -2 penalty to attack rolls as they are horrified by the sight of their former comrades.
Staggered: Zombies cannot initiate combat in a Ward if they moved this turn. Units attempting to escape from a Zombie Horde always succeed on the Leadership test to do so.
Undead: Zombies are undead and thereby have all the standard undead immunities and resistances. Zombies never route and cannot retreat- instead they are immediately destroyed when they reach 0 hit points.

HERO UNITS
Archbanker Tuttle
ACR 12; AC 27; hp 160; Attack +15; Damage 4d8+5
Resources scrolls
Special Abilities mass hold person
Leadership +15 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Once per combat, instead of attacking, Tuttle may read a healing scroll and recover 5d8+13 hit points.
Mass Hold Person (Sp): Once per day instead of attacking, Tuttle may paralyze all enemy units for three rounds.

Cressida Kroft (CR 9)
ACR 9; AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities peerless leadership
Leadership +12 (fearless)
LOGISTICS
Speed 2 miles
Peerless Leadership (Ex): Once per day, Cressida may inspire her allies to greatness. All other allied units in the ward gain a +4 bonus to attack rolls, deal 2d6 extra damage on successful hits, and cannot fail Leadership checks for one hour. This extra damage is not increased on a critical hit.

Field Marshal Baradin
[b]ACR
8; AC 21; hp 100; Attack +11; Damage 5d6
Special Abilities shatter defenses
Leadership +11 (fearless)
LOGISTICS
Speed 2 miles
Shatter Defenses (Ex): Once per round, instead of attacking Baradin may attempt to intimidate all enemy units he is fighting. Each unit must pass a DC 18 Leadership check or suffer a -2 penalty to attack rolls, damage rolls, and AC for one round.

High Priest Ornher Reebs (CR 11)
ACR 11; AC 25; hp 145; Attack +14; Damage 2d10+18
Resources scrolls
Special Abilities hellfire
Leadership +14 (fearless)
LOGISTICS
Speed 2 miles
Scrolls: Ornher Reebs has many healing scrolls on his possession. Once per combat, instead of attacking, he may cast one of these scrolls to recover 5d8+11 hit points.
Hellfire (Sp): During combat, Ornher Reebs calls down terrifying blasts of fire upon his foes. Three times per day, Reebs may gain a +6 bonus to his next attack roll. If that attack hits, it deals 3d6 extra fire damage and 3d6 extra damage that is pure divine power.

Blackjack/Vencarlo Orsini
ACR 9; AC 23; hp 115; Attack +12; Damage 4d6+6
Special Abilities cunning duelist, fencing ace, stealth, old fox
Leadership +12 (fearless)
LOGISTICS
Speed 3 miles
Cunning Duelist (Ex): Once per day, Orsini may single out an enemy unit or hero in the ward and engage that unit in single combat. For the duration of this combat, Orsini gains a +2 dodge bonus to AC, and a +2 morale bonus to attack rolls.
Fencing Ace (Ex): Orsini is a master swordsman, and threatens a critical hit on a result of either 19 or 20. Only a result of 20 is an automatic hit, however.
Old Fox (Ex): Orisini is crafty and difficult to kill. He gains a +5 Leadership bonus when attempting to escape enemy units. Furthermore, when reduced to 0 hit points, Orsini makes a DC 20 leadership check. If successful, he retreats underground to the nearest ally-controlled ward. Orsini is considered hidden for the rest of the day and can only be located by units that succeed a DC 25 leadership check.
Stealth (Ex): Vencarlo Orsini is difficult to detect. Units in the same district as Vencarlo must pass a DC 18 leadership check to be able to notice and interact with him normally.

SPECIAL MISSIONS
NEW: Majenko’s Plea
Objective: Liberate a clutch of elder psuedodragons of Korvosa from a malevolent imp sorcerer
Details: If the PCs have helped Majenko in the past, he asked for them to help stop a wicked imp sorcerer from enslaving his kind. In return, the psuedodragons pledge themselves body-and-soul to Korvosa, vowing to fight those loyal to Ileosa until their dying breaths.

The imp sorcerer, a vile creature named Mozigatt, dwells in the Shingles of Westdock, in Midland. From there he holds court over his tiny kingdom of imps, enforcing his reign through sheer violence and intimidation. The self-styled Kaliph of Korvosa, the tiny devil thinks of himself as a modern-day Xanderghul, and as such has enslaved several psuedodragons to serve as his enforcers and pets. The pseudodragons chafe at their vile servitude, but lack the ability to inflict harm on the wicked creature.

Mozigatt’s lair can be found with a DC 30 Knowledge (local) check or DC 30 Diplomacy check to gather information. Several powerful spells can also help locate the lair, such as Locate Creature. If the PCs have no other way of finding Mozigatt, a brave little psuedodragon risks his life to lead the PCs to him.

Mozigatt’s court is a grandiose affair, at least as grandiose as it can be for an imp. Built in a rooftop hovel the owner of which Mozigatt murdered long ago, the faux-decadence of the court is immediately apparent. Cheap jewelry and furs fill every inch and crack of the dilapidated structure in a filthy imitation of a real throne room. A tiny throne has been erected from the carved bones of a Medium-sized humanoid, crudely lashed together with strips of leather no doubt taken from Mozigatt’s past victims. The throne is topped by an psuedodragon skull ornamented with various small gems.

Mozigatt is not found alone in his court. In addition to the wicked sorcerer there are also six imps and six psuedodragon elders.

Mozigatt CR 13
Male imp sorcerer 11
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +6
DEFENSE
AC 23, touch 18, flat-footed 18 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +2 size)
hp 108 (3d10+11d6+53); fast healing 2
Fort +6, Ref +11, Will +10
DR 5/good and silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +12 (1d4 plus poison)
Space 2-½ ft.; Reach 0 ft.
Bloodline Spell-like Abilities (CL 11th)
8/day—corrupting touch (5 rounds)
1/day—hellfire (DC 20)
Spell-like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 18)
1/week—commune (6 questions, CL 12th)
Spells Known (CL 11th; concentration +16; ranged touch +14)
5th (5)—baleful polymorph (DC 20), dominate person (DC 21), shadow evocation (DC 21)
4th (7)—[charm monster (DC 22), confusion (DC 20), fire shield, phantasmal killer (DC 20)
3rd (7)—dispel magic, hold person (DC 19), major image (DC 19), suggestion (DC 19), vampiric touch
2nd (7)—blur, flaming sphere (DC 17), hideous laughter (DC 18), minor image (DC 18), mirror image, scorching ray
1st (8)— burning hands (DC 16), charm person (DC 19), mage armor, magic missile, protection from good, shield
0 (at will)—acid splash, daze (DC 16), detect magic, mage hand, message, prestidigitation, ray of frost, read magic, resistance
TACTICS
Before Combat Like any mad emperor, Mozigatt fears assassins and makes sure to keep mage armor up at all times.
During Combat Mozigatt’s first instinct when confronted with attackers is to order his allies to attack and turn invisible. From there he will cast shield and use major image to harass and distract his foes. When trickery no longer becomes an option, the imp shifts tactics, trying to control his attackers with dominate person, turning them against each other. If backed into a corner, he will attempt to make a hole with phantasmal killer.
Morale A coward at heart, Mozigatt flees if reduced to below 50 hit points, promising red revenge upon his foes. Unless the tiny devil is killed, he will soon return with a powerful charmed monster to make good on that promise.
STATISTICS
Str 10, Dex 19, Con 14, Int 15, Wis 10, Cha 20
Base Atk +8; CMB +6; CMD 21
Feats Dodge, Eschew Materials, Extend Spell, Improved Initiative, Mobility, Spell Focus (enchantment, illusion), Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +11, Fly +22, Intimidate +19, Knowledge (arcana) +19, Knowledge (planes) +8, Perception +6, Spellcraft +19
Languages Common, Infernal
SQ bloodline (infernal), change shape (boar, giant spider, rat, or raven; beast shape I)
Gear ring of protection +1, rod of ice

Imp Courtiers (6)
Imp
hp 16 each; see Pathfinder Bestiary

Elder Pseudodragons (6)
Advanced pseudodragon
hp 19; see Pathfinder Bestiary, Pathfinder Bestiary

Treasure: In addition to the rod of ice (Ultimate Equipment) the malevolent imp wields as a badge of his authority, the layer is also filled with a loose collection of coins and trinkets totaling 1,100 gp in value, the total sum of tribute paid to Mozigatt by his courtiers and draconic slaves.

NOTES
Making Your Own Units
Part of the fun of an Adventure Path is customizing it. Goodness knows that what I’ve done here. If you are interesting in designing your own units for this rebellion, here is how I built mine:

Determine the individuals that will compose the unit, just like building an army under the Mass Combat rules. Members in a unit are homogenous, to a point, and are always all the same class. This will determine the unit’s ACR, and therefore its other vital statistics.

The ACR of a unit is equal to what it’s encounter CR would normally be. For instance, the ACR of a unit which consists of four level 7 human magi would be 11, while the ACR of a group of ten level one fighters would be five (a quick reference for adjusted CR for groups can be found here).

After determining your unit’s ACR, you can calculate it’s AC and hp from the monster creation table in the Pathfinder Bestiary. In this case you use ACR as the CR of the monster. Attack is determined by ACR+3 (there’s no math to this, it’s just an arbitrary number that I found works).

For damage, determine if you want the unit to deal high damage or low damage. Low damage units aren’t good in combat, but typically have other powerful effects that make them useful (like Academae Wizards). When determining damage, you actually want the unit to deal half the listed average damage in the table (the normal amounts are way too high). To determine damage dice I typically determine the dice + bonus that would get me to the average damage, and then see if it halves evenly. Otherwise I try to reach the halved value from average dice values. Sometimes I tweak the numbers to make dice rolls a little more interesting, but usually I try to stick by this system.

The hardest part is determining special abilities. This is where you need to get the creative juices flowing. Feel free to use the abilities of units listed above as a template. Leadership check DCs are the Primary Ability DCs in the monster creation table, sometimes adjusted up to make it a little more challenging. I can’t really offer any advice on making special abilities, other than “try to match the ability to the unit’s theme.” A team of magi, for instance, would have abilities that blend spellcasting and swordsmanship. Perhaps they are able to give themselves a boost to their attack and damage a limited number of times a day, or utilize spells to close distances with the enemy quickly. Clearly you don’t want to give units special abilities that don’t make any sense, like a fighter unit with a stealthy effect or a rogue unit with heavy armor.

Leadership is determined by how organized the unit is. Disorderly or cowardly units have a Leadership bonus equal to the “poor” save bonus on the monster creation table. Well-trained units have a bonus equal to the “good” save bonus. The exception to this is the Resistance Fighter and Korvosan Guard unit, which sort of stands at the middle between the two. I made this decision mostly because I thought +3 was too low and +7 was too high for the “basic unit,” so I looked for an average between the two. If you’re looking for an in-universe explanation, it could be because these units are typically a mixture of conscripts and seasoned veterans.

In Logistics, you want to determine the unit’s overland speed by calculating it from it’s base speed. Unit speeds are measured in overland distance per hour. For instance, a unit that would have a 30 ft. base speed (most unarmored units) have a speed of 3 miles. Armored units, which have a base speed of 20 ft., have a speed of 2 miles.

Build Point costs are sort of arbitrary, but typically I set them at 5xACR. Special units, or basic units may have BP costs adjusted up or down, depending on their abilities and armament. Unit prerequisites are completely up to you, have fun.


Man! I wish I could run this scenario, but due to real life delays and some game issues, we've been playing CotCT for 5 years now and the players just kind of want it done. Plus, after this campaign, we're going to start splitting the group up because there is a list of people wanting to start playing, but all of 'our' GMs are playing in each others games, or running games themselves.

Grand Lodge

Looks amazing, I will study them!


Resurrecting from the grave!

Super cool idea that I REALLY wanna implement but I wonder if anyone has suggestions on a few dilemmas I'm having regarding player inclusion.

1.Who does each player control? Does each player pick a few units and rolls for them during the game?

2.How best to disincentivize PCs being active participants in mass combat especially at a high level where they can easily decimate battalions of lower leveled recruits and soldiers? I'm sure I could scrounge up a "they need you elsewhere" excuse here and there but probably not on the order of days which battles are implied to take. Any ideas?

Thank you!


This is beyond awesome! Amazing work on those rules. I also love that you included tips for making your own units.

I have some ideas to throw into the mix:

As we now have DR, why not equip the Inquisitors generally with silver weapons? That would cement their playstyle as a monster hunting unit, and fit very well with the classes feel imo.
Oh, and maybe (if you didn't already) leave a link over at the "community created stuff" sticky thread, just in case this one gets lost over time.

To answer Helel13:
1. I'd let the players figure out whether they want to all play the whole faction together, or if they want to split it up, so every one has their own "subfaction"

2. You could add the threat of the enemy also bringing their "Big Guns" to bear, and focus on the need to take out those before they wreak havoc on the resistance.
Another option could be a time limit. Illeosa is the one enacting a plan, and the faster they stop her the better.


Hey everyone! I’m gonna start Chaper 6 next week and I’d love to add this system within my group!

Does anyone still have maps to share for wards and districts?
Unfortunately, I noticed the thread too late so it would be great to have some maps ready to use!


You can use the Guide to Korvosa book to draw out the districts on the full map of the city it gives you.


Andrea Barbagallo wrote:

Hey everyone! I’m gonna start Chaper 6 next week and I’d love to add this system within my group!

Does anyone still have maps to share for wards and districts?
Unfortunately, I noticed the thread too late so it would be great to have some maps ready to use!

Hi!

I uploaded a zip file with the different region maps that I will be using for this system for Book 6. I'd love to hear how you end up planning out and presenting the war game system to your players to compare and contrast what works well and what could be changed. See the link below~

https://drive.google.com/file/d/1Dc4PoPSqByzofQWaZPDyqQDIlaeUJtPM/view?usp= sharing

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