Clebsch GM |
Nurah: Bluff: 1d20 + 18 ⇒ (4) + 18 = 22
Anarya: Perception, opposed: 1d20 + 6 ⇒ (17) + 6 = 23
Avelina: Perception: 1d20 - 4 ⇒ (13) - 4 = 9
Ellena: Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Karas: Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Raine: Perception: 1d20 + 18 ⇒ (17) + 18 = 35
Tauni: Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Anarya: Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25
Avelina: Sense Motive: 1d20 - 2 ⇒ (14) - 2 = 12
Ellena: Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Karas: Sense Motive: 1d20 ⇒ 9
Raine: Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15
Tauni: Sense Motive: 1d20 + 3 ⇒ (9) + 3 = 12
Ellena's suggestion to look for supplies drew some grumbles from some of the paladin's. "Iomedae's chosen looting the bodies of tieflings! It's degrading," one of them was overheard to mutter to another.
DC 20 Diplomacy check will silence the grumbling.
Food and Water found: 1d6 ⇒ 1
Units of Goods (weapons, gear, tools) found: 3
I'm keeping track of things like food, water, and goods on the Army Profile page. Goods will provide no immediate advantage but later they will help improve the fortress once it is taken from the demons.
Clebsch GM |
Aron reported a building housing remnants of the crusaders who had been defending the ford. When this was investigated, the group found only a handful of wounded survivors, led by a female human fighter named Kamilo Dann. She displayed admirable leadership skills keeping up morale among the group in spite of depredations and executions from the leader of the army. She reported that the army had been led by a female brimorak named Umestil.
Others who had inspected the fallen tiefings reported no goat-headed demons among the dead.
"I overheard the leader talking to some subordinates about an army further north of here somewhere called Keeper's Canyon. If you are marching to Drezen, expect some more opposition," Kamilo warned.
Kamilo volunteered to lead her bedraggled soldiers back to Kenabres and to report the need for reinforcements to hold the ford.
While the soldiers were healed of their wounds and capable of fighting with the army, they would not add much to the potency of the army and they probably deserve some rest.
WOTR Army: Knights of Kenabres |
The victory adds one to the morale bonus of the army. 1 food unit was added and 3 goods secured.
WOTR NPC Irabeth Tirabade |
Irabeth was willing to turn the command of the army over to Anarya. "While you are not a warrior, your wisdom and compassion and dedication to the cause all will inspire the troops much better than I could. I'm available for consulation should you have any questions, although it's Iomdedae's truth that I've never led an army before."
Tauni will have to stay by Anarya's side to translate when people speak to Anarya.
Ellena Lovain |
Diplomacy 1d20 + 8 ⇒ (7) + 8 = 15
”Don’t complain about collecting provisions and working common tasks. Remember the Eleventh Act! The Lady took nothing but a common cloak and created a walkway over the Pit of the Starstone. If she had been too good for such a meager item, she’d have not ascended. Don’t let your station in life or in the army confuse your mind. Everyone of us is the same in the Inheritor’s eyes. We aren’t too good to find useful remnants left behind...they might save us one day.”
Clebsch GM |
While none of the paladins talked back to Ellena, they did not seem to take in the moral of her story.
Role play the change in army leadership, if it is to take place. Also, there are benefits to getting to know the NPCs. They don't initiate conversations, perhaps being a bit in awe of the heroes of the Wardstone Battle.
Avelina of House Galfrey |
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Avelina stepped forward as she saw her Champion’s words ignored. She climbed up onto a provision cart to get the attention of the troops. She held her arms open and smiled broad.
”Paladins of Mendev! I hear some grumbling amongst your ranks that I wish to qwell. It is your duty to protect the world, not hold yourselves above it. My mother, your Queen, has said that ignorance is death in war. Only by taking stock of what we have acheived can we know where best to strike next to claim further glory.”
Diplomacy: 1d20 + 18 ⇒ (9) + 18 = 27
To further demonstrate her commitment to what she says, she joins in the troops as they investigate.
Karas Argentus |
Kara's was the ward of Terendelev not Anarya,Avelina ;). I'll support whoever in the leadership role.
Karas assisted as the army picked through the wreckage of the city. Starving to death on a March and turning on your friends is far more degrading. Paladins sometimes are too high and mighty for their own good.
He tried to stick near and pick up on the personalities of their new war council. He found Sosiel and Aron as they picked through the ruins.
Waving a greeting, he asked "So what do you think of this? Seemed a bit too easy to me. Do you think they left traps?"
Raine a'Thiel |
Slight retrotag: When Anarya laid out her notion on how to carry the attack at, Raine paused in silence for several long seconds, then used her arrow-slash-improvised-pointer to gesture at the halo'd woman. "....why isn't she leading us?" she deadpanned.
***
In the aftermath of their first real battle, Raine knuckled some dirt and tiefling blood from her face, staring blankly over the surrounding hills.
Kn Geo? long shot: 1d20 + 5 ⇒ (9) + 5 = 14 Nope
Feeling the rift that had existed between her and Avelina had only deepened on the road thus far, Raine wound up seeking out Anevia, giving her a little nod as the other scout took a too-short rest from the dangerous work.
"I can take next scout patrol if you need a breather," she offered tersely. "Gotta keep sharp, you know. Got any tips for out there?"
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Anarya was shocked when the others suggested she take command of the army, but admitted that Irabeth had a point saying she'd never commanded such a force either. She requested the opportunity to think over the decision overnight, before she made up her mind whether to accept.
That evening, Anarya walked among the soldiers again as she often did, more lost in thought than usual. Lead? Me? I'm no commander, she thought. I can't give anyone orders. Who would follow them?
As she passed tents and cots set up for the night's encampment, the soft light of her halo played across campfires and knights practicing drills for the battles to come. For the first time she noticed how soldiers' faces, some furrowed in worry and discomfort in this alien, abyss-tainted landscape, softened as she walked past as though comforted by the angelic glow. She noticed how heated conversations softened once she passed them by. Surprised, she wondered what must give the soldiers such trust in her. Perhaps it's the stories about us all, she thought. But if they believe in me, perhaps I can do it.
In the morning, she told the others she would accept the responsibility, and decided to join Karas in getting to know Sosiel and Aron.
Clebsch GM |
When Avelina addressed the paladins, they listened and nodded, glanced a little sheepishly at each other, and followed orders with a little less resentment.
WOTR NPC Sosiel Vaenic |
Kara's was the ward of Terendelev not Anarya,Avelina ;). I'll support whoever in the leadership role.
Karas assisted as the army picked through the wreckage of the city. Starving to death on a March and turning on your friends is far more degrading. Paladins sometimes are too high and mighty for their own good.
He tried to stick near and pick up on the personalities of their new war council. He found Sosiel and Aron as they picked through the ruins.
Waving a greeting, he asked "So what do you think of this? Seemed a bit too easy to me. Do you think they left traps?"
Sosiel and Aron walked side-by-side up to Karas. Both of them stood out from most by the meticulous care they both obviously put into their armor, weapons, and kit. Even though soggy from the rain, they still looked clean and in fine repair. Sosiel cut a handsome figure, tall, with a calm and cheerful demeanor that contrasted with most of the army who found the Worldwound very depressing. Aron obviously looked up to his friend and lover, although his attitude was more subdued and reserved.
"Hail and well met, Karas, is it? Yes that was easy, but I suspect it had more to do with the skill of our archers and the weakness of their spirits. They let their guard down and that was their undoing. Aron is the expert on traps, however. What say you friend?"
WOTR NPC Aron Kir |
Aron smiled as his opinion was sought. "Hello, Karas. I don't think these lay-abouts are smart enough to plan something that clever. Their leader appears to have teleported to safety. Letting a few hundred soldiers get slaughtered to set up an ambush doesn't seem likely. Not that they're not heartless enough to make such a sacrifice, it just is not the way the demon aligned armies seem to roll."
WOTR NPC Anevia Tirabade |
In the aftermath of their first real battle, Raine knuckled some dirt and tiefling blood from her face, staring blankly over the surrounding hills.
Feeling the rift that had existed between her and Avelina had only deepened on the road thus far, Raine wound up seeking out Anevia, giving her a little nod as the other scout took a too-short rest from the dangerous work.
"I can take next scout patrol if you need a breather," she offered tersely. "Gotta keep sharp, you know. Got any tips for out there?"
"Thanks Raine," Anevia said politely. "It's exciting work, but it does take its toll on the body. No special tips; just keep an eye on the sky. The weather here can changed wicked fast."
"By the way, it's good to have you as part of the leadership team. I love and respect all the paladins, especially my Irabeth, of course." She paused, blushing slightly. "And it's such an honor to have the queen's niece and Anarya on hand. But you're so good at what you do without any title or outsider blood or anything else. Just one of the many who toil and serve. I just wanted you to know you're the one I look up to. I got to know all the others as we clawed our way up from the underground. That jester guy was funny and all, but I like your style better. Your talents are definitely needed. I'm glad your here. Luck."
She gave Raine a shy smile and made her way back to find Irabeth.
Clebsch GM |
Once the aftermath of the battle was done and the prisoners set off for Kenabres, the army resumed its march. The battle had sharpened everyone's focus, reminding all that this is enemy territory. Knowing there might be an enemy army waiting around each bend made the soldiers quiet and disciplined.
Marching along the west bank of the Sellen put them only a few hundred feet closer to the Worldwound, but that small distance was marked by a significant change in atmosphere. The steep cliffs rising up from the river bed afforded no entrance into the Worldwound. No vegetation grew along these steep and treacherous cliffs. Occasionally rocks would slide down the slope, putting everyone on edge thinking an enemy army might be above with the ability to crush them in an avalanche, but it was just the unstable nature of the Worldwound that made things happen.
From time to time, an eerie sound would drift down from above, perhaps some strange and twisted beast or demon from the rift. Such creatures never ventured near the army, however.
That night the army camped and kept a close watch for enemies, but the night passed without incident. The weather remained neutral as light returned. Irabeth consulted with the leadership team and learned of Anarya's decision to assume command of the army. She had the Paladins gather around after breaking camp. She addressed the army with Anarya and Tauni at her side.
"Devoted of Iomedae. I am proud to announce that henceforth, you will be taking orders from Anarya. You all know her, even before she participated in the defense of the city and the destruction of the wardstone. She shines with a light directly from Iomedae herself and has wisdom beyond her young age. As often is the case with great oracles, she is cannot hear. But her interpreter is the great wizard Tauni, so should you need to communicate with our new leader, Tauni will translate for you."
The paladins could not applaud as they appeared to want to do, for fear of alerting the enemy, so they instead bowed respectfully and rattled their swords in their scabbards to welcome their new leader.
Anyone want to say anything at this point, go ahead. My next post will introduce the next battle.
Ellena Lovain |
Ellena has already stunk it up communicating with the army this turn, so she remains silent as the army continues onward into the WorldWound.
Anarya |
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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Anarya had stood in front of large church congregations before, but always as an acolyte, or assistant, or helper. Never as the one at the pulpit. Never in the young woman's life had so many eyes been on her at once.
She felt a moment of hesitation - a flutter of fear - but swallowed it down. Somehow, knowing of the paladins' confidence in her leadership gave her strength. These troops trusted her, she could feel it in every glance and smile among the knights before her. This falls to me now. If I am to lead this army, I must be as strong as these knights. I must be as strong a soldier as they, and if I do not have that strength in me, I shall find it. Her nerves settled, and she spoke, loud enough to be heard but quiet enough that her words would not spread beyond the camp and reveal them to enemies lurking beyond. Her halo, not extinguished but dimmed, cast its soft light across her features, making her easily visible to the paladins in the dim light, a luminous beacon of purity in a landscape mutilated by demonic taint.
"There are many battles that must be fought in the great war against the dark. Some battles are to protect lives, and crops, and homes. Some are to strike out against the darkness, to wound and drive it back for a time. And some battles you fight alone, to ward your soul against corruption, greed, and fear.
"On this march we fight another battle. On this march we fight for something that can easily seem lost to us in times of evil and hardship. Something that may seem distant, covered in a shroud of blackness and hate, lost across a blood-soaked battlefield of broken shields and shattered lives. On this march we fight for hope.
"We go to retrieve a great symbol stolen from us by the Abyss, the Sword of Valor. Know that when we break through their hordes, claim our prize, and return in triumph with that banner flying, we will bring to this nation a sign that hope is never lost to us while the Knights of Kenabres stand defending it!
"Know this: I look at each of you and see your resolve. Your faith. Your righteousness. These are weapons as mighty as the steel you carry or the shields you bear. Wield them well, and I swear to you this: I shall ever lead you to victory."
Clebsch GM |
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The paladins did something they had not had much occasion to do these past few weeks: they smiled. They looked as if they wanted to shout out something affirmative, but knowing the risk, they instead drew their swords as one and raised them and pointed them toward the heavens.
Then, they mounted their horses and when all were assembled and the scouts had had some time to advance, the paladins and the leadership team returned to the road. The exact location of Keeper's Canyon was not known, but it would likely be along the Ahari river, which fed into the Sellen and provided the most direct path to Drezen. Consulting the maps Aravashnial had secured, they estimated they would arrive at the canyon before nightfall.
Karas Argentus |
Karas looked on proudly as Anarya took over lead of the army. No better shining beacon than this wonderful woman.
He raised a sword with the crusaders and proudly towards the Angel.
He beamed as they rode side by side toward the next objective.
Ellena Lovain |
Ellena smiled at the aasimar rallying the troops when she had failed to do so. That one is growing into a general! I never thought I’d see the day, she thought, admiring the woman.
WOTR Army: Knights of Kenabres |
Toward the end of the day, scouts returned to report that upstream there was a river flowing into the Sellen river from the Worldwound and beyond it is a canyon. The enemy had an army of tieflings similar to the one fought earlier, positioned in front of a ruined city. A smaller army of dretches was dug in in the ruined city, apparently having been warned of the approach of the crusader army. So there is no hope of an ambush.
Battfield: The Dretch army occupies ruins which give them a +2 bonus to their DV.
Anarya: select a tactic to use on the first round.
Options: Expert Flankers, Spellbreaker.
Choose a strategy: Defensive, Cautious, Standard, Aggressive, or Reckless.
Choose which enemy army to attack during the Ranged Phase.
Roll the Ranged Attack (OM = +8, modified by strategy in some cases).
Clebsch GM |
See the Keeper's Canyon map to get a general layout of the battle.
The position of the icons is not strategically significant, but it can give a general notion of the battlefield. Players should post if their characters are on horseback or on foot as the battle begins. It won't affect the battle outcome but if we have a melee encounter associated with the battle, it will affect how characters start the melee.
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Anarya gathered the army's other leaders in her command tent before the battle as she received scout reports and looked over as much of a map as could be constructed of the area ahead.
Knowledge (Planes): 1d20 + 4 ⇒ (12) + 4 = 16 Question: "Do Dretches have sufficient spell-like-abilities to count as having the Spellcasting advantage?" (I'm almost sure they do, but Anarya doesn't know that without a roll.)
"As before, our enemies' greatest strength is their magic. Aravashnial, you will brief the knights on the magic at the command of a typical dretch, so they will know how to disrupt the demons' spells. They have already fought tieflings, and will be able to counter their magic as well." Tactic: Spellbreaker (+4 DV against both armies)
"Though it will mean leaving our flank exposed to the tieflings, the more dire threat is the dretches. They are smaller in number but as full-fledged demons, I judge them to be far more dangerous. If we begin with a decisive assault against the fortress, and call upon Iomedae's blessing to smite the demons, we can hopefully strike down that threat in our initial assault, or disrupt them enough to avoid retaliation." Advantage: Smite Evil against the dretch army (+4 OV because they're evil outsiders)
"As before, the knights will make an aggressive initial assault, then react by switching to a more balanced strategy after the charge." Strategy: Aggressive (+2 OV, -2 DV, +3 damage)
"To protect our flank from assault, the knights will bombard the tieflings with arrows as we charge in. Whether this will rout them as before, or merely disrupt their counterattack, it will keep the worst of it off our backs." Ranged attacks will target the tieflings, melee focused on the dretch army.
In addition to these tactics, Anarya's divine influence brings with it her own blessing for the troops. She will be using her Mythic Surge die on the initial ranged AND initial melee OV rolls (rolling it now for PbP convenience, even though she is capable of using it after the roll and AFTER the result is determined).
Mythic Surge (Ranged): 1d6 ⇒ 5
Mythic Surge (Melee): 1d6 ⇒ 3
(3 uses of Mythic Power remaining.)
SUMMARY:
Strategy: Aggressive (+2 OV, -2 DV, +3 damage)
Tactic: Spellbreaker (+4 DV vs. both armies)
Advantage Used: Smite Evil (Dretches) (+4 melee OV vs. Dretches)
Army Stats: DV 20; OM +10 (ranged)
Attacking the tiefling army with our ranged attacks, and the dretch army with melee. OV is +15 for ranged (tieflings) and +17 for melee (dretches). These numbers include the Mythic Surge and Smite Evil bonuses.
Clebsch GM |
Anarya gathered the army's other leaders in her command tent before the battle as she received scout reports and looked over as much of a map as could be constructed of the area ahead.
Question: "Do Dretches have sufficient spell-like-abilities to count as having the Spellcasting advantage?" (I'm almost sure they do, but Anarya doesn't know that without a roll.)
They do.
"As before, our enemies' greatest strength is their magic. Aravashnial, you will brief the knights on the magic at the command of a typical dretch, so they will know how to disrupt the demons' spells. They have already fought tieflings, and will be able to counter their magic as well." Tactic: Spellbreaker (+4 DV against both armies)
Correct.
"Though it will mean leaving our flank exposed to the tieflings, the more dire threat is the dretches. They are smaller in number but as full-fledged demons, I judge them to be far more dangerous. If we begin with a decisive assault against the fortress, and call upon Iomedae's blessing to smite the demons, we can hopefully strike down that threat in our initial assault, or disrupt them enough to avoid retaliation." Advantage: Smite Evil against the dretch army (+4 OV because they're evil outsiders)
Note: there is no bonus gained from position on the battlefield, so there is no danger from flanking. Using the expert flankers tactic gives +2 to OM and -2 to DV. If you are using the spellbreaker tactic, then this bonus won't apply. If an army has and uses this tactic, that is the only way flanking has any meaning, just so we're clear on that. Where the icons are on the map has no bearing on the details of the battle; it is just for general visualization of the battleground.
Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead.
The Tiefling Army is evil, but the dretch army is evil outsiders. Are you using that on the first round? It can only be used once per battle.
"As before, the knights will make an aggressive initial assault, then react by switching to a more balanced strategy after the charge." Strategy: Aggressive (+2 OV, -2 DV, +3 damage)
Scouting reports indicate the dretch army is capable of ranged attacks as well. Check the spoiler below if you can make the knowledge (planes) roll DC. It can give you another tidbit about the dretch army you may want to know before deciding your tactics and strategy.
"To protect our flank from assault, the knights will bombard the tieflings with arrows as we charge in. Whether this will rout them as before, or merely disrupt their counterattack, it will keep the worst of it off our backs." Ranged attacks will target the tieflings, melee focused on the dretch army.
In addition to these tactics, Anarya's divine influence brings with it her own blessing for the troops. She will be using her Mythic Surge die on the initial ranged AND AND initial melee OV rolls (rolling it now for PbP convenience, even though she is capable of using it after the roll and AFTER the result is determined).
Note: each round an army may make a ranged or a melee attack, not both in the same round. Each round each enemy army will make one attack. I'm not sure if that changes your plans regarding the mythic surge.
Semantics point: The attack modifier is called the Offense Modifier or OM for short. I assume that's what you mean by OV.
Absorb this information and then post your final orders for initial tactic, strategy, and which army you are attacking and with which type of attack, ranged or melee. Indicate if you are using the smite evil special ability on the first round or not.
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Do I need another Planes roll? I got a 16 the first time. If I do...
Knowledge (Planes): 1d20 + 4 ⇒ (1) + 4 = 5
Note: there is no bonus gained from position on the battlefield, so there is no danger from flanking. Using the expert flankers tactic gives +2 to OM and -2 to DV. If you are using the spellbreaker tactic, then this bonus won't apply. If an army has and uses this tactic, that is the only way flanking has any meaning, just so we're clear on that. Where the icons are on the map has no bearing on the details of the battle; it is just for general visualization of the battleground.
I know, was just roleplaying how it might go out narratively.
-
2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. [...] Armies without ranged capability can’t attack during this phase, but may still rush forward.
3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
Looks like you don't pick a Strategy until the first Melee phase. For Ranged, we'll be going in with a Tactic and nothing else.
I had misunderstood the mass combat rules - I thought round 1 would include ranged and melee. Since we're only facing ranged attacks from Dretches in the Ranged phase (and no tiefling attacks, since they lack ranged weapons), I'm going to change the tactics I listed above.
Round 1 (Ranged): [No Strategy, Spellbreaker] Attack the Dretches. No Smite (it's melee only). Using Mythic Surge as indicated. The tieflings can't attack this phase because it's ranged only. OM (including Mythic Surge) +13, DV 22
Round 2 (Melee): We'll see how round 1 plays out before I pick tactics, strategy, and advantages used.
(4 out of 5 uses of Mythic Power remaining.)
Upon conferring with her war council and receiving new information, Anarya updates her tactics with the improved knowledge of the battlefield. "We will bombard the ruins, and the foul dretches within, as the knights charge. Once melee is joined, then the blessing of Iomedae will crush any demonic resistance that remains."
WOTR Army: Knights of Kenabres |
Knights of Kenabres ranged attack: OM: 1d20 + 13 ⇒ (13) + 13 = 26
DV 22
Dretch Army: ranged attack: OM: 1d20 + 5 ⇒ (9) + 5 = 14
DV 16
As the paladin army approached along the banks of the small tributary river, the enemy tieflings raised a battle cry and began to close on the Knights of Kenabres. The dretch army began to fire arrows. Their attack was ineffective; the arrows that were on target broke mostly against the plate armor of the paladins. The return of arrows from the paladins was much more effective. The majority of arrows found demon flesh and the threat of the dretch army was ended before melee combat was joined.
Seems like these battles are not going to last very long. I think the battles at Drezen will be tougher. Choose your strategy for the first melee round. If you want to change tactics, see the mass combat rules for a roll that has to be made to accomplish this.
The paladins stored their bows and arrows and drew their swords, as they grimly drove their horses at the unmounted tiefling army advancing on them. While the Knights of Kenabres were outnumbered 2 to 1, the advantage was clearly with the Knights.
The Tielfing army is 200 strong, they have spellcasting, but otherwise they are just soldiers with weapons on foot.
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
The Knights of Kenabres is a fantastically powerful army compared to the ones I've commanded in other games. It's not surprising that they're mopping up these early enemies.
"The blessing of the inheritor is with us!" Anarya cried out. "Knights of Kenabres, do your city proud. CHARGE!"
Same Spellbreaker tactic (+4 DV), adding Aggressive strategy (+2 OM, -2 DV, +3 damage), and Smite Evil (+2 OM) advantage.
Anarya is invoking her pledge to bring the knights victory, giving her +4 on this roll per her Legalistic oracle curse.
Army Stats: OM +16, DV 20, Damage +3
I'll decide whether to mythic surge after the roll.
Karas Argentus |
GM: I remembered you asked us earlier. Kara's would fight on foot as he has no mounted combat experience.
Raine a'Thiel |
"Thanks Raine," Anevia said politely. "It's exciting work, but it does take its toll on the body. No special tips; just keep an eye on the sky. The weather here can changed wicked fast."
"By the way, it's good to have you as part of the leadership team. I love and respect all the paladins, especially my Irabeth, of course." She paused, blushing slightly. "And it's such an honor to have the queen's niece and Anarya on hand. But you're so good at what you do without any title or outsider blood or anything else. Just one of the many who toil and serve. I just wanted you to know you're the one I look up to. I got to know all the others as we clawed our way up from the underground. That jester guy was funny and all, but I like your style better. Your talents are definitely needed. I'm glad your here. Luck."
She gave Raine a shy smile and made her way back to find Irabeth.
Raine blinked, momentarily thrown into silence by Anevia's earnest words. She cleared her throat, and cleared it again, and then nodded. "I... I think I get what you mean. Uh-- thanks. Uh... all the kindly gods watch out for us both, out there, yeah?"
She flashed an uncertain smile back at the other woman-- it felt rusty on her face-- then went to check her arrow quivers for the hundredth time...
When the actual battle began, Raine slid off her horse. Supposedly some people could manage to shoot from horseback, but it was never something she'd learned how to do. She joined her own arrows to the volleys of the crusaders, grimly nocking and loosing.
Ellena Lovain |
Ellena was fine on a horse to increase her pace, but upon the scouts returning and advising trouble was imminent, she will also climb off the horse and engage on foot.
Clebsch GM |
Exorius: Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
Scorpion: Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
Wolf: Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Anarya: Perception, opposed: 1d20 + 6 ⇒ (12) + 6 = 18
Avelina: Perception: 1d20 - 4 ⇒ (11) - 4 = 7
Ellena: Perception: 1d20 - 1 ⇒ (15) - 1 = 14
Karas: Perception: 1d20 + 14 ⇒ (19) + 14 = 33
Raine: Perception: 1d20 + 18 ⇒ (18) + 18 = 36
Tauni: Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Anarya: Initiative: 1d20 ⇒ 9
Avelina: Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Ellena: Initiative: 1d20 ⇒ 12
Karas: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Raine: Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Tauni: Initiative: 1d20 + 13 ⇒ (20) + 13 = 33
Bodyguard: Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Exorius: Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Scorpion: Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Wolf: Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
As the paladins switched from bows to swords and advanced on the tielfings approaching on foot, howling and shouting vile obscenities, Anarya and the others in the leadership team watched from the back ranks, preparing to advance behind the army to better gauge the flow of battle.
Suddenly, two large creatures were noticed rapidly approaching from the direction of the defeated dretch army. Avelina was the only one who failed to notice them in time to prepare for their attacks, as she was engrossed in the glorious sight of all those paladins of Iomedae galloping toward the enemy.
See "Battlefield Melee" map. If your character would have been on a horse indicate that in your post and I'll add a horse. I have Anarya and Tauni on horseback, but they could opt to be on foot instead. This is the surprise round. All but Avelina may act in the surprise round (move or standard action only).
Tauni
Raine
Karas
Bodyguard
Wolf
Ellena
Anarya
Exorius (winged demon)
Scorpion
Avelina (surprised)
Ellena Lovain |
The paladin cast Divine Favor on herself, readying to take the battle to the demons. ”Oh mighty Inheritor, please add your blessing to my sword. Through your will, my blade will cleave these demons in twain!”
Raine a'Thiel |
"Ahhh, what fresh hell's this?" Raine growled as she noticed the incoming.
Kn Planes?: 1d20 + 12 ⇒ (14) + 12 = 26 +4 more if they are evil outsiders
Whatever the approaching enemies were, they'd fall quicker to a harder shot, she reasoned. She whispered an incantation she'd found in her brother's notes, and verified through an Iomedan priest: something that somehow multiplied the weight and force of her arrows when they struck.
Surprise round action: cast gravity bow
Karas Argentus |
Karas turned seeing the mounted demons striding towards them and moved to intercept. Drawing his sword as he went.
move 30ft toward the riders and draw sword during the move.
Clebsch GM |
I'm assuming Tauni cast Haste. Correct me if I'm wrong.
Knowledge (Planes) is the skill to roll to gain monster lore about the winged humanoid, presumably a demon, becuase ... Worldwound. It appears to be a human riding the wolf, so Knowledge (local) if you want to detect more about him or her. The scorpion would require Knowledge (nature) although if you have any bonuses that apply to demons (other than for evil outsiders) add that. The wolf-like creature requires knowledge (arcana). Rather than post a whole lot of spoilers, just make your roll and tell me what categories of monster lore you are interested in knowing. See DCs below.
Winged humanoid: DC 16 Knowledge (Planes)
Giant Scorpion: DC 14 Knowledge (nature)
Humanoid: DC 16 Knowledge (Local)
Wolf: DC 17 Knowledge (Arcana)
You get general info for simple success, then specific data on a category for each increment of 5 above the DC. So Raine gets 3 categories and Tauni gets 1 category.
You get one roll each round as a free action.
Categories of Monster Lore are DR, Immunities, Resistances, SR, Weaknesses, Special Attacks, Spell-like Abilities, Spell casting, Special Qualities/Abilties. I lump special qualities and abilities together.
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Anarya also has no experience with mounted combat, and would prefer to fight on foot.
I'll wait to post my action until after "Bodyguard" has taken its surprise round turn.
Since I'd like to know the results of this info before taking my action, here's what my knowledge roll will be:
Knowledge (Nature): 1d20 + 4 ⇒ (15) + 4 = 19 Two categories. Anarya would like to know about Special Attacks and Special Qualities/Abilities.
Karas Argentus |
with tauni's haste, I'd like to amend my action to 60ft move to engage both of possible, leading one if I can only get there
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
You could probably charge. If you can reach them with a 60 foot move, you can get an attack in.
Karas Argentus |
did not think I could due to surprise round?
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.
Aaaaah, so no weapon drawing during this charge. Carry on!
Clebsch GM |
...
Since I'd like to know the results of this info before taking my action, here's what my knowledge roll will be:Two categories. Anarya would like to know about Special Attacks and Special Qualities/Abilities.
The way I do monster lore knowledge, you get the identity of the creature for the initial success--the name of the creature, general reputation and other stuff that seems relevant from the ecology and background information. If you are 5 above the DC, you get your first choice of additional information based on things like immunities, special attacks, etc. With that in mind, do you want to know special attacks or special qualities/abilities?
Giant scorpions are monstrous versions of the more common desert scorpion. They are likely to attack any creature that approaches. Giant scorpions usually charge when attacking, grabbing prey in their pincers, then lashing their segmented tails forward to kill their victim with injected venom.
When not in battle, incubi serve as counselors, torturers, and companions for greater demons. They are also often conjured for similar roles by mortal spellcasters, although care must be taken in dalliances with incubi, for they delight in causing pain to their companions.
Like succubi, incubi form from the chaotic evil souls of particularly lustful and rapacious mortals. Yet whereas succubi are subtle and methodical about using their charms to cause ruin, the typical incubus is forthright and forceful about his insatiable desires.
This darkly handsome humanoid’s batlike wings, curving horns, and bestial legs betray his demonic origin.
Raine can get 3 additional categories of information. Tauni gets 1. Let me know what you want to know.
I moved Karas 30' east. Tauni cast haste before Karas' turn, so he has the benefit of the spell, including the extra movement, if he wants to take it.
Karas Argentus |
I do, engage both if possible. Leading fighter if I can only just get there
Tauni "Rabbit" Desba |
When she finished her spell, Tauni took a closer look at the closing fiends. Her breath caught in her through a little at the sight of the one, and she said "An incubus!" She seemed shaken by the appearance of the demon, and she struggled to recall her readings on them.
Special Qualities for Tauni, please.
Clebsch GM |
SPECIAL ABILITIES
Pain Redoubled (Su)
When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.
Karas gets an extra 30' added to his speed so he can move to threaten the large wolf-like creature being ridden by a human.
Anarya |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Special Attacks, please.