Horatio Flaxseed |
==Day 6==
"Another day of painful marching in the rainy fields, soldiers of glory! Word have I that our fellow armies to the south have taken Silvershore and firmly hath held it! On the morrow we unite with forces of Pathfinders, Riftwardens, Dwarves, and others to take on a larger force of cultists. We will not have sole reign of the field this time, so be sure to tighten up your formations and mind your flanks, for they will be friendly, and not o'the foe!"
(Only movement, blue arrow indicating Horatio coming alongside Wembly's forces on Day 6)
==Day 7==
15: Riftwardens March and attack.
14:
12:
11:
10: cultists 1 attack: 1d20 + 3 ⇒ (8) + 3 = 11, 2 attack: 1d20 + 3 ⇒ (11) + 3 = 14
9:
8: Taldor's Army of Exploration (see below for movement details)
7:
6:
5:
4:
"Well have we done this campaign, thrice valiant countrymen:
But all's not done; yet keep the cultists the field...Charge!"
(have I mentioned that Henry V is my favorite Shakespeare play?)
Army: Taldor's Army of Exploration
Initiative: 1d10 + 2 - 1 ⇒ (7) + 2 - 1 = 8
Movement Phase: After marching southeast on Day 6 (blue arrows behind icon), Horatio will unite his Army with Wembly's (and any other allied battalions) to meet the cultists head-on (blue arrow ahead of Horatio's icon).
Strategy: Standard order of battle
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Ranged Phase: Joffrey Vorr's horns blasting to sound the arrival of Taldor's forces to this day of battle!
Special Actions(1) : Challenge - army gains OM +2 vs target army (northernmost culsits army) but takes DV -1 against attacks from other armies / Order - army gains DV +1 vs challenged army.
Special Actions(2) : Glory hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase: Sound the charge!: 1d20 + 12 ⇒ (20) + 12 = 32 Target is the northernmost cultist force (-2 if the enemy is actually mounted, -2 again if the only available target is the southern cultist force)
DV: 19 vs northernmost cultist force, 17 vs southernmost one
...why can't I roll like this at the table?? Holy Cayden!
Celfwyn the Blind |
Day 6
Celfwyn orders the troops to rest and recover while the enemy is away from the city gates. He pushes them to try to recover faster, knowing there is no time to lose. His demeanour is gruff for not being trained for being in such a role, but it gets the job done.
Command: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Back to full HP
Day 7
15: Riftwardens March and attack.
14:
12:
11:
10: cultists 1 attack: 1d20 + 3 ⇒ (8) + 3 = 11, 2 attack: 1d20 + 3 ⇒ (11) + 3 = 14
9:
8: Taldor's Army of Exploration (see below for movement details)
7:
6:
5:
4:
3: Elven Uprooters (moving, purple arrow)
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: N/A
Ranged Phase: N/A
Melee Phase: N/A
OM +9 , DV 14, HP 33
Venture Teller Play b'Post |
Riftwardens spend a day recovering and nearly reach the battle that the Taldans have begun on day seven. The Taldan cavalry again prove they shall have honor and glory that has not been seen since the Third Crusade. They decimate one of the two armies and take minimal casualties themselves. 11 & 14 deal no damage correct?
On what is likely the last day of battle in the immediate future, everyone who wants to reaches the army. The battle is quick and furious as outnumbered cultists try recklessly to kill any enemies.
Devon has not posted actions for Day 6 or 7, so he may finish them off on day 7. If not, I see Horatio, Haro, & Wembly all getting attacks on the single army. If Devon and Celfwyn rested on day 6 (not clear on Celfwyn pushing to rest? :P) they will also be able to join on day 8. So anyone who wants to may make the melee roll for day 8 should do so.
OM v. ??: 1d20 + 2 + 4 + 6 ⇒ (20) + 2 + 4 + 6 = 32
Nat 20!
Celfwyn the Blind |
Once per day, you may attempt a Loyalty Check against your kingdom's Control DC. If you succeed, your army heals a number of additional hit points equal to its ACR.
So pushed to heal to full rather than mostly full.
Horatio Flaxseed |
It's most likely that Horatio's army will be hit hardest since they're not used to fighting in battle alongside battalions other than their own (their "special action" drawback, and all that), so I guess Horatio would take that cultist natural 20 vs his army on day 8?
Army: Army of Exploration
Strategy: Standard order of battle
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Special Actions(1) : Challenge - army gains OM +2 vs target army but takes DV -1 against attacks from other armies / Order - army gains DV +1 vs challenged army.
Special Actions(2) : Glory hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase: Overconfident Taldans attack: 1d20 + 12 ⇒ (2) + 12 = 14 (-2 if the enemy is actually mounted)
DV: 19 (Glory hound penalties already applied)
HP: 37/37
ACR: 6
Morale: 3 (Glory hound penalties already applied)
32 - 19 = 13 damage
HP: 24/37
"No! Mind the flank! Stick together! Protect your mounts!"
*sounds of Horatio himself fending off rabid cultists at close range while Joffrey sounds the call to rally*
Devon Callister |
Day 6
"Right, the town's ours now. Let's get a free day here, no point in rushing, right?"
The field agents rest for the day, and recover 5 hit points. (now 25/27)
Day 7
Devon's army moves two hexes southeast (green arrow, already moved.)
Wembly Templeton |
Riftwardens will rest by the city as well.
back to full hp 21/21
well done. Well done indeed. But are there more or did we end the threat?
Venture Teller Play b'Post |
Day 8
Overcome by their previous success the Taldans lose focus--and a lot of members.
Cultists: attacks Taldans
Horatio: attacks cultists
Wembly: rest (not done yet and you moved to them on day 7. Did you want to continue and engage instead?)
Druthane: marches on
Celfwyn: <-- here now
Devon: <-- here now
Haro: <-- here now
Celfwyn the Blind |
Day 8
Celfwyn takes his army to go after the cultists and join the melee after bombarding the cultists with arrows before they can retaliate!
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11 +2 if damage dealt
OM +9 (+10 melee), DV 14, HP 33
Wembly Templeton |
Wembly will have the riftwardens engage in ranged combat if the enemy still stands.
Venture Teller Play b'Post |
The reckless abandon with which the cultists fight provides their undoing. Swarms of elven arrows rain down on them and the cultists cease to be in this world and move onto whatever awaits them in the next.
Once the Army of the Open Road secures Silvershore, it performs rudimentary repairs to the fortifications and prepares for the long march north. The lull gives allied armies an opportunity to recuperate, restoring any active armies to full hit points and replacing any healing potions that the armies expended.
"Well done Pathfinders," says a dirty but beaming Captain Farabellus. "With this location secured we now have a foothold in the worldwound. Rest. Relax. We will begin the march north to Jormurden after we have had a chance to scout the region and build our reinforcements." He turns to an aid who brings him a report which he signs and returns.
The engagement conditions say that the Pathfinders only have to hold the Silvershore for one full day after taking it. Thanks to the generous amount of nat20's every cultist army was not only routed, but completely destroyed. Well done all. :)
For the next day or two similar reports accumulate, fortifications grow, and supplies are stockpiled.
Anything you wish to do in the before the next engagement please do so.
Venture Teller Play b'Post |
The Wolfcrags are a stretch of jagged foothills that separate the Sarkorian Steppe from the Tusk Mountains and the foul marshes of Frostmire. The barren peaks are rife with defensible vantage points and narrow valleys that are ideal for ambushes—if one knows the territory.
Hordes of demons halt the progress of the Pathfinder Society, and scouts report that terrifying abominations stitched together from demonflesh are working in concert with these demons. So long as any of these enemy forces are active, the expedition is at risk.
This is the beginning of the second engagement. Please choose an army.
Wembly Templeton |
Wembly likewise has grown close to the calling of the riftwardens and readies them to join the elves in the field of battle.
"Brothers at arms, once again we are called to battle ."
Horatio Flaxseed |
Visibly shaken by the experience of leading over a third of his army directly into Pharasma's Boneyard, Horatio is a little more disheveled and not as loud as fortification of Silvershore proceeds, but he remains with the Taldan Army of Exploration, even though he flies his pennons closer to half-mast rather than just below the tip of the spear.
Druthane |
The magus, missing most of the battles, stays with the golems. It gave him ample time to record the exploits of his comrades into his journal. Hopefully they make it into the next issue of the Pathfinder Chronicles.
Devon Callister |
Devon is pleased by his field agents' efforts, and continues to lead them. "Ya did good, now get yerselves a good pint o' Cayden's so we'll at least leave to the wilderness with good taste, hah!"
At the camp Devon also comes over to Horatio, patting his shoulder in a friendly manner. "Saw ya take on those cultists with quite fervor! Made our lives a lot easier, I might say! So thanks for that, hate to get by boots dirty."
"And good ta' see another halfling in these parts. They be always underestimatin' us little folk." Devon grins, holding a rather statuesque posture and spinning his pistol around his finger.
Haro はろ |
The Masscombat is over?
Haro shakes hands of a few of his warriors. "Good did you." he says to a few of them.
Devon Callister |
You hate mass combat, that is. Unfortunately Assault on the Wound is a marketing pitch scenario, which tries to sell (unsuccessfully) the subsystem to the players, much like Destiny of the Sands trilogy tries to sell another Paizo product.
Wembly Templeton |
Once the Riftwardens are ready and scouting reports have been analyzed, Wembly will lead them out towards their Jormurden target.
"You heard the commanders. There are hoards of demons. Exactly what you have waited your entire life to fight. This is that day! Make your mentors proud!"
Venture Teller Play b'Post |
Wembly: Riftwardens
Devon: Pathfinder Field Agents
Druthane: Jitskan Golems
Horatio: Taldor Army of Exploration
Celfwyn: Elven Uprooters
Haro:
I stretched the map out a little bit. Your hexes will now be a little smaller than the map hexes and should make multiple markers on the same hex easier to see. I added some lines to show where the difficult terrain begins (north of those lines). Everyone begins in Silvershore (AOR) ((ACR)).
Dretch (2x): 1d10 + 1 ⇒ (9) + 1 = 10
Schir (4x): 1d10 + 2 ⇒ (10) + 2 = 12
Stitched Horror: 1d10 + 2 ⇒ (8) + 2 = 10
Devon Callister |
Day 1
Command: 1d10 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Movement: Follow Celfwyn's army (green arrow!)
"Right lads, this is the day we start our second campaign! This time up there be demons and whatnot, easy for us resourceful folk!"
Edit: Didn't see that perception check!
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Horatio Flaxseed |
The normally boisterous, loud, and joyful Horatio acknowledges Devon's compliments and such, but soon drifts off to see to his troops' armor and weapons, making sure they're ready for the next phase of the assault.
(sorry for lack of posts - crazy few days just behind, and just ahead of me)
Command: 1d10 + 2 - 1 ⇒ (3) + 2 - 1 = 4
After consultation with a few of the officers, Horatio sets the Army of Exploration out on a different path than those of the other Pathfinder armies - for once, Joffrey's horns silent as the army advances.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
A dispatch from Baron Horatio Flaxseed to his fellow Pathfinder army commanders: "Noble fellows - perhaps one of you with arcane or divine talent should investigate the House of Reflections. The demon armies' movements seem keen on avoiding that area - perhaps there is something there we can make use of against them? Signed, with honor, B.H.F."
Day 1!
13:
12: Schir
10: Stitched Horrors
10: Dretch
9:
4: Army of Exploration (blue arrows)
Venture Teller Play b'Post |
Scouts and messengers continually update the commanders with enemy positions. The Schir armies stay together, but the Dretches move directly toward the pathfinders. The stitched horrors also close but their direction is not as clearly defined. Included in the morning missives is some disturbing news. "Teifling anti-paladins mounted on howlers have entered the arena from the east!"
As the armies begin their marching orders of the second day a raven drops into camp. A small charm around its neck with a one-eyed face carved into it, waits for the commander. When the commander approaches the charm's mouth opens and the voice of Farabellus booms out: "Tancred Desimire's few surviving humans allies are engaged in a ritual to the northeast, and it appears as though they might summon something terrible unless the Pathfinders stop them."
D: 1d10 + 1 ⇒ (7) + 1 = 8
Scir: 1d10 + 2 ⇒ (7) + 2 = 9
Stitched Horrors: 1d10 + 2 ⇒ (8) + 2 = 10
Cultist: 1d10 + 2 ⇒ (4) + 2 = 6
Howler cavalry: 1d10 + 3 ⇒ (8) + 3 = 11
Command rolls are not needed to move, only initiative is. It won't matter as much until we reach combat, but please put yourself into the order of the day.
Day 2
13:
12:
11: Howler cavalry
10: Stitched horrors
9: Schir
8: Dretches
7:
6: Cultists
Cultists designated C on the map, anti-paladins marked H.
Haro はろ |
Init: 1d10 + 2 ⇒ (8) + 2 = 10
Tie Break Init: 1d10 ⇒ 2
Haro points towards the backs of our comrades "We are slow, but we will go. Forward Walk." The army moves one hex closer to the foes army.
13:
12:
11: Howler cavalry
10: Stitched horrors
10.2: Five King Pike Infantry
9: Schir
8: Dretches
7:
6: Cultists
Horatio Flaxseed |
Initiative: 1d10 + 2 - 1 ⇒ (4) + 2 - 1 = 5 (Command roll sounds cooler than Initiative roll, though...)
Horatio gets word about the cavalry from the East and brings his army to a halt after only a short march on Day 2. "We will position ourselves here and charge these anti-paladins when they draw a bit closer. Make certain you have your cold iron weapons at the ready for their mounts, and watch for their quills! Keep your formations tight, and let nothing past us, or else our fellow Pathfinder-led armies may become surrounded!"
Horatio only marches at the half-step today, 12 miles, and prepares his army to engage the Howlers tomorrow, presumably.
Day 2
13:
12:
11: Howler cavalry
10: Stitched horrors
10.2: Five King Pike Infantry
9: Schir
8: Dretches
7:
6: Cultists
5: Army of Exploration
Wembly Templeton |
Day 2
15: Riftwardens
13:
12:
11: Howler cavalry
10: Stitched horrors
10.2: Five King Pike Infantry
9: Schir
8: Dretches
7:
6: Cultists
5: Army of Exploration
Let's scout ahead and see if we can find some demons to blast."
The Riftwardens will continue their march north for another 24 miles today. If they encounter an enemy the will engage.
Army: Riftwardens HP 21/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Movement Phase: speed 2
Devon Callister |
Day 2
Initiative: 1d10 + 2 + 4 ⇒ (5) + 2 + 4 = 11
"No point in deviatin' our path, so let's stick together, right? We'll just roll them over like they're jus' some trash under our feet!"
Movement: 2 hexes northeast (occupy the same space as Wembly, green arrow again!)
15: Riftwardens
13:
12:
11: Field agents
11.2: Howler cavalry
10: Stitched horrors
10.2: Five King Pike Infantry
9: Schir
8: Dretches
7:
6: Cultists
5: Army of Exploration
Celfwyn the Blind |
Celfwyn follows Wembly and Devon's armies to provide crucial ranged support.
15: Riftwardens
13:
12:
11: Field agents
11.2: Howler cavalry
10: Stitched horrors
10.2: Five King Pike Infantry
10-:Elven Uprooters
9: Schir
8: Dretches
7:
6: Cultists
5: Army of Exploration
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Strategy: Aggressive (+2 OM / -2 DV)
Venture Teller Play b'Post |
Armies march and soldiers stomp. Cultists ritualize, antipaladins ride. The stitched horrors appear to avoid the large army gathering south of them. The howler cavalry gets close to the Taldan cavalry.
"I think we shall see some combat this day!" the reports say.
Day 2: what direction did you want to go Druthane?
D: 1d10 + 1 ⇒ (6) + 1 = 7
Scir: 1d10 + 2 ⇒ (6) + 2 = 8
Stitched Horrors: 1d10 + 2 ⇒ (10) + 2 = 12
Cultist: 1d10 + 2 ⇒ (7) + 2 = 9
Howler cavalry: 1d10 + 3 ⇒ (8) + 3 = 11
Day 3:
12:Stitched Horrors
11:Howler Cavalry
10:
9: Cultist
8: Schir
7: Dretches
Moves only please I think we will see some combat this day. I think the stitches passed through the blue arrow's ending hex, but I don't think anyone landed there yet? If everyone has a speed of 2 in that bunch it should only have been four hexes so far. Please correct me if I am wrong.
Wembly Templeton |
Wembly sends messengers to his fellow commanders.
"Commanders Devon and Celfwyn, we have a large force amassing before us. While I am confident we can take them, I worry about getting too far from our supply lines. If we get flanked, the city or our southern cavalry could be cut off. Thoughts?
Wembly will hold his army in position until he receives word from the other two and then move with them.
Army: Riftwardens HP 21/21 DV 18) ACR 6
Initiative:1d10 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Movement Phase: speed 2
Celfwyn the Blind |
In the meeting of commanders, Celfwyn advises "I think it better to strike the larger massing of fiends before they decide to split up and create more fronts. Haro's forces are not far behind us to take care of the single army passing us. Take my words as you will. Either way, I do think it most beneficial to stay together at this point."
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (7) + 2 - 1 = 8
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Horatio Flaxseed |
"Knights and Dames - we are out here alone this day. However - so far this campaign, that has been when we have struck the loudest and driven all those we have met in battle before us! Strike hard, strike true, and strike swift, so we may gather up the enemy in our throngs and destroy them!" Horatio draws his blade and rears back on his mount, Ferox. "In memory of our comrades, and for the glory of Taldor - CHARGE!"
Initiative: 1d10 + 2 - 1 ⇒ (6) + 2 - 1 = 7
The Army of Exploration will engage the Howlers and their Tiefling anti-paladins head-on!
Movement, Day 3:
12: Stitched Horrors
11: Riftwardens
11: Howler Cavalry
10:
9: Cultist
8: Schir
8: Elven Uprooters
7: Army of Exploration
7: Dretches
Haro はろ |
Haro moves his army towards the enemy and attacks
Init: 1d10 + 2 ⇒ (8) + 2 = 10
Army: Five King Pike Infantry
Command Roll: 1d10 + 2 ⇒ (5) + 2 = 7
Movement Phase: Move forward and confront the cultists.
Tactics Phase: Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.
Ranged Phase: Standard Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Special Actions: Weapon Specialization Once per battle, increase the army's OM for either ranged or melee attacks by 2.
Melee Phase: Standard Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Movement, Day 3:
12: Stitched Horrors
11: Riftwardens
11: Howler Cavalry
10: Haro's Army
9: Cultist
8: Schir
8: Elven Uprooters
7: Army of Exploration
7: Dretches
Druthane |
Sorry, I'll catch up here.
Day 1: Move NW 1
Day 2: Move North 1
Day 3 Move North 1
Army: JISTKAN STONE GOLEMS
Initiative Roll: 1d10 + 1 - 1 ⇒ (7) + 1 - 1 = 7
HP: 38/38
DV: 17 (5 Acid or Adamantine)
Speed: 1
Morale: +0
Movement Phase: 1 North
Tactics Phase:Full Defense
Ranged Phase: N/A
Melee Phase: NA
Special Actions: NO
Movement, Day 3:
12: Stitched Horrors
11: Riftwardens
11: Howler Cavalry
10: Haro's Army
9: Cultist
8: Schir
8: Elven Uprooters
7: Army of Exploration
7: Dretches
7: Jistkan Stone Golems
Venture Teller Play b'Post |
Sorry another day not at the PC.
It looks like the Taldans are engaged with the howlers. And Celfwyn, Riftwardens, Uprooters are engaging to schir armies. Everyone else is on pause for a moment.
Please roll 1. ranged attack and three offensive rolls. Please tell me which of the two schir's you are engaging and tactics. Then give me three melee rolls. I will do the same, when I get back to a PC and we will see if we need to roll more.
The combined might of the pathfinders begins to cull some worldwound butt! "HUZZAH!"
Celfwyn the Blind |
Day 3 attacks
As Celfwyn takes his army with the others, he shouts to everyone who will listen. "Focus your fire on one before we anihilate the other!"
Attacking Shir group A until it falls.
Ranged Phase: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (18) + 7 + 2 + 1 + 1 = 29 +2 damage
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (20) + 7 + 2 + 1 + 1 = 31 +2 damage (WHOO!)
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (5) + 7 + 2 + 1 + 1 = 16 +2 damage if hit
OM+Strategy+Combat Syle+Favored Enemy
OM +9 (+10 melee), DV 14, HP 33
Wembly Templeton |
Day 3 attacks
Wembly encourages the Riftwardens to follow the elves into battle. First a volley of spells and then melee with the demon army.
"Support the elves! Get in there and destroy the demons!"
Focus on the same Shir group(s) as elves
Army: Riftwardens HP 21/21 DV 18 ACR 6
Tactics Phase: spellbreaker (+4 DV vs spellcasters)
Ranged Phase: 1d20 + 9 ⇒ (9) + 9 = 18
Melee Phase: 1d20 + 9 ⇒ (9) + 9 = 18 + channel vs demons: 1d4 ⇒ 1
Melee Phase: 1d20 + 9 ⇒ (8) + 9 = 17 + channel vs demons: 1d4 ⇒ 4
Melee Phase: 1d20 + 9 ⇒ (19) + 9 = 28 + channel vs demons: 1d4 ⇒ 4
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Horatio Flaxseed |
Day 3 - Combat
"Sound the charge!"
Army: Taldor's Army of Exploration (ACR: 6 | Speed: 2)
Tactics: Taunt - Howler Cavalry must make a Morale check, DC: 16 (10 + ACR) at the start of every Melee phase. Failure => their OM and DV decreases by 2 for that phase. If they succeed at two of these checks, they are immune for the rest of the battle.
Strategy: Aggressive (+2 OM / -2 DV)
Special Abilities (1): Challenge - Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Special Abilities (2): Glory Hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase 1: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (5) + 9 + 1 + 1 + 2 + 2 = 20
Melee Phase 2: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (3) + 9 + 1 + 1 + 2 + 2 = 18
Melee Phase 3: 1d20 + 9 + 1 + 1 + 2 + 2 ⇒ (16) + 9 + 1 + 1 + 2 + 2 = 31
OM: +15 (+9 +1 Driven by Glory +1 Mounts +2 Aggressive +2 Challenge)
DV: 19 (19 +1 Mounts +1 Bound for Brevoy -2 Aggressive)
HP: 38/38 (33 +5 Allies from Andoran) | Morale: +5 (+3 +2 Driven by Glory)
(OM/DV -2 if another allied battalion enters this battle | DV -1 during this battle against anyone except the Howler Cavalry)
Devon Callister |
Sorry, had Eyes of the Ten part 4 yesterday and today I was stay-at-home dad for the whole day. Devon's army was meant to move with Celfwyn's Uprooters.
Devon orders his army to repel the schirs, using the same old tactic as before.
Day 3
Army: Society Field Agents (hp 22/22, DV 17, OM +7)
Initiative: 1d10 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Movement Phase: Follow uprooters
Strategy: Aggressive (+2 OM, -2 DV)
Tactics Phase: Expert Flankers (+2 OM, -2 DV)
Ranged Phase: Expert Flankers, Inspire Courage: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13, DV 17-2 = 15
Extra Tactics Phase: Change to Dirty Fighters, 1d20 + 2 ⇒ (10) + 2 = 12 failure
Melee Phase: Aggressive, Expert Flankers, Inspire Courage: 1d20 + 7 + 2 + 2 + 1 ⇒ (6) + 7 + 2 + 2 + 1 = 18, DV 17-2-2 = 13
Venture Teller Play b'Post |
The battle in the south commences with a loud boom as two mounted armies clash!
I see I missed something else. "Mounts" has an asterisk next to it in the Taldan army and the asterisks are already included in the OM & DV. So it doesn't need to be added. Sorry I missed the asterisk when I was showing armies. Don't worry about the rolls already completed, we shall just move forward.
Howler Cavalry
DV 17; OM +7
Tactics cavalry experts, standard, withdraw
Resources mounts*
Special: bleed, channel negative energy, darkvision, smite good
Morale +2
moral: 1d20 + 2 ⇒ (19) + 2 = 21, OM: 1d20 + 7 ⇒ (12) + 7 = 19
bleed: 1d6 ⇒ 2* moral: 1d20 + 2 ⇒ (12) + 2 = 14, OM: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 & -2 to DV
bleed: 1d6 ⇒ 3* moral: 1d20 + 2 ⇒ (18) + 2 = 20, OM: 1d20 + 7 ⇒ (3) + 7 = 10
*bleed only applies if an army takes damage the previous phase.
EDIT: takes 3, then 3, then 14 23 at end of melee phase 3: 23 total.
that requires a Morale check to prevent a route: route?: 1d20 + 2 ⇒ (12) + 2 = 14 YES.
EDIT EDIT: Looks like 9 damage (6+3 bleed) to the Taldans correct? If so and you want to continue fighting roll the next phase. (I will ignore it though until I finish the others up north :)