Madam Ionnia Nevarion |
With an extra roar from the encouragement from Dryden, the mammoths keep on fighting.
Melee: 1d20 + 16 ⇒ (4) + 16 = 20
Lorian the Peacemaker |
"We have one fleeing like the cowards they are, lets finish the rest! Lorian said as he lead the units onward.
Melee: 1d20 + 11 ⇒ (7) + 11 = 18
Grandmaster TOZ |
Deprived of their dastardly tactics, the cultist armies feel the tide turn against them! Kel's Riftwardens assail the remaining cultist formations and discover that merely one battalion is arrayed against the Pathfinders, cleverly disguised as two full forces with illusions. Scouts report that a second illusory army bolsters the forces to the south, but the ruse no longer fools their watchful eyes.
Melee on Ionnia's Mammoths: 1d20 + 3 ⇒ (5) + 3 = 8
Melee on Lorian's AoE: 1d20 + 3 ⇒ (7) + 3 = 10
Pathfinders:
Ionnia's Mammoths (Damage: 14)
Lorian's AoE (Damage: 7)
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens
------------
Enemy Armies:
Blue (Damage: 23, Destroyed)
Red (Damage: 20, Destroyed)
Green (Damage: 6)
Round 3 is up! Apologies for the delay in response, we are settled here into SkalCon and slot 1 starts in just under an hour. Will try to check in when we return victorious!
Oret Terra |
The stalwart and slow forces of Oret continue their journey southbound. As the group engages up north, Oret intents to hold the line against the migrating enemies.
Movement Phase: Move 1 (arrow on handout)
Tactics Phase: Defensive Wall
Ranged Phase: None
All the best GM!
Dryden Nightember |
Anduris continues to support Ionnia and Lorian in order to clear the threat from the north.
Inspire courage to Ionnia's forces
Tactics: Inspire courage + Standard
Ranged attack: OM+7
Melee attack: none
ranged attack: 1d20 + 7 ⇒ (12) + 7 = 19
Kel-Aurthraxis Maleocorr |
Kel also orders the Riftwardens to continue their spellcasting barrage against the cultists, hoping to take them out before they can harm any more allied forces!
Melee: 1d20 + 9 ⇒ (10) + 9 = 19
Madam Ionnia Nevarion |
Rawr
Melee: 1d20 + 16 ⇒ (8) + 16 = 24
Lorian the Peacemaker |
"One more of these cultists to deal with and it will be to celebrate our Victory in the north with a good bottle of wine!" Lorian said as he gathered the horsemen into formation.
Melee: 1d20 + 11 ⇒ (4) + 11 = 15
I do hope that the dice roller gets it's act together.
Grandmaster TOZ |
With one last gasp, the northern cultist armies are broken. The Pathfinder forces are able to clear the battlefield and prepare for the next days march. Reports in the morning show that the southern armies are massed and ready to move.
Melee on Ionnia's Mammoths: 1d20 + 3 ⇒ (16) + 3 = 19
Pathfinders:
Ionnia's Mammoths (Damage: 20)
Lorian's AoE (Damage: 7)
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens
------------
Enemy Armies:
Blue (Damage: 23, Destroyed)
Red (Damage: 20, Destroyed)
Green (Damage: 21, Destroyed)
18 Yellow
17 Ionnia's Mammoths
15 Orange
13 Nemesis' Warpriests
12 Red
10 Lorian's AoE
8 Purple
7 Dryden's Field Agents
5 Kel's Riftwardens
4 Oret's Pike Infantry
3 Tieflings
SkalCon is winding down, just one more slot to finish in the morning. Oret will get his actions at the end of this day, so everyone else may post their actions. Keep in mind that you can rest up your armies to recover some damage if they do not march.
Dryden Nightember |
Anduris moves his mobile troops south to join Oret Terra and face the oncoming horde. I plan to sit behind Oret Terra's wall and use ranged to deal with the enemy.
[spoiler=action] Move: 2 squares south and south/east.
Tactics: Inspire courage to boost Oret Terras chances with the oncoming assault.
Ranged attack: Spellcasting (+2)
spellcasting: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Not sure how spellcasting works but says it allows ranged attacks, boosts OM and DV +2. Not sure how it works so let me know if I have it all wrong.
Kel-Aurthraxis Maleocorr |
Kel will have the Riftwardens move only with the other Pathfinder armies. If they take time to rest and heal from the recent battle, the spellcasters will stand watch and protect them as they do.
(I guess just holding position for fear of being caught alone or moving into unsafe territory)
Dryden - anything with an asterisk means it has already been calculated into the army's statistics. Also, ranged just means your army can make a ranged attack at the start of a battle before the first melee phase. All attacks after the first "round" are always melee unless you do a withdraw or a hit-and-run or something like that.
Madam Ionnia Nevarion |
Seeing the enemies defeated, Madame Ionnia and the mammoths calm down, and decide it's a good time for a break.
Resting ACR = 6
Lorian the Peacemaker |
Making sure that the last of the cultist's were dispatched, Lorian joined the others in celebrating the victory. In the morning, those that fit for duty went out on patrol as the others tended to the injured and the horses.
Resting ACR=6
Grandmaster TOZ |
The Pathfinder forces rest and maneuver through the fields, preparing for the coming battle. On the morrow, the cultist armies begin to advance, engaging Oret's Pike Infantry and Dryden's Field Agents!
18 Yellow
17 Ionnia's Mammoths (Damage: 14)
15 Orange
13 Nemesis' Warpriests
12 Red
10 Lorian's AoE (Damage: 1)
8 Purple
7 Dryden's Field Agents (Damage: 6)
5 Kel's Riftwardens
4 Oret's Pike Infantry
3 Tieflings
Pathfinders:
Dryden's Field Agents (Damage: 6)
Oret's Pike Infantry
------------
Enemy Armies:
Yellow
SkalCon is done! Now to finish this engagement! Dryden and Oret have been pinned down by the rapid advance of the yellow flagged army. Everyone else has a chance to join the next battle or maneuver towards the final objective. Dryden, as Kel said, you'll get to use your ranged attack at the start of this combat, then you'll be making melee phase attacks using the same bonus.
Also, something I forgot that was not included in the handouts. If you are commanding a non-unique army like the Mammoth Riders or Riftwardens, you may choose one commander boon to bolster your forces. The available choices are the Defensive Tactics, Flexible Tactics, Loyalty, or Triage boons, and I have added a handout with the effects those boons have. It should be of great help in the coming encounters.
Nemesis Melek |
"SOLDIERS! TODAY WE SEND THE ENEMY TO THE PYRE!!!"
Tactics: Standard
Let me know if I'm missing/messing up anything. Haven't had a great day.
Kel-Aurthraxis Maleocorr |
With the allied armies healing up and not in range of enemy attack, Kel will order the Riftwardens to join the other Pathfinder armies in engaging more of the cultist forces.
Tactics: Standard
Strategy: Standard
Target: Kel will try to have the Riftwardens go for an enemy army that is only being attacked by 1 (or 0) allied armies, so that we don't "overkill" and neglect viable targets.
Ranged: 1d20 + 9 ⇒ (3) + 9 = 12
Melee: 1d20 + 9 ⇒ (9) + 9 = 18
Madam Ionnia Nevarion |
Madame Ionnia fears for her allied armies and will rush to their aid.
Move = 2 spaces to Yellow
Tactics = Rage, Relentless Brutality
Melee = OM: 1d20 + 15 ⇒ (11) + 15 = 26
Lorian the Peacemaker |
"Once more to battle my brothers!" Lorain said as he advanced the Army of Exploration towards the large batch of cultists.
Tactics:Taunt, Reckless
Melee: 1d20 + 13 ⇒ (10) + 13 = 23Add two if they are not mounted.
Grandmaster TOZ |
The two sides rush to combat, Dryden's agents launching an initial salvo into the enemy ranks before the lines clash into chaos. The Mammoth Riders strike like a tidal wave, crushing the cultist forces even as dastardly tactics decimate the riders in turn. The rest of the Pathfinder forces fare better, with only the Army of Exploration taking losses as the enemy stands strong against provocation.
Melee on Ionnia's Mammoths: 1d20 + 9 ⇒ (15) + 9 = 24
Melee on Nemesis's Warpriests: 1d20 + 9 ⇒ (4) + 9 = 13
Melee on Lorian's AoE: 1d20 + 9 ⇒ (19) + 9 = 28
Melee on Dryden's Field Agents: 1d20 + 9 ⇒ (5) + 9 = 14
Orange Morale: 1d20 + 2 ⇒ (19) + 2 = 21
Pathfinders:
Ionnia's Mammoths (Damage: 25)
Nemesis' Warpriests
Lorian's AoE (Damage: 10)
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens
Oret's Pike Infantry
------------
Enemy Armies:
Yellow (Damage: 18, Destroyed)
Orange (Damage: 9)
Red
Purple
The bolded armies have a Melee attack left to take for the initial charge. Feel free to target whichever army you like, or I will apply damage in order down the line.
Oret Terra |
"Hold the line!"
DV at 22
melee, inspire courage: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Will go at yellow.
Dryden Nightember |
Dryden directs his forces to strike out with ranged combat against the opposing army using the defensive wall Oret Terra has formed to his advantage.
[spoiler=Actions] Move: Stay with the forces
Tactics: Dirty fighting
Ranged Attack: OM+7+6(dirty fighting)
ranged attack: 1d20 + 7 + 6 ⇒ (4) + 7 + 6 = 17
Grandmaster TOZ |
The counterattacks falter slightly, with only Lorian's battalion taking significant damage.
Melee on Ionnia's Mammoths: 1d20 + 3 ⇒ (3) + 3 = 6
Melee on Nemesis's Warpriests: 1d20 + 3 ⇒ (11) + 3 = 14
Melee on Lorian's AoE: 1d20 + 3 ⇒ (19) + 3 = 22
Pathfinders:
Ionnia's Mammoths (Damage: 25)
Nemesis' Warpriests
Lorian's AoE (Damage: 21)
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens
Oret's Pike Infantry
------------
Enemy Armies:
Yellow (Damage: 18, Destroyed)
Orange (Damage: 12)
Red
Purple
Pathfinder armies are up!
Nemesis Melek |
Melee vs orange: 1d20 + 10 ⇒ (5) + 10 = 15
Is there anything Nemesis can do as an individual to support/augment her army?
Kel-Aurthraxis Maleocorr |
Kel very much wants to take the pressure off of the Mammoth Riders, so he encourages the Riftwardens to become more aggressive, and he will also have them target Purple, hoping to draw fire from the more injured Pathfinder forces!
Change strategy from Standard to Aggressive - no roll needed:
DV -2, OM +2, Damage +3
Next Melee: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 (+3 damage if the OM roll is high enough)
DV: 17
Grandmaster TOZ |
Is there anything Nemesis can do as an individual to support/augment her army?
Unfortunately not. Individual actions don't carry weight in mass combat, only the orders given to direct the army (such as morale checks to change tactics).
Lorian the Peacemaker |
"We have them pinned down! Their leader is on that hill with nowhere to go, follow me and we will carry the day. Charge!" Lorian said as he lead the army towards the enemy leader, clutching the lance tightly.
Tactics:Reckless, Taunt
Target:Orange
Melee: 1d20 + 13 ⇒ (15) + 13 = 28
Happy to see a roll higher than a 10!
Dryden Nightember |
Dryden continues to stay behind the wall of defense that Oret Terra has formed. Raining down upon the enemy as the use their expert flanking techniques to press the defensive advantage their combined forces have.
[spoiler=Actions] Move: Stay with the combined forces
Tactics: Expert flanker
Ranged combat: OM+7+2
Ranged combat: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Grandmaster TOZ |
Dryden, changing tactics requires a Morale check in combat. If you hit a DC 15, you successfully change tactics.
Oret Terra |
Oret keeps his fortification strong, and attempts to push little by little through, as much as he can.
melee: 1d20 + 1 ⇒ (20) + 1 = 21
Madam Ionnia Nevarion |
The mammoths continue the offensive hoping to finish the battle before their own defeat.
OM: 1d20 + 15 ⇒ (13) + 15 = 28
Grandmaster TOZ |
The melee turns savage and brutal as cultist forces break on the Pathfinder lines. The Mammoth Riders take stunning casualties in the fray, protecting the rest of the Pathfinders from harm.
Melee on Ionnia's Mammoths: 1d20 + 3 ⇒ (19) + 3 = 22
Pathfinders:
Ionnia's Mammoths (Damage: 34)
Nemesis' Warpriests
Lorian's AoE (Damage: 21)
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens
Oret's Pike Infantry
------------
Enemy Armies:
Yellow (Damage: 18, Destroyed)
Orange (Damage: 27, Destroyed)
Red (Damage: 20, Destroyed)
Purple (Damage: 11)
Damn rough rolls on the riders, but that's to be expected with barbarians! One last round of attacks and this fight should be over. (Lesson learned for the next engagement: Don't leave the armies piled in one hex or you'll miss things! XD)
Kel-Aurthraxis Maleocorr |
Kel has the Riftwardens continue their aggressive attack vs the (purple) cultists, hoping to save the mammoth riders!
Melee: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 (+3 damage if OM is high enough)
DV: 17
Oret Terra |
Oret continues to keep his army with a high guard. It's clearly the safe option for them.
melee: 1d20 + 1 ⇒ (8) + 1 = 9
Grandmaster TOZ |
The Pathfinders break the last battalion of cultists and scatter the few survivors without further damage! The weary forces of the Armies of the Open Road make camp for the night and sing songs of bravery and loss.
Melee on Ionnia's Mammoths: 1d20 + 3 ⇒ (7) + 3 = 10
17 Ionnia's Mammoths (Damage: 34)
13 Nemesis' Warpriests
10 Lorian's AoE (Damage: 21)
7 Dryden's Field Agents (Damage: 6)
5 Kel's Riftwardens
4 Oret's Pike Infantry
3 Tieflings
Alright, one army left to defeat. You've got this!
Madam Ionnia Nevarion |
She's a super low AC barbarian - pretty common to be at 3 or even 1 AC, I'm pretty used to it, part of why I took the mammoths since they play the same way
The mammoth will take the day to catch their breath, hoping everyone else can sweep up the final army.
Resting ACr= 6
Nemesis Melek |
"PRESS THE ATTACK!"
Melee vs purple: 1d20 + 10 ⇒ (12) + 10 = 22
My troops can Channel Positive Energy, can I have them do that in the same round somehow?
Grandmaster TOZ |
Yes, you can channel energy to heal your army, at the cost of reducing your OM for that round.
Kel-Aurthraxis Maleocorr |
On the next day, Kel will have the Riftwardens move to attack Silvershore!
Tactics: Spellbreaker (DV +4 vs Spellcasting enemies)
Strategy: Standard
Ranged: 1d20 + 9 ⇒ (18) + 9 = 27 (+1 if they count as demons)
1d4 ⇒ 2 extra damage if they count as extraplanar
Melee: 1d20 + 9 ⇒ (11) + 9 = 20 (+1 if they count as demons)
1d4 ⇒ 2 extra damage if they count as extraplanar
DV: 19 (23 if they have spellcasting capabilities)
Lorian the Peacemaker |
With the battles over for the day, the Army of Exploration rested with the other units as they gathered their strength back.
If possible, rest for the next 3-4 days
Oret Terra |
Oret's stronghold marches on the back of the Riftwardens. "Onward men! We have this! We'll need to support the Rifwardens." The group cautiously approaches the enemy without taking any rest, instead of marching full on shields, their shields are slightly angled with their pikes in front of them.
Move 1 step, changing from Defensive to Cautious. Continue defensive wall tactic. DV=20, OM=+2
Dryden Nightember |
Seeing the speed at which Kels army moves to engage Dryden changes his plans and moves to help support them.
[spoiler=Actions] Move: Move 2 spaces to engage the enemy with Kel Authraxis.
Tactics: Dirty Fighters to strike them fast and hard.
Ranged Attack: OM+7+6
ranged attack: 1d20 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Grandmaster TOZ |
Kel's Riftwardens move ahead to finish the fight, quickly joined by Dryden's Field Agent forces. Oret's infantry moves behind, unable to reach the battlefield, while the other Pathfinder forces recuperate from the battle.
Ranged on Kel's Riftwardens: 1d20 + 6 ⇒ (20) + 6 = 26
Melee on Kel's Riftwardens: 1d20 + 6 ⇒ (2) + 6 = 8
The armies sling spells across the battlefield before engaging. The strong fortifications around Silvershore help the enemy resist the initial wave of the Pathfinder offense, but casualties still accrue on both sides.
Pathfinders:
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens (Damage: 3)
------------
Enemy Armies:
Tiefling (Damage: 7)
Nemesis' Warpriests can't reach the battlefield either, so we'll be starting this fight and hopefully resolving it before the weekend is out. Dryden can roll their melee attack for this first round along with the melee attack for next round.
Dryden Nightember |
Rolling melee attacks...let me know if I need to do something different
melee attack: 1d20 + 7 ⇒ (14) + 7 = 21
Melee Attack: OM+7
melee attack: 1d20 + 7 ⇒ (14) + 7 = 21
Madam Ionnia Nevarion |
Ionnia and the mammoths really could use at least one more day of rest to properly build up their anger before sweeping into battle.
Resting ACR = 6