Grandmaster TOZ |
Melee on Dryden's Field Agents: 1d20 + 6 ⇒ (9) + 6 = 15
The tiefling forces find the Pathfinders tenacious alongside their Riftwarden allies. The massed field agents are able to pick off the enemy slowly while the Riftwardens prepare another salvo.
Pathfinders:
Dryden's Field Agents (Damage: 6)
Kel's Riftwardens (Damage: 3)
------------
Enemy Armies:
Tiefling (Damage: 9)
Kel, please give me your rolls for the second and third melee phases. Dryden is up on third melee roll.
Dryden Nightember |
As the battles rages on Dryden musters his forces to strike out again.
Tactics: Standard
Ranged Attack: OM+7
ranged attack: 1d20 + 7 ⇒ (19) + 7 = 26
Kel-Aurthraxis Maleocorr |
Riftwarden Assault: 1d20 + 9 ⇒ (2) + 9 = 11 (+1 if they count as demons)
(I'd like to use my GM Shirt reroll on this, I think)
Riftwarden Re-Assault: 1d20 + 9 + 5 ⇒ (2) + 9 + 5 = 16 (+1 if they count as demons)
(Sonofa...)
1d4 ⇒ 1 extra damage if they count as extraplanar
DV: 19 (23 if they have spellcasting capabilities)
Kel-Aurthraxis Maleocorr |
Sorry, missed that note.
Riftwarden Attack take 3: 1d20 + 9 ⇒ (7) + 9 = 16 (+1 if they count as demons)
1d4 ⇒ 4 extra damage if they count as extraplanar
DV: 19 (23 if they have spellcasting capabilities)
Grandmaster TOZ |
Morale Check: 1d20 + 2 ⇒ (13) + 2 = 15
Melee on Dryden's Field Agents: 1d20 + 6 ⇒ (12) + 6 = 18
The entrenched garrison wavers under the assault, but the enemy commanders whip the ranks into line with dire threats of abyssal punishment.
Pathfinders:
Dryden's Field Agents (Damage: 7)
Kel's Riftwardens (Damage: 3)
------------
Enemy Armies:
Tiefling (Damage: 15)
One more push and you have them! Good luck!
Dryden Nightember |
Dryden rallies his troops and urges them onward. Though he sees their loses he notes that the enemy is fairing far worse.
"Advance and seize the day! For the good people who can no longer fight. Clear the field of this vile threat. We will protect what is ours!"
Tactics: Expert flankers (OM +2 DM-2)
Ranged attack: OM+7
Ranged attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Kel-Aurthraxis Maleocorr |
Kel urges the Riftwardens on!
Attack: 1d20 + 9 ⇒ (4) + 9 = 13 (+1 if they count as demons)
1d4 ⇒ 2 extra damage if they count as extraplanar
DV: 19 (23 if they have spellcasting capabilities)
Grandmaster TOZ |
Melee on Dryden's Field Agents: 1d20 + 6 ⇒ (11) + 6 = 17
Rather than roll out the dice, I'm calling the fight here. We're just looking for a lucky roll to knock them the rest of the way out, and you're not damaged enough for it to be a risk unless the die roller keeps messing with us like this.
The tiefling army is overrun as the Pathfinder armies bring the fight into Silvershore! Few survivors remain, but speak of massive demon armies soon to arrive and crush your insignificant mortal battallions. The armies quickly move to rebuild fortifications and rest for the coming battle.
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.
Map will update tonight, and initiative will be rolled. You have the chance to adjust which army you wish to command, and all armies are healed to maximum HP. Congratulations on besting the warm up fight, now things get interesting!
Grandmaster TOZ |
Map is updated. Let me know if you are changing armies, otherwise I will get initiative started. Going forward, please add your DV to each post so I can determine damages easier. Don't forget to include modifiers for tactics and strategies.
Oret Terra |
Oret gives a pep talk to his army as they prepare themselves again for another long journey.
Will keep the same army. They're slow, but it's what I prefer in terms of play style. Hopefully they can do a bit more this round.
Grandmaster TOZ |
init, Lorian's AoE: 1d10 + 6 ⇒ (5) + 6 = 11
init, Kel's Riftwardens: 1d10 + 3 ⇒ (4) + 3 = 7
init, Nemesis' Warpriests: 1d10 ⇒ 10
init, Dryden's Field Agents: 1d10 ⇒ 10
init, Ionnia's Mammoths: 1d20 + 2 ⇒ (14) + 2 = 16
init, Purple: 1d20 + 2 ⇒ (8) + 2 = 10
init, Blue: 1d20 + 1 ⇒ (2) + 1 = 3
init, Red: 1d20 + 1 ⇒ (19) + 1 = 20
init, Yellow: 1d20 + 2 ⇒ (9) + 2 = 11
init, White: 1d20 + 2 ⇒ (4) + 2 = 6
init, Green: 1d20 + 2 ⇒ (16) + 2 = 18
init, Horrors: 1d20 + 2 ⇒ (20) + 2 = 22
init, Cavalry: 1d20 + 3 ⇒ (20) + 3 = 23
init, Cultist: 1d20 + 2 ⇒ (14) + 2 = 16
On the morning, the armies advance! Once again, Ionnia marches forth with the Mammoth Riders, followed by the Army of Exploration. Scouts report the demonic armies beginning to maneuver towards Silvershore.
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Alright, Ionnia and Lorian can make their moves! Everyone starts in Silvershore, marked by the green cross.
Madam Ionnia Nevarion |
Madam Ionnia moves her mammoths out WNW hoping to either spread out the enemy armies or pincer in on them.
Current DV 18, OM +9
Grandmaster TOZ |
The armies continue to draw out, chaotic hordes of extraplanar fiends having little need for rest or comfort.
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Nemesis and Dryden are up.
Grandmaster TOZ |
The Pathfinder forces maneuver for position, but the demon armies seem to keep their distance for the initial push.
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Last armies are up.
Kel-Aurthraxis Maleocorr |
Kel has his army move out as well, following Ionnia's idea of spreading a line to try and lure the demons in.
Oret Terra |
Oret has his army fall right behind Nemesis and Dryden. Once again, the group marches cautiously, keeping a high line with high shields. They look like a marching wall.
Defensive Defensive Wall DV=22 OM=0
Grandmaster TOZ |
The day ends with armies closing in slowly on each other, the rank and file full of the anticipation and fear for the coming day.
The morning dawns with reports of more forces approaching. To the southeast, dark armored warriors ride howlers toward the battlefield. To the northeast, the remaining survivors of the battle for Silvershore are engaged in a foul ritual. Magical analysis has determined they are attempting a powerful summoning, but can be stopped if the Army of the Open Road can reach them in time.
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
In this engagement, at the start of battle you may make a Profession Soldier check to increase the favorability of conditions for your army. Please roll it with your first set of attacks once you engage.
Nemesis Melek |
In this engagement, at the start of battle you may make a Profession Soldier check to increase the favorability of conditions for your army. Please roll it with your first set of attacks once you engage.
Normally, Profession skills have to be trained - is this an exception?
Grandmaster TOZ |
Unfortunately not. :(
EDIT: On rereading the scenario, I'm ruling that you may make the check untrained, as it doesn't specify either way, unless there is a clarification in the GM thread. Will investigate.
Grandmaster TOZ |
Also didn't edit out the last bold, but you are welcome to post your intended movements. Enemy movements may interfere with them, in which you can adjust.
Lorian the Peacemaker |
Lorian surveyed the land and looked for prime terrain to have a battle that would be good for quick hit and run tactics, so that his knights would be able to catch the demon infantry out in the open.
Delay if I can until the enemy units move. Once again the dice roller raises its ugly head...more irritating since he is trained in the skill
P:Soldier: 1d20 + 5 ⇒ (1) + 5 = 6
Madam Ionnia Nevarion |
Ionnia will move the mammoths up 1, again hoping to spread the enemy forces out a bit more, but realizing with all allied units so close it wouldn't do to spread too far as no one could come to aid if needed.
profession(soldier)(untrained): 1d20 + 1 ⇒ (4) + 1 = 5
Melee: 1d20 + 9 ⇒ (17) + 9 = 26
DV = 18
Kel-Aurthraxis Maleocorr |
Kel will delay the Riftwardens for now, waiting to hear reports back on enemy troop movements before committing them.
Grandmaster TOZ |
Much like the Riftwardens, the schir forces seem to be biding time for a prime opportunity to strike.
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE[/b]
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Dryden and Nemesis are up.
Grandmaster TOZ |
Dryden, Oret, please update your armies when you can. For Kel and Lorian, I do not believe delay is an option in mass combat, so you will end up forfeiting your movement instead. Some of the enemy forces have already done so as well.
Oret Terra |
profession soldier untrained: 1d20 + 3 ⇒ (17) + 3 = 20
Oret sings high praises from the last fight, and carries the momentum to his men. A last minute change, they decide to be a little more on the offensive side and cautiously movearound the flank hoping to skyward spread the fight, they scream profanities across to the evil army.
move and Taunt green,( morale check 15 before each combat roll or take -2 DV and OM penalty. 2 successful rolls negate this for the rest of the combat.) Changing from defensive to cautious.
DV=18, OM=4
Grandmaster TOZ |
The mounted force from the south advances, their goal quickly becoming obvious: Silvershore.
23 Howler Cavalry
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
The Riftwardens may take their actions based on the previous days events if Kel chooses. After that, the 3rd day will continue.
Kel-Aurthraxis Maleocorr |
Hearing that enemy forces are sweeping up from the south towards Silvershore, Kel will have the Riftwardens redeploy there to try and halt that advance!
Grandmaster TOZ |
Finally, on the third day the fiendish forces strike! The stitched horrors brazenly rush to meet the Mammoth Riders, and a contingent of dretches march to engage the Warpriests and Field Agents. The schir forces continue to bide their time.
23 Howler Cavalry
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriets
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Lorian's AoE may make a move. Ionnia is locked in combat, as is Dryden and Oret.
Lorian the Peacemaker |
"Forward to battle my friends, for today we hunt demons!" Lorian said as he advanced the Army into battle.
Tactics-Taunt
Melee-Aggressive DV 17, OM +11
Melee: 1d20 + 11 ⇒ (14) + 11 = 25
Grandmaster TOZ |
As the Army of Exploration rides to battle, the enemy forces converge upon the lone battalion!
23 Howler Cavalry
22 Stitched Horrors
20 Red
18 Green
16 Ionnia's Mammoths
11 Lorian's AoE
11 Yellow
10 Nemesis's Warpriests
10 Dryden's Field Agents
10 Purple
7 Kel's Riftwardens
6 Oret's Pike Infantry
6 White
3 Blue
Nemesis may make a move, and then we go into the combat phases.
Grandmaster TOZ |
More of the demonic forces pour into the scattered battles, joining the fight with reckless abandon. Pitched battle is joined between the Mammoth Riders and the stitched abominations, the hills running red with blood. The rest of the Pathfinder forces engage schir and dretch armies in a less brutal but just as deadly battle.
Combat 1:
Stitched Horrors (Damage: 11)
Ionnia's Mammoths (Damage: 12) Morale Check needed against Fear.
GM Dice:Conditions: 1d100 ⇒ 96 Nighttime Battle: -2OM/-3DV without Darkvision.
Stitched Army Relentless Brutality: 1d20 + 11 ⇒ (16) + 11 = 27Combat 2:
Dryden's Field Agents (Damage: 13) Ranged and Melee attacks needed.
Oret's Pike Infantry (Damage: 3) Melee attack needed.
Green Dretches
White Schir
GM Dice:Conditions: 1d100 ⇒ 66 Dusk Battle: -1OM without Low-Light or Darkvision.
Green Morale: 1d20 + 5 ⇒ (3) + 5 = 8
Green Ranged on Dryden's Field Agents: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Green Melee on Dryden's Field Agents: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
White Melee on Oret's Pike Infantry: 1d20 + 6 ⇒ (15) + 6 = 21Combat 3:
Lorian's AoE (Damage: 5)
Nemesis's Warpriests Melee attack needed.
Yellow Schir
Purple Schir (Damage: 11)
Blue Dretches
GM Dice:Conditions: 1d100 ⇒ 58 Day Battle: No Adjustment.
Yellow Melee on Lorian's AoE: 1d20 + 6 ⇒ (14) + 6 = 20
Purple Morale: 1d20 + 3 ⇒ (3) + 3 = 6
Purple Melee on Nemesis' Warpriests: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Blue Ranged on Lorian's Aoe: 1d20 + 7 ⇒ (12) + 7 = 19
Blue Melee on Nemesis' Warpriests: 1d20 + 7 ⇒ (1) + 7 = 8
Instructions are up for those who still have actions remaining.
Dryden Nightember |
morale check: 1d20 + 2 ⇒ (14) + 2 = 16
[spoiler=Actions]Move: combat
Tactics: Dirty Fighting
Ranged attack: OM+7
ranged attack: 1d20 + 7 + 6 ⇒ (11) + 7 + 6 = 24
Melee attack: OM+7
melee attack: 1d20 + 7 + 6 ⇒ (9) + 7 + 6 = 22
Oret Terra |
Oret's instructions are to swing low and hard.
melee: 1d20 + 4 ⇒ (9) + 4 = 13
DV=18
Nemesis Melek |
"Scour the weakest of them from the field!"
standard melee vs dretches, spellcasting, mwk cold iron weapons: 1d20 + 10 ⇒ (6) + 10 = 16
Please let me know if there's anything I'm overlooking - for example, would my army's spellcasting capabilities give them a ranged attack, and if so, would that mean we'd get more attacks? Also, what's the benefit of my earlier Profession (Soldier) check?
Grandmaster TOZ |
Spellcasting only gives a ranged attack phase if the armies spells have a range greater than touch. Since the warpriests stat block does not mention ranged attacks, they do not get them. Your Profession Soldier check was to see if you could time your engagement better than the enemy and prevented the opposing forces from engaging at night, when darkvision would have been an advantage. I didn't include the adjustment in the rolls, but I will try to do so in future combats.
Combat 1:
Stitched Horrors (Damage: 11)
Ionnia's Mammoths (Damage: 12) Morale Check needed against Fear.
** spoiler omitted **Combat 2:
Dryden's Field Agents (Damage: 13)
Oret's Pike Infantry (Damage: 3)
Green Dretches (Damage: 5)
White Schir
** spoiler omitted **Combat 3:
Lorian's AoE (Damage: 5)
Nemesis's Warpriests
Yellow Schir
Purple Schir (Damage: 11)
Blue Dretches
** spoiler omitted **
All engaged armies may make melee attacks. The Mammoth Riders need to succeed on their morale check to be able to attack this round.
Madam Ionnia Nevarion |
Tactic = Rage/Relentless Brutality
Morale: 1d20 + 3 ⇒ (17) + 3 = 20 (not sure of order here, it's only plus 2 without Rage)
Attack(just in case): 1d20 + 13 ⇒ (7) + 13 = 20
Current DV = 10, OM = 13
Lorian the Peacemaker |
"Come, we almost have them my Brothers! Let us send them back to the very Abyss they came from! Lorian ordered as the horsemen charged forward.
Melee: 1d20 + 11 ⇒ (16) + 11 = 27
Tactic stay at aggressive and taunt is still in effect.DV 17, OM +11 (+2 if unmounted)
Oret Terra |
OM: 1d20 + 4 ⇒ (3) + 4 = 7
"Press on men!"
DV=18, if we could change tactics I will taunt the current opponent threatening me.
Grandmaster TOZ |
Oret only needs to make a Morale check if he is changing the type of tactics used. You are now taunting the White army.
The Mammoth Riders ignore the horrific cries and unsettling forms of the stitched horrors, bringing the fight to the monstrous horde. The melee turns heavily against the mounted army, as across the valley the field agents under Dryden suffer massive losses against the demon forces. The Army of Exploration smashes a battalion of schir with precise efficiency, and the dwarven warpriests stand firm.
Combat 1 (Nighttime Battle: -2OM/-3DV without Darkvision.):
Stitched Horrors (Damage: 19)
Ionnia's Mammoths (Damage: 34) Morale Check needed against Fear. (This happens each time they deal damage.)
Stitched Army Relentless Brutality: 1d20 + 11 ⇒ (19) + 11 = 30 Desna weeps...Combat 2 (Dusk Battle: -1OM without Low-Light or Darkvision.):
Dryden's Field Agents (Damage: 21) A Melee and a Morale check against routing needed.
Oret's Pike Infantry (Damage: 8)
Green Dretches (Damage: 5)
White Schir
White Morale: 1d20 + 3 ⇒ (19) + 3 = 22
Green Melee on Dryden's Field Agents: 1d20 + 7 ⇒ (18) + 7 = 25
White Melee on Oret's Pike Infantry: 1d20 + 6 ⇒ (17) + 6 = 23Combat 3 (Day Battle: No Adjustment.):
Lorian's AoE (Damage: 2)
Nemesis's Warpriests (Damage: 4)
Yellow Schir
Purple Schir (Damage: 26, Destroyed)
Blue Dretches (Damage: 13)
Yellow Melee on Lorian's AoE: 1d20 + 6 ⇒ (13) + 6 = 19
Purple Morale: 1d20 + 3 ⇒ (15) + 3 = 18
Purple Melee on Nemesis' Warpriests: 1d20 + 6 ⇒ (11) + 6 = 17
Blue Melee on Nemesis' Warpriests: 1d20 + 7 ⇒ (15) + 7 = 22
The die roller is not being kind to some of you. o.O
Nemesis Melek |
The Army of Exploration smashes a battalion of schir with precise efficiency, and the dwarven warpriests stand firm.
Actually, my Warpriests are Human - and don't forget, they have "improved armor," whatever that works out to mean, as well as masterwork cold iron weapons.
Also, how does my roll of '30' work out to 13 damage, exactly?
Grandmaster TOZ |
That's what I get for skimming the armies descriptions too fast. The OM roll both determines if the attack is a success as well as how much damage is done. If the total is over the DV of the enemy, the enemy takes the difference in damage. So since the target army has a DV of 17, 30-17 is 13. And improved armor increases the army's DV and should already be calculated into the star block.