Ruins of Empire (Inactive)

Game Master EltonJ

Game of Thrones via Pathfinder. This is a birthright campaign using the 1st edition Pathfinder ruleset.
map of Anuire
Player's Domain Tracking Map


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Yes. Apologies. Again. I am drowning at work! I'll assign the ceremony as my third action, and figure out my court actions...


Rogr Aglondier of Ilien wrote:
Yes. Apologies. Again. I am drowning at work! I'll assign the ceremony as my third action, and figure out my court actions...

Too bad work's being a pain; keep dog paddling... I'll try to be patient. You have my strategic thoughts in the discussion thread.


M 1/2 Elf Arcanist (Occultist) 4

The Kingdom of Aerenwe, Domain Turn IR 5.*

Kingdom details, start of turn:

King Niall
Treasury : 49 GB
RP Reserve: 56 RP
Lieutenants
Baron Cole Alwier (Marshall)
Baron Cale Alwier (Chancellor)
Court level 5
Population (Human) :
Banien's Deep (1)
Shadowgreen (2) (1) Human (1) Elven
Westmarch (1)
Northvale (1)
Calrie (6)
Dhoenel (5)
Halried (5)
Law Holdings
Banien's Deep (1)
Shadowgreen (2)
Westmarch (1)
Northvale (1)
Calrie (6)
Dhoenel (5)
Halried (5)
Source Holdings
(internal)
Banien's Deep (6):(Niall))
Shadowgreen (6): (Niall)
Westmarch (6): (Niall)
Northvale (6): (Niall)
Calrie (0): Niall
Dhoenel (0): Niall
Halried (0): Niall
(external)
Abbatuor (2) (Roesone)
Guild Holdings
Actual
Calrie(6): (0) Niall (3) SG

Banien’s Deep (2) (Niall Virtual Guild from Source)
Shadowgreen (2) (Niall Virtual Guild from Source)
Westmarch (2) (Niall Virtual Guild from Source)
Northvale (2) (Niall, Virtual Guild from Source)
Military Forces
2 Units Anuirean Knights (6 GB Levy/unit)
1 Unit Anuirean Archers (2 GB Levy/unit)
3 Units Pikemen (2 GB Levy/unit)
1 Unit Anuirean Marines (3 GB Levy/Unit)
2 Galleons (15 GB Levy/Unit)
3 Caravels (6 GB Levy/Unit)
2 Coasters (2 GB Levy/Unit)
Force Basic Disposition
Banien's Deep
Shadowgreen
Westmarch
Northvale
Calrie 3 Galleons, 3 Caravels, 2 Coasters 1 Pikeman 2 Knights 1 Archer 1 Marine
Dhoenel 1 Pikeman
Halried 1 Pikeman
Domain Assets
Banien's Deep
Shadowgreen
Westmarch
Northvale
Calrie: Castle Caer Calin (6)
Dhoenel
Halried

1. Random Event: 1d100 ⇒ 96
2. Domain Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
3. Collect Regency Points:

Spoiler:
Total Provinces 21 * 1.0 = 21
Total Law Holdings 21 * 0.2 = 4
Total Sources 26 * 0.8 = 20.8

Total RP Collected : 45.8 > 46

4. Tax/Tithe/Trade:
Tax (Moderate)

Spoiler:
Banien's Deep 1
Shadowgreen 2
Westmarch 1
Northvale 1
Calrie 6
Dhoenel 5
Halried 5

Total Provinces =21, Total Income = 21
Guild Income

Spoiler:
Banien’s Deep virtual (2)
Shadowgreen virtual (2)
Westmarch virtual (2)
Northvale virtual (2)

Total Holdings = 8, Total Income = 8*2/3 = 5.3
Law Income

Spoiler:
Banien's Deep (1)
Shadowgreen (2)
Westmarch (1)
Calrie (6)
Dhoenel (5)
Halried (5)

Total Holdings = 21, Total Income = 20 * 1/3 = 6.7
Total Income 33 GB
5. Maintenance Cost:
Spoiler:

Holdings
6 provinces + 6 Law + 1 guild = 3 gb,
Assets
Caer Callin (Castle 6) = 4 gb
Court = 5 gb
Military
Garrison : 2XKnight,3XPikeman,1XArcher, 1X Marines = 5.75 GB
In Port : 2XGalleon, 3XCaravel, 2 X Coaster = 2 GB

Total Maintenance = 19.75 GB
6. Free/Court Actions:
A) Muster Rangers of Erebannien, (archers w/scout, light armor and veteran specials) : +2 Melee, +8 Missile, 2 hits, Move 4 Morale 6, Defense 12. Special : Gain a +2 bonus to missile attacks against mounted units. May move freely through any terrain. Identify hostile units in adjacent provinces.
No check, cost 4 gb, unit forms in Calrie.

B) Gather Information about Caelcorwyn, the pirates thereon
Diplomacy: Gather Information (this is not an espionage action, this is just collecting what is known inside the court of Aerenwe.)
I think this is a personal use of the diplomacy skill, so I am applying my personal skill modifier, the +7, and the +5 is from my court level.
120 + 7 + 5 = 132

c) Gather Information about the Seadrake (is he bribeable? What happens if someone offers him a contrary bribe? How to avoid him?)
Diplomacy: Gather Information (this is not an espionage action, this is just coallating what is known about the seadrake inside the court of Aerenwe.)
Again, I think this is a personal use of the diplomacy skill, so I am applying my personal skill modifier, the +7, and the +5 is from my court level.
120 + 7 + 5 = 132

7. First Action Round
a. Domain Action: Cale: Rule Province: Northvale (Administrate), recruiting the ELVES of Niall’s mothers clan to come and settle in Northvale. This will not impact the sources in the province. (DC 11, 1 GB, Can’t spend RP, +1 to check for province loyalty)
120 + 1 = 121
Elton, can you please check that I am in fact applying the rules correctly here. Cale has only 3 ranks in Administrate, so there is no skill bonus (he would need 5 ranks or more). As it is a rule province, no RP can be spent, nor is there an applicable holding bonus. I do get a +1 loyalty bonus from the provincial attitude being helpful.
Niall : Diplomacy with Siele Ghoried – vassalage agreement, details to be negotiated (see next post). Obviously, Elton is going to to need to decide DC's here & what holding bonuses I can apply. I will undoubtedly be spending RP to improve the roll

b. War Moves:
c. Fight Battles:
d. Occupation/Retreat:


M 1/2 Elf Arcanist (Occultist) 4

Proposed Vassalge between Siele Ghoried (Spider River Traders) and the Kingdom of Aerenwe (Niall)

Terms:

1) The Spider River Traders (SRT) is recognized as the only legal trading guild in Aerenwe. The crown will oppose all other guilds in every action in Aerenwe (using the law and province holdings of Aerenwe). The crown will support all actions of the SRT that are legal, most specifically including expansion of the guild’s holdings (using the law and province holdings of Aerenwe).

2) Siele Ghoried will become a hereditary peer of Aerenwe (with the rights and responsibilities thereof), being enfeofed as a Baron.

3) The SRT will have access to a portion the fleet of Aerenwe for trading purposes (ie to support maritime trade routes). Profit from said trading will be split evenly between SRT and the Crown of Aerenwe, after paying the maintenance of the units being used. At most 1/3 of the fleet of Aerenwe can be in use by the SRT at any given time. (ie. Siele can run maritime trade routes without paying the capital costs up front.)

4) The crown will permit no other trading guild to sail on the areas of the Berendor river under it’s control. (This means that no other guild can use the Berendor to access the sea. Aerenwean military units in Calrie (and Dhoenel) & the fortifications of Caer Calrie (fortress 6) ensure control of the mouth of the Berendor. Thus, this gives SRT a monopoly on seagoing trade down the Berendor.)

5) Any SRT activity in the provinces of Erebannien (Westmarch, Banien’s Deep, Shadowgreen and Northvale), and other areas of unspoiled wilderness, will follow Elven precepts, to prevent damage to source holdings. (Preservation of the Mebhaigl is of value to the Crown of Aerenwe.)

6) SRT holdings will oppose any non-SRT guild activity in Aerenwe (aside from the actions of the crown of Aerenwe). SRT holdings will further oppose any non-guild actions that the crown disapproves of, and they will support any non-guild actions that the crown approves of.

7) The SRT will commit espionage/intrigue in support and defence of the interests of the crown of Aerenwe, by constructing spy networks and opposing hostile intrigues and espionage.

8) The SRT will retain all it’s own regency. The SRT will pay ¼ of it’s GB income from holdings inside Aerenwe to the crown of Aerenwe. (ie a Guild 6 in Calrie generates a 4gb in income every domain turn; every domain turn, the SRT would pay 1 GB to the crown).

9) The crown of Aerenwe and the SRT will cooperate on major trade projects - For example, dredging the Berendor for trade past Calrie & improving the road network to Rosoene.

10) Mourde Alondier will be offered the opportunity to become a vassal to Siele Ghoried. He will either accept this offer (if so, his guild will be considered as if it was a part of the SRT and thus abide by the limitations of this agreement (in particular, 5)), or he will be crushed by combined action of the crown and the SRT.

Note this is written in game terms, and these terms will not be for public discussion...
I think this is a relatively fair agreement for Siele - she gets a monopoly position & access significant capital assets - ships are expensive, and I don't think she currently has a fleet to do maritime trading with - In return for which she becomes a loyal contributor to Aerenwe...


Male Human Psion 10/Atlanteologist 10

Okay, you actually need to do some rolls. The random event roll is 2d10, not 1d100. Still according to the rules 96/5 = 19.2, so a heretic has become popular in Northvale. His heretical ideas impact your rule there and so you have to solve this before attacking Calcorwynn.

Your domain initiative is fine.

RP collected is fine. Are you including your source network for Regency Recovery?

Your attempts at gathering information and use of the diplomacy skill actually need some rolls for attempts.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:

Proposed Vassalge between Siele Ghoried (Spider River Traders) and the Kingdom of Aerenwe (Niall)

** spoiler omitted **...

Note this is written in game terms, and these terms will not be for public discussion...
I think this is a relatively fair agreement for Siele - she gets a monopoly position & access significant capital assets - ships are expensive, and I don't think she currently has a fleet to do maritime trading with - In return for which she becomes a loyal contributor to Aerenwe...

1d20 + 2 ⇒ (1) + 2 = 3

She accepts the terms.


Apparently, if you capitalize the D in 1d20 (ie. write 1D20 ) inside a dice expression, you get at 120... Which is generating a bunch of goofy results

Not sure where your 2d10 for random events is coming from, I am looking at , table 5-13, here (just scroll down) and it's clearly d100.

Yes, my RP collected includes my source network, but I am not sure what you mean by Regency Recovery

Finally, rolls...

diplomacy for Caelcorwynn gather info: 1d20 + 5 + 7 ⇒ (18) + 5 + 7 = 30

diplomacy for Seadrake gather info: 1d20 + 5 + 7 ⇒ (5) + 5 + 7 = 17

Rule Province : 1d20 + 1 ⇒ (14) + 1 = 15

Diplomacy though, I need you to set the DC:

"The base DC in a Diplomacy action is strongly determined by how much the target wants to reach an agreement with you. If the Diplomatic offers is a clear advantage to the target regent and has little or no cost to them, then the base DC is 5 (Easy). If the offer has some advantage to the regent that exceeds the cost, then the base DC is 10 (Routine). If the offer has a potential advantage to the regent but the costs may equal the potential gains, then the base DC is 15 (Hard). If the offer entails a large risk or cost for the target the base DC is 20 (Difficult). Attempting to reach an agreement that entails large risk for the regent may have a base DC of 25 or higher."

and then, decide what Siele's court rating is "The difference between the active and target regent's court levels acts as a positive or negative modifier to the check."

Finally, then I can choose to spend GB to influence the check...

both quotes are from The diplomacy action here.


Male Human Psion 10/Atlanteologist 10
pad300 wrote:

Apparently, if you capitalize the D in 1d20 (ie. write 1D20 ) inside a dice expression, you get at 120... Which is generating a bunch of goofy results

Not sure where your 2d10 for random events is coming from, I am looking at , table 5-13, here (just scroll down) and it's clearly d100.

Alright, no event.

Quote:

Yes, my RP collected includes my source network, but I am not sure what you mean by Regency Recovery

Finally, rolls...

diplomacy for Caelcorwynn gather info: 1d20+5+7

diplomacy for Seadrake gather info: 1d20+5+7

Rule Province : 1d20+1

Diplomacy though, I need you to set the DC:

DC 15.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

DC 15.

Ok, given Aerenwe's court level is 5 and SRT's court level is 3 that gives a +2 to the roll. I will further spend 8 GB to improve the roll, for a final of

Diplomacy with SRT: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26


M 1/2 Elf Arcanist (Occultist) 4

That makes Niall's action in IR 5.1 look like this

7. First Action Round
a. Domain Action: Cale (Lieutenant action) : Rule Province: Northvale (Administrate), recruiting the ELVES of Niall’s mothers clan to come and settle in Northvale. This will not impact the sources in the province. (DC 11, 1 GB, Can’t spend RP, +1 to check for province loyalty)
Rule Province : 1d20 + 1 ⇒ (14) + 1 = 15

Niall : Diplomacy with Siele Ghoried – vassalage agreement, details as above. (DC15, 1GB + 8 GB, +2 from relative court levels)

Diplomacy with SRT: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

A success. We (Siele and Niall), will then need to perform a ceremony action to complete the deal. That ceremony is a domain action, and might happen later this domain turn (IR 5.2 or 5.3) on in the next turn (IR 6), depending on what Rogr and I get up to WRT Caelcorwynn. Then Siele and I will start implementing the deal with assorted Decree actions (and others).


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
EltonJ wrote:

DC 15.

Ok, given Aerenwe's court level is 5 and SRT's court level is 3 that gives a +2 to the roll. I will further spend 8 GB to improve the roll, for a final of

[Dice = Diplomacy with SRT] 1d20 + 8 +2

Looks like she's persuaded. Your little experiment in Monarchal socialism has gone on it's way.


EltonJ wrote:


Looks like she's persuaded. Your little experiment in Monarchal socialism has gone on it's way.

Not quite what I'm aiming for. I was thinking more along the lines of Mercantilism, and making sure the crown's economic flanks are covered...

Q. Are you going to run Domain turns for Siele on your own, or do you want me making a suggested turn for her?


Male Human Psion 10/Atlanteologist 10

To make things easier for me when I DM Birthright, I concentrate the domain turn on the war moves. You can do Siele's domain turn, since today is my day off from DMing.


Ok, I will start doing suggested Siele domain turns once we complete the ceremony action to finalize the deal. I will use the version of Siele and the SRT that are on Birthright.net.


M 1/2 Elf Arcanist (Occultist) 4

Elton, as Rogr has had to drop as a player, can you give me a outline of what he intends to do as an NPC?


Male Human Psion 10/Atlanteologist 10

1) perhaps marry the friendly lady and this expand both their influence
2) remove El Hadid and replace him with better allies + create his own guild to control key trades such as weapons and livestock
3) take over the Tamle in order to control the coast of Ilien
4) formalize the alliance with Aerenwe, as planned
5) build a school of magic


The start of a turn for Siele Ghoried

The Spider River Traders
IR 5.*

Siele Ghoried
Treasury : *** GB
RP Reserve: *** RP
Lieutenants

Court level 3
Guild Holdings
In Aerenwe (11 total)
Banien’s Deep 1
Dhoenel 3
Halried 3
Westmarch 1
Calrie 3
Outside Aerenwe (8 total)
Bellam 0
Caercas 2
Fairfield 3
Ghoried 2

Domain Assets

SRT Domain Turn Format Post

1. Random Event: 1d100 ⇒ 78
2. Domain Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
3. Collect Regency Points:

Total Guild Holdings = 19
Regency Collection % = 100
Total RP Collected : 19

4. Tax/Tithe/Trade:
Guild Income
Banien’s Deep virtual (2)
Shadowgreen virtual (2)
Westmarch virtual (2)
Northvale virtual (2)
Total Holdings = 19, Total Income = 19*2/3 = 12.666
Total Income 13 GB
5. Maintenance Cost:
Holdings

Assets

Military

Court level 3 = 3 gb,
Total = 3 gb
6. Free/Court Actions:
a) Listen and decide on Aerenwe’s diplomatic efforts.

Elton, the wiki doesn't show values for her RP and Gold Reserves, so you will need to give me values. We will see what the domain event comes up with... If it is an event, she will likely spend her first action responding to it. I anticipate Ceremony being her 2nd action, and trade route or rule guild being her third...


Male Human Psion 10/Atlanteologist 10

She has 30 RP and 20 GB in reserve.


Spider River traders, domain action 5.1
7. First Action Round
a. Domain Action: Create Holding – a Guild (0) in Northvale. She is attempting to head off any further expansion by Mourde Alondir. She is also listening to (and agreeing with) Aerenwe’s diplomacy. (administrate) DC 10. 1 GB. +1 to success (5 ranks of administrate skill) +1 to success (support from King Niall’s Law holding – Niall will support her as a demonstration of the value Siele can get from coming to an agreement with Aerenwe) + 5 RP spend
1d20 + 1 + 1 + 5 ⇒ (11) + 1 + 1 + 5 = 18
b. War Moves:
c. Fight Battles:
d. Occupation/Retreat:

Spider River Traders, domain action 5.2
8. Second Action Round
e. Domain Action: Ceremony [1 GB, no roll] – formalizing the agreement with Aerenwe
f. War Moves:
g. Fight Battles:
h. Occupation/Retreat:


Spider River Traders, domain action 5.3
9. Third Action Round

i. Domain Action: Rule Holding as a Realm Action, affecting, guilds in Northvale, Calrie, Dhoenel, Halried, (this uses all 3 of her court actions for the turn).

Calrie, Dhoenel, Halried are DC 13, [3X1 GB) +1 to success (5 ranks of administrate skill) +6 or 5 to success (support from King Niall’s Law holding’s in each province), +2/+3/+3 spend a total of 8 RP
Northvale is DC 10, [1 GB]. +1 to success (5 ranks of administrate skill) +1 to success (support from King Niall’s Law holding), +3 spend 3 RP.
Calrie: 1d20 + 6 + 1 + 2 ⇒ (19) + 6 + 1 + 2 = 28 vs dc 13
Dhoenel: 1d20 + 5 + 1 + 3 ⇒ (18) + 5 + 1 + 3 = 27 vs dc 13
Halried: 1d20 + 5 + 1 + 3 ⇒ (12) + 5 + 1 + 3 = 21 vs dc 13
Northvale: 1d20 + 1 + 1 + 3 ⇒ (13) + 1 + 1 + 3 = 18 vs dc 10


M 1/2 Elf Arcanist (Occultist) 4

Aerenwe, Domain Action 5.2
8. Second Action Round
e. Domain Action: Niall: Ceremony with Siele Ghoried to finalize vassalage agreement [1 GB, No Roll]
f. War Moves:
g. Fight Battles:
h. Occupation/Retreat:


Male Human Psion 10/Atlanteologist 10

Oeserde makes some moves. The lord of Oeserde begins expansion into Arwenwe's territory by having his court wizard cast a Realm Spell. The spell causes a magical mist to arrise in Northvale. The realm spell is a version of Obscuring Mist. He then moves his troops -- two units of goblin irregulars -- into Northvale.

The Spider is biding his time this round.


M 1/2 Elf Arcanist (Occultist) 4

So much for my planned adventure action...

1) When is this? It's turn 5. Round 1 when I was negotiating with Siele, Round 2 when I was doing the Ceremony or Round 3 which I haven't acted in yet. (I am assuming it is war move 1 in whatever round).

2) I raised Rangers in Calrie at the start of the turn. They have the scout ability, "Identify hostile units in adjacent provinces". What can they tell me about units in Spirits End (Osoerdian), Algael (Osoerdian) and Northvale (Aerenwe).

3. How did he move the Goblins into Northvale? Did they do a lot of swimming, is his navy active in the gulf of Coeranys, or did they sneak through the swamps in Calrie? (note that Calrie has a bucket of units in it : "Calrie 3 Galleons, 3 Caravels, 2 Coasters 1 Pikeman 2 Knights 1 Archer 1 Marine" and you can add the newly mustered Rangers to that.)

4. What do I know about Osoerde? What does my court know about Osoerde ( don't forget about my library and the librarian, https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=14#700 )?

Do I know the Wiki entry ( http://www.birthright.net/forums/showwiki.php?title=Osoerde )? What can I find out about their military strength?

5. K Arcana: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 +9 for skill, +3 for court library built last turn.
What do I know about this realm spell? Does it seal the provinces borders like a Warding? Will it prevent me from engaging those Goblins with units from Calrie?


Male Human Psion 10/Atlanteologist 10

Round 3.

They sneaked through the swamps in Calrie. What your units will have in attacking the goblins is a penalty to their attack rolls. Around -3.

You know the wiki entry for Osoerde. That much in his library.


Male Human Psion 10/Atlanteologist 10

5. K Arcana: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 +9 for skill, +3 for court library built last turn.
What do I know about this realm spell? Does it seal the provinces borders like a Warding? Will it prevent me from engaging those Goblins with units from Calrie?

It's not a warding spell, it's an upgraded version of Obscuring Mist. Only it causes a fog over the whole province.


M 1/2 Elf Arcanist (Occultist) 4

Elton, does Northvale count as Forest or Dense Forest on table 6.5 here:
http://www.birthright.net/forums/showwiki.php?title=Strategic_warfare
(you have to scroll down) ?

Also, to confirm, my rangers are telling me there are no hostile units in Spirits End or Algael?


M 1/2 Elf Arcanist (Occultist) 4

Last 2 court actions allowed this turn.
D) Muster junior ranger company in Calrie, (archers w/scout, light armor, standard training) : +0 Melee, +6 Missile, 1 hits, Move 3 Morale 4, Defense 12. Special : Gain a +2 bonus to missile attacks against mounted units. May move freely through any terrain. Identify hostile units in adjacent provinces.
No check, cost 3 gb, unit forms in Calrie.
E) Muster junior ranger company in Dhoenel, (archers w/scout, light armor, standard training) : +0 Melee, +6 Missile, 1 hits, Move 3 Morale 4, Defense 12. Special : Gain a +2 bonus to missile attacks against mounted units. May move freely through any terrain. Identify hostile units in adjacent provinces.
No check, cost 3 gb, unit forms in Dhoenel.
These companies will be formed as of IR 6.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:

Elton, does Northvale count as Forest or Dense Forest on table 6.5 here:

http://www.birthright.net/forums/showwiki.php?title=Strategic_warfare
(you have to scroll down) ?

Also, to confirm, my rangers are telling me there are no hostile units in Spirits End or Algael?

A1. Northvale counts as dense forest. (1/6)

A2. Lets see. Spellcraft check for them = 1d20 + 6 ⇒ (7) + 6 = 13 There are no hostile units in Spirit's End or Algael.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
King Niall Swordwraith wrote:

Elton, does Northvale count as Forest or Dense Forest on table 6.5 here:

http://www.birthright.net/forums/showwiki.php?title=Strategic_warfare
(you have to scroll down) ?

Also, to confirm, my rangers are telling me there are no hostile units in Spirits End or Algael?

A1. Northvale counts as dense forest. (1/6)

A2. Lets see. Spellcraft check for them = 1d20+6 There are no hostile units in Spirit's End or Algael.

Spellcraft check? I take it the mist is in Spirit's End and Algael as well as in Northvale?


Male Human Psion 10/Atlanteologist 10

The mist is creeping those ways, yes.


M 1/2 Elf Arcanist (Occultist) 4

War Moves (5.3.1)
1) Calrie : a) An enhanced watch on the Berendor (river). b) Push 2 coasters to active status but in homeport - they are to patrol the Berendor and out into the Gulf of Coeranys . Orders are to observe and report (scouting in other words). c) Enhanced alertness at Caer Calrie.
Local Command is left with the Marshall (Baron Cole Alweir).
Units in Calrie : 2 Knights, 1 Pikemen.
2) Halried : Unit of Pikemen to march to Dhoenel
Units in Halried : None
3) Dhoenel : a) An enhanced watch on the Berendor (river).
Units in Dhoenel : 2 Pikemen
4) Northvale : a) Marines, Archers and Rangers march from Calrie to Northvale to seek and destroy the goblin irregulars. There will be regular ranger teams as messengers between Niall and Cole.
Local Command : King Niall
Units in Dhoenel : 1 Marines, 1 Archers, 1 Rangers of the Erebannien

This pushes the marines , 1 unit of archers, 1 unit of pikemen and the rangers to active status for maintenance.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

The mist is creeping those ways, yes.

PS. That's kind of an important detail...


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:

War Moves (5.3.1)

1) Calrie : a) An enhanced watch on the Berendor (river). b) Push 2 coasters to active status but in homeport - they are to patrol the Berendor and out into the Gulf of Coeranys . Orders are to observe and report (scouting in other words). c) Enhanced alertness at Caer Calrie.
Local Command is left with the Marshall (Baron Cole Alweir).
Units in Calrie : 2 Knights, 1 Pikemen.
2) Halried : Unit of Pikemen to march to Dhoenel
Units in Halried : None
3) Dhoenel : a) An enhanced watch on the Berendor (river).
Units in Dhoenel : 2 Pikemen
4) Northvale : a) Marines, Archers and Rangers march from Calrie to Northvale to seek and destroy the goblin irregulars. There will be regular ranger teams as messengers between Niall and Cole.
Local Command : King Niall
Units in Dhoenel : 1 Marines, 1 Archers, 1 Rangers of the Erebannien

This pushes the marines , 1 unit of archers, 1 unit of pikemen and the rangers to active status for maintenance.

Right. Are you going to do any court actions before any more war moves?


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
King Niall Swordwraith wrote:

War Moves (5.3.1)

1) Calrie : a) An enhanced watch on the Berendor (river). b) Push 2 coasters to active status but in homeport - they are to patrol the Berendor and out into the Gulf of Coeranys . Orders are to observe and report (scouting in other words). c) Enhanced alertness at Caer Calrie.
Local Command is left with the Marshall (Baron Cole Alweir).
Units in Calrie : 2 Knights, 1 Pikemen.
2) Halried : Unit of Pikemen to march to Dhoenel
Units in Halried : None
3) Dhoenel : a) An enhanced watch on the Berendor (river).
Units in Dhoenel : 2 Pikemen
4) Northvale : a) Marines, Archers and Rangers march from Calrie to Northvale to seek and destroy the goblin irregulars. There will be regular ranger teams as messengers between Niall and Cole.
Local Command : King Niall
Units in Dhoenel : 1 Marines, 1 Archers, 1 Rangers of the Erebannien

This pushes the marines , 1 unit of archers, 1 unit of pikemen and the rangers to active status for maintenance.

Right. Are you going to do any court actions before any more war moves?

Don't think I can. I have a L5 court, and I have used 5 court actions (3 muster, 2 diplomacy investigations). If I can I will have Cole train the Knight units in Calrie to get the Magical Support special training.

For no-action moves, I will send simple messengers to
a) Maire Cwillmie ( the Eastern Temple of Nesrie ) telling her that we have Osoerdian goblins in Northvale; if this becomes a larger war, I will need her support (as state religion).
b) Siele Ghoried, asking her to develop/expand a spy network in Osoerde ASAP
c) To Lady Barad of Roesone, warning her of Osoerde's activity, and asking her to keep careful watch on her province of Bellam.


Male Human Psion 10/Atlanteologist 10

Alright then. Normally, I will have Ghoere do something, but no one (PC) is controlling Roesone.


M 1/2 Elf Arcanist (Occultist) 4

Ok, I have been reading the Strategic Warfare rules here:

http://www.birthright.net/forums/showwiki.php?title=Strategic_warfare

apparently my domain init roll (14, way up this page) was higher than Osoerde's, as I got to react to his war move, rather than having to make my own non-move, as I was originally planning not to move...

The next step in the dance is the strategic adjustment. So, opposed warcraft checks:

Warcraft check: 1d20 + 6 ⇒ (18) + 6 = 24

I doubt the goblins can move, they spent a lot of movement points - cross a river(???), sneak through the swamps in Calrie (2), then move into Dense Forest (4). Even if they have the scout promotion, it's still a 5 (2 for a swamp province +1 for a river + 2 for a dense forest ). But he could move other units...


Male Human Psion 10/Atlanteologist 10

Warcraft Check: 1d20 + 4 ⇒ (4) + 4 = 8

Lets see whats going on. They should have a hard time moving through dense forest.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

[dice=Warcraft Check]1d20+4

Lets see whats going on. They should have a hard time moving through dense forest.

Ok, I won the warcraft check, so he has to make his strategic adjustments first (and I can see them, if visible), and "1. A regent may not move troops into a province that contains hostile units belonging to a regent with a higher Warcraft check total. 2. A regent may not move troops away from a province that contains hostile units belonging to a regent with a higher Warcraft check total."

Whatcha got Elton?

King Niall calls for scouting reports from the rangers of the Erebannien. What can they tell him about these goblin units? Have they located them?

"If an army unit becomes visible when entering a province, the viewing regent is aware from which province the unit entered. Furthermore, the regent is aware of which adjacent province a visible unit moves into should it move out of visibility. The viewing regent is aware of the general type (footmen, horsemen, humans, goblins, etc.) of any visible unit. A unit of scouts provides the exact unit type (Anuirean Elite Infantry, Mercenary Goblin Cavalry, etc.) and the normal unit statistics for all units in its current province."


Male Human Psion 10/Atlanteologist 10

Yes, your rangers have located the goblin units. It's a small army, moving in on your territory.

He sends in his navy, to blockade any ports on Northvale and Calrie. Not risking his troops into Calrie yet, he gives little support to his goblin Irregulars.

He is waiting until the right time to disembark his knights and his pikemen into Calrie. His court wizard doesn't cast another realm spell.


How much navy? What do my coasters tell me?


Male Human Psion 10/Atlanteologist 10
pad300 wrote:
How much navy? What do my coasters tell me?

Three ships, three coasters flying the Osoerde flag. The other ships are not sighted.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

...

He sends in his navy, to blockade any ports on Northvale and Calrie. ...

He is waiting until the right time to disembark his knights and his pikemen into Calrie. His court wizard doesn't cast another realm spell.

EltonJ wrote:


Three ships, three coasters flying the Osoerde flag. The other ships are not sighted.

Is that 3 ships above and beyond the 3 coasters? I ask because Coasters have a 0 bunks, so they can't carry combat units (Table 6.2,

here all they way down at the bottom).

PS if his wizard can cast another realm spell, I am worried - normally they are 1 per domain round (4 war moves...).


Male Human Psion 10/Atlanteologist 10

The court wizard of Osoerde is unable to cast another realm spell. Although it might be wise to research the Dispel Realm Magic realm spell later on.

There are three galleons in the Osoerdean fleet that is carrying the invasion force. Thanks for bringing it to my attention.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

The court wizard of Osoerde is unable to cast another realm spell. Although it might be wise to research the Dispel Realm Magic realm spell later on.

There are three galleons in the Osoerdean fleet that is carrying the invasion force. Thanks for bringing it to my attention.

So there are 3 galleons and 3 coasters out there... Wow that's a lot of shipping, and a big invasion force (9 units potentially)!


M 1/2 Elf Arcanist (Occultist) 4

Ok, I have decided not to try a fleet sortie. So there will be no strategic adjustment on either side.

Before Niall and the troops leave town, some business.
a) both Cale and Cole are to familiarize themselves with Count Danigau's lost book of battle spells (as 4th level warmages, they can cast many of them - Spontaneous Immolation, Aggressive Thundercloud, Pyrotechnic Eruption, Burning Gaze are all 2nd level evocations), which Niall will leave behind (the only things Niall can currently cast out of there are endure elements and dancing darkness).

b) Calrie is a small city, with a 4000 gp purhase limit (ie theoretically, there is a 75% chance than anything cheaper than that is available). Are there any 1st level sorceror/wizard battle spells available? If there are, there may be a last minute purchase or two...

c) A battle spell wagon for using battle spells is worth 1 GB (2000 gp) if one is available it is to be immediately purchased. A second will be purchased if it is available. If not, the wagons are to be commissioned for purchase ASAP.

d) Cole is to make sure that the Aerenwean fleet is to be ready for an immediate sortie - the option to attack the fleet off Calrie needs to be ready for next war move...

With that out of the way, Niall is going goblin hunting in Northvale, with 3 units (Marines, Archers and Rangers) and his bodyguard of course.


Male Human Psion 10/Atlanteologist 10

Question: Are there any 1st level sorceror/wizard battle spells available?

Answer: Snapdragon Fireworks (UM 239) is the closest to a battle spell you can get. Widen Spell(metamagic) can widen a specific spell to affect a larger area, making it a battle spell.

Widen Spell (Metamagic)
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, or
spread-shaped spell to increase its area. Any numeric
measurements of the spell’s area increase by 100%. A
widened spell uses up a spell slot three levels higher than
the spell’s actual level.
Spells that do not have an area of one of these four sorts
are not affected by this feat.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:

Question: Are there any 1st level sorceror/wizard battle spells available?

Answer: Snapdragon Fireworks (UM 239) is the closest to a battle spell you can get. Widen Spell(metamagic) can widen a specific spell to affect a larger area, making it a battle spell.

Widen Spell (Metamagic)
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, or
spread-shaped spell to increase its area. Any numeric
measurements of the spell’s area increase by 100%. A
widened spell uses up a spell slot three levels higher than
the spell’s actual level.
Spells that do not have an area of one of these four sorts
are not affected by this feat.

Ok, I already have snapdragon Fireworks, I purchased it it Ilien, and a the time, you called it a battle spell - https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=14#676 , A3

I do not have widen spell. If I had Widen Spell, I couldn't use it on Snapdragon Fireworks, because the result would be a level 2 spell, for which I have no slots... So unless there is a lesser metamagic rod of widen available (3000 gp), Niall and the troops will be moving off to Northvale. Cale and Cole have their orders, and will hopefully be able to get themselves a battle wagon...

Please clarify if the Snapdragon Fireworks spell I purchased (and learned and inscribed in my spellbook) in Ilien a battle spell or not?


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:


Please clarify if the Snapdragon Fireworks spell I purchased (and learned and inscribed in my spellbook) in Ilien a battle spell or not?

IT is. It's the closest to a battle spell for a first level spell. Rain of Magic Missiles is also a battle spell, but its a higher level spell.


M 1/2 Elf Arcanist (Occultist) 4

Ok, another item for the before Niall leaves list:

Enough components for Snapdragon Fireworks to support multiple battle spell castings.

But with that, we are into the resolution of war move 5.3.1, tactical warfare in Northvale...

This engagement will have specific objectives. Niall wants prisoners and or documents that confirms these goblins are in the employ of Duke Jaison Raenech of Osoerde.


Male Human Psion 10/Atlanteologist 10

Alright. Want to roll initiative after you stat out your army?

I'll stat out the irregulars after dinner tonight.

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