Ruins of Empire

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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M 1/2 Elf Arcanist (Occultist) 3

Well, the BR stats are easy

Marines, LtIrr, Melee +4, Missile +2, Def 12, Hits 2, Move 2, Morale +2, Special : Marine
Archers, LtAchr, Melee +2, Missile +4, Def 12, Hits 2, Move 2, Morale +4, Special: +2 missile vs Cav
Rangers, LtAchr, Melee +2, Missile +8, Def 12, Hits 2, Move 4, Morale +6, Special : +2 missile vs Cav. May move freely through any terrain. Identify hostile units in adjacent provinces.

Making them into Ultimate campaign, more of a challenge.


Male Human Psion 10/Atlanteologist 10

Name: 1st and 2nd Goblin Irregulars
XP: 700
Alignment: LE
Size: Medium (200 units)
Type: Goblin Rogues
hp: 3.5
Army Challenge Rating: 1
Defense Value: +11
Offensive Modifier: -2 ranged, +1 melee
Tactics: Standard
Resources: Healing Potions
Speed: 12
Morale: +0
Consumption: 5
Commanders: Sulla Grimes (Mgob LE Ran3, +3 charisma, profession (soldier) 7 ranks) and Vaca (Mgob LE Ran3, +2 Charisma, profession (soldier) 7 ranks)


M 1/2 Elf Arcanist (Occultist) 3

Ok, assuming units are roughly the same size, for a basic, I get this:

Name: Aerenwe Marines
XP: ???
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics: might have learned a tactic from their succesful rout of a nest of pirates
Resources ???
Speed 2
Morale ???
Consumption 1.5 GB/ Season

Name: Aerenwe Archers
XP: ???
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics ???
Resources ???
Speed 2
Morale ???
Consumption 1 GB/Season

Name: Rangers of the Erebannien
XP: ???
Alignment: LN
Size: Medium (~100 )
Type: Human Ran 2
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics ???
Resources ???
Speed 2
Morale ???
Consumption 2 GB/Season

Commander : King Niall, (M1/2E, CG, Arc2, +2 Cha, +6 Warcraft

I don't think we need to bother with XP values for friendly units, but tactics, resources and moral are question marks though.


Male Human Psion 10/Atlanteologist 10

Your rangers should have a morale of 0, while the rest are all +4.

Roll initiative and then we can start.


M 1/2 Elf Arcanist (Occultist) 3

Ok, I read more of the UM mass combat rules, https://www.d20pfsrd.com/gamemastering/other-rules/mass-combat

Name: Aerenwe Marines
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics
Resources :ranged weapons
Speed 2
Morale +4
Consumption 1.5 GB/ Season

Name: Aerenwe Archers
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics
Resources : ranged weapons
Speed 2
Morale +4
Consumption 1 GB/Season

Name: Rangers of the Erebannien
Alignment: CN
Size: Medium (~100 )
Type: Human Ran 2
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics
Resources Ranged weapons
Special : Combat Style, track. FE(Human)
Speed 2
Morale +0
Consumption 2 GB/Season

Commander : King Niall (M1/2E, CG, Arc2, +2 Cha, +6 Warcraft, Ruler Boon: Loyalty)

1) Initiative. I don't see anything about initiative in the mass combat rules (link above), so I assume no bonuses:
Initiative: 1d20 ⇒ 7

2) Questions
a) Are we using warcraft and profession (soldier) interchangeably?
b) Ranger Favored Enemy - I figures it pretty much has to be either goblin or human? But I have no idea how long it's been since goblins walked the Erebannien - I could see it being generations, so I've guessed human.
c) So no tactics for any of my units?
d) I have given all my units the ranged weapons resource, as the original specs all had them with missile attacks...


Male Human Psion 10/Atlanteologist 10
Quote:

2) Questions

a) Are we using warcraft and profession (soldier) interchangeably?
b) Ranger Favored Enemy - I figures it pretty much has to be either goblin or human? But I have no idea how long it's been since goblins walked the Erebannien - I could see it being generations, so I've guessed human.
c) So no tactics for any of my units?
d) I have given all my units the ranged weapons resource, as the original specs all had them with missile attacks...

A1. Yes. We are using warcraft and profession (soldier) interchangeably.

A2. human is okay.
A3. You can list tactics for your units.
A4. That's alright.


M 1/2 Elf Arcanist (Occultist) 3

Ok, last troop revision:

Name: Aerenwe Marines
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics : Dirty Fighters (I figure that pretty much covers what I did to the pirates)
Resources :ranged weapons
Speed 2
Morale +4
Consumption 1.5 GB/ Season

Name: Aerenwe Archers
Alignment: LN
Size: Large (~200 )
Type: Human War 1
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics : Sniper Support
Resources : ranged weapons
Speed 2
Morale +4
Consumption 1 GB/Season

Name: Rangers of the Erebannien
Alignment: CN
Size: Medium (~100 )
Type: Human Ran 2
HP: 5.5
ACR 1
DV11+
Offensive Modifier 1+
Tactics : Sniper Support
Resources Ranged weapons
Special : Combat Style, track. FE(Human)
Speed 2
Morale +0
Consumption 2 GB/Season

Commander : King Niall (M1/2E, CG, Arc2, +2 Cha, +6 Warcraft, Ruler Boon: Loyalty)

Initiative. I don't see anything about initiative in the mass combat rules (link above), so I assume no bonuses:
Initiative: 1d20 ⇒ 7

Ok, so battle
1. Tactics Phase
Marines : Dirty Fighter tactic
Archer: Sniper Support
Ranger: Sniper Support
Yes, if they have tactics other than "standard", use them! Tactical genius I say!

You need to pick tactics for the 2 goblin units.
You also need to set battlefield conditions.

Due to the fog cloud spell, I think we have the fog condition:
"Fog: Fog reduces damage by half and gives the armies a +2 bonus on Morale checks to use the withdraw tactic." Note that Fog is modified by the rangers Track ability :
"Track (Inquisitor 2, Ranger 1): The army adds its ACR to Morale checks to prevent an army from using the withdraw tactic and to its DV to prevent ambushes. It reduces the damage it deals in fog by one quarter instead of one half."

I would argue for Battlefield Advantage for the rangers fighting in the Erebannien:
"Battlefield Advantage: If an army is particularly familiar with a battlefield, it’s OM and DV increase by 2."
but that's your call

Anything else on the table?


Male Human Psion 10/Atlanteologist 10

The Obscuring Mist realm spell makes it foggy, yes. Yes, you have battlefield advantage for fighting in the Erebannien. The goblin units will use the taunt tactic. Don't forget, your army has the advantageous terrain mechanic (well, the ranger unit has the advantageous terrain condition).

Rolling initiative = 1d20 ⇒ 5

We are moving into ranged phase.


M 1/2 Elf Arcanist (Occultist) 3

Ranged phase
Ok, this is when Niall will try to use Snapdragon Fireworks as a battle spell. Niall intends to use the fireworks to indicated which goblin unit to target, and all following units will concentrate fire on that unit until it is destroyed. Any extra fire will go to the other goblin unit...

Back in the discussion thread, https://paizo.com/campaigns/RuinsOfEmpire/discussion&page=4#181 , you said I needed a DC 10 concentration check to cast a battle spell in combat.
Concentration : 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16 +2 for caster level, +4 for Int

So, having succeeded at the DC 10 concentration check, Niall will attack one goblin unit with Snapdragon Fireworks, effect to be determined.


M 1/2 Elf Arcanist (Occultist) 3

Then the rangers will attack with Longbows
Ranger Offense Check : 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 +1 for OV, +2 for Battlefield Advantage

Rangers did no damage, offense check < defense value of goblins


M 1/2 Elf Arcanist (Occultist) 3

Then the archers will attack with longbows,
Archer Offense Check: 1d20 + 1 ⇒ (7) + 1 = 8 +1 for OV

Archers did no damage, offense check < defense value of goblins


M 1/2 Elf Arcanist (Occultist) 3

Finally, the marines will hurl their javelins while they charge

Marine Offense Check: 1d20 + 1 ⇒ (17) + 1 = 18 +1 for OV

Marines actually hit a goblin unit for 18-11 = 7. Half damage for fog, that is 3.5 hp. That, combined with whatever the Snapdragon Fireworks did, might just kill the goblin unit.

If I understand the rules right, the goblins do their ranged attacks simultaneously (there is no init order), so they should take 2 attacks back at whatever unit(s) you choose. But come the next melee phase, you might be down to one goblin unit. Also, in the next melee phase, we get to start using tactics...


Male Human Psion 10/Atlanteologist 10

Goblins missile attack rangers:
[Goblin offense check: 1d20 + 1 ⇒ (9) + 1 = 10

Goblins missile attack marines:
[Goblin offense check: 1d20 + 1 ⇒ (10) + 1 = 11

Okay, then the next phase is the tactics phase.


M 1/2 Elf Arcanist (Occultist) 3

I will go with a standard strategy for all 3 units (no impact on OV, DV, or Damage Dealt).

Some Q's
1) Did we defeat one of the Goblin units during the missile phase? I think we did, but a confirm would be nice.
2) Snapdragon Fireworks as a battle spell
a) What where the mechanical effects to the unit targeted?
b) Normally, it has a multi round duration, and you can change targets; does this apply to the battle spell version, or do I need another casting to target a second unit (not that this is a problem - I have 6 first level slots remaining...).


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

I will go with a standard strategy for all 3 units (no impact on OV, DV, or Damage Dealt).

Some Q's
1) Did we defeat one of the Goblin units during the missile phase? I think we did, but a confirm would be nice.
2) Snapdragon Fireworks as a battle spell
a) What where the mechanical effects to the unit targeted?
b) Normally, it has a multi round duration, and you can change targets; does this apply to the battle spell version, or do I need another casting to target a second unit (not that this is a problem - I have 6 first level slots remaining...).

A1. One of the goblin units have been destroyed.

A2a. 1d4 damage.
A2b. It applies to the battle spell version.


M 1/2 Elf Arcanist (Occultist) 3

Ok, you need to declare the remaining goblin unit's strategy, now that we are in a melee phase (presumably they could also try to change tactics from Taunt to withdraw...).

You must also decide which unit of mine the goblins are taunting, and then I will need to do a morale check, DC 11.

After that, it's time to start rolling offense checks for melee.

Also, In this phase, King Niall will use his 2nd round of Snapdragon Fireworks to target the remaining goblin unit.
Snapdragon Fireworks Damage : 1d4 ⇒ 4

Presumably this is also affected by the fog, so 2 damage for the goblin unit...


Male Human Psion 10/Atlanteologist 10

Alright, the remaining unit begins to withdraw. The goblins are in retreat, and starts to head for the beaches. The goblin irregulars take two damage, and strike at your rangers.

Goblin Irregular attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d4 ⇒ 2


M 1/2 Elf Arcanist (Occultist) 3

Ok, the goblins have changed tactics from taunt to withdraw.

"Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase."

To figure out if my armies get to hit them as the goblins try to withdraw, Morale Checks:

Ranger Morale Check : 1d20 + 0 + 2 + 1 + 1 ⇒ (11) + 0 + 2 + 1 + 1 = 15 +0 unit morale +2 Niall Charisma+1 more than 5 and less than 10 ranks in warcraft/P (soldier)+ 1 Track

Archer Morale Check : 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27 +4 unit morale +2 Niall Charisma+1 more than 5 and less than 10 ranks in warcraft/P (soldier)

Marine Morale Check : 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 +4 unit morale +2 Niall Charisma+1 more than 5 and less than 10 ranks in warcraft/P (soldier)

You need to do the goblins opposed Morale checks - remember they are at 1 +2 to withdraw checks from the fog.


Male Human Psion 10/Atlanteologist 10

Goblin opposed morale check:: 1d20 + 2 ⇒ (15) + 2 = 17
Goblin opposed morale check:: 1d20 + 2 ⇒ (12) + 2 = 14
Goblin opposed morale check:: 1d20 + 2 ⇒ (4) + 2 = 6

That should do it.


M 1/2 Elf Arcanist (Occultist) 3

Ok, some of the goblin's opposed morale checks succeeded, and some of them didn't, so: " If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee."

So they will withdraw, but the rangers, Marines and Archers all get to attack them before they go.

Ranger Offense Check: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 + 1 OV +2 Battlefield Advantage

Archer Offense Check: 1d20 + 1 ⇒ (15) + 1 = 16 +1 OV

Marine Offense Check: 1d20 + 1 + 6 ⇒ (9) + 1 + 6 = 16 +1 OV +6 Dirty Fighters Tactic

If either the archers or the rangers do damage, sniper support tactic will kick in...Also fog will affect the damage done.


M 1/2 Elf Arcanist (Occultist) 3

Ok,
Rangers hit for 12-11= 1, plus sniper support (+2) for 3 damage, then take 1/4 off for fog (normally would be 1/2 but the rangers have track) = 2 dmg
Archers hit for 16-11 = 5, plus sniper support (+2) for 7 damage, then take 1/2 off for fog = 3 dmg
Marines hit for 16-11 = 5 then take 1/2 off for fog = 2 dmg

The goblins take 10 damage and don't make the beach...

So, King Niall is:
"Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious. Each time an army wins a battle, you can attempt a Loyalty check against your kingdom’s Control DC. If you succeed at this check, your army learns a new tactic and its Morale increases by 1 (maximum of Morale +4). If the army’s current hit points are lower than the army’s ACR, increase its hit points to its ACR. You may attempt a second Loyalty check; if you succeed, the army’s commander learns a new boon."

Q: What we are going to do for Loyalty checks and control DC's

Also,
"If an army is destroyed and the commander is an NPC, the commander is killed (01–20), captured (21–70), or escapes (71–00)."
Sulla Grimes: 1d100 ⇒ 98
Vaca: 1d100 ⇒ 60

Sulla and Vaca? I wouldn't have thought of goblins as Romans...


Male Human Psion 10/Atlanteologist 10

roll damage.


M 1/2 Elf Arcanist (Occultist) 3

Finally, there is the clean up. Both those units had healing potions that they didn't get to use, and there's definitely arms and armor on the field...So the battlefield is getting policed, arms and armor recovered, potions recovered (hopefully). I am also going to try to recover any documents possible - evidence that these are Osoerdian mercenaries could be very valuable.

Also, Sulla got away in the confusion, but I caught Vaca. He needs to get interrogated. (Also, I will check out his personal gear and see what I can find with detect magic).


EltonJ wrote:

roll damage.

What dice? I thought damage was done as part of the offense check: "Damage Dealt: Offense check result – the defending army’s Defense Value (DV)"


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
Q: What we are going to do for Loyalty checks and control DC's

You get a +4 bonus to your loyalty check for destroying the goblins. Control DC 20

Quote:


Also,

Sulla and Vaca? I wouldn't have thought of goblins as Romans...

Only names I can come up with for goblin commanders in a hurry.


M 1/2 Elf Arcanist (Occultist) 3

Ok, Loyalty Checks

Rangers to improve Morale : 1d20 + 4 ⇒ (19) + 4 = 23

Niall to learn a boon : 1d20 + 4 ⇒ (19) + 4 = 23

No checks for learning tactics, as a unit can't learn more tactics than it's ACR - and they are all ACR1 and know a tactic.


M 1/2 Elf Arcanist (Occultist) 3

Wow the dice were quite kind
Niall will select the boon: Bonus Tactic (Dirty Fighting)
The rangers' morale rating is now +1


Male Human Psion 10/Atlanteologist 10

Okay, next point is the naval battle.


M 1/2 Elf Arcanist (Occultist) 3
EltonJ wrote:

Okay, next point is the naval battle.

Well, that certainly ends this war move(5.3.1).

Next war move (5.3.2), there may be a naval battle. I am not sure about a sortie (it depends on the condition of the fleet and availability of components for battle spells), but I will fight if the Osoerdians try to land...


Male Human Psion 10/Atlanteologist 10

Okay. We'll resolve the naval action on Sunday.


M 1/2 Elf Arcanist (Occultist) 3

Ok, some pre 5.3.2 move questions, starting from my orders here :

https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=15#745

1) Are Cale and Cole battle spell ready?
2) Is there a battle wagon procured for use in 5.3.2?
3) Is the fleet ready?


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

Ok, some pre 5.3.2 move questions, starting from my orders here :

https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=15#745

1) Are Cale and Cole battle spell ready?
2) Is there a battle wagon procured for use in 5.3.2?
3) Is the fleet ready?

Yep they are all ready.


M 1/2 Elf Arcanist (Occultist) 3

Ok, I am not sure if there is going to be a naval engagement in 5.3.2. I am not sure how much movement loading ships takes, but I need to load units before the navy sails ( due to the boarding rules ), and those troops need to get consolidated in Calrie...


M 1/2 Elf Arcanist (Occultist) 3
King Niall Swordwraith wrote:

Finally, there is the clean up. Both those units had healing potions that they didn't get to use, and there's definitely arms and armor on the field...So the battlefield is getting policed, arms and armor recovered, potions recovered (hopefully). I am also going to try to recover any documents possible - evidence that these are Osoerdian mercenaries could be very valuable.

Also, Sulla got away in the confusion, but I caught Vaca. He needs to get interrogated. (Also, I will check out his personal gear and see what I can find with detect magic).

OK

1) Did Aerenwe's forces recover anything of value from the battlefield

a) Healing Potion Army resources
b) Weapons and armor?
c) Documents
d) Anything else of value (payroll for example)?

2) Do you want to roleplay the interrogation of Vaca, or just Rollplay it?
(My intent is to use diplomacy + Charm person...[for which the save DC would be 16])


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

OK

1) Did Aerenwe's forces recover anything of value from the battlefield

a) Healing Potion Army resources
b) Weapons and armor?
c) Documents
d) Anything else of value (payroll for example)?

2) Do you want to roleplay the interrogation of Vaca, or just Rollplay it?
(My intent is to use diplomacy + Charm person...[for which the save DC would be 16])

A1a. You have healing potions in your reserve, recovered from the battlefield.

A1b. You also recovered weapons, but they are small.
A1c. You recovered some documents, including the Osoerdean invasion plan. The plan was to bring up mercenaries from Markazor through Calrie and to be supplemented by the troops in the Galleons. The Markazorian troopers would be helped by the Swamp Mage's fog spell. Then it should be easy peasy for the real troops to go in.
A1d. You captured the mercenary payroll, up to one GB.

A2. Lets just roll it.


M 1/2 Elf Arcanist (Occultist) 3
EltonJ wrote:

A2. Lets just roll it.

Ok, you need to roll Vaca's save (DC 16) for charm person, and I will roll my diplomacy:

Diplomacy to convince Vaca to co-operate: 1d20 + 7 ⇒ (8) + 7 = 15

and

Sense motive to detect possible lying: 1d20 + 4 ⇒ (11) + 4 = 15

Objectives :
1) Fully detail the contract - who's paying, where they were to invade, etc. in a form that I can use for diplomacy.
2) Will Vaca signal the Osoerdian fleet (that the goblins have the landing area) so land the troops (in return for his freedom). This could be a very practical ambush... Getting hit while unloading the troops could make for an utter cluster-f*** !


Male Human Psion 10/Atlanteologist 10

Vaca's roll save: 1d20 + 0 ⇒ (11) + 0 = 11
Vaca's attempt to lie: 1d20 + 6 ⇒ (13) + 6 = 19

Okay, he believes that you are a friend. However, you did not detect any lying. Vaca tells you that the Gorgon sent him and not the duke of Osoerde.


M 1/2 Elf Arcanist (Occultist) 3

So, given that Vaca failed his save, is he trying to lie?

Sorry, was too slow with the questioning objectives (see the edit above), so here they are again:
Objectives :
1) Fully detail the contract - who's paying, where they were to invade, etc. in a form that I can use for diplomacy.
2) Will Vaca signal the Osoerdian fleet (that the goblins have the landing area) so land the troops (in return for his freedom). This could be a very practical ambush... Getting hit while unloading the troops could make for an utter cluster-f*** !


M 1/2 Elf Arcanist (Occultist) 3

The Gorgon is using Osoerde and Duke Raenach! AUUGGHHH!!!

Is there any evidence (besides Vaca's testimony) of the Gorgon's involvement?


M 1/2 Elf Arcanist (Occultist) 3

Oh yes, Vaca just got MVP status! (The Crown of Aerewe's Most Valuable Prisoner!) He gets a guard detail of maximum capability (and a food taster), and as nice a secured apartment as I have...


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

So, given that Vaca failed his save, is he trying to lie?

Sorry, was too slow with the questioning objectives (see the edit above), so here they are again:
Objectives :
1) Fully detail the contract - who's paying, where they were to invade, etc. in a form that I can use for diplomacy.
2) Will Vaca signal the Osoerdian fleet (that the goblins have the landing area) so land the troops (in return for his freedom). This could be a very practical ambush... Getting hit while unloading the troops could make for an utter cluster-f*** !

A1. The contract is being paid by the Duke. They were going to invade through Calrie into Northvale. The main forces will disembark on one of Northvale's beaches.

A2. Yes he will.

A3. Yes, he's trying to lie.

Quote:

The Gorgon is using Osoerde and Duke Raenach! AUUGGHHH!!!

Is there any evidence (besides Vaca's testimony) of the Gorgon's involvement?

No.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
Oh yes, Vaca just got MVP status! (The Crown of Aerewe's Most Valuable Prisoner!) He gets a guard detail of maximum capability (and a food taster), and as nice a secured apartment as I have...

Someone may kill him and try to make it look like suicide. "Vaca didn't kill himself."

almost forgot, did you get the XP total of 700 each?


M 1/2 Elf Arcanist (Occultist) 3
EltonJ wrote:
King Niall Swordwraith wrote:
Oh yes, Vaca just got MVP status! (The Crown of Aerewe's Most Valuable Prisoner!) He gets a guard detail of maximum capability (and a food taster), and as nice a secured apartment as I have...

Someone may kill him and try to make it look like suicide. "Vaca didn't kill himself."

almost forgot, did you get the XP total of 700 each?

I think the Gorgon would settle for dead and not talking, never mind "look like a suicide".

With regards to the XP, I realize that I have gotten 2x700 = 1400 xp for war move 5.3.1, but I haven't written it on character sheet yet. I will do so. Leaves me at 4700 xp, 300 short of 3ed level.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
EltonJ wrote:
King Niall Swordwraith wrote:
Oh yes, Vaca just got MVP status! (The Crown of Aerewe's Most Valuable Prisoner!) He gets a guard detail of maximum capability (and a food taster), and as nice a secured apartment as I have...

Someone may kill him and try to make it look like suicide. "Vaca didn't kill himself."

almost forgot, did you get the XP total of 700 each?

I think the Gorgon would settle for dead and not talking, never mind "look like a suicide".

With regards to the XP, I realize that I have gotten 2x700 = 1400 xp for war move 5.3.1, but I haven't written it on character sheet yet. I will do so. Leaves me at 4700 xp, 300 short of 3ed level.

Maybe the navel action will get you to third level. Are you sure you still want to go on Adventure next turn?


M 1/2 Elf Arcanist (Occultist) 3

Next turn is next. For now I have a war to fight...

An aside question, I assume I don't get a domain action for 5.3, as I am busy running a war...

Which of course brings us to war move 5.3.2.
Step 1 : Military intelligence.
"An army unit is considered to be visible to the viewing regent if the province in which the hostile unit is located satisfies one of the following conditions:
1. The province is claimed by the viewing regent (via investiture or occupation).
2. The viewing regent has a military unit in the province.
3. The viewing regent has a unit of scouts in an adjacent province."
I am aware of all units in Aerenwe proper (and they are all mine now!). I have a scout unit in Northvale, which can't see into Spiritsend because of the realm spell. But they, and the coasters I have scouting can see the maritime areas at the mouth of the Berendor. What can I see? ( I assume I see 3 coasters and 3 Galleons )


Male Human Psion 10/Atlanteologist 10

Three coasters and three Galleons all waving the Osoerdean flag. A prowling lion against a gray field. The Galleons are assumed to carry the troops, and the Coasters are all armed with guns.

Do you have some loyal Privateers (i.e. Pirates)?


M 1/2 Elf Arcanist (Occultist) 3
EltonJ wrote:

Three coasters and three Galleons all waving the Osoerdean flag. A prowling lion against a gray field. The Galleons are assumed to carry the troops, and the Coasters are all armed with guns.

Do you have some loyal Privateers (i.e. Pirates)?

In reply to your Q, I left the captured pirates with Rogr (he appears to trust turncoats, but I don't, so he's welcome to them...).

As a question of my own, guns you say? What do I know of these guns? Do I have any on my own ships? (I didn't think there were guns in the Cerilian setting. )

Also, I double check with the scouts is it only the coasters, or do the the Galleons have guns as well?

As another Q, can the the temple of Nesirie provide me with a reliable prediction of the weather and wind direction? Also, would they bless the fleet before (if) we sail?


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
As a question of my own, guns you say? What do I know of these guns? Do I have any on my own ships? (I didn't think there were guns in the Cerilian setting. )

A. The Anuire, Elves, Brechtur, and Khinasi are all renaissance cultures, so it would make sense that they would have guns.

Quote:
Also, I double check with the scouts is it only the coasters, or do the the Galleons have guns as well?

A. The Galleons are not equipped with guns.

Quote:
As another Q, can the the temple of Nesirie provide me with a reliable prediction of the weather and wind direction? Also, would they bless the fleet before (if) we sail?

The weather is good for sailing, but a sea storm might be evident in the next two days. And they will bless the fleet. They have a +2 to their defense during the coming Naval action.


Male Human Psion 10/Atlanteologist 10
EltonJ wrote:
King Niall Swordwraith wrote:
As a question of my own, guns you say? What do I know of these guns? Do I have any on my own ships? (I didn't think there were guns in the Cerilian setting. )
A. The Anuire, Elves, Brechtur, and Khinasi are all renaissance cultures, so it would make sense that they would have guns.

Alright, how about Greek Fire flamethrowers?


M 1/2 Elf Arcanist (Occultist) 3

This is just movement of units for 5.3.2, not the battle set up - that's going to be a lot more complicated, because I plan to use Vaca...

1) Marines and Archers from Northvale to Calrie & Board ships.

2) 2xPikemen from Dhoesone to Calrie, to board Ships

3) if wounded, the Rangers stay in Northvale to heal (and act as a shorewatch, keeping a watch on the Osoerdian naval units. If the rangers have already healed

Digression:
The Ultimate Campaign mass combat rules say "Each day that an army spends at rest (no movement and no battle), it heals a number of hit points equal to its ACR. 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. An inactive army heals back to its full hit points after a single month, no matter how many hit points it lost."

The rangers had only taken 2 hits, and this is next week according to the BR war move rules


They too will march to Calrie, and act as a scouting element on land, for :

4) 2xKnights + 1x Pikemen from Garrison in Calrie to field movement in Calrie

5) The town guard, anybody the temple of Nesirie can provide, anybody Guilder Siele Ghoried can provide, and whatever militia I can scrape up to hold the city of Calrie and Caer Callin...

6) The entire Navy of Aerenwe + Embarked units above - to sea in the vicinity of the province of Calrie, to engage the Osoerdian fleet.

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