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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Male Human Psion 10/Atlanteologist 10

DC 15, Court rating 2. That's the court rating of the Church of Storm's Height.


Ok diplomacy for William's full domain action 6.3

William’s Diplomacy Resolution check is 1d20+1 (for his 5 ranks in diplomacy).

Church of Storm's Height, DC 15
Court Impact +2-1 = +1 to DC (William must use his own court 1 for this - I can't see the negotiations being held in Aerenwe )
Effective DC 16
Diplomacy with CSH: 1d20 + 1 ⇒ (20) + 1 = 21


That worked out well...


M 1/2 Elf Arcanist (Occultist) 4

9. Domain Turn 6.3, Aerenwe:

Court Action: Muster Units, in William's name, 1 Marines (3 gb), 1 Archer (2 gb)

After that, Niall needs some Q's answered. He is planning to cast a subversion spell on army units in Moriel but he needs to ask some Q's first.
1)

EltonJ wrote:
... Also, the Second Swamp Mage is casting a realm spell. The equivalent to Confusion, on Moriel.

What did this spell do? How long will it affect Moriel (it got cast on 6.2, this round is 6.3, next is 7.1)? Will it have an affect on an army marching into Moriel in 7.1?

2) What is Niall targeting; What units does Raenach have in Moriel? In particular, to figure out the spell costs I need to know muster costs in GB, and if the units are mercenaries or regulars. To get this information, Niall will ask William who has a) a spy network in Moriel, and b) a law holding there, so he should know whats's going on.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
1)
EltonJ wrote:
... Also, the Second Swamp Mage is casting a realm spell. The equivalent to Confusion, on Moriel.
What did this spell do? How long will it affect Moriel (it got cast on 6.2, this round is 6.3, next is 7.1)? Will it have an affect on an army marching into Moriel in 7.1?

It made all the people run around like a chicken with his head cut off. It wasn't that severe. Although it's like Confusion, and it lasts one domain turn. It won't have an effect on your armies marching in.

Quote:
2) What is Niall targeting; What units does Raenach have in Moriel? In particular, to figure out the spell costs I need to know muster costs in GB, and if the units are mercenaries or regulars. To get this information, Niall will ask William who has a) a spy network in Moriel, and b) a law holding there, so he should know whats's going on.

Raenech has two companies of mercenaries in Moriel. He also has a company of Aniurean knights stationed there. If Niall wants to establish a law holding of 0 in Moriel, there's nothing stopping him, though he might get the ire of the duke.


M 1/2 Elf Arcanist (Occultist) 4

9. Domain Turn 6.3, Aerenwe:

Domain Action: Niall is casting a realm spell : Subversion on Raenach's units in Moriel.
http://www.birthright.net/forums/showwiki.php?title=Realm_spell_description s#Subversion

It costs 2 gb and X RP, where X is twice the muster cost (in GB) of the anuirean knights (muster cost 6GB = 12 RP and the muster cost of the mercenary units ??? GB = ??? RP).

Obviously, I would like some more details on these mercenaries, so I can figure out the RP I need to spend....

This will allow Niall to command the actions of these units in turn 7.1 ...

Character Action: Niall's Character action for 6.3 is to research the realm spell Alchemy. Cost 1 GB
Ok, spend 1 GB, spellcraft check at DC 16

Spellcraft to learn Alchemy Realm Spell: 1d20 + 10 ⇒ (10) + 10 = 20

Finally, numerous military units are being moved into position.

Coeranys's 2 pikemen are positioning in Bog's End.

The ETN's Knights are in Calrie, 1 pikeman is moving from Halried to Calrie, the Rangers of the Erebannien are moving to Northvale (from Westmarch).


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

Obviously, I would like some more details on these mercenaries, so I can figure out the RP I need to spend....

This will allow Niall to command the actions of these units in turn 7.1 ...

Remember, the spell is subtle. The mercenary units cannot be commanded to kill themselves. And you can't turn them permanently. Further, what details do you need?


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

Obviously, I would like some more details on these mercenaries, so I can figure out the RP I need to spend....

This will allow Niall to command the actions of these units in turn 7.1 ...

Remember, the spell is subtle. The mercenary units cannot be commanded to kill themselves. And you can't turn them permanently. Further, what details do you need?

I need a GB cost for the mercenaries, that translates into the RP spending for the spell.

As to what I plan, that's moving into what happens in 7.1 . The alliance will invade (into Algael and Morgen respectively. Aerenwe's fleet will make threat of amphibious invasion in Gulfport.). The question is will Raenach take the field personally to meet the invasion or fort up in Moriel. My personal guess is fort up in Moriel; he wasn't willing to accompany 3/4 of his army into Northvale... I think he's a coward. This is our branch point for the subtle manipulation (which will be to a) get William loyalist appointed to internal positions of authority in those units b) put in positions of message delivery to give false orders).

If he joins one of the field actions, those units (Knights, 2x Mercenaries) are going to "misunderstand" their orders, and up somewhere useless (like defending the non-invasion of Gulfport). But if he stays in Moriel, I am planning a coup-de-main. I have many units that can pass through the swamp in spiritsend w/o expending all their movement (rangers X3, marines X2 (Aerenwe and William)). I have no desire to kill the remaining chivalry of Osoerde. I will push these swamp-mobile units into Moriel as a strategic adjustment, while the mercenaries and Knights get out of the way, without reporting our presence to Raenach. With a little luck, I will be able to surround his manor, with him inside, and capture him. If he's captured, I figure it's game over for his regime, and William will be able to claim the loyalty of Osoerde pretty much by default. (especially as if captured, Raenach can be forced to participate in a investiture that hands his holdings over to William).

As the church holdings are going to stay out of this or fight each other, and SSM is keeping SM busy, all goes well and kitty bar the door....


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

I need a GB cost for the mercenaries, that translates into the RP spending for the spell.

He'll fight you this time. Coward or no. The mercenaries cost 1 GB per unit.


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

I need a GB cost for the mercenaries, that translates into the RP spending for the spell.

He'll fight you this time. Coward or no. The mercenaries cost 1 GB per unit.

Oh, I'm sure he'll fight to hold Osoerde, the question is how. Will he try and meet me army to army in the field? Will he fort up and try to pull me into a siege?

That makes the costs this:

9. Domain Turn 6.3, Aerenwe:

Domain Action: Niall is casting a realm spell : Subversion on Raenach's units in Moriel.
http://www.birthright.net/forums/showwiki.php?title=Realm_spell_description s#Subversion

It costs 2 gb and 14 RP, targetting the unit of Anuirean Knights(6 GB muster = 12 rp) and both mercenary units (2X 1gb = 1 rp).

Barring action by other parties, that brings us to end of turn 6. I will start on end of turn summaries...


M 1/2 Elf Arcanist (Occultist) 4

Closing out the turn
The Kingdom of Aerenwe
IR 6.3
5. Maintenance Cost: (revised)
Assets
Assets
Caer Callin (Castle 6) = 4 gb
Court = 5 gb
Military
Active: 1 X Rangers, 1 X Pikemen = 6/2 = 3 gb
Garrison : 1X Pikeman,1XArcher, 1X Marines, 1X Rangers, 2x Knights, 2X Junior Rangers = 21/4 =5.75 gb
In port Navy : 2 X Coaster, 2XGalleon, 3XCaravel =52/24 = 2 1/6 GB
Total Maintenance = 22 GB

10. Adjust Loyalty/Treasury/Regency:
Loyalty: as per, HERE
Domain Loyalty Check: 1d20 + 2 ⇒ (2) + 2 = 4
+2 control all law holdings in provinces.
EDIT : Domain attitude drops to Friendly

Treasury: 38+36.5 income -22 maintenance -2GB Subversion Realm Spell – 1GB Research Alchemy -1 gb Research Dispel Realm Magic – 1 GB Diplomacy William > CSH -9 GB Diplomacy (big Conference) – 1 GB Decree – 3 GB Forge Ley Line -1 GB Rule Province – 1 GB Diplomacy Niall > William = 32.5 GB

Regency:102+ 46 Collected – 14 Subversion Spell -3 RP Forge Ley Line -33 automatic to increase Niall’s bloodline = 98 (note, if this stays above 66 next turn, 34 will be automatically spent to increase Niall’s bloodline score )


Spider River Traders, Turn 6 close
10. Adjust Loyalty/Treasury/Regency:
Loyalty: as per, HERE
Domain Loyalty Check: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
5 ranks + in diplomacy +2, +2 control all guild holdings in provinces.
Edit: Domain Loyalty to SRT remains Indifferent

Treasury: 26 + 16 income -3 maintenance – 2.5 vassalage – 6 gb Diplomacy Siele > Moure -1 gb Create Holding (Northvale) – 4 gb Rule Holding = 25.5 gb

Regency: 33 + 23 collected – 8 rp create holding – 11 rp = 37 rp


Revised Treasury for SRT
(I missed Moure's LT action...)

Treasury: 26 + 16 income -3 maintenance – 2.5 vassalage – 6 gb Diplomacy Siele > Moure -1 gb Create Holding (Northvale) – 4 gb Rule Holding - 1 gb Diplomacy Moure > COL = 24.5 gb


M 1/2 Elf Arcanist (Occultist) 4

Ok, you didn't post anything for further action in Domain turn 6, so I am starting turn 7.

The Kingdom of Aerenwe
IR 7

Start Turn Status:

King Niall
Treasury : 32.5 GB
RP Reserve: 98 RP
Domain Attitude : Friendly
Lieutenants
Baron Cole Alwier (Marshall)
Baron Cale Alwier (Chancellor)
Court level 5
Population (Human) (Elven) :
Banien's Deep 1
Shadowgreen 2 (1) Human (1) Elven
Westmarch 2 (1) Human (1) Elven
Northvale 2 (1) Human (1) Elven
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, Roesone 2
Guild Holdings
Actual
Calrie: 0 Niall 5 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)
2 Units Pikemen (2 GB Levy/unit)
1 Unit Anuirean Marines (3 GB Levy/Unit)
1 Unit Rangers of the Erebannien
2 Unit Junior Rangers
2 Galleons (15 GB Levy/Unit)
3 Caravels (6 GB Levy/Unit)
2 Coasters (2 GB Levy/Unit)
Force Disposition (start of turn)
Banien's Deep
Shadowgreen
Westmarch:
Northvale: Rangers of the Erebannien
Calrie 2 Galleons, 3 Caravels, 2 Coasters 2 Knights 1 Archer 1 Marine 1 Junior Rangers
Dhoenel 2x Pikeman, 1 Junior Rangers
Halried
Domain Assets
Banien's Deep
Shadowgreen
Westmarch
Northvale
Calrie: Castle Caer Calin (6)
Dhoenel
Halried

Aerenwe Domain Turn Format Post

1. Random Event: 1d100 ⇒ 71
2. Domain Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
3. Collect Regency Points:

Total Provinces 23 * 1.0 = 23
Total Law Holdings 21 * 0.2 = 4
Total Sources 26 * 0.8 = 20.8

Total RP Collected : 47.8 > 47

4. Tax/Tithe/Trade:

Income Details:
• Tax (Moderate)
Banien's Deep 1
Shadowgreen 2
Westmarch 2
Northvale 2
Calrie 6
Dhoenel 5
Halried 5
Total Holdings = 23, Total Income = 23
Guild Income
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
Banien's Deep 1
Shadowgreen 2
Westmarch 1
Northvale 1
Calrie 6
Dhoenel 5
Halried 5
Total Holding = 21, Total Income = 21 * 1/3 = 7

Vassalage
+3 GB from Spider River Traders


Total Income 38 GB
5. Maintenance Cost:
Details:

Assets
Caer Callin (Castle 6) = 4 gb
Court = 5 gb
Military

Active Status : 2X Pikeman,1XArcher, 1X Marines, 1X Rangers, 2x Knights, 2X Junior Rangers = 27/2 =13.5 gb
Active Navy : 2XCaravel = 12/12 =1
In port Navy : 2 X Coaster, 2XGalleon, 1XCaravel =40/24 = 1 4/6 GB

Total Maintenance = 25 GB


The Spider River Traders
IR 7.*

Start of Turn Status:

Siele Ghoried
Treasury : 24.5 GB
RP Reserve: 37 RP
Lieutenants
Moure Alondir (Rog 1)
Court level 3
Guild Holdings
In Aerenwe (19 total)
Banien’s Deep 1
Shadowgreen 2
Dhoenel 5
Halried 4
Northvale 1
Westmarch 1
Calrie 5
Outside Aerenwe (8 total)
Bellam 0
Caercas 2
Fairfield 3
Ghoried 2

Domain Assets

SRT Domain Turn Format Post

1. Random Event: 1d100 ⇒ 69
2. Domain Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
3. Collect Regency Points:

Total Guild Holdings = 27
Regency Collection % = 100
Total RP Collected : 27

4. Tax/Tithe/Trade:

details:

Guild Income
Total Holdings = 27, Total Income = 27*2/3 = 18

Total Income 18 GB
5. Maintenance Cost:
details:

Vassalage
3 GB to Aerenwe
Holdings

Assets

Military

Court level 3 = 3 gb,


Total = 6 gb


That's a no event for both.

Actual actions will wait for later, but you need to figure out the domain init for Osoerde (and whichever other players), because we are going to war!


Male Human Psion 10/Atlanteologist 10

Domain turn initiative Osoerde: 1d10 + 7 ⇒ (4) + 7 = 11

Don't forget to add your level. One more adventure turn for you will net you a level.


M 1/2 Elf Arcanist (Occultist) 4

I think we are using different rules for Domain init. You're rolling a D10 and adding level; I've been rolling a D20 and adding a modifier based on bloodscore.

http://www.birthright.net/forums/showwiki.php?title=Domain_action_rounds#Or der_of_play

I will re-roll mine this turn, but we should decide which system we are using.

Aerenwe Domain Initiative: 1d10 + 3 ⇒ (5) + 3 = 8


M 1/2 Elf Arcanist (Occultist) 4

Ok Osoerde can either move first or delay until after Aerenwe/the alliance moves. (and whatever other parties are participating also act on their own initiatives).

From the various parties to the alliance, we have visibility into all of Osoerde's provinces except Brothendar.

Visibility Details:

Algael : Scouts in Calrie and Royal Guild has a holding
SpiritsEnd : Scouts in Calrie and Northvale. Royal Guild has a holding
Gulfport : SSM has a holding
Moriel : Subversion Units. Also, SSM, Royal Guild and William all have holdings
Ghalliere : SSM has a holding
Moergen : SSM, Royal Guild and William all have holdings
Sunken Lands : Scout unit in Ruorven. Also, SSM and William have holdings
Borthendar : Nothing.

Once you tell me what can be seen in these provinces, I will proceed with war moves...


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

Ok Osoerde can either move first or delay until after Aerenwe/the alliance moves. (and whatever other parties are participating also act on their own initiatives).

From the various parties to the alliance, we have visibility into all of Osoerde's provinces except Brothendar.

** spoiler omitted **

Once you tell me what can be seen in these provinces, I will proceed with war moves...

Osoerde's duke moves 3 pikemen into Gulfport. They are there to fortify the land in case an invasion by sea.

Moriel's units have been subverted. Osoerde had managed to raise a militia in Moriel that wasn't affected by your subversion spell. Raenech is hunkering in, but bets on an invasion from the sea.

Algael is a demilitarized zone. But the First Swamp Mage casts the same Realm Spell version of Obscuring Mist in Algael, and the whole province is in fog.

The wetlands of Spirits End is also demilitarized. They are relying on the wetlands and the creatures there to make it difficult for the Enemy to cross.

Ghalliere has a unit of alchemists producing gas bombs.

Moergen has a militia unit defending the province.

Sunken Lands mostly wetlands, the only way to cross is on barges and ferry crossings. Don't forget the mosquitoes as they can provide a deadly disease.


M 1/2 Elf Arcanist (Occultist) 4

Ok, war moves 7.1.1
Remember, he has higher init, so he can react to my moves.

Mist obscures a province, but doesn't stop someone moving into/through it.

From Dhoenel to Calrie - 2 pikemen (aerenwe), 1 junior ranger

From Calrie to Algael
4 Knights (2 Aerewe, 2 ETN), 1 Aerenwe Pikeman (originally from Dhoenel), 2 Archers (Aerenwe, William), Commander: Marshall Cole Alwier
All of these units have used up their full movement crossing the Berendor.

From Coeranys to Moergen - 2 Pikemen (Coeranys), 1 Archer (William), 1 Archer w/scout (William), Commander: William's Castellan
The 2 pikemen and the archer w/scout each have 1 move left.

In Calrie - 1 Pikeman, 2 marines (Aerenwe, William), 2 Junior Rangers (1 from Dhoenel), Commander: Niall (William and Cale are here too).
The pikeman has 1 move left, the 2 marines have 2 move, the junior rangers have 2 and 3 move left.

In Northvale - 1 Ranger
The rangers have 4 move left

He can react to my moves because of his higher initiative.

Then we have Strategic Adjustment Phase, but we need to do Warcraft checks first.

Niall Warcraft: 1d20 + 7 ⇒ (11) + 7 = 18

Cole Warcraft: 1d20 + 7 ⇒ (7) + 7 = 14

You will have to do the roll for William's castellan ( you need to give him a warcraft score) as well as Raenach.


Male Human Psion 10/Atlanteologist 10

Raenech's Warcraft is +9. Raenech's warcraft: 1d20 + 9 ⇒ (7) + 9 = 16

William's Castellan -- Donal Baen, Warcraft is +7. Donal Baen's Warcraft: 1d20 + 7 ⇒ (16) + 7 = 23

The troops of Osoerde move in on the capital in response to your war moves. The three pikemen move out of Gulfport and to Moriel. The navy of Osoerde move out of Gulfport to confront your navy.


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

Raenech's Warcraft is +9. [dice=Raenech's warcraft]1d20+9

William's Castellan -- Donal Baen, Warcraft is +7. [dice=Donal Baen's Warcraft]1d20+7

The troops of Osoerde move in on the capital in response to your war moves. The three pikemen move out of Gulfport and to Moriel. The navy of Osoerde move out of Gulfport to confront your navy.

Can the Pikemen move? Normal Pikemen only have a move of 1 (table 6.1a, here, and I thought they moved in this turn: "Osoerde's duke moves 3 pikemen into Gulfport. " ?

Also, was that his strategic adjustment moves or his normal strategic movement (which he could choose to take after me, as he has higher domain init - this would imply he moved them there on 6.3 though)?


M 1/2 Elf Arcanist (Occultist) 4

I made a small mistake - there is a way for him to get the pikemen there if they moved this turn - a forced march
"A unit that performs a forced march doubles its movement rate for the war move. This is a grueling pace for military unit in full battle dress. Each unit must also make a morale save against a DC 10 or receive one subdual hit."

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


Male Human Psion 10/Atlanteologist 10

Yep, he used a forced march.


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

Yep, he used a forced march.

Ok, so if that was a forced march, he moved already this turn and that was his strat adjustment on 16.

Cole on 14 has no strategic adjustment, as all his movement was spent crossing the river.

Niall on 19 will strategic adjust as well. He forced marches (for an effective move 4 of ) both marines (1 aerenwe, 1 william), both Junior Rangers (effective move of 6) into Moriel. The senior rangers can do it without forced march (move 5 natural). With them comes Niall, William, and Cale. (Also coming with is a spellwagon, and the cache of healing potions that were captured when Aerenwe defeated Osoerde in Northvale).

Morale Save for Marines Aerenwe: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
+2 for unit morale rating +2 for RP spending
Morale Save for Marines William: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
+2 for unit morale rating +2 for RP spending (by William)
Morale Save for Marines Junior Rangers 1: 1d20 + 4 ⇒ (19) + 4 = 23
Morale Save for Marines Junior Rangers 2: 1d20 + 4 ⇒ (19) + 4 = 23

Donal Baen on 23 can see what is happening in Gulfport and Moriel (and Ghalliere) because his units include a unit with the scout ability. Further, those archer scout have 1 move left. They will move into Moriel as well, joining force with Niall & William.


M 1/2 Elf Arcanist (Occultist) 4

So, in Moriel, there are now
Alliance Forces: 2 Junior Rangers, 1 Rangers of the Erebannien, 1 Marine (Aerenwe, 1 fatigue damage), 1 Marine (William), 1 Archer with Scout (William), as well as Niall, William and Cale (and a spellwagon)

Subversion Units: 2 Mercenaries, 1 Knight (Anuirean) - they will all run into and secure the city of Moriel.

Raenach Units : 3 Pikemen (fatigue unknown), 1 Militia, ???

Now we need to fight a "great murthering battle"

Q1 Can I catch the pikemen outside of fortifications (the city of Moriel)?
Q2 Can I catch Raenach before he fort up in the city of Moriel? His manors are 1/2 a day's ride from the city of Moriel : " Raenech himself holds a group of five Manors called the Duke's Estate near the center of the county, about a half a day's ride from the Duchy's capital, the city of Moriel." http://www.birthright.net/forums/showwiki.php?title=Moriel

There are no details given for Fortifications in Moriel...


Male Human Psion 10/Atlanteologist 10

A1. Yes, you can.

A2. Raenech is slippery. He may give you the slip.


M 1/2 Elf Arcanist (Occultist) 4

As the forces of Aerenwe & Free Osoerde swarm forth from the marsh of Spiritsend, rushing to sieze the Duke's Estate They meet the returning Pikemen (from Gulfport)...
How are we handling this? Do we want to try warcards(ie the tactical combat system on Birthright.net
http://www.birthright.net/forums/showwiki.php?title=Tactical_warfare


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

As the forces of Aerenwe & Free Osoerde swarm forth from the marsh of Spiritsend, rushing to sieze the Duke's Estate They meet the returning Pikemen (from Gulfport)...

How are we handling this? Do we want to try warcards(ie the tactical combat system on Birthright.net
http://www.birthright.net/forums/showwiki.php?title=Tactical_warfare

We can do it with war cards. Just tell me what units we are using and I'll prepare a jpg.


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

We can do it with war cards. Just tell me what units we are using and I'll prepare a jpg.

I think a spreadsheet might be the tool of choice, The Battle of Moriel

That's the base field. The units are in separate tabs, although you may need to edit hostile forces (for example, for some of Raenach's pikemen units being fatigued from their forced march...).

We need to figure out weather and then we have a number of opposed warcraft rolls to figure out terrain, conditions, and init (each round)...
As a question,

1) Can William use aid another to help with the opposed warcraft checks?

2) What is William's warcraft modifier. It's a class skill +3, he could have up to 5 ranks (3 levels of fighter, 2 levels of noble), and his Int bonus = ????


Male Human Psion 10/Atlanteologist 10

A1. William can use aid another in this instance.

A2. William's Warcraft modifier is +9. Int bonus is +1.


M 1/2 Elf Arcanist (Occultist) 4

Ok,

1) Weather: 1d100 ⇒ 50 1-70 weather is normal

I think we can actually assume the weather is normal - You can't forced march if the weather is abnormal... and both sides have done it

2) Terrain
The base terrain for Moriel is Plains (from the map).
Moriel's secondary terrain is unspecified in the wiki; I would suggest swamp, because that is the other terrain type found in Osoerde. GM's call though.

I will let William lead on the Warcraft Check (his warcraft is higher than Niall's). We want to move the fight into the swamps ( -4 penalty for going to secondary terrain). It's William's home realm for a +4.

Niall Warcraft to Aid Another: 1d20 + 7 ⇒ (3) + 7 = 10 DC 10
Edit: Made for a +2 to william's roll

William Warcraft, fight in swamp: 1d20 + 9 - 4 + 4 + 2 ⇒ (1) + 9 - 4 + 4 + 2 = 12

Wiliam's warcraft is an opposed role vs the hostile commander (unless they want to fight in the swamp as well). The opposing commander is in his home realm (-4) and is presumably trying to force to open terrain (+2), for a total of +6 on his roll.

3) Visibility
Does the opposing commander want to fight at night, in fog, or some such bad visbility? I'm assuming not, be we don't... If he wants to force it, we need to do opposed warcraft rolls (no bonuses listed).
If neccessary,

Niall Warcraft to Aid Another: 1d20 + 7 ⇒ (5) + 7 = 12 DC 10
Edit: Made for a +2 to william's roll

William Warcraft, fight in daytime: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

4) Order of unit placement
Another opposed warcraft check. Winner goes last.

Niall Warcraft to Aid Another: 1d20 + 7 ⇒ (5) + 7 = 12 DC 10
Edit: Made for a +2 to william's roll

William Warcraft, Unit placement: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

You need to do 2 or 3 warcraft checks for the opposition.


Male Human Psion 10/Atlanteologist 10

You're going to gain a level after this.

Raenech warcraft check: 1d20 + 12 ⇒ (7) + 12 = 19
He fights in daytime.

That should do it. Raenech fights in daylight.


Male Human Psion 10/Atlanteologist 10

Raenech's troop placement: 1d20 + 12 ⇒ (12) + 12 = 24


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

Raenech's troop placement: 1d20+12 ⇒ (12) + 12 = 24

Ok, it's clear we will fight on the plains in daylight. Raenach's commander won the opposed warcraft rolls and apparently chooses to place his units first? (They are in place on the spreadsheet. Note that the strategic advantage is placing his units last... oh well.)

I will deploy my units (see the spreadsheet) and send a group of heralds forward to propose a parlay (mounted if possible, so they can flee from people w/o missile weapons). I assume they won't accept... if they do, William is going to try and talk them over to his side (not that it's going to work...) if Raenach is not in direct command.
Diplomacy by Wiliam: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC ???

+8 = 5 ranks + class skill (noble)

After that, we are at Tactical Initiative. "Every tactical round the generals of each army must make an opposed Warcraft check (Profession (Sailor) at sea). The winner of the check decides which player moves first."

So,
William's Warcraft Check: 1d20 + 9 ⇒ (18) + 9 = 27
Niall can't aid another - he's not in the same square.

Opposed by the warcraft check by Raenach's commander (which may be Raenach himself...), the winner gets to decide who moves 1st.


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

Raenech's troop placement: 1d20+12 ⇒ (12) + 12 = 24

Ok, it's clear we will fight on the plains in daylight. Raenach's commander won the opposed warcraft rolls and apparently chooses to place his units first? (They are in place on the spreadsheet. Note that the strategic advantage is placing his units last... oh well.)

I will deploy my units (see the spreadsheet) and send a group of heralds forward to propose a parlay (mounted if possible, so they can flee from people w/o missile weapons). I assume they won't accept... if they do, William is going to try and talk them over to his side (not that it's going to work...) if Raenach is not in direct command.
1d20 + 8 vs DC ???

DC 24.

Quote:

After that, we are at Tactical Initiative. "Every tactical round the generals of each army must make an opposed Warcraft check (Profession (Sailor) at sea). The winner of the check decides which player moves first."

So,
1d20+9
Niall can't aid another - he's not in the same square.

Opposed by the warcraft check by Raenach's commander (which may be Raenach himself...), the winner gets to decide who moves 1st.

Raenech's commander's check = 1d20 + 9 ⇒ (11) + 9 = 20


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

...

I will deploy my units (see the spreadsheet) and send a group of heralds forward to propose a parlay (mounted if possible, so they can flee from people w/o missile weapons). I assume they won't accept... if they do, William is going to try and talk them over to his side (not that it's going to work...) if Raenach is not in direct command.
Diplomacy by Wiliam: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC ???

DC 24.

So a success... What happened?


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

After that, we are at Tactical Initiative. "Every tactical round the generals of each army must make an opposed Warcraft check (Profession (Sailor) at sea). The winner of the check decides which player moves first."

So,
1d20+9

William's Warcraft Check: 1d20 + 9 ⇒ (18) + 9 = 27

Niall can't aid another - he's not in the same square.

Opposed by the warcraft check by Raenach's commander (which may be Raenach himself...), the winner gets to decide who moves 1st.

Raenech's commander's check = 1d20+9

Raenech's commander's check = 1d20 + 9 ⇒ (11) + 9 = 20

Assuming the battle continues, 27 > 20. (Say William’s diplomacy convinced the Militia to run away? ) William chooses that Raenach gets to move first for this round.


Male Human Psion 10/Atlanteologist 10

You've managed to turn the militia to your side.


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

Assuming the battle continues, 27 > 20. (Say William’s diplomacy convinced the Militia to run away? ) William chooses that Raenach gets to move first for this round.

The Pikemen advance, determined to defeat the rebels. The militia is no longer on their side, still these are determined Osoerdian troops.


M 1/2 Elf Arcanist (Occultist) 4

Ok,

1) I have highlighted in Yellow spots where You've multiplied unit - you've got to remember to delete the unit in the old position...

2) Is pikeman 2 trying to engage the militia? If so they need to move into the militia's square (both are melee only units).

I am moving the militia to the Hostile Right Flank location - this is a retreat if Pikeman 2 has moved into melee (the Hostile Right Center location), and will draw an AoO ("Retreat: Instead of attacking, an engaged unit may attempt to disengage from combat and retreat. A unit that retreats is immediately subject to an attack of opportunity (melee or missile) from the hostile unit. A unit that retreats is not allowed to make any attacks in the attack phase of the war round.").

3) Rangers are stationary. Will take a Stationary Missile attack on Pikeman 1
Marines (AER) are stationary, will take a stationary missile attack Pikeman 3. This will be augmented with Battle Magic by Cale.
Marines (Wil) will advance to the middle center and take a moving missile attack. This is on Pikeman 3.

4) Hearafter depends on the actual movement of Pikeman 2.

If Pikeman 2 has moved into Hostile Center right and attempted melee, the Junior Rangers and Niall will advance (thought middle right flank, 1 move) to Middle center right (2 move), and make a moving missile attack supported with battle magic by Niall. William and his Scout Archers will move to Friendly Center.

OR

If Pikeman 2 has held position, William and scout archers will advance to (thought middle center right, 1 move) to hostile center right (2 move), and make a moving missile attack. The Junior Rangers and Niall will advance (thought middle right flank, 1 move) to Middle center right (2 move)

William and his scout archer moves have not been made on the on the board as they depend on what Pike 2 did.

5) Finally, Junior Rangers 2 will enter the battlefield from the friendly reserve in the friendly right center location...


Male Human Psion 10/Atlanteologist 10

Alright, you've seen me move Osoerde's troops. The Pikemen will engage in Melee with your troops. And the first Swamp Mage is no where to be seen right now.


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

Alright, you've seen me move Osoerde's troops. The Pikemen will engage in Melee with your troops. And the first Swamp Mage is no where to be seen right now.

You realize you can't melee unless you're in the same square as the opposition unit, right.

Did pikeman 2 try to engage the Moriel Militia unit or did it hold it's position?


Male Human Psion 10/Atlanteologist 10

it holds its position.

Okay, yeah.


M 1/2 Elf Arcanist (Occultist) 4

Ok, with Pikeman 2 holding, I have finalized the state of the board,
movement for turn 1 is done, we are resolving the attack phase
"Attack Phase
Resolve stationary missile attacks
Resolve charge attacks
Resolve melee attacks
Resolve moving missile attacks"

Stationary Missile Attacks
Rangers Make a Stationary Missile attack on the Pikeman 1
Ranger's Attack: 1d20 + 8 ⇒ (15) + 8 = 23 vs the pikeman's defence, DC 14

EDIT: That's a hit.


M 1/2 Elf Arcanist (Occultist) 4

Marines (Aer) will make a Stationary Missile attack with Battle magic support from Cale. First the battle magic. He will use a 2nd level slot, and needs to make a) a DC 10 concentration check, and b) a warcraft check, also DC 10 with extra effect for high rolls.
Cale Concentration: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 vs DC 10
+4 for level, +2 for key stat (cha)
Cale Warcraft: 1d20 + 7 ⇒ (5) + 7 = 12
The attack needs to be in the next post, because the spell success/failure will impact the attack roll

Edit: Spell Succceeds and will add a +1 to the attack roll (it's a 2nd leevl slot...)


M 1/2 Elf Arcanist (Occultist) 4

Marines (Wil) will make a stationary missile attack on Pikeman 3
Marines(Wil) Attack: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 vs the pikeman's defence, DC 14
+1 for battle magic

Edit: Attack fails


M 1/2 Elf Arcanist (Occultist) 4

Charge Attacks : none

Melee Attacks : none

Mobile Missile:

Scout Archers (Wil) will make a mobile missile attack on Pikeman 2
Scout Archer's Attack: 1d20 + 6 ⇒ (13) + 6 = 19 vs the pikeman's defence, DC 14

EDIT : Hit on Pikeman 2


M 1/2 Elf Arcanist (Occultist) 4

Marines (Wil) will make a mobile missile attack on Pikeman 2
Marines(Wil) Attack: 1d20 + 2 ⇒ (8) + 2 = 10 vs the pikeman's defence, DC 14

Edit : Attack Misses

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