Ruins of Empire (Inactive)

Game Master EltonJ

Game of Thrones via Pathfinder. This is a birthright campaign using the 1st edition Pathfinder ruleset.
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M 1/2 Elf Arcanist (Occultist) 4

Ok, we are at the end of the round.
Pikeman 1 and Pikeman 2 both took hits and must make Morale saves Vs rout, at DC 10. Both have +4 morale ratings... (and if their commander is a scion and has RP, he can spend RP to help.

"A morale save is a d20 + the unit's morale rating. A scion commander may modify the morale saves of their units by spending regency to provide a one-for-one bonus. This represents the increased morale, diligence to duty, and deprivations that loyal soldiers are willing to undergo due to loyalty to (or fear of) their commanding officer. A regent acting as commanding officer may spend RP to provide a bonus on a one-to-one basis for any morale save of a unit under their command."

So you need to roll the 2 saves.

Next, we will be starting round 2, so we need to resolved tactical initiative again. Opposed Warcraft again:

William's Warcraft Check: 1d20 + 9 ⇒ (8) + 9 = 17

You need to roll Raenach's commander's warcraft check - last time it was 1d20+9 .

Whoever wins picks who goes first.


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

Charge Attacks : none

Melee Attacks : none

Mobile Missile:

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

EDIT : Hit on Pikeman 2

Pikemen 2 have taken two hits and are decimated. As for Battle Magic, what spell are you exactly using? I'm sure there is more to battle magic besides modifying attack rolls.


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

Charge Attacks : none

Melee Attacks : none

Mobile Missile:

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

EDIT : Hit on Pikeman 2

Pikemen 2 have taken two hits and are decimated. As for Battle Magic, what spell are you exactly using? I'm sure there is more to battle magic besides modifying attack rolls.

I take it Pikeman 2 already had a subdual hit from forced march? If so :

"Subdual damage: Fatigue, weather, and exhaustion can inflict temporary unit damage. Likewise, military units may attack to capture rather than slay their enemies. This temporary damage is considered to be subdual damage. Engaged military units can inflict subdual damage by taking a -4 penalty to their melee attack. When a unit's subdual damage equals its current remaining hits, it is staggered. It doesn't matter whether the subdual damage equals or exceeds the unit's current hits because the subdual damage has gone up or because the unit's current hits have gone down. If a unit's subdual damage exceeds its current hits, the unit is destroyed."

Which leads to

Staggered : A staggered unit moves at half-speed and is as likely to surrender to an opposing army as it is to fight. Staggered units must make an opposed morale save in every round in which it is engaged in battle. If the staggered unit fails the check, it surrenders and is taken off the field of battle."

I presume a move of 1 is not actually impacted by having it's speed halved 1 >>> 1/2 round up to 1...
I am not sure how to do an opposed morale save? I am trying to find the term on Birthright.net


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


... As for Battle Magic, what spell are you exactly using? I'm sure there is more to battle magic besides modifying attack rolls.

Battle Magic

This is what the section has to say on battle magic :
Quote:

Battle spells are meta-magically enhanced conventional spells powerful enough to provide tactical bonuses to army units. While specific spell effects used in battle magic vary greatly, the tactical effects are always represented as an abstraction; battle spells provide a bonus to a unit statistics of a unit for one tactical round.

The effect of the bonus is determined both by the power of the spell, and the tactical skill of the caster. When a battle spell is cast, the caster must make a Warcraft check (DC 10). If this check fails, the spell provides no benefit. If the check succeeds, the battle-spell provides a base modifier equal to 1/2 x the spell level. This base modifier is increased by + 1 for every 5 full points by which the Warcraft check exceeds DC 10.
The caster (with the aid of the DM) determines how the bonus provided by the battle spell is applied. The bonuses/penalties of a battle spell last only for the current tactical round. The bonus provided by the spell can be used to either increase or decrease the offensive (melee, missile) or defensive (defense, moral) statistics of the target unit. A battle spell used as a ranged attack can provide a missile rating (at the battle spell bonus) to a unit otherwise without missile capabilities.

So the specific spell doesn't per-se matter. In this case, for Cale, I would suggest he uses Aggressive Thundercloud to join in the Marines attack on Pikeman 3.


Male Human Psion 10/Atlanteologist 10

Alrighty.


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


So you need to roll the 2 saves.

Next, we will be starting round 2, so we need to resolved tactical initiative again. Opposed Warcraft again:

William's Warcraft Check: 1d20 + 9 ⇒ (8) + 9 = 17

You need to roll Raenach's commander's warcraft check - last time it was 1d20+9 .

Whoever wins picks who goes first.

pikeman 1 save: 1d20 + 5 ⇒ (14) + 5 = 19

Pikeman 2 save: 1d20 + 5 ⇒ (6) + 5 = 11

Raenech Warcraft check: 1d20 + 9 ⇒ (15) + 9 = 24

Looks like Raenech picks who goes first and he picks William.


M 1/2 Elf Arcanist (Occultist) 4

Ok, William is going 1st. I am moving and will post when done...
I think we need DM's calls on the "opposed morale save" for a staggered unit; I can't find it on Birthright.net

1) Does it apply the turn the unit got staggered ie. does Pikeman 2 need to make a second save to end turn 1)?
2) What's the DC? Defender is D20+unit morale + other bonuses. But what's the opposed part? [Opponents Warcraft check] or [Opponents CHA check + (?Bloodline modifier?)] or [Morale check for the unit that inflicted the last hit] or what?


M 1/2 Elf Arcanist (Occultist) 4

Moved on spreadsheet.

Moriel Militia moves 1; Hostile Right Flank >Middle Right Flank

Scout Archers (Wil) move 1; hostile right center > Hostile Right Flank
William is with them

Marines (Wil) move 2; middle Center > middle right Center > hostile right center

Junior Rangers 2 move 1; Friendly right center > Friendly right flank

Junior Rangers 1 hold position at middle right center.
Niall is with them
Niall will prepare battle magic to support Marines (Wil) in Hostile Center Right if attacked. Using Dancing Darkness to disrupt the formations of Pikeman 2 if they move to melee

Marine (AER) move 2; Friendly left center > Friendly Center > Friendly right center
Cale is with them

Rangers move 2; Friendly Left Flank > Friendly left Center > Friendly Center


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

Ok, William is going 1st. I am moving and will post when done...

I think we need DM's calls on the "opposed morale save" for a staggered unit; I can't find it on Birthright.net

1) Does it apply the turn the unit got staggered ie. does Pikeman 2 need to make a second save to end turn 1)?
2) What's the DC? Defender is D20+unit morale + other bonuses. But what's the opposed part? [Opponents Warcraft check] or [Opponents CHA check + (?Bloodline modifier?)] or [Morale check for the unit that inflicted the last hit] or what?

I can make the second save to end turn 1 for the Pikemen. Pikemen 2's opposed morale save: 1d20 + 9 ⇒ (9) + 9 = 18 using commander's Warcraft check opposing Opponent's Warcraft check. That should do it. Nice and simple.


Male Human Psion 10/Atlanteologist 10

Moved on Spreadsheet.

Pikeman 3 occupies middle center, giving Pikemen 2 a chance to rest.

Pikemen 1 occupies Middle left center.


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

Ok, William is going 1st. I am moving and will post when done...

I think we need DM's calls on the "opposed morale save" for a staggered unit; I can't find it on Birthright.net

1) Does it apply the turn the unit got staggered ie. does Pikeman 2 need to make a second save to end turn 1)?
2) What's the DC? Defender is D20+unit morale + other bonuses. But what's the opposed part? [Opponents Warcraft check] or [Opponents CHA check + (?Bloodline modifier?)] or [Morale check for the unit that inflicted the last hit] or what?

I can make the second save to end turn 1 for the Pikemen. Pikemen 2's opposed morale save = 1d20+9 ⇒ (9) + 9 = 18 using commander's Warcraft check opposing Opponent's Warcraft check. That should do it. Nice and simple.

Ok, so to enumerate the rules points,

1) The unit needs to make a save to avoid surrender the same turn it is staggered.
2) Said save is actually an opposed warcraft check between the two commanders? (and Raenach's commander has rolled an 18 this turn).

Ok, William's warcraft check
William's warcraft check for surrender: 1d20 + 9 ⇒ (5) + 9 = 14


M 1/2 Elf Arcanist (Occultist) 4

movement for turn 2 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
Junior Rangers 1 attacks Pikemen 3
Junior Rangers 1 attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs Pikeman 3 defense of 14

No Charge Attacks

No Melee Attacks

Mobile Missile Attacks
Rangers attacks Pikemen 3
Rangers attacks: 1d20 + 8 ⇒ (7) + 8 = 15 vs Pikeman 3 defense of 14
EDIT : Pikeman 3 takes a hit

Marines (WIL) don't have a move left, so they can't do a mobile missile attack against pikeman 2.


M 1/2 Elf Arcanist (Occultist) 4

Ok, Pikeman 2 was not engaged in combat, so it doesn't need to make a morale save vs surrender ("Staggered units must make an opposed morale save in every round in which it is engaged in battle.')

Pikeman 3 took a hit, and thus must make a Morale save vs Rout (DC 10)...

After that we are at Initiative for round 3; opposed warcraft checks again, to allow the winner to choose who moves units first...

William's warcraft check for initiative: 1d20 + 9 ⇒ (10) + 9 = 19


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

Ok, Pikeman 2 was not engaged in combat, so it doesn't need to make a morale save vs surrender ("Staggered units must make an opposed morale save in every round in which it is engaged in battle.')

Pikeman 3 took a hit, and thus must make a Morale save vs Rout (DC 10)...

After that we are at Initiative for round 3; opposed warcraft checks again, to allow the winner to choose who moves units first...

Pikeman 3 Morale save vs. Route: 1d20 + 5 ⇒ (5) + 5 = 10

Raenech's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28


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

Ok, Pikeman 2 was not engaged in combat, so it doesn't need to make a morale save vs surrender ("Staggered units must make an opposed morale save in every round in which it is engaged in battle.')

Pikeman 3 took a hit, and thus must make a Morale save vs Rout (DC 10)...

After that we are at Initiative for round 3; opposed warcraft checks again, to allow the winner to choose who moves units first...

Pikeman 3 Morale save vs. Route: 1d20 + 5 ⇒ (5) + 5 = 10

Raenech's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28

OK, Pikeman 3 doesn't rout. Raenach wins the opposed check; which side does Raenach want to move first?


Male Human Psion 10/Atlanteologist 10

Raenech wants to move first this time.


M 1/2 Elf Arcanist (Occultist) 4

Go for it.


Male Human Psion 10/Atlanteologist 10

Yeah, because of circumstances beyond my control, I managed to move. I've moved Pikeman three into your square. And Pikeman 2 retreated. Pikeman 1 advanced into the friendly position to do battle on your flanks.


M 1/2 Elf Arcanist (Occultist) 4

Scout Archers (Wil) move 2: hostile right Flank > Hostile Right center > Hostile Center
William is with them

Rangers (AER) move 2: Friendly Center > Middle Center > Middle Left Center

Junior Rangers 2 (AER) move 2: Friendly right Flank > Friendly Right center > Friendly Center

Marines (Wil) move 2: Hostile Right Center > Hostile Center > Middle Center

Moriel Militia move 1: Center Right Flank > Friendly Right Flank

Junior Rangers 1 are engaged. They fight, getting 1 last attack with missile before melee. Niall will attempt to use a battle spell (snapdragon fireworks) to support their missile attacks

Marines (AER) hold their position. Cale will use a battle spell (Dancing Darkness) to disrupt the formation of Pikeman 3 as they move to melee (reduce attack bonus).


M 1/2 Elf Arcanist (Occultist) 4

movement for turn 3 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
"The unit may also use its missile rating to attack a hostile unit during the first round of an engagement (effectively giving the missile unit a ?last missile attack? before they draw their weapons and engage in melee battle)."
Niall's battle magic needs 2 checks, 1 for concentration and 1 for warcraft
Niall Concentration Check: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12 vs dc 10 to cast
+3 for level, +4 for stat
Niall Warcraft: 1d20 + 7 ⇒ (8) + 7 = 15 vs dc 10

EDIT: Spell succeeds, and modifies the attack check by +2 (+1 from the spell level/2, presumably minimum 1 and +1 from exceeding the warcraft check by 5 or more)

The attack needs to be in the next post, because the spell success/failure will impact the attack roll


M 1/2 Elf Arcanist (Occultist) 4

Ok, missile attack,
Junior Rangers 1 attack vs Pikemen 3: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 vs DEF 14
+6 Missile rating, +2 from battle magic

Edit: Hit vs Pikemen 3. That is a 2nd hit on pikeman 3 and they are destroyed before they can attack in melee.


M 1/2 Elf Arcanist (Occultist) 4

There are no charge attacks
There are no melee attacks (pikeman 3 was destroyed)
Moving Missile attacks
Scout Archers (WIL) vs Pikeman 2: 1d20 + 6 ⇒ (11) + 6 = 17 vs Def 14

Edit : Hit on Pikeman 2. Pikeman 2 is destroyed.

Junior Rangers 2 (Aer) vs Pikeman 1: 1d20 + 6 ⇒ (5) + 6 = 11 vs Def 14

Edit : Miss on Pikeman 1


M 1/2 Elf Arcanist (Occultist) 4

And a Final moving Missile Attack
Rangers vs Pikeman 1: 1d20 + 8 ⇒ (2) + 8 = 10 vs def 14

Edit Pikeman 1 lives to fight another day


M 1/2 Elf Arcanist (Occultist) 4

Before fighting round 4, Niall will offer the surviving Pikeman 1 the opportunity to surrender.


Male Human Psion 10/Atlanteologist 10

Alrighty.

Raenech attempts an attack on your junior rangers.

Raenech's attack: 1d20 + 9 ⇒ (15) + 9 = 24

Since Pikeman 2 isn't in a space to fight, no attack from them this round. Raenech's first unit of Pikemen are itching to get into a fight, but they aren't in position on the battlefield to do so.


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

Alrighty.

Raenech attempts an attack on your junior rangers.

[dice=Raenech's attack]1d20+9

Since Pikeman 2 isn't in a space to fight, no attack from them this round. Raenech's first unit of Pikemen are itching to get into a fight, but they aren't in position on the battlefield to do so.

I'm confused, I thought pikeman 3 was dead, before he could melee:

He took the first hit here (turn 2):
https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=21#1012

He took the 2nd hit here (this turn as they closed to melee):
https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=21#1021

If they aren't dead, Cale would be casting spell to interfere with their attack... https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=21#1019
I just didn't resolve it because they were out; not that it would matter with you rolling a 15 mind...

PS. Why are they rolling at a +9? Pikemen only have a +4 melee rating.


Male Human Psion 10/Atlanteologist 10

Alright. Perhaps I didn't see that and was adding the commander's bonus in warcraft.


M 1/2 Elf Arcanist (Occultist) 4

Before fighting round 4, Niall will signal for a truce; if accepted, he will offer the survivors ( Pikeman 1, already at 1 hit )the opportunity to surrender.


Male Human Psion 10/Atlanteologist 10

Alrighty. I await the signal for a truce.

After this, you will gain enough experience for a level up.


M 1/2 Elf Arcanist (Occultist) 4

"Run up the truce flags" commands Niall. "If they will surrender, I see not point in watering the fields with their blood. Ask them for a quarter candle (15 minutes) to discuss their situation. "

After the Osoerdians accept, he (and his bodyguards) gathers William (and his bodyguards) and goes to meet the surviving Osoerdian commanders between the lines of the armies. He speaks bluntly "Look around you sirs, this field is lost to you. The militia has joined the rightful ruler of Osoerde, and our combined forces have destroyed two of your three companies of pike. Our own forces are undamaged. I will not fill coffins for the joy of it. I demand you immediate surrender, and your remaining men will be spared."

Diplomacy Check? Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Male Human Psion 10/Atlanteologist 10

They surrender to you with little deliberation amongst themselves.


M 1/2 Elf Arcanist (Occultist) 4

Ok. Surrender accepted, of course :

"Gnetlemen, your honorable surrender is accepted. Captain Rory, you and your marines are to police the battlefield and hold the prisoners. Treat them fairly, they fought bravely. William, please have your militia support Captain Rory's Marines"

Niall will give his Marines, with the Moriel Militia in support, the job of policing the battlefield and holding the prisoners.

"Now then, other Captains to me! Duke William of Osoerde, we need to proceed immediately to sieze the Duke's Estate. Lead us there, with all haste! With the favor of Haelyn and Cuiracaen, our little coup de main has succeeded, and we will trap the badger in his den, to end this war with a minimum of slaughter!"

The rest of us proceed with the major objective of this phase of the campaign, seizing the Duke's Estate ("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.") hopefully with Raenach inside the bag!

How do you want to handle this?


Male Human Psion 10/Atlanteologist 10

First, did you level up?


EltonJ wrote:

First, did you level up?

Not yet. I had been planning to leave that to the end of the domain turn, but I can (and will). Get back to you tomorrow

hp roll: 1d6 ⇒ 4


M 1/2 Elf Arcanist (Occultist) 4

Ok, level up done. How many XP did I gain? I had 7100 and need 2900 more for 4th level (10000) ...


Male Human Psion 10/Atlanteologist 10

You got the 2900 XP for fourth level. As a result of the battle. We are doing this only once, okay?

So, now you're going after Raenech's personal estate. I'll look for a map to represent it, if not, a picture will do.


Male Human Psion 10/Atlanteologist 10

Here you go, a picture of Raenech's estate.


Scouts come racing back to the main body of the army, with the word that the Duke's Estate is just over the next rise, Niall immediately speaks "Halt the advance." Crisp orders follow:

" First junior rangers and William's scout archers advance by squads, wide on the flanks and encircle the estate. If possible, the usurper must not be left a route to escape the trap. Attempts to break out are to be engaged. Send a runner immediately if you spot a breakout attempt, or indication (tracks) that indicate someone has already broken out.

Second Junior rangers, deploy by squads as an outer perimeter. I want no uninvited guests at my ball... certainly not by surprise! Send a runner immediately if you see anything. "

"William, Cale, to me. Scouts, brief me on what you have observed about the manor - in particular, how many watchmen and is there any sign they are alert to our presence in Moriel? If my Subversion has gone as planned, no one will have reported our presence to Raenach..."

"Assuming that is the case we will need to take the manor. We will give the encirclement an hour to close, and then we will advance to the manor. I do not believe that Raenach will surrender - but his partisans might, facing overwhelming force. So, we will give them the opportunity to surrender immediately, by sending a herald. But we cannot give them time to further prepare defenses. Thus if they do not immediately surrender, William, your marines will be the primary assault element. The rangers of the Erebannien will provide supporting fire.


Male Human Psion 10/Atlanteologist 10

Raenech appears to be having a party on his estate, unaware of the dangers.


M 1/2 Elf Arcanist (Occultist) 4

Things that I can't tell from that photo, but William can probably tell me - he's lived here as a kid...

1) is that a wet moat, sunken garden (dry moat), or just a garden outside the structure? I think it's just a garden... but I'm not sure from the picture.

2) Looking through the main door, I think I see a central courtyard? Just how big is this place? I eyeball about 100 ft across. Assume 100 ft deep, and a 40'x40'central courtyard, that's 8400 sq ft on a floor - 2 floors and maybe a basement...

3) Are there any other doors on the other sides (I'm thinking this is the "front door", but there is probably a side door or two)?

4) there are 6 ground floor windows on the side shown. I'd guess less on the other 3 sides (I am assuming a square structure with a central courtyard here) - how many total? (I'd guess maybe 14 total - 6 on the front, 2 on each of the sides, 4 on the back...)

5) Is the left hand side of manor a great hall, including a double height portion in the central tower (the extra large triple windows are the architectural cue I'm working from). William can tell where the stairs are to get up into it... and if there are any other exits from the hall, where Raenach is probably entertaining his guests.


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
1) is that a wet moat, sunken garden (dry moat), or just a garden outside the structure? I think it's just a garden... but I'm not sure from the picture.

It's just a garden, overseen by Raenech's wife.

Quote:
2) Looking through the main door, I think I see a central courtyard? Just how big is this place? I eyeball about 100 ft across. Assume 100 ft deep, and a 40'x40'central courtyard, that's 8400 sq ft on a floor - 2 floors and maybe a basement...

I can see a central courtyard.

Quote:
3) Are there any other doors on the other sides (I'm thinking this is the "front door", but there is probably a side door or two)?

two side doors.

Quote:
4) there are 6 ground floor windows on the side shown. I'd guess less on the other 3 sides (I am assuming a square structure with a central courtyard here) - how many total? (I'd guess maybe 14 total - 6 on the front, 2 on each of the sides, 4 on the back...)

I would guess sixteen windows. 6 on the front, 2 on each of the sides, and 6 on the back. Plus windows for the central tower.

Quote:
5) Is the left hand side of manor a great hall, including a double height portion in the central tower (the extra large triple windows are the architectural cue I'm working from). William can tell where the stairs are to get up into it... and if there are any other exits from the hall, where Raenach is probably entertaining his guests.

Great halls are usually the first room you encounter from the front door.


M 1/2 Elf Arcanist (Occultist) 4

for reference, marine TO&E is here, https://paizo.com/campaigns/RuinsOfEmpire/discussion&page=4#183 . I will assume the rangers are approximately 1/2 the # of warm bodies...

William, we need to take control of this manor completely and quickly. Here is the plan. Your marines are our primary assault element, with the rangers in fire support.

You have 9 squads of marines. 8 squads are going in the windows... Split them into 1/2 squad teams (16 teams = 16 windows = 6 front, 6 back, 2 on each side) for each outside ground floor window.

The ninth squad is to come with you, me, our bodyguards and the command element to into the central courtyard and thence to the great hall. William, you will be guiding us to the great hall, as you know the building, but not from the front - you are quite irreplaceable.

The rangers will open the assault by shooting up all visible (from the outside) guards. Then 1 squad of rangers will come with us to the central courtyard. The other 3 squads of rangers will each cover a door and arrest any who flee.

Ranger team leaders, keep at least 1/2 your men undercover when securing the doors. There's possibly a mage in there, and if he comes out and distracts a the ones watching the door somehow, for example a web spell, the hidden half can feather him...

The marines meanwhile will rush their target windows (and door for the main thrust). Demand immediate surrenders from everyone you meet and hustle those you catch into the central courtyard. Keep the killing of civilians to a minimum but kill anyone who resists. Keep up the momentum and they won't have time to organize any kind of resistance.

The battle cry is Moergen and Aerenwe! I want to move as soon as the main encirclement is complete. The signal to assault will be given on the first sergeant's trumpet. Any questions?

If not, split your men up and move them into position. Stay well back, 300 ft +, from the manor when moving, and then low crawl into position - which is to say about 160' from your opening 2 rounds to get to the opening - run 120' + charge 80'.


Male Human Psion 10/Atlanteologist 10

Alright. So your group follows orders. And they have the manor house surrounded.


M 1/2 Elf Arcanist (Occultist) 4

"Remember men, I would like to take Raenech alive, so offer him the chance to surrender. First Sergeant, the trumpet if you please"

Bwhaaaa!

The trumpet sounds it's brazen cry and the assault begins. Letting loose with cries of "Moergen and Aerenwe!" Niall and William join the Marines' rush, surrounded by their bodyguards...


Male Human Psion 10/Atlanteologist 10

You see an army of the dead surrounding the Manor.


M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
You see an army of the dead surrounding the Manor.

...We didn't see them before we launched the assault.

Well, first, a spellcraft & Knowledge Arcana checks.

Spellcraft Check: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge Arcana Check: 1d20 + 11 ⇒ (20) + 11 = 31

1) What does Niall know about the Undead Legion realm spell?

2) How many units of undead legion are there surrounding the manor?


3) Presumably we are about to start interacting with them... The possibility exists that they are an illusion.
Will Save vs possible Illusion: 1d20 + 5 ⇒ (3) + 5 = 8


Male Human Psion 10/Atlanteologist 10
King Niall Swordwraith wrote:
EltonJ wrote:
You see an army of the dead surrounding the Manor.

...We didn't see them before we launched the assault.

Well, first, a spellcraft & Knowledge Arcana checks.

Spellcraft Check: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge Arcana Check: 1d20 + 11 ⇒ (20) + 11 = 31

1) What does Niall know about the Undead Legion realm spell?

A1. It's a powerful spell that only powerful mages cast. So this could be an illusion.

Quote:
2) How many units of undead legion are there surrounding the manor?

Just one.

Quote:

[

3) Presumably we are about to start interacting with them... The possibility exists that they are an illusion.
Will Save vs possible Illusion: 1d20 + 5 ⇒ (3) + 5 = 8

You believe that they are real, courtesy of the First Swamp Mage.


M 1/2 Elf Arcanist (Occultist) 4

"First Sergeant, Sound Hold! "

I do not know if I can stop us charging into melee with an undead legion, but I am going to try!

The first sergeant sounds his trumpet Bwa-Bwap-Bwap . Is it in time to stop the assault?

a) Yes.
Niall regroups his units. The marines concentrate to threaten the manor with a rush to overrun it if the Undead Legion comes out to fight. The rangers retreat to standoff distance, while maintaining their ring around the place. We call forward the Junior rangers and Scout Archers to augment that ring. Then we begin bombarding the legion with arrows. If the undead legion tries to hide indoors, the archers will use fire arrows, and Niall and Cale will use snapdragon fireworks to burn the manor around their heads...

b) No.
We are in combat. Marines and Skeletons in melee in the same square... Not sure what to do with the Senior rangers unit as it is dispersed to surround the manor (kind of).

Either way, here's a baseline spreadsheet .

I think we need to alter the structure of the battle field)... At least one square should be the manor itself. If b), I'd say hostile center is the manor, if a) I'd suggest going to a 5x5 field, with Aerenwe placing units on the perimeter, and Osoerde starting in the middle square (which is where the manor is).

Then, terrain (plains with the manor as some sort of fortification) and time/weather (fine, mid-late afternoon, post defeat of the pikemen) we know. Next up is the opposed warcraft checks for Initial unit placement (you might even say that's the choice between A & B above...)

Niall Warcraft Aid Another: 1d20 + 8 ⇒ (11) + 8 = 19 vs DC 10
Edit: Success

William Warcraft check for initial unit placement: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
+2 for Aid Another from Niall


Male Human Psion 10/Atlanteologist 10

I've added the undead legion in the center, where the manor itself is. You just need to surround the Legion. The spreadsheet does come in handy.


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

I've added the undead legion in the center, where the manor itself is. You just need to surround the Legion. The spreadsheet does come in handy.

Ok, I'm assuming we are going with option b above - Niall was able to halt the assault in time. So I have regrouped the Aerenwe forces, and placed all 5 units on the field [ Marines (Wil), Scout Archers (Wil), Junior Rangers (1), Junior Rangers (2), Senior Rangers ].

Next up is the opposed warcraft checks for round 1 initiative - deciding who chooses the movement order.

William Warcraft check for initiative: 1d20 + 9 ⇒ (12) + 9 = 21

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