Irabeth Tirabade

CM_CrusadeMeister's page

16 posts. Alias of DM_aka_Dudemeister.


Full Name

Crusaders of Kenabres

Race

Mgt: 20/20 // Mob: 20/20 // Dis: 28/30

Classes/Levels

Army 5

Gender

All

Size

Medium

Alignment

LG

Deity

LN, LG, NG

Location

Drezen

About CM_CrusadeMeister

Mass Combat Skill Challenge Rules

Ability Pools
Might - (Strength of Arms and Magic) - Spend from the Might Pool when you fail a melee attack roll, strength or constitution based skill or ability check or Fortitude Save.

Mobility - Speed and Ability to Maneuver - Spend from the Mobility pool when you fail a ranged attack roll, dexterity based skill or ability check, or Reflex Save.

Discipline - Morale, Magic and Intelligence - Spend from your Discipline pool when you fail a concentration check, intelligence, wisdom or charisma based ability or skill check or Will Save.

Army Resources
Your army has access to the following resources, to make use of the resource you must include it as part of the description of what the army around you is doing.

Improved Armour: +3 to rolls to defend against attacks [ ] Refresh once per day.
Improved Weapons +3 to rolls to attack in melee [ ] Refresh once per day
Mounts: +3 to move with speed [ ] Refresh once per Day
Ranged Weapons: +3 to attack at range [ ] Refresh once per day
Healing Potions Recover 1d8+1 divided among your pools as you wish. (Can be used once)

Army Edges
Your army has the following edges:
Aura of Courage Reduce cost of spending Discipline by 1
Channel Positive Energy Use Discipline vs. Undead once per day.
Divine Health Reduce cost of spending Discipline to defend against disease by 1.
Lay on Hands Recover 1d4 Might once per day.
Smite Evil Reduce cost of spending Might by 1.
Spellcasting Spend discipline instead of Might or Mobility.

The Mass Combat Check
Each time your army enters a region, each player will make an attack, save, skill or ability check to represent their contribution to leading/inspiring/guiding/fighting alongside the army. You will be presented with an AC/Save DC/Skill DC/Ability check DCs along with suggested rolls for these DCs.

Once this check is resolved, you'll be able to decide where your army will go next, or a location will be revealed where your characters might need to perform a personal skirmish action.

At the end of each round a round-up will be made from lowest-to-highest, with the highest PC winning Glory.

Failing Forward
This will be a "Fail Forward" mechanic, where players fail these checks they will be reducing the Might/Mobility/Discipline pools of the army to make up for failures (1 point for each point the check has failed). These pools are both the ability scores and hit points of the army. Representing loss of lives, tactical advantage or morale of the army. If any pool reaches 0 the army is unable to take further actions until the pool is healed above 0.

To recover pools your heroes will likely have to perform some manner of mission to recover enough resources to heal casualties, seek reinforcements or restore morale to the army.

If all pools are reduced to 0, your army is defeated, either by death or forced retreat, and your mission in Drezen will be much, much harder against the forces arrayed against you.

Spending Glory
Any PC who has earned Glory can spend it in the following ways:
30 Points - Recover 1 mythic point
20 Points - Recover one use of a class feature, or 2 rounds if tracked by round
10 Points per Spell Level - Recover a spell slot of the corresponding level.
10 Points - Regain a charge on a magic item.

Rations
Your army has 14 days worth of rations. Each day without rations reduces all of your pools by 1 point per day.
Statting up your army
So based on your victories so far I'd like you as a group to decide how you'd like your army's pools to be statted up. Each pool will begin at 10 as a base, and you have 40 points to distribute among the three scores.

Crusaders of Kenabres
Might 20
Mobility 20
Discipline 30

Allies
Activate as part of an associated Mass Combat check, or in-between mass combats to recover some of your Army Pools.

Anevia Tirabade
+2 checks for Scouting (Perception, Stealth), Kn. (Local/Nature), Traversing (Acrobatics, Climb, Swim), Survival, Ranged Combat, Reflex Saves
Recover: Mobility (1d4)

Captain Arles Jhestander
+2 checks for Intimidate, Ride, Melee Combat, Will Saves
Recover: Might (1d3)

Aron Kir
+2 checks for Scouting (Perception, Stealth), Kn. (Local/Nature) Traversing (Acrobatics, Climb, Swim), Survival, Melee Combat, Reflex Saves
Recover: Mobility (1d4)

Aravashnial
+2 checks for Knowledge (Arcana/Planes/History), Concentration, Spellcraft, Will SWaves
Recover: Discipline (1d4)

Beatric
+2 checks for Knowledge (Religion), Concentration, Will Saves
Recover: Discipline (1d4)

Horgus Gwerm
+2 checks for Intimidate, Reflex Saves
Recover: Any (1d3)

Irabeth Tirabade
+2 checks for Diplomacy, Intimidate, Kn. (Religion), Ride, Attack Rolls, Fortitude Saves, Will Saves
Recover: Any (1d6)

Captain Kamilo Dan
+2 checks for Diplomacy, Kn. (Local), Ride, Melee Attack Rolls, Will Saves
Recover: Might (1d3)

Nurah Dendiwar
+2 checks for Charisma based checks, Scouting (Perception/Stealth), Ranged Attacks, Reflex Saves
Recover: Discipline (1d4)

Sosiel Vanic
+2 checks for Kn. (Religion/Planes), Heal, Spellcraft, Concentration, Melee Attacks, Will Saves
Recover: Any (1d6)

Example of Play:

Example of Play

The crusaders find themselves in a blind canyon, and have come across an army of cultists.

The modest amy of Cultists has a CR of 3 (HD d8) for a total of 120 adversary pool (4 x 3 x 10).

The following checks and DCs are offered.

Concentration DC 19, Skill DC 22, Enemy AC 21, Strength/Con DC 14, Save DC 17

Might
Fight in the Melee Melee Attack Roll
Outlast the Enemy Constitution Check

Mobility
Scout Stealth/Perception
Charge! Acrobatics or Ride
Covering Fire Ranged Attack

Discipline
Hold Firm vs Fear Will Save
Surrender or Die Intimidate or Diplomacy
Spell Bombardment Concentration DC 22

Selann Scout; (Stealth + Anevia (DC 22)): 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
Caliban Spell Bombardment; (Concentration + Aravashnial (DC 19): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Benedic Hold Firm vs Fear; + Beatric (DC 17): 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Junior Surrender or Die!; Diplomacy + Amelia (DC 22): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Tristan Fight in the Melee; Melee attack + Masterwork Weapons (AC 21): 1d20 + 8 + 3 ⇒ (6) + 8 + 3 = 17
Greta Outlast the Enemy; Constitution (Raging) + Mythic (DC 14): 1d20 + 4 + 1d6 ⇒ (20) + 4 + (4) = 28

(-4) Tristan rushes into the melee with a group of Paladins, but the cultists hold them at bay with their better reach. (Reduce Might pool by 4)
(-4) Benedic tries to help the army hold firm against the magical fear cast by the cultists, unfortunately some of the enlisted men break formation and run! (Reduce Discipline by 3)
(+3) Caliban works with Aravashnial and the small group of dedicated casters in the army to bombard the enemy with ranged and area of effect magic, causing some of the cultists to scatter. [Earning 1 Glory]
(+5) Junior and Amelia corner some of the scattered cultists offering them the choice of Surrender or Death, many of the cultists choose to kill themselves rather than be captured but a few choose surrender. [Earning 1 Glory]
(+9) Selann and Anevia work together to find a spot to ambush some of the separated Cultists taking them down in an efficient manner. [Earning 1 Glory]
(+14) A small group of cultists defending their demonic commander have held out on the battlefield, but few can outlast Greta and her endurance inspires the crusaders to fight beyond their limits finally breaking the turtle formation of the cultists and bringing their commander down in a glorious and bloody finish! [Earning 14 Glory +2 for Natural 20]