M 1/2 Elf Arcanist (Occultist) 4
Closing out the turn
10. Adjust Loyalty/Treasury/Regency:
Regency: 98+47 Collected -18 alchemy – 16 rule law holdings – 34 automatic increase to niall’s bloodline (note, if this stays above 68 next turn, 35 will be automatically spent to increase Niall’s bloodline) = 77 Spider River Traders, Turn 7 close
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
Addendum to Niall's personal action - he will also try to find some NPC's (or PC's if there are any available) to adventure with him. He won't be taking the full bodyguard - it's a pain adventuring with a bunch of lvl 1 npcs, as you saw when Rogr and Lady Barad went spider hunting. He will likely take the ranger and paladin from his bodyguard, and see if he can find a) a cleric from the ETN and b) a trustworthy rogue in Calrie...
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote: It can be filed under item 9 of the previous agreement. Unless you want to change the contract. Changing the contract would mean a diplomacy action. If she's good with that, I'm good with that. Looks like I'm going to be building some roads... On to 7.3
b) Build Highway in Halried [2 GB – plains terrain] – progress in GB: 1d4 ⇒ 4. c) Build Highway in Northvale [4 GB – forest terrain ] – progress in GB: 1d4 ⇒ 3.
d) Build Highway in Westmarch [4 GB – forest terrain ] – progress in GB: 1d4 ⇒ 4. Niall Action : Rule Holding as a Realm Action . Attempt to improve Law holdings in Westmarch and Northvale from 1 to 2. This uses his 5th and last court action this domain turn. [2 GB], DC is 11 in both provinces (level 1 holdings). Both provinces are helpful for a +1 to Action success (Loyalty). Niall will spend 16 rp to add +8 to each check (only fails on a 1)
Niall’s personal action is going to be spent investigating Caer Callin with his detect secret doors spell.
M 1/2 Elf Arcanist (Occultist) 4
Got distracted for a bit, sorry... In that case, we are on to 7.3 For 7.3, William will continue with his diplomacy with Raenech and the Osoerdian Fleet... Diplomacy Action by William on Raenach: 1d20 + 1 ⇒ (7) + 1 = 8 Diplomacy Action by William on the Osoerdian Fleet: 1d20 + 1 ⇒ (6) + 1 = 7 Edit: Apparently William has foot in mouth disease... In 7.3 Niall may be doing a diplomacy with Siele. He wants to expand the agreement they have to include highways on the same terms as the fleet of Aerenwe
Will this require a diplomacy action or can it be filed under item 9 of the previous agreement : "9) The crown of Aerenwe and the SRT will cooperate on major trade projects - For example, dredging the Berendor for trade past Calrie & improving the road network to Rosoene." Finally, I also need to think of something for Siele to do in 7.3...
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
...OK... Well, let's figure out the math... Court Levels. William Court Rating = 1, Raenach/Fleet court rating = 1. Net +0 DC. William gets +1 to Diplomacy Actions for 5 ranks in Diplomacy Skill. Effective DC's 25 and 26 Respectively. Diplomacy is impacted by GB spending, not RP. GB spending only influences one subject and is spent before rolling (ie. it doesn't include he 10 GB inside assorted offers) - he doesn't have GB available to make a significant difference in the negotiations (6 GB would get him a success on a 19 vs the fleet & he would have to spend on both Raenach and the fleet separately). So natural 20's required to succeed ... What exactly do you think these people are looking at by way of alternatives to the deal that William is offering? The fleet can go pirate, and abandon all their land-based property to confiscation - not to mention the least they can expect for wives and kids would be having them kicked onto the streets to beg. While there are undoubtedly a bunch of junior sailors with nothing outside their boat, every officer post likely has some property ashore (of some sort). The ship captains likely hold manors...Raenach meanwhile, his wife and kids are probably looking at imprisonement, and possibly execution (especially for his heir)...Most of his property is ashore in various manors. He might have an account with a foreign merchants, but if said foreign merchants want to trade in Osoerde or Aerenwe, when the law regent issues a warrant, they cough up the contents of said account... The man is effectively broke down to what's on his back. He's also looking at having bounty hunters/ ssassins chasing him... PS. What happened in the mage's duel between the swamp mages? Who won?
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
Ok, we are handling it like a domain check. You need to set DC's (for Raenach and the Osoerdian fleet) as well.
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
Yep, the Northvale guild failed, as did Cale's attempt to rule the province of Banien's deep... Dice Happens
M 1/2 Elf Arcanist (Occultist) 4
Aerenwe 7.2 Actions Niall Domain Action: Moves to Northvale and casts Alchemy
Niall's Character action for 7.2 is to research the realm spell Scry Province. [1 GB] DC16
William : Diplomacy with Raenach and the Osoerdian fleet, to be detailed in a future post.
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
"Your domain first, good, you will make a good duke William, you understand your responsibilities" I will try to get the 7.2 domain actions up tonight, they will be diplomacy for William w/Raenach and his fleet, ??? for Niall and Siele ...
M 1/2 Elf Arcanist (Occultist) 4
"William, I think we can say that Osoerde is yours in military terms - the usurper has been chased into the sea, and there are no provinces in which our armies do not march. Now you must make a decision - will you pursue Raenach to the bittermost end, or will you will make a deal to bring this war to a close." "I will give you my advice on the matter. It will be difficult to further pursue this war. It is hard to force a navy to a battle, and Raenach and his fleet could simply flee from any attack. It is a shadow on my mind, that further pursueing him could perhaps drive him to join up with the pirates on Caelcorwynn Island. This would be a significant boost to their strength and make settling Aerenwe's debts with them even more difficult. Further, if he joins the strength of Osoerde's Navy to those pirates, I think they have a stronger navy than Aerenwe. " "In contrast though, I think we can reach an acceptable peace deal. Not only do we hold his wife and sons, we also hold the homeport of the Osoerdian fleet, and thus have the same pressure on the sailors of his fleet. I do not think he will find it easy to lead that fleet into a pirates life, forcing the men to abandon home and kin... I believe we can come to an acceptable diplomatic resolution. " "What say you William, vengeance or rebuilding your dukedom?"
M 1/2 Elf Arcanist (Occultist) 4
I think we are out of the war-moves at this point (switching to domain turn, 7.2) , unless some other party is jumping in... In 7.1.3, the mercenaries will leave to either Roesone, Ghoere, or Elinie, their choice. They will be escorted by 2 units of Knights: (Oes), and (Aer). The 2 Knights of the ETN will be returned to ETN Control. The 2 Pikemen of Coeranys will be returned to Coeranys. The 2 Militia (Oes) will be disbanded... Occupation will continue in all provinces of Osoerde. The senior Rangers and 1 Knight (Aer) will join Niall in Moriel, as will Cole. William will go to Gulfport to begin negotiations with Raenech and the fleet. Cale will return to Calrie to resume being Chancellor. Diplomacy to reach a "end of war" agreement will be William's 7.2 action (presumably with Raenach as well) details in a future post.
M 1/2 Elf Arcanist (Occultist) 4
OK. 7.1.2 endstate Spiritsend : Junior Rangers (Aer) - about to begin occupation Algael : 1 Pikeman (Aer) - in process of Occuption Brothendar : 1 Archer (Aer) - about to begin occupation Ghalliere : 2 Knights (Aer), 2 Knights (ETN), 1 Archer (Wil), Alchemists (Rae - Surrendered), Militia (Rae - Surrendered). Moriel : Marines (Aer), Militia (Wil), Pikemen (wounded, surrendered), Knight (Rae, Subverted, Surrendered), Mercenaries (Surrendered, Subverted). Niall, William. True Church of Vosgaard pillaged (reducing it to a Temple 0 .) Gulfport : Marines (Wil) - about to begin occupation , Scout Archers (Wil), Pikeman (Coeranys) Moergen : Pikeman (Coeranys), 1 Archer (William) - occupation in progress, Commander: William's Castellan (Donal Baen) Sunken Lands: Junior Rangers (Aer), Senior Rangers (Aer), Navy of Osoerde (assorted) w/ Raenach and associates on board.
M 1/2 Elf Arcanist (Occultist) 4
Ok, we are nearing the end of 7.1.2 Raenach has avoided capture and joined the Osoerdian Navy off the coast of The Sunken Lands. The Swamp Mages are dueling. (I assume you are handling that behind the DM's (virtual) screen. If you want to do something else, let me know. ) There are no Raenach controlled units on land except what is going on in Ghalliere: King Niall Swordwraith wrote:
Once that is resolved (diplomacy or warfare), I will write a summary of results for 7.1.2 and move on to 7.1.3...
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
Ok, 10 survival (tracking) checks by the ranger’s tracking specialist, Fuklerson. ( I am not using aid another here, because I think that’s mechanically inappropriate – large units will always catch small groups of fugitives if you allow it – aid another checks stack…) Survival Check 1: 1d20 + 13 ⇒ (14) + 13 = 27
Use them as needed… I would suggest the pursuit and success/failure of pretty much takes the rest of 7.1.2. William and Niall are involved in diplomacy for 7.1.2 with the Knights and Mercenaries respectively. Thus, Diplomacy with the fleet and/or Raenach will wait until 7.1.3 when Gulfport is in hand… In his “off-time” in 7.1.2, Niall will study count Danigau’s book of battle spells, adding several battles spells to his personal spell book. (learning a spell is dc 15+spell level, taking 10 with Niall’s +11 spellcraft is a 21- the process is automatic.) Burning Gaze, Dancing Darkness, Aggressive Thundercloud, Endure Elements, Spontaneous Immolation.
M 1/2 Elf Arcanist (Occultist) 4
A number of mechanical questions : 1)How do you want to handle the pursuit of Raenach & company by the rangers? 2) I don't think Niall can help/interfere in the Swamp Mages' duel, can he? 3) Now that Moriel City is onside, have we captured Osoerde's treasury? How much is in it? 4) Can William reach out to the Osoerdian navy through diplomacy? Not sure how but... if we have taken Gulfport, we hold their homeport, and presumably most of their families. I can see some sort of amnesty deal - particularly if they bring in Raenach. 5) Similarly, can Niall reach out to Raenach through diplomacy - particularly if he makes it onto the fleet... we both have things the other wants.
M 1/2 Elf Arcanist (Occultist) 4
Ok, so the osoerdian navy is waiting offshore of the Sunken Lands, wanting to pick up Raenach... "The Diplomacy was successful" - so the mercenaries are sacking the True Church of Vosgaard, preparatory to leaving Osoerde and the Knights are acknowledging William as Duke... The units moving into Gulfport (Marines (wil), and Pikemen (Coeranys) ) have encountered no resistance, and thus taken the Osoerdian Navy's home port? In Ghalliere, 4 Knights and Archer under command of Marshall Cole are facing 1 Alchemist unit and 1 militia. You haven't specified a move for these units, so I presume they are staying in Ghalliere for the turn. Rather than set up the battle board immediately, Cole will offer them the opportunity to surrender before he engages. Cole Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18
M 1/2 Elf Arcanist (Occultist) 4
King Niall Swordwraith wrote:
I just realized, Raenach fled into the Sunken Lands - Domain of the Second Swamp Mage, not the first! "William, a message with maximum priority, by whatever means you have, let the Second Swamp Mage know that Raenach, the first Swamp Mage, a Priest of Belinik and 3 or 4 others are fleeing Moriel on a beeline to the Sunken Lands, pursued by two units of Aerenwean rangers. While I would prefer to take them alive, dead would be fine. Whatever assistance he can provide, there in the heart of his domain, will be greatly appreciated! The grin on Niall's face would do a tiger proud. "As quick as you can William, Raenach may not have escaped us after all."
M 1/2 Elf Arcanist (Occultist) 4
Ok, war moves... From Algael
From Moergen,
From Moriel Marines (Aer, Fatigued) will remain in place and recover from being fatigued.
1 Junior Rangers and 1 Senior Rangers will pursue Raenach and his company into The Sunken Lands. 1 Marines (Wil) will advance into Gulfport. Cale, my chancellor and Warmage 4 will go with them as temporary commander 1 Junior Rangers (Aer) will move into Spiritsend (and prepare to start occupying next turn...). With both Niall and William in Moriel, we are certainly starting on diplomacy with the subverted units holding the city of Moriel. William is treating with the knights (subverted) (who are presumably the local chivalry), and trying to talk them into accepting him as rightful ruler of Osoerde, now that the usurper has lost the war and fled. Niall is meeting with the mercenaries (subverted) - his pitch is that Raenach has lost this war. Niall is willing to let the mercenaries leave unmolested (but not unescorted) to either Roesone, Elinie or Ghoere, provided they do him a favor, and sack holding of the Temple of Belinik (Pillage Holding action), and bribe him with the profits (1 GB)...while pretending that this was their own idea to raise the money to bribe him into letting them go. Do you want to resolve these bits of diplomacy as personal checks or as realm actions? (I think they qualify as personal, as otherwise there are way too many domain actions per turn going on...) Assuming personal diplomacy checks,
William diplomacy with Knights: 1d20 + 8 ⇒ (4) + 8 = 12 Remember, both units have been subverted, so they should be easy to negotiate with...
M 1/2 Elf Arcanist (Occultist) 4
Having successfully defeated the Raenach controlled forces in Moriel, I believe that we are at the end of war move 7.1.1 Current Known forces by province (in Osoerde only - there are a few more friendly units in Aerenwe...)
Niall will not pursue Raenach and company personally, but he will assign the Senior Rangers and one company of the junior Rangers to pursue them to either capture or kill them. No, they wont' take them, but it should keep them pretty busy...
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
1) How many mounts are there available from the stables? 2) Are (one of) Raenech's sons his designated heir ( see Designation, Here ) 3) Which swamp are they going to? Looking at the map they have at least a full day's march to reach SpiritsEnd or the Sunken Lands (the Duke's Estate being "near the center of the county, about a half a day's ride from the Duchy's capital, the city of Moriel."). Or are they headed into some smaller local swamp (inside Moriel)?
M 1/2 Elf Arcanist (Occultist) 4
Ok, Your bog standard 2nd level ranger ( veteran ranger of the Erebannien) has a +7 to track (2 ranks +3 class skill + 2 ranger track ability). A tracking specialist has a further +4 from skill focus survival and +2 from favored Enemy(Human). Capt. Greenbriar of the Rangers of the Erebannien calls out "Get Fuklerson and his fellows up here." in an indoor voice, "Fuklerson is who we want for this job, he's a bloodhound."... Soon Fulkerson (tracking specialist) and his assistant trackers (6 regular rangers) are looking things over. tracking, Aid another, Assistant 1: 1d20 + 7 ⇒ (9) + 7 = 16 vs dc 10
Edit: total of + 6 aid another tracking, Fuklerson: 1d20 + 13 + 6 ⇒ (8) + 13 + 6 = 27 vs dc ??? What can Fuklerson tell King Niall about his fugitives?
What does interrogating the stablehands & other staff get Niall about the party that fled? Do the accumulated noble volunteer any useful information?
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
As you've named no names, I assume that mean a) no Raenach, b) no First Swamp Mage, and c) no chief inquisitor Terrence Gryphon, nor d) any regents (anyone with an actual holding) or e) of other interest (eg a priest of Belinik) . Niall gives more orders: "Junior Rangers 1, secure the perimeter - I have a thing about surprise guests... "William, take charge here. Get these people organized and under control. They can be "guests" of the crown of Aerenwe until such time as we get you seated as duke, and then you can deal justice... Use the Marines for manpower. Make it clear you expect them to volunteer any useful information - like where Raenach, the First Swamp Mage or Terrence Gryphon went - and that will be a consideration when you are dealing your justice later." "Scout Archers, turn this building inside out. I wouldn't want Raenach to get away by hiding in a cubby-hole somewhere..'" "Ranger commmanders, get your best trackers together, and study the tracks tell me what you figure out. How many? Are they mounted? How old are the tracks (how many hours of lead do they have)? "Ranger Corporal, take your squad to the stables. Grab all the horses available, and tack and some feed for them. Everything needed for a mounted pursuit. Talk to the stablemen, find out if Raenach or anyone else took some horses to flee with. If they did, how many mounts did they take?"
M 1/2 Elf Arcanist (Occultist) 4
Yeah, we have to find a different way of doing things... For example, I don't have stats for the unit commanders. I am going to steal from the NPC Codex...
perception, Junior Rangers Commander 1: 1d20 + 6 ⇒ (18) + 6 = 24 perception, Junior Rangers Commander 2: 1d20 + 6 ⇒ (11) + 6 = 17 perception, Senior Rangers Commander: 1d20 + 8 ⇒ (2) + 8 = 10 perception, Marines Commander: 1d20 + 2 ⇒ (14) + 2 = 16 perception, Scout-Archer Commander: 1d20 + 5 ⇒ (3) + 5 = 8 perception, William: 1d20 + 3 ⇒ (8) + 3 = 11 perception, Niall: 1d20 + 10 ⇒ (9) + 10 = 19
M 1/2 Elf Arcanist (Occultist) 4
"Junior Rangers and Scout archers, resume your encirclement of the manor. Check for tracks from anyone who escaped while we were engaged!" "William, you, I, the marines and the senior rangers storm the manor! The rules are surrender or die!" ... So we resume storming the manor. Who do we catch? Do the junior rangers and scout archers find any tracks from parties fleeing? Not sure how you want to handle this; do you need some rolls?
M 1/2 Elf Arcanist (Occultist) 4
That's a very odd undead legion you've got there ... normally they have a move of 1 and an attack of +8... An attack of 10 does not succeed against the junior ranger's def of 12. OK, no one has charge range, no one has missile range. Cale will try to use battle magic to supplement the junior ranger's melee attack (they can't use their missile value on the first round, because they moved.)
Edit: Success Cale's Warcraft Check: 1d20 + 7 ⇒ (8) + 7 = 15 vs dc 10 Edit : a 15 make that a total of a +2 bonus : +1 for the spell level/2 and +1 for succeeding on the warcraft check by 5 or more. The Junior Rangers get a attack in melee
Edit: we will see if that succeeds, a normal undead legion has a def of 22...
M 1/2 Elf Arcanist (Occultist) 4
Moves
Junior Rangers 2 (aer): Friendly Left Center > Friendly Center > Friendly right Center
Senior Ranger (aer): Friendly Right Center > Middle Right Center > Hostile Right Center
Scout Archers (Wil): Hostile Right Center > Hostile Center > Hostile left Center Marines (Wil) : hold position Raenach gets to move and then we resolve any attacks...
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
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
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.
b) No.
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
William Warcraft check for initial unit placement: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
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
1) What does Niall know about the Undead Legion realm spell? 2) How many units of undead legion are there surrounding the manor?
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...
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'.
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.
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?
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
M 1/2 Elf Arcanist (Occultist) 4
EltonJ wrote:
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):
If they aren't dead, Cale would be casting spell to interfere with their attack... https://paizo.com/campaigns/RuinsOfEmpire/gameplay&page=21#1019
PS. Why are they rolling at a +9? Pikemen only have a +4 melee rating.
M 1/2 Elf Arcanist (Occultist) 4
There are no charge attacks
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
movement for turn 3 is done, we are resolving the attack phase
Stationary Missile Attacks
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
Scout Archers (Wil) move 2: hostile right Flank > Hostile Right center > Hostile Center
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). |