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I'll be running through the last leg of Broken Moon on Friday, and I'm using mass combat rules from Paizo's Kingmaker Adventure Path and Jon Brazer Enterprises' Book of the River Nations to add a bit of depth to the scenario. The consensus among folks who have run CC is that most PCs are going to see the tower and beeline toward it without doing too much exploration, so I wanted to give the characters a reason to face off against a lot of these enemies and experience the sheer scale of the army that the Whispering Way has built up. Since this is a one-shot mass combat, I'm ignoring a lot of rules on consumption and BP in favor of rudimentary rules for movement and ranged combat.
I have recreated the map of the village on a dry erase grid, and I'm sticking to the 40-foot per square scale because that makes movement pretty simple to adjudicate. My general rule of thumb for army movement is that up to 50 creatures can inhabit a 40-foot square, so a Medium army of 100 creatures takes up two squares and a Large army takes up four. Most armies made of creatures with base speed 30 can move up to 2 squares per round; armies outfitted with medium or heavy armor or composed of creatures with low base speeds (such as dwarves) move at 1 square per round, while creatures with base speeds of 40 feet or more can move up to 3 squares each round (I don't think any of the creature types represented have movement speeds higher than that).
I also tinkered with some of the tactical options and special abilities because a few just didn't make sense (such as Sniper Support, which offers a clear benefit without any real drawback as a per-battle tactical option). Ranged attacks have a range of either 1 (for ranged weapons) or 2 (for magical resources).
Some of the NPCs featured in this chapter are available as NPC commanders, so the players will get to choose whether they command armies themselves or have their allies do it for them. I'm also making it so that PCs can travel with an army, but can disengage to challenge an enemy commander in single combat once the two armies are adjacent; distracting an enemy commander in this way makes that enemy's army forfeit any bonuses granted by the commander for the duration of the one-on-one combat (though of course multiple PCs can challenge a single commander, and vice versa).
Here are the stat blocks for the armies and information on how each commander boosts their army.
ALLIED COMMANDERS:
The Markiza & The Hound: Morale +3
Bonus Tactic: Taunt (enemy army must make a Morale check at a DC of 10 + your army’s CR at the start of each round or take a –2 penalty to DV and OM for that round; two consecutive successful Morale checks render the army immune to this tactic for the remainder of the battle)
Rhakis Szadro, Prince of Wolves: Morale +2
Bonus Special Ability: Bardsong (army makes a Morale check each round to gain a +1 DV and OM bonus for that round)
Margrave Cilas Graydon: Morale +3
Bonus Tactic: Cavalry Expert (+2 OM against armies that are not mounted)
Huntsmaster Delgros Kroitzcer: Morale +1
Bonus Special Ability: Mercenary (If paid 500 gp x the CR of the army he commands, Delgros raises the Morale of that army by an additional +1)
ALLIED ARMIES:
Lodge Hunters CR 2
Small army of humans (mounted archers)
COMBAT
hp 5; DV 13; OM 3 (range 1)
Tactics Sniper Support (–1 OM for +2 damage when in melee); Resources mounts, ranged weapons
LOGISTICS
Speed 2
Priests of Desna CR 2
Diminutive army of humans (celestial theurges)
COMBAT
hp 6; DV 17; OM 7 (range 2)
Tactics Spellbreaker; Resources healing 4 (2/day)*, improved armor (magic), improved weapons (magic), spellcasting
LOGISTICS
Speed 1
* I'm ruling that the Desnans can heal up to 4 hp of damage to either themselves or an adjacent army in lieu of making an attack or moving.
The Prince's Wolves CR 2
Medium army of humans (werewolves; shapechangers)
COMBAT
hp 10; DV 12; OM 12
Tactics Expert Flankers (+2 OM, –2 DV)
LOGISTICS
Speed 2
Avenging Primals CR 1
Tiny army of humans (Vollensag Stalkers; shapechangers)
COMBAT
hp 6; DV 11; OM 1
Tactics Relentless Brutality (+4 OM, –4 DV)
LOGISTICS
Speed 3
ENEMY ARMIES:
Cultists of the Way CR 4
Small army of humans (Whispering Way curates)
COMBAT
hp 16; DV 20; OM 10 (range 2)
Tactics False Retreat (Once per battle, your army can make a false retreat, luring the enemy deeper into your territory. On the round you make a false retreat, you cannot make an Offense check. On the round after a False Retreat, you gain +6 OM and +6 DV); Resources Improved Armor (magic), Improved Weapons (magic)
LOGISTICS
Speed 1
Leader Auren Vrood (Morale +3; Vrood can animate fallen cultists as ghouls once per battle, restoring 2 hp to his army and increasing its OM by 1)
Jezeldan Fanatics CR 2
Small army of humans (Demon Wolf Marauders; shapechangers)
COMBAT
hp 10; DV 14; OM 4
Tactics Dirty Fighters (+6 OM on first round of the melee phase); Resources Improved Armor (magic), Improved Weapons (magic)
LOGISTICS
Speed 2
Leader Adimarus Ionacu (Morale +2; Adimarus' forces gain +1 OM and damage against armies comprised of non-shapechanger humans)
Feldgrau Skeletons CR 4
Large army of undead (skeletal champions)
COMBAT
hp 16; DV 14; OM 4 (range 1)
Tactics Defensive Wall ( –2 OM, +2 DV; always active and already figured in above); Resources Ranged Weapons, Shields (+2 DV against ranged attacks)
LOGISTICS
Speed 2
Leader Akya-Nor*, Dread Wight Monk (Morale +3; Akya-Nor’s army reduces both the DV and OM of an opposing army by 1 on the first successful attack it makes against that army in battle)
* I have reflavored Acretia as a Jalmeri monk to play off one of my PCs, who is herself a Jalmeri monk and worshiper of Irori.
Feldgrau Zombies CR 1
Small army of undead (fast zombies)
COMBAT
hp 4; DV 11; OM 1
Tactics Close Quarters (army gains +2 DV when in narrow terrain, such as gaps of 80 feet or less in width)
LOGISTICS
Speed 3
Leader Siobhan, Child of Urgathoa (Morale +1; Siobhan can magically bolster zombies once per battle, restoring 1 hp to her army and raising their DV by 1 for the rest of the battle)
Guardian Festrogs CR 1
Tiny army of undead (festrogs)
COMBAT
hp 4; DV 11; OM 1
Tactics Relentless Brutality (+4 OM, –4 DV)
LOGISTICS
Speed 2
Leader Molochi, Priest of Orcus (Morale +2; Molochi can create new festrogs once per combat, restoring 1 hp to his army and raising its Morale by an additional +1)

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Hmm, looks like I need to revise some of the armies fighting for the Whispering Way... Book of the River Nations states that undead armies "always make their Morale checks", and I originally interpreted that to mean that they rolled Morale like everyone else but could not change their Strategy track (although they should be able to declare learned Tactics normally).
However, I think what that sentence actually means is that Undead armies automatically succeed on Morale checks--making any leader bonuses to their Morale checks null and void.
With that in mind, ignore the Morale bonuses granted by Akya-Nor, Siobhan, and Molochi in the stat blocks above. Molochi's special leader ability should also be altered; when he creates more festrogs, his army regains 1 hp, and the ensuing confusion grants the festrog army Battlefield Advantage (+2 to DV and OM) for 1 round.