Venture Teller Play b'Post |
The demons try to delay the battle until night to gain an advantage,* but the forces of the Army of the Open Road is too big to avoid. The battle up north stretches for miles as five armies (one with a halfling!) smash into each other.
Yes Devon, I typed Cefwyn and Elves when one of those should have been you.
Ranged against the schir group A: 1+5+0=6 total
Melee 1 against the schir group A: 15+4+1+4=24 end of phase
The first group falls to massive damage but not before taking a bite out of the Pathfinders!
Redirecting other attacks to group B.
Melee 2: 16(woot Nat 20!)+2+3+4=25
DV 14; OM +6
Tactics standard, withdraw
Resources improved weapons
Special darkvision, extraplanar (demon), powerful charge*
Speed 2; Morale +3
Group A vs. Elves, Riftwardens, Pathfinders: 1d3 ⇒ 3 (DV 17)
1 ScA OM: 1d20 + 6 ⇒ (10) + 6 = 16
2 ScA OM: 1d20 + 6 ⇒ (18) + 6 = 24 (never mind we are dead!-which is good because those 18s are deadly!)
3 ScA OM: 1d20 + 6 ⇒ (13) + 6 = 19 (never mind we are dead!)
Group B vs. E, R, P: 1d3 ⇒ 3 (DV 17)
1 ScB OM: 1d20 + 6 ⇒ (15) + 6 = 21
2 ScB OM: 1d20 + 6 ⇒ (5) + 6 = 11
3 ScB OM: 1d20 + 6 ⇒ (13) + 6 = 19 (never mind we are dead too!)
Total of 4 damage to the Pathfinders (please check my math :)
Venture Teller Play b'Post |
Fababellus nods at the reports of the armies success in the north. "How fare Horatio's cavalry?" he asks and happily greets the news about the howler cavalry's retreat.
After looking at routes, I realize it does end the battle, but Horatio gets one last attack as they flee. Day 4 starts with moves. Remember you can skip a move (rest) to regain hp.
schirs: 1d10 + 2 ⇒ (3) + 2 = 5
stitched horrors: 1d10 + 2 ⇒ (3) + 2 = 5
howlers: 1d10 + 3 ⇒ (2) + 3 = 5
dretch: 1d10 + 1 ⇒ (5) + 1 = 6
Day 4
13:
12:
10:
6: Dretches
5: schirs, howlers,* stitched army
move your pawn, they all go after you!
Horatio Flaxseed |
The battle in the south commences with a loud boom as two mounted armies clash!
I see I missed something else. "Mounts" has an asterisk next to it in the Taldan army and the asterisks are already included in the OM & DV. So it doesn't need to be added. Sorry I missed the asterisk when I was showing armies. Don't worry about the rolls already completed, we shall just move forward.
Oh, my bad than...the only * I saw was "available to all armies" in the mass combat section. I'll make certain to correct my numbers going forward. Quick question for you though - where are the howlers getting +2 to their OM from? I figured it was their cavalry expert, but that only works against unmounted enemies (hence why Horatio heard "cavalry" and switched tactics :P). Thanks for helping guide me through learning the mass combat system, GM!
Edit: Crap! I also totally forgot that by being Aggressive my damage was at +3. I don't suppose that changes what happens to the Howlers? I'll assume not, since it was my screw up, and continue as if they are wounded, routed, and fleeing.
Horatio's army takes (9) damage, but the Taldans are dishing out far worse than they are receiving! "That's it! We've got them now! Drive them into the dirt! Charge!"
The Army of Exploration will take their Day 4 attack on the Howlers as they rout and flee, and then will rest to heal and recover in lieu of taking any movement today.
Army: Taldor's Army of Exploration (ACR: 6 | Speed: 2)
Initiative: 1d10 + 2 - 1 ⇒ (10) + 2 - 1 = 11
Tactics: Taunt - Howler Cavalry must make a Morale check, DC: 16 (10 + ACR) at the start of every Melee phase. Failure => their OM and DV decreases by 2 for that phase. If they succeed at two of these checks, they are immune for the rest of the battle.
Strategy: Reckless (+4 OM / -4 DV / +6 Damage Dealt)
Special Abilities (1): Challenge - Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Special Abilities (2): Glory Hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase: 1d20 + 9 + 1 + 4 + 2 ⇒ (10) + 9 + 1 + 4 + 2 = 26 (+6 Damage)
OM: +16 (+9 +1 Driven by Glory +4 Reckless +2 Challenge)
DV: 16 (19 +1 Bound for Brevoy -4 Reckless)
HP: 29/38 (33 +5 Allies from Andoran) | Morale: +5 (+3 +2 Driven by Glory)
(OM/DV -2 if another allied battalion enters this battle | DV -1 during this battle against anyone except the Howler Cavalry)
Healing: +6 HP => 35/38
Wembly Templeton |
Day 4
13:
12:
11: Taldor's Army of Exploration, Riftwardens
10:
8:
6: Dretches
5: schirs, howlers,* stitched army
Wemby calls out
"Well done Riftwardens. Even now some dretch demons advance to the south. We must cut them off before they reach the city"
Wembly leads the Riftwardens south towards the Dretches2 (green arrow)
Army: Riftwardens HP 21/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Movement Phase: speed 2
Strategy: standard (+0/-0 DV)
Tactics Phase: spellbreaker
Ranged Phase: 1d20 + 9 ⇒ (16) + 9 = 25
Melee Phase: 1d20 + 9 ⇒ (9) + 9 = 18 + Channel-dmg: 1d4 ⇒ 3
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Celfwyn the Blind |
Celfwyn is tempted to move straight toward the army reported to the north, but with reports of several armies to the south, he joins Wembly in moving his men in that direction. Green arrow as well, then.
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (1) + 2 - 1 = 2
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM), Favored Enemy (demon) +1
Ranged Phase: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (15) + 7 + 2 + 1 + 1 = 26 +2 damage
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (4) + 7 + 2 + 1 + 1 = 15 +2 damage (Awwww)
Melee Phase: 1d20 + 7 + 2 + 1 + 1 ⇒ (10) + 7 + 2 + 1 + 1 = 21 +2 damage
OM +9 (+10 melee), DV 14, HP 33
Haro はろ |
Army: Five King Pike Infantry
Command Roll: 1d10 + 2 ⇒ (8) + 2 = 10
Movement Phase: Move forward and confront the cultists.
Tactics Phase: Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.did this the last round.
Ranged Phase: Standard Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Special Actions: Weapon Specialization Once per battle, increase the army's OM for either ranged or melee attacks by 2.last round activated.
Melee Phase: Standard Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Day 4
13:
12:
11: Taldor's Army of Exploration, Riftwardens
10: Haro's Army
8:
6: Dretches
5: schirs, howlers,* stitched army
Druthane |
Army: JISTKAN STONE GOLEMS
HP: 38/38
DV: 17 (5 Acid or Adamantine)
Speed: 1
Morale: +0
Command Roll: 1d10 + 1 - 1 ⇒ (9) + 1 - 1 = 9
Movement Phase:1 NW to engage
Tactics Phase:Standard
Ranged Phase: N/A
Melee Phase: Ancient Design: 1d6 ⇒ 3 ATTACK!: 1d20 + 7 ⇒ (7) + 7 = 14
Day 4
13:
12:
11: Taldor's Army of Exploration, Riftwardens
10: Haro's Army
9: Kistkan Stone Golems
8:
6: Dretches
5: schirs, howlers,* stitched army
Celfwyn the Blind |
Forgot to repost it with mine.
Day 4
13:
12:
11: Taldor's Army of Exploration, Riftwardens
10: Haro's Army
9: Kistkan Stone Golems
8:
6: Dretches
5: schirs, howlers,* stitched army
4:
3:
2: Elven Uprooters
Devon Callister |
Group A vs. Elves, Riftwardens, Pathfinders: 1d3 ⇒ 3 (DV 17)
1 ScA OM: 1d20 + 6 ⇒ (10) + 6 = 16
2 ScA OM: 1d20 + 6 ⇒ (18) + 6 = 24 (never mind we are dead!-which is good because those 18s are deadly!)
3 ScA OM: 1d20 + 6 ⇒ (13) + 6 = 19 (never mind we are dead!)Group B vs. E, R, P: 1d3 ⇒ 3 (DV 17)
1 ScB OM: 1d20 + 6 ⇒ (15) + 6 = 21
2 ScB OM: 1d20 + 6 ⇒ (5) + 6 = 11
3 ScB OM: 1d20 + 6 ⇒ (13) + 6 = 19 (never mind we are dead too!)
I'm assuming these attacks are all melee attacks. Due to Devon's preposterous tactics, his army's DV is only 13, and thus received damage equal to 3+8 = 11. And please elaborate me this: to me it seems there are two armies, but they both have three attacks per day?
Day 4
Army: Society Field Agents (hp 11/22, DV 17, OM +7)
Initiative: 1d10 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Movement Phase: Stay to rest. (I checked the rules regarding resting. The army regain hit points only if they can also avoid battle for the day. So if another army moves over to fight, the resting is interrupted.)
"Right, that one was harsh. They all obviously knew who their real adversary was, so they saw how strong we are! Let's stay here for a day, treat our wounds but be ready for battle at any moment! Harsh lands and such."
Day 4
13:
12:
11: Taldor's Army of Exploration, Riftwardens
10: Haro's Army
9: Jistkan Stone Golems, Pathfinder Field agents
8:
6: Dretches
5: schirs, howlers,* stitched army
4:
3:
2: Elven Uprooters
Horatio Flaxseed |
(I checked the rules regarding resting. The army regain hit points only if they can also avoid battle for the day. So if another army moves over to fight, the resting is interrupted.)
Good catch! That means Horatio's army is still HP: 29/38 on Day 4, unless the "one last attack vs a fleeing/routed army" doesn't count towards that day's battle phase(s).
Venture Teller Play b'Post |
Day 4
11: Taldor's Army of Exploration (rests),
11: Riftwardens engages dretches (please declare which army to direct your attacks to (and give me two more melee rolls)
10: Haro's Army engages stitched horrors please give me two more melee rolls
9: Jistkan Stone Golems engages stitched horrors please give me two more melee rolls
9: Pathfinder Field agents (rests)
6: Dretch1 moves south
6: Dretch2 engages R, E: 1d2 ⇒ 1 Wembly's Rifwardens
5: schirs A engages same as dretch2 (Wembly's Riftwardens)
5: schirs B moves to cut off taldans.
5: howlers (rests)
5: stitched army engages H, D: 1d2 ⇒ 1 Haro's dwarven pikes
2: Elven Uprooters please declare which army
1: cultists continue to perform ritual.
I will have to make my rolls tomorrow... zzzz
Wembly Templeton |
No resting yet, we are under heavy attack. Keep fighting!"
Melee Phase: 1d20 + 9 ⇒ (1) + 9 = 10 channel: 1d4 ⇒ 1
Melee Phase: 1d20 + 9 ⇒ (4) + 9 = 13 channel: 1d4 ⇒ 1
Yikes! Riftwardens look very tired with those rolls! They are continuing to use spellbreaker, so DV is +3 vs spell users. Attack same target(s) as Elves. Also, I am assuming the channel damage is per round without the attack roll but in addition?
Druthane |
My apologies "While I know you have no souls to inspire, fight on golems!"
Melee Phase 1: Ancient Design: 1d6 ⇒ 6 ATTACK!: 1d20 + 7 ⇒ (15) + 7 = 22
Melee Phase 2: Ancient Design: 1d6 ⇒ 1 The golems malfunction and do not function this time.
Haro はろ |
Standard Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Standard Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Venture Teller Play b'Post |
The stitched horrors turns to be an accurate descripton and not just a fanciful description of the scouts. A dozen demon carcasses have been priced together to create a mismatched mess of already chaotic parts. And that is just one of them. As an army their are hundreds of them, giving a true perspective on what vile stuff oozes from the World Wound. They howl and scream with terrible noise as the shamble, lope, fly, bound and race across the battlefield.
The pikeman & golems meet them head on & bravely reduce the demonic creatures to their constituent parts.
Sensing a weakness when the golem's stop attaching the stitched-demon change targets, but it is the last thing they do.
They take 12 damage in phase1, 10+5 in ph2, 12 in ph3. Enough to kill them.
v Haro 1d20 + 7 ⇒ (18) + 7 = 25
v Haro 1d20 + 7 ⇒ (9) + 7 = 16
v Druthane 1d20 + 7 ⇒ (12) + 7 = 19
Haro if you want to change tactics after that first phase please do so!
Venture Teller Play b'Post |
Coordinating their efforts the rift wardens and elves smash into the mass of dtetch demons. Then the combined army targets the more formidable scheir demons.
take 8+2 during ranged phase. 5+11 ph1, killing them.
r v riftwardens 1d20 + 7 ⇒ (10) + 7 = 17
v rift wardens 1d20 + 7 ⇒ (3) + 7 = 10
ph2 3 damage, pH 3 9 damage: still up!
v rift 1d20 + 6 ⇒ (16) + 6 = 22
v rift 1d20 + 6 ⇒ (15) + 6 = 21
v rift 1d20 + 6 ⇒ (11) + 6 = 17
Again, if you want to change tactics for the later phases, we will retcon. One or two more should do it.
1d20 + 6 ⇒ (14) + 6 = 20
Celfwyn the Blind |
Melee Phase 4: 1d20 + 7 + 2 + 1 + 1 ⇒ (3) + 7 + 2 + 1 + 1 = 14 +2 damage
Melee Phase 5: 1d20 + 7 + 2 + 1 + 1 ⇒ (5) + 7 + 2 + 1 + 1 = 16 +2 damage
Oooooor... not. Wembly? You got anything better?
Haro はろ |
Haro sticks to his defensive wall and attacks the enemy
Phase 4 Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Phase 5 Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Wembly Templeton |
Riftwardens continue the attack.
Tactics Phase: spellbreaker, agressive
Melee Phase: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Melee Phase: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Extra Channel dmg : 2d4 ⇒ (3, 3) = 6
Venture Teller Play b'Post |
The pikeman clean up any last stragglers of the stitched horrors.
The elves manage to score a little more damage against the last Schier army, it is enough to let the riftwardens come in with a decisive blow and destroy the hairy demons!
So only that 22 against the riftwardens.
Reports on the cultists bring alarming news. "When they finished the ritual, huge winged beasts erupted from a purple roiling mist!. The creatures began devouring the cultists who seemed gleefully happy to be ripped apart by teeth the size of daggers."
Stitched horrors, dretch2, & Schier (3 of 4) destroyed. Cultist army dies, new army appears.
Dretch 1d10 + 1 ⇒ (10) + 1 = 11
Schir 1d10 + 2 ⇒ (1) + 2 = 3
Howler Cavalry 1d10 + 3 ⇒ (7) + 3 = 10
Rift drakes 1d10 + 4 ⇒ (2) + 4 = 6
Venture Teller Play b'Post |
Day 5
Only need moves for now (which includes resting if you want :)
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
.
.
6: Rift Drakes
3: Schir
Dretches march toward Devon and his Pathfinders (will they still be there when the dretch arrive?!?
Druthane |
Initiative: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
NE 1
Day 5
Only need moves for now (which includes resting if you want :)
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
.
.
6: Rift Drakes
3: Schir
2: Golems
Horatio Flaxseed |
GM, did you see my note about the extra +6 damage to the howlers from day 3 and earlier?
Initiative: 1d10 + 2 - 1 ⇒ (5) + 2 - 1 = 6
Horatio guides his army back to full battle readiness, and swiftly charges for the schir armies gathered near-by!
NE 1
Day 5
Only need moves for now (which includes resting if you want :)
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
.
.
6: Rift Drakes
6: Army of Exploration (blue arrow)
3: Schir
2: Golems
Celfwyn the Blind |
Seeing the Pathfinder Society Field Agents and Devon quite near another demon army, Celfwyn moves his army forward towards him, hoping the demons do not seek to rend them to pieces.
Orange arrow
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
.
.
6: Rift Drakes
6: Army of Exploration (blue arrow)
3: Schir, Elven Uprooters
2: Golems
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Wembly Templeton |
Wembly urges the Riftwardens to ignore their minor injuries from the last battle and charge forth to aid the elves and agents to the north.
"Once more into the breach my friends!"
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
8: Riftwardens
.
6: Rift Drakes
6: Army of Exploration (blue arrow)
3: Schir, Elven Uprooters
2: Golems
Army: Riftwardens HP 17/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Movement Phase: speed 2
Strategy: standard (+0/-0 DV)
Horatio - I was not keeping track of how well you fared that last fight, but if you need assistance, the Riftwardens can join you in the south if we already have 3-4 others engaging up north. Sound the call and we will join you.
Devon Callister |
Day 5
Army: Society Field Agents (hp 16/22, DV 17, OM +7)
Movement: 1d10 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Tries to rest, but is interrupted!
"Yeah, let's take it easy, boys! If they come at us, we strike 'em cunningly!"
"Oh, hi thar elves... and you other lot. Oh, and demons! It's party time!"
13:
12:
11: Dretch
10: Howler cavalry (rests)
.
8: Riftwardens, Field Agents
.
6: Rift Drakes
6: Army of Exploration (blue arrow)
3: Schir, Elven Uprooters
2: Golems
Venture Teller Play b'Post |
The rift drakes cross a vast swath of land screaming for almost 50 miles. They do not stop their movement until they encounter the Riftwarden army. And the screaming doesn't stop even then. Flying overhead the drakes stay out of range to drop acid on their enemies.
The dretch close on the resting Field Agents, the disruption is not complete as the elves join their allies. 1d100 ⇒ 63. Letting the allies join together proves an advantage as the demons are able to attack in the middle of the night! (armies without darkvision lower their OM by 2 and their DV by 3)
The schir prefer to attack armies already engaged, but they smell the blood on the Taldans and decide the nobles will be easy pickings. 1d100 ⇒ 15. Attack happens during the day, no modifications.
Aye, I got your note on the additional damage. Though retcon is an aspect of PbP, I like die rolls and math to stand. If I allowed that one, I would have to do the others (and I do not want to see what damage their aggressive tactics or darkness should have done if I remembered to add them. ;) I will reconsider of course, if someone dies or you fail the mission because of a missed modifier.
The battle is engaged on three fronts!
Day 5
Dretch v. Celfwyn's Elven Uprooters & Devon's Pathfinder Field Agents under cover of night.
ranged: 1d20 + 7 ⇒ (2) + 7 = 9
ph1: 1d20 + 7 ⇒ (12) + 7 = 19
ph2: 1d20 + 7 ⇒ (2) + 7 = 9
please give me 1 ranged two melee phases if that is what your tactics wish
Schir v. Horatio's Exploration (nothing special)
ph1: 1d20 + 6 ⇒ (6) + 6 = 12
ph2: 1d20 + 6 ⇒ (9) + 6 = 15
ph3: 1d20 + 6 ⇒ (12) + 6 = 18
Rift drakes v. Riftwardens
r1: 1d20 + 8 ⇒ (12) + 8 = 20 plus acid breath weapon: 1d4 ⇒ 1
r2: 1d20 + 8 ⇒ (11) + 8 = 19 plus acid breath weapon: 1d4 ⇒ 4
[ooc]As they stay off the ground they do not enter melee. Make 2 ranged phase attacks please if you wish to battle them.
Wembly Templeton |
Actually the Riftwardens were either moving with the Elves and Agents or going to down south to help Horatio's cavalry...but will play along.
Wembly's army is cut-off from re-joining the elves to the north and suffer through the rift drake's strafing run. Already dealing with injuries from the prior battle, the riftwardens are in no condition to engage the drakes.
"Withdraw! Fall back!"
Strategy: cautious (-2 OM/+2 DV)
Tactics Phase: withdraw
HP 9/21
The army moves back towards the dretches.
Venture Teller Play b'Post |
Actually the Riftwardens were either moving with the Elves and Agents or going to down south to help Horatio's cavalry...but will play along.
Wembly's army is cut-off from re-joining the elves to the north and suffer through the rift drake's strafing run. Already dealing with injuries from the prior battle, the riftwardens are in no condition to engage the drakes.
"Withdraw! Fall back!"
Strategy: cautious (-2 OM/+2 DV)
Tactics Phase: withdrawHP 9/21
The army moves back towards town.
fair enough. You are then in the dretch battle. :)
Celfwyn the Blind |
"favored terrain (demon infested lands): Reduce an enemy’s bonuses from advantageous terrain and battlefield advantage by half." Does that have any benefit here for the bolded part? Just checking. Following rolls do not take that into account.
Also, which army are they attacking? Mine or the Riftwardens? Or do they have some shiny ability to attack multiple armies at once? And if so, why can't we get perks like that... =P
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 - 2 ⇒ (7) + 7 + 2 - 2 = 14
Melee Phase: 1d20 + 7 + 2 + 1 - 2 ⇒ (9) + 7 + 2 + 1 - 2 = 17 +2 damage
Melee Phase: 1d20 + 7 + 2 + 1 - 2 ⇒ (17) + 7 + 2 + 1 - 2 = 25 +2 damage I'll take it!
OM +9 +7 (+10 +8 melee), DV 14 11, HP 33
Horatio Flaxseed |
Fair enough, just wanted to make sure, since things on the field seemed to suddenly shift rather dramatically heh. Also, I'm running a convention starting in less than 12 hours so I might not be able to post much this weekend at all, just fyi. Thanks!
Horatio leads the Taldan Cavalry, still slightly wounded, directly to the heart of the mass of Schir demons perched so close to Silvershore. "The fools - they've chosen to face us in broad daylight! Cayden smiles on us...we'll be able to destroy this lot and still have time for drinks at dusk! Joffrey, sound the charge!"
Army: Taldor's Army of Exploration (ACR: 6 | Speed: 2)
Tactics: Cavalry Experts: Your army’s OM increases by 2 against armies that aren’t mounted.
Strategy: Aggressive (+2 OM / -2 DV / +3 Damage)
Special Abilities (1): Challenge - Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Special Abilities (2): Glory Hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase 1: 1d20 + 9 + 1 + 2 + 2 + 2 ⇒ (11) + 9 + 1 + 2 + 2 + 2 = 27 (+3 Dam)
Melee Phase 2: 1d20 + 9 + 1 + 2 + 2 + 2 ⇒ (13) + 9 + 1 + 2 + 2 + 2 = 29 (+3 Dam)
Melee Phase 3: 1d20 + 9 + 1 + 2 + 2 + 2 ⇒ (19) + 9 + 1 + 2 + 2 + 2 = 35 (+3 Dam)
OM: +16 (+9 +1 Driven by Glory +2 Aggressive +2 Challenge +2 Cavalry Experts)
DV: 18 (19 +1 Bound for Brevoy -2 Aggressive)
HP: 35/38 (33 +5 Allies from Andoran) | Morale: +5 (+3 +2 Driven by Glory)
(OM/DV -2 if another allied battalion enters this battle | DV -1 during this battle against anyone except the Schir Army)
Wembly, greatly appreciated, but ooc Horatio takes penalties when working with allies, and ICly, he's actually scared that not operating out on his own is what got so many of his troops killed at the end of Part 1! And! Wow, you look like you need help with those Drakes! As soon as I can mop up the South, I'll get up there to help!!!
Venture Teller Play b'Post |
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With no mentionable casualties, the glory seeking Taldans earn their reputation, destroying the schier army so soundly even the tales can't embellish on it.
Venture Teller Play b'Post |
The demons claws seemed to be focused primarily on the Elven Uprooters.
Battery died last night while I typed that up in a much more descriptive way. :P
I need a ranged & 1 or 2 phases from Pathfinders & Riftwardens.
The drakes attack something east of Silvershore, but it is not clear what or to what effect. drakes only moved, as I misread Wembly's direction.
Wembly Templeton |
hp 17/21
Strategy: standard (+0/-0 DV)
Tactics Phase: spellbreaker, standard, withdraw
Ranged Phase: 1d20 + 9 ⇒ (16) + 9 = 25
Melee Phase: 1d20 + 9 ⇒ (7) + 9 = 16 Channel : 1d4 ⇒ 1
Melee Phase: 1d20 + 9 ⇒ (5) + 9 = 14 Channel : 1d4 ⇒ 2
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Devon Callister |
Day 5
Field Agents vs. Dretch
Tactic: Dirty Fighters (+6 OM to first melee)
Strategy: Standard (applies to melee only)
Ranged: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 (DV 17)
Melee 1: 1d20 + 7 + 1 + 6 ⇒ (5) + 7 + 1 + 6 = 19 (DV 17)
Attempt to change tactics to Expert Flankers (+2 OM, -2 DV): Morale: 1d20 + 2 ⇒ (19) + 2 = 21 Success!
Melee 2: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13 (DV 15)
Inspire Courage included to OM rolled, represented as those +1s.
Venture Teller Play b'Post |
The dretch army delays until dark giving the Pathfinder's enough time to coordinate their attacks. The demon numbers are cut almost in half before the even engage & the rest only last long enough for a couple skirmishes. (Phase 2)
Venture Teller Play b'Post |
Day 6
Only the rift drakes can engage. They ara real threat if the scout's reaction is any indicator. With flight & breath weapons, the fear seems well justified.
rift drakes: 1d10 + 4 ⇒ (10) + 4 = 14
14: Rift drakes
13:
12:
Venture Teller Play b'Post |
I am still moving, right?
technically yes, though day five took a lot of real time. I think Haro & Druthane are in the same hex, until day 5 at least. Does that sounds right? Drakes are heading toward pikeman & golem's, but I can't manipulate the map from my phone. :(
Celfwyn the Blind |
Day 6:
14: Rift drakes
13:
12:
11:
10: Elven Uprooters (move to engage drakes)
Assuming this foe is the one that is only ranged attacks.
Celfwyn directs the army south again to confront the rift drakes and soften them up until others can arrive.
Army: Elven Uprooters
Initiative: 1d10 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Standard
Special: Combat style (+1 range OM)
Ranged Phase 1: 1d20 + 7 + 2 + 1 + 1 ⇒ (3) + 7 + 2 + 1 + 1 = 14
Ranged Phase 2: 1d20 + 7 + 2 + 1 + 1 ⇒ (7) + 7 + 2 + 1 + 1 = 18
Ranged Phase 3: 1d20 + 7 + 2 + 1 + 1 ⇒ (17) + 7 + 2 + 1 + 1 = 28
OM +9 (+10 range), +1 favored enemy, DV 14, HP 33 25
Devon Callister |
Forgot about the effects of darkness. Did Devon's army take damage?
Day 6
14: Rift drakes
13:
12: Field agents (move to engage drakes)
11:
10: Elven Uprooters (move to engage drakes)
Command: 1d10 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Army: Field agents
Strategy: Aggressive (+2 OM, -2 DV)
Tactics Phase: Expert flankers (+2 OM, -2 DV)
Special: Inspire Courage (+1 OM, +2 morale vs. fear/rout)
Ranged Phase 1: 1d20 + 7 + 1 + 2 + 2 ⇒ (17) + 7 + 1 + 2 + 2 = 29
Ranged Phase 2: 1d20 + 7 + 1 + 2 + 2 ⇒ (5) + 7 + 1 + 2 + 2 = 17
Ranged Phase 3: 1d20 + 7 + 1 + 2 + 2 ⇒ (9) + 7 + 1 + 2 + 2 = 21
OM +7 ranged, DV 13, HP 16/22
NOTE! If the army's hit points decrease below 10, Devon will order everyone to take out their healing potions, forgoing one offense check and regaining 10 hp. After that he will gradually move his army's strategy to cautious and change the tactic to standard.
Horatio Flaxseed |
Day 6:
Initiative: 1d10 + 2 - 1 ⇒ (4) + 2 - 1 = 5
Horatio will immediately move the Army of Exploration to take out the remaining Howler cavalry that still puts the Army of the Open Road at risk! (blue arrows)
Day 6
14: Rift drakes
13:
12: Field agents (move to engage drakes)
11:
10: Elven Uprooters (move to engage drakes)
5: Army of Exploration
Wembly Templeton |
Day 6:
14: Rift drakes
13:
12: Field agents (move to engage drakes)
11:
10: Elven Uprooters and Riftwardens (move to engage drakes)
5: Army of Exploration
Liking the safety of numbers, Wembly orders the Riftwardens to stay with the Elven army and attack the drakes at range.
Army: Riftwardens HP 17/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Movement Phase: speed 2
Strategy: standard (+0/-0 DV)
Tactics Phase: spellbreaker