[PFS] Assault on the Wound 5-24 (Inactive)

Game Master Curaigh

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Core Helms ! Wizards Wanted Gameday X
Wembly Templeton wrote:
A question more for RP reasons...are we considered one of the leaders of our respective armies or just assigned as another member, scout, support etc? Profession architect...maybe useful in a siege but unlikely out in the wilds.

"You're in charge. You've earned it. The commanders of any specific army are your lieutenants." Farabellus looks at the random commanders. "Right?"

A chorus of cheers resounds with a 'YESSIR!'

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's army moves two hexes east and ends turn. And no, I don't have a profession.

"Aight, guys an' gals, you heard Marco! Le's get this thin' rollin'! Onwards, ev'rybody, le's show them dummies how pathfinders fight!"

He provokes the army to sing a marching song, to uphold good spirits.

In case an enemy army enters the same area as Devon's army, he'll employ the most nefarious tactics he knows. Devon orders everyone to spread out and flank them, and shoot a volley of arrows, then performing a cunning maneuver and aggressively advance towards the foes.

What?:

Devon will use the inspire courage special ability on his own army at all times, granting +1 to OM and +2 to morale vs. fear and routs.
Ranged phase: Activate Expert Flankers tactic (+2 OM, -2 DV), attack with +10 modifier (total).
Melee phase: Attempt to change tactic to Dirty Fighters (DC 15 Morale check with a +2 bonus) forgoing Expert Flankers, change strategy from standard to aggressive (+2 OM, -2 DV).
If the tactics change succeeds, Field Agents attack with OM +16 (total) and have a DV of 15.
If, however, Devon fails to change the tactics to Dirty Fighters, Melee OM is +12 (total) and DV is 13 (total).


Core Helms ! Wizards Wanted Gameday X

Reports through the day show the cultists armies advancing, one already nears the Pathfinder's under Devon's command. The cultists demonstrate a little caution too. Most of them meet with other armies to coordinate their efforts.

Druthane responds and commands his golems to march.

Celfwyn, Haro, and Horatio are up. Thanks for that post Devon, the numbers are helpful to see. :)

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Celfwyn points his army of elves to the direction of Devon's army.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

"What ho! Soldiers of Taldor's Army of Exploration - reports say that a group of demonic cultists are within striking distance! We shall advance and charge! The glory of our attack shall so much dare the field that the enemy will couch down in fear, and yield! Once the enemies know that mighty Taldor has drawn first blood, all eyes will turn to us, and give our fellow Pathfinder Armies an advantage as we become the focus of the cultists' ire for a time!"

yes, that was Shakespeare...why do you ask? ;)

Horatio will guide the Army of Exploration, in keeping with its Glory hounding ways to swiftly advance to meet the lone Cultist force immediately!

Army: Army of Exploration
Command Roll: 1d10 ⇒ 3
Movement Phase: Move from starting hex to Cultist position, as noted on map.
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Ranged Phase: Only loud horn blasts ("Joffrey, sound the charge!" (.mp3))
Special Actions(1) : Challenge - army gains OM +2 vs target army but takes DV -1 against attacks from other armies.
Special Actions(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: Standard Attack: 1d20 + 14 ⇒ (20) + 14 = 34 (-2 if the enemy is actually mounted and/or -2 if another allied unit enters the battle)
(DV is 20, -2 if another allied unit enters the battle)

Natural 20! What ho!


Core Helms ! Wizards Wanted Gameday X

woot NAT 20!

Does the cavalry have a speed of 2? The starting hex is three from the cultists.

too bad as...:
As the Army of Exploration charges into the gathering of cultist fighters the enemy suddenly reveals their numbers hid many more than expected. What looked like trees and shrubs turns out to be a dirty trick by the cultists. Their hidden blades bite meekly into the charging ranks.

dirty fighters: 1d20 + 2 + 6 ⇒ (9) + 2 + 6 = 17 (Not enough to beat DV!)

Joffrey's horns continue to sound and the knights, nobility, and exotic duelists quickly respond to the dirty tactics and it does very little against them. The glory of Taldor marches right over their enemy. Men who've given their lives to the evils of the worldwound find the price to be quite literal.

34 > DV + hp. The enemy is destroyed!


Core Helms ! Wizards Wanted Gameday X

Day 1 Summary (I removed some names to make the post cleaner. :)

Templeton & Riftwardens (16): moved
Devon & Pathfinders (13): moved
cultists 5, 6, 7, 8 (11): moved (mostly combining)
cultists 1, 2, 3, 4 (10): moved
tiefling (9): rest
Celfwyn the Blind Elven Uprooters (8): move
Haro & Pikewall (6): <-- here now
Druthane & Golems: (6) moved
Horatio & Exploration (3): moved

As Haro's pikeman only have a speed of 1 Wembly and Devon can start day 2.

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Army: Five King Pike Infantry
Command Roll:: 1d10 ⇒ 9
Movement Phase: Move from starting hex to space in-between 2 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.
Ranged Phase: N/A
Special Actions: Weapon Specialization Once per battle, increase the army's OM for either ranged or melee attacks by 2.
Melee Phase: Standard Attack: 1d20 + 8 ⇒ (17) + 8 = 25

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly urgest the Riftwardens to join the attack on the cultists to the northeast.

"Riftwardens, hear me! We must destroy them before they close.
Join with the Five King Pike dwarves and we will rout these crazy cultists now!

Army: Riftwardens HP 21/21 DV 18(16) ACR 6
Initiative:1d10 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Movement Phase: speed 2
Strategy: aggressive (+2 / -2 DV)
Tactics Phase: standard
Ranged Phase: 1d20 + 9 ⇒ (18) + 9 = 27
Melee Phase: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.

Assuming the cultists are NOT extra planar. Also, do I add the +3 for spellcasting to my OM of +9 or is it already included?

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6
Venture Teller Play b'Post wrote:

woot NAT 20!

Does the cavalry have a speed of 2? The starting hex is three from the cultists.
** spoiler omitted **

When I first created the icon for Horatio and his army it was one up-and-left of the AOR, but when I took my turn it was 2 away from the cultists, so I had assumed that was our starting positions... totally up to you on how to resolve that, I guess, GM...

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Seeing multiple armies converge on Wembly's, Celfwyn redirects his troops to head there and aid him. (Attacking same army as Wembly.)

Army: Elven Uprooters
Initiative: 1d10 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Strategy: Standard to Aggressive (+2 OM / -2 DV)
Movement Phase: Move 2 to engage
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29 +2 if damage dealt
OM +9 (+10 melee), DV 14, HP 33


Core Helms ! Wizards Wanted Gameday X

As the Army of Exploration charges into the gathering of cultist fighters the enemy suddenly reveals their numbers hid many more than expected. What looked like trees and shrubs turns out to be a dirty trick by the cultists. Their hidden blades bite meekly into the charging ranks.
dirty fighters: 1d20 + 2 + 6 ⇒ (9) + 2 + 6 = 17 (Not enough to beat DV!)

Joffrey's horns continue to sound and the knights, nobility, and exotic duelists quickly respond to the dirty tactics and it does very little against them. The glory of Taldor marches right over their enemy. Men who've given their lives to the evils of the worldwound find the price to be quite literal.

34 > DV + hp. The enemy is destroyed!

Wembledon and the Riftwardens march into enemy territory, from a distance their black flames darken the sky above the cultists before they can close. The cultists respond with terror and anger and many die.
A strange command* goes out and the cultists begin picking and kicking the dirt below their feet. The resulting cloud gets thrown in the collective eyes of the Riftwardens and the second enemy army seizes the opportunity to close.

As the Riftwardens engage this new wing, the first army moves into attack with the distraction.

dirty fighters A: 1d20 + 2 + 6 ⇒ (2) + 2 + 6 = 10
dirty fighters B: 1d20 + 2 + 6 ⇒ (13) + 2 + 6 = 21, 7 damage gets through
*tactic is dirty fighting, throwing sand in your eyes/distracting forces is just flavor text.

The riftwardens are not so easily distracted however and they turn the first armies attacks away. They systematically reduce the first army to almost nothing, but in the chaos the second army deals a decent blow to our planar casters.
(not a planar army btw).

Cefwyn leads the blind to Wembly's aid, their arrows do little to change things, but once the close, the elves cut and cleave like a retiring butcher at closing time. army B takes 13 damage


Core Helms ! Wizards Wanted Gameday X

Day 2
Templeton & Riftwardens (16): engaged cultiss, destroyed #1
Devon & Pathfinders (13): <--here now
cultists 3, 4, 6, 7, 8 (10): moved (mostly combining)
cultists 1, 2, (10): engaged wembly
tiefling (9): rest
Celfwyn the Blind Elven Uprooters (8): engaged #2
Haro & Pikewall (6): <--here now
Druthane & Golems: (6) moved
Horatio & Exploration (3): <--here now

seeing the interaction of Wembly, Celfwyn, and their armies I realize we will have to do all the moves, then engage in melee. Is it everyone's impression that a new initiative gets rolled each round?

Day 1 Summary:

Templeton & Riftwardens (16): moved
Devon & Pathfinders (13): moved
cultists 5, 6, 7, 8 (11): moved (mostly combining)
cultists 1, 2, 3, 4 (10): moved
tiefling (9): rest
Celfwyn the Blind Elven Uprooters (8): move
Haro & Pikewall (6): moved
Druthane & Golems: (6) moved
Horatio & Exploration (3): destroyed enemy #5

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

"Men and Women of Taldor! We have annihilated one force of cultists, but many more remain! The battle rages to our South, but another force of cultists approaches from the Northeast - we will meet this foe and ensure that they do not descend south to flank the rest of the Pathfinders! Onward, to glory, and victory! What ho!"

Day 2: Horatio will march the Army of Exploration due East to try and take on the cultist force there to prevent it from reinforcing the one already engaging Wembly and Templeton.

Army: Army of Exploration
Command Roll: 1d10 ⇒ 3
Movement Phase: Move from starting hex to Cultist position, as noted on map (blue arrow).
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Ranged Phase: More horns from Joffrey!
Special Actions(1) : Challenge - army gains OM +2 vs target army but takes DV -1 against attacks from other armies.
Special Actions(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: Standard Attack: 1d20 + 14 ⇒ (13) + 14 = 27 (-2 if the enemy is actually mounted and/or -2 if another allied unit enters the battle)
(DV is 20, -2 if another allied unit enters the battle)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Hey, this is just like one of 'em field trips! Those glory-eager taldans clear the path, we can get to enjoy the views! Hah! And at least we're out of harm's way, so to speak, but fo' the sake of the offensive keep on movin'. Maybe we'll get to kick some cultist butt!"

Devon encourages the army to sing while marching, keeping up the good spirits.

Army: Society Field Agents
Command Roll: I don't think we need another initiative roll each round. But just in case. 1d10 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Movement Phase: Green arrow, two hexes southeast.

In case someone attacks the field agents:
Devon will use the inspire courage special ability on his own army at all times, granting +1 to OM and +2 to morale vs. fear and routs.
Ranged phase: Activate Expert Flankers tactic (+2 OM, -2 DV), attack with +10 modifier (total). DV 15.
Ranged attack: 1d20 + 10 ⇒ (9) + 10 = 19
Melee phase: Attempt to change tactic to Dirty Fighters (DC 15 Morale check with a +2 bonus 1d20 + 2 ⇒ (3) + 2 = 5) forgoing Expert Flankers, change strategy from standard to aggressive (+2 OM, -2 DV). Failing to alter the tactics, the groups continue to advance, flanking the enemy. Melee OM is +12 (total) and DV is 13 (total). 1d20 + 12 ⇒ (2) + 12 = 14
These rolls, they suck.

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

It was indeed my understanding that a new initiative got rolled each round. In some cases, it seems best to act last in regards to movement. Can't recall if there's any sort of init order in the ranged/melee phases. But I may have misread it. Really gums up the works, especially at a face-to-face session where no one really knows what the smeg's going on...

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

So to make sure I followed, did 7 damage affect Wembly's army? I saw OM21 vs DV16, so I was thinking 5 damage unless it hit someone else?

That was intense fighting, we got the better of them, but took some heavy hits. Tend to the wounded before we advance again.

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haro commands his army to move only 1 space? and sends arrows flying, if he can.

Army: Five King Pike Infantry
Command Roll:: 1d10 ⇒ 4
Movement Phase:
Tactics Phase:
Ranged Phase: Standard Attack: 1d20 + 6 ⇒ (20) + 6 = 26 If i can make one.
Special Actions:
Melee Phase:


Core Helms ! Wizards Wanted Gameday X

Harotio leads the nobles against another hoard of cultists.
The cultists surprise their enemies, by pulling up bridges just as the cavalry rides across them.
The battle ensues and the cavalry does much damage. The cultists manage to do some damage of their own.
cultists: 1d20 + 2 + 6 ⇒ (5) + 2 + 6 = 13

Day 3
Just the movement phase from those of you not in combat. (Devon and Haro). The others of you may also make a move action if you wish to withdraw.

We will do next phases after the move phase.

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

"Stay in formation! Wheel 'round the flank there! Charge!!!"

The Army of Exploration will continue to fight and will not withdraw!

I don't believe that beats the army's DV, so no damage and my turn to attack again after everyone's moved, right?

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haro looks over the maps. "You, here, go." he tells his men in broken common.

Army: Five King Pike Infantry
Command Roll:: 1d10 ⇒ 5
Movement Phase: Move closer to enemy army
Tactics Phase:
Ranged Phase: Standard Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Special Actions:
Melee Phase: Standard Attack: 1d20 + 8 ⇒ (17) + 8 = 25

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"We better leave those taldans do the dirty work. No sense in soiling our pants for nothing, right, eh?!"

Army: Society Field Agents
Command roll: 1d10 + 2 + 4 ⇒ (3) + 2 + 4 = 9
Movement phase: Two hexes east (green arrow)

In case someone attacks the field agents::

Devon will use the inspire courage special ability on his own army at all times, granting +1 to OM and +2 to morale vs. fear and routs.
Ranged phase: Activate Expert Flankers tactic (+2 OM, -2 DV), attack with +10 modifier (total). DV 15.
Ranged attack: 1d20 + 10 ⇒ (3) + 10 = 13
Melee phase: Attempt to change tactic to Dirty Fighters (DC 15 Morale check with a +2 bonus) forgoing Expert Flankers, change strategy from standard to aggressive (+2 OM, -2 DV).
Morale check: 1d20 + 2 ⇒ (1) + 2 = 3 So stil using Expert Flankers tactic, thus:
Melee attack: 1d20 + 11 ⇒ (10) + 11 = 21 DV: 13


Core Helms ! Wizards Wanted Gameday X

The remaining armies continue to the front while this in combat continue to fight.
I can't affect the map but their speed of 2 doesn't reach any one yet. Horatio, Wembly, Celfwyn for melee phase.

vs. Exploration: 1d20 + 2 ⇒ (13) + 2 = 15
vs. Cefwyn: 1d20 + 2 ⇒ (20) + 2 = 22

Nat 20!
Edit: yes Wembly, 5 damage not 7.

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Ranged phase first!

Attacking same army as last round. Focus fire!

Round 3
Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 30 +2 if damage dealt
OM +9 (+10 melee), DV 14, HP 33 25

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

"What ho! We have them on the ropes, noble knights and dames! Drive the point home! Show them what glory mighty Taldor brings to the field! Chaaaarge!!"

Round 3
Army: Army of Exploration
Movement Phase: Remain engaged with the vile cultists! No surrender, no retreat!
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Special Actions(1) : Challenge - army gains OM +2 vs target army but takes DV -1 against attacks from other armies.
Special Actions(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: Standard Attack: 1d20 + 14 ⇒ (12) + 14 = 26 (-2 if the enemy is actually mounted and/or -2 if another allied unit enters the battle)
(DV is 20, -2 if another allied unit enters the battle)

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly considers the units lost in the last battle. If the other two armies are successful taking out this last group, he will order the Riftwardens to advance on the tieflings to the southeast.

"Let's take the fight to them, Riftwardens. We will heal and rest after this next battle.

Army: Riftwardens HP 16/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Movement Phase: speed 2
Strategy: standard (+0/-0 DV)
Tactics Phase: spellbreaker, standard, withdraw
Ranged Phase: 1d20 + 9 ⇒ (8) + 9 = 17
Melee Phase: 1d20 + 9 ⇒ (13) + 9 = 22 vs planar: 1d4 ⇒ 3
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.
Loyalty Check: 1d20 + 4 ⇒ (5) + 4 = 9 for healing? (not sure DC)


Core Helms ! Wizards Wanted Gameday X

woot! another nat 20!
The elven uprooters cut through the cultists before the sun reaches its zenith. The Riftwardens barely have to throw a hand in. The sweat on the pathfinders is not even dropping as fast as these cultists. As armies go they barely live up to the name, but then what kind of organization can one expect from someone devoted to creatures of chaos?

Horatio similarly removes the cultists from the surface that is the worldwound, barely leaving enough of the humans to be redeemed from their demonic dalliances.


Core Helms ! Wizards Wanted Gameday X

Day 4 (marching)
I think I am getting the hang of this now, and despite my desire to hide the numbers from the players, I will post in similar fashion. :)
At this point I only need your command roll (initiative) and your respective moves. Please make a moves if you beat the command roll of the enemy two remaining enemies. (I moved those with a natural 10)

Army: Cultist Army (3 farthest from garrison)
Command Roll: 1d10 + 2 ⇒ (10) + 2 = 12
Movement Phase: draw two closer

Army: Cultist Army (3 nearest garrison)
Command Roll: 1d10 + 2 ⇒ (4) + 2 = 6
Movement Phase:

Army: Tiefling Garrison
Command Roll: 1d10 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Movement Phase: none

Army: Jitskan golems
Command Roll: 1d10 + 1 - 1 ⇒ (8) + 1 - 1 = 8


Core Helms ! Wizards Wanted Gameday X

Reply to the person above yours placing your army in the order.

Army:[dice=command roll]1d10+[/dice

14:
12: Cultist army (already moved, red arrows)
10:
8: Tiefling garrison, Jitskan Golems (also already moved)
6: Cultist army
5:
4:

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Day 4

Elven Uprooters:command roll: 1d10 + 1 ⇒ (7) + 1 = 8

14:
12: Cultist army (already moved, red arrows)
10:
8: Tiefling garrison, Jitskan Golems (also already moved), Elven Uprooters (Move to engage tiefling garrison, purple arrow)
6: Cultist army
5:
4:

Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29 +2 if damage dealt
OM +9 (+10 melee), DV 14, HP 33 25

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Day 4
14:
12: Cultist army (already moved, red arrows)
10:
8: Tiefling garrison, Jitskan Golems (also already moved), Elven Uprooters (Move to engage tiefling garrison, purple arrow)
7: Riftwardens move up and range and melee attack the tiefling army
6: Cultist army
5:
4:

"Keep moving Riftwardens. Outworlders ahead. We cannot let them escape!"

Army: Riftwardens HP 16/21 DV 18(16) ACR 6
Initiative:1d10 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Movement Phase: speed 2
Strategy: aggressive (+2 / -2 DV)
Tactics Phase: standard
Ranged Phase: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Melee Phase: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points dmg: 1d4 ⇒ 4 of damage against an extraplanar army.

If these count as "demons" then the extra damage d4 plus +2 I think from favored enemy

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Day 4

"More cultists ahead! We're not tired yet, are we, noble knights? Onward, to glory! Let us clear the Northern flank to protect our fellow Pathfinder-led armies! Chaaaarge!!!"

14:
12: Cultist army (already moved, red arrows)
11: Taldan Army of Exploration (already moved, blue arrow)
10:
8: Tiefling garrison, Jitskan Golems (also already moved), Elven Uprooters (Move to engage tiefling garrison, purple arrow)
7: Riftwardens move up and range and melee attack the tiefling army
6: Cultist army
5:
4:

Army: Taldor's Army of Exploration
Initiative:1d10 + 2 - 1 ⇒ (10) + 2 - 1 = 11
Movement Phase: Keeping a northern tack, heading right at the cultists that are moving in towards us (blue arrow)
Strategy: Standard Attack!
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Special Actions(1) : Challenge - army gains OM +2 vs target army but takes DV -1 against attacks from other armies.
Special Actions(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.
Ranged Phase: Battle horns!
Melee Phase: Standard Attack: 1d20 + 14 ⇒ (20) + 14 = 34 (-2 if the enemy is actually mounted and/or -2 if another allied unit enters the battle)
(DV is 20, -2 if another allied unit enters the battle)

Natural 20 party up in the Worldwound!

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Nice, nat 20 will help out on my nat 1

The Exchange

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Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Day 4

"See those power hungry taldans? Let's keep them do what they do best. We'll just cruise past without a scratch!"

Command: 1d10 + 2 + 4 ⇒ (3) + 2 + 4 = 9

14:
12: Cultist army (already moved, red arrows)
11: Taldan Army of Exploration (already moved, blue arrow)
10:
9: Society Field Agents (already moved, green arrow)
8: Tiefling garrison, Jitskan Golems (also already moved), Elven Uprooters (Move to engage tiefling garrison, purple arrow)
7: Riftwardens move up and range and melee attack the tiefling army
6: Cultist army
5:
4:

Army: Society Field Agents
Movement Phase: 2 hexes southeast (green arrow)
Strategy: Aggressive (+2 OM, -2 DV)
Tactics Phase: Expert Flankers (+2 OM, -2 DV)
Ranged Phase: Expert Flankers, Inspire Courage: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24, DV 17-2 = 15
Extra Tactics Phase: Change to Dirty Fighters, 1d20 + 2 ⇒ (20) + 2 = 22 Success!
Melee Phase: Aggressive, Dirty Fighters, Inspire Courage: 1d20 + 7 + 2 + 6 + 1 ⇒ (15) + 7 + 2 + 6 + 1 = 31, DV 17-2 = 15


Core Helms ! Wizards Wanted Gameday X

Woot Nat 20! Woot Nat 20! Seriously guys this is lottery ticket odds right here!
Devon, you want to attack the garrison right? You need to move into its hex, not adjacent. You can make it there, just remember a hex is 12 miles across and your reach is... well, somewhat smaller :)

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5
Venture Teller Play b'Post wrote:

Woot Nat 20! Woot Nat 20! Seriously guys this is lottery ticket odds right here!

Devon, you want to attack the garrison right? You need to move into its hex, not adjacent. You can make it there, just remember a hex is 12 miles across and your reach is... well, somewhat smaller :)

Actually I'm half-expecting that one cultist army 2 hexes away to advance, so Devon isn't going to join the hodgepodge against the tiefling garrison. After all it will face the forces of two or three pathfinder armies. Tactically Devon's maneuverings might be little weird and stupid, but as a not-so-bright halfling aiming for easy life and pleasure, this seems like the course of action he'd make.

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haros army moves one space.


Core Helms ! Wizards Wanted Gameday X

Horatio's Taldans are successful!
The riftwardens and Elven uprooters, struggle to get through the fortified cities defenses.
.
The people who have needed to make an attack phase have done so. It has been a very busy day, and I am behind on tasks, so PbP kind gets the short stick. I will post enemy army rolls tonight, then we can begin day 5.

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

No worries... this game (because of the mass combat) is the last thing on my list. I'll check it every few days. If you need anything, send me a message.

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

27 and 29 barely get through the defenses? Wowza!


Core Helms ! Wizards Wanted Gameday X

Cultists armies move in to defend the city!

Day 4

14:
12: Cultist army (already moved, red arrows)
11: Taldan Army of Exploration (already moved, blue arrow)
10:
9: Society Field Agents (already moved, green arrow)
8: Tiefling garrison, Jitskan Golems (also already moved), Elven Uprooters (Move to engage tiefling garrison, purple arrow)
7: Riftwardens move up and range and melee attack the tiefling army
6: Cultist army engage elves/riftwardens/pathfinders
5: Haro move
4:

OM v. taldans: 1d20 + 3 ⇒ (10) + 3 = 13
OM v. riftwardens: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
OM v. elves: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
OM v. pathfinders: 1d20 + 2 + 6 ⇒ (14) + 2 + 6 = 22
OM v. 1d2 ⇒ 1
Tiefling garrison ranged Om v. 1. elves: 1d20 + 6 ⇒ (11) + 6 = 17
Tiefling garrison meleeOm v. 1. elves: 1d20 + 6 ⇒ (3) + 6 = 9

cultists DV 14 (20 dmg from Taldor *dead*)
cultists DV 14 (10+17 damage from pathfinders *dead*)
cultists DV 14-2
garrison DV 20 (2 dmg from riftwardens, 7+9 damage from elves *dead* thank +3 for spells :)

Did I miss anyone?


Core Helms ! Wizards Wanted Gameday X

Day 5 Move actions
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 1 - 1 ⇒ (12) + 1 - 1 = 12

14:
12: Golems march onward
11:
10:
9:
8:
7:
6: Cultists
5:
4:

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Day 5: "Thrice valiantly have we done, countrymen! Three forces of cultists lay destroyed in our mighty wake! Now, we march south to reinforce our fellows. We are not hurt and need no relief, but today we will let our arms rest so that on the morrow we will engage once more! Well done, and well deserved glories thus far my fellows!"

Horatio will bring the Taldan army south, but will not purposefully engage in hostilities so he can prepare them to help fight off other cultist or tiefling forces on Day 6.

Day 5 Move actions

14:
12: Golems march onward
11:
10:
9:
8: Army of Exploration marches south (already moved)
7:
6: Cultists
5:
4:

Army: Taldor's Army of Exploration
Initiative: 1d10 + 2 - 1 ⇒ (7) + 2 - 1 = 8
Movement Phase: South, ready to come to the aid of whichever Pathfinder-led force most needs the might of Taldor (blue arrow)
Strategy: Cautious Combat (OM -2, DV/Morale +2)
Tactics Phase: Cavalry Experts - OM +2 if enemy is not mounted.
Special Actions(1) : Inspire Courage - Give +1 OM and +2 Morale vs fear/routs to an allied army if any are present, otherwise to self.
Special Actions(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.
Ranged Phase: None
Melee Phase: If attacked - Cautious Combat: 1d20 + 10 ⇒ (20) + 10 = 30 (-2 if the enemy is actually mounted and/or -2 if another allied unit enters the battle)
(DV is 22, -2 if another allied unit enters the battle)

...holy crap! Another natural 20, but this one when no one is likely to engage the Taldans in battle...

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Day 5 Move actions

14:
12: Golems march onward
11:
10:
9:
8: Army of Exploration marches south (already moved)
7:
6: Cultists
5:
4: Elven Uprooters (no move, just kill cultists

With the tieflings down, Celfwyn sets up the elves to attack the cultists still swarming the area.

Army: Elven Uprooters
Initiative: (if applicable) 1d10 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Strategy: Remain at Aggressive (+2 OM / -2 DV)
Tactics Phase: Sniper Support
Special: Combat style (+1 melee OM)
Ranged Phase: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21 +2 if damage dealt
OM +9 (+10 melee), DV 14, HP 33 25 22

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Day 5 Move actions

"Oh boy, that hurt, didn' it?! But no matter, a day's passed and those poor sods evaporated in our might, right? Guess we gotta help out our allies now, so to the city!"

14:
12: Golems march onward
11:
10:
9:
8: Army of Exploration marches south (already moved)
7: Pathfinders (already moved, green arrow)
6: Cultists
5:
4: Elven Uprooters (no move, just kill cultists

Army: Society Field Agents (hp 20/27)
Initiative: 1d10 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Movement Phase: 1 hex southwest (green arrow)
Strategy: Aggressive (+2 OM, -2 DV)
Tactics Phase: Expert Flankers (+2 OM, -2 DV)
Ranged Phase: Expert Flankers, Inspire Courage: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12, DV 17-2 = 15
Extra Tactics Phase: Change to Dirty Fighters, 1d20 + 2 ⇒ (4) + 2 = 6 Failure!
Melee Phase: Aggressive, Expert Flankers, Inspire Courage: 1d20 + 7 + 2 + 2 + 1 ⇒ (3) + 7 + 2 + 2 + 1 = 15, DV 17-2-2 = 13

"OY! LACKEYS! YA BETTER NOT BE SLEEPING 'VER THESE PARTS! TEEMING WIT' DANGER THEY BE! SLAP YA BROTHA IN THE FACE LEST THEY WISH TO BE DEMON FOOD!"
These rolls... 1, 2, 3, and 4.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Day 5 Move actions

14:
12: Golems march onward
11:
10: Riftwardens - attack if enemies remain
9:
8: Army of Exploration marches south (already moved)
7: Pathfinders (already moved, green arrow)
6: Cultists
5:
4: Elven Uprooters (no move, just kill cultists

"Ok, that was a tough battle. Lets finish them and then we will rest like I promised. Tend to the wounded. We need to be ready to march tomorrow.

Army: Riftwardens HP 10/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Movement Phase: speed 2 (none)
Strategy: standard (+0 / -0 DV)
Tactics Phase: standard
Ranged Phase: 1d20 + 9 ⇒ (12) + 9 = 21
Melee Phase: 1d20 + 9 ⇒ (20) + 9 = 29
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haro looks at the map... then commands his troops to march north.. after a minute, he corrects himself and commands them to move east.

Army: Five King Pike Infantry
Command Roll:: 1d10 ⇒ 9
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.
Ranged Phase: Standard Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Special Actions: Weapon Specialization Once per battle, increase the army's OM for either ranged or melee attacks by 2.
Melee Phase: Standard Attack: 1d20 + 10 ⇒ (18) + 10 = 28

Day 5 Move actions

14:
12: Golems march onward
11:
10: Riftwardens - attack if enemies remain
9: Haro and men.
8: Army of Exploration marches south (already moved)
7: Pathfinders (already moved, green arrow)
6: Cultists
5:
4: Elven Uprooters (no move, just kill cultists


Core Helms ! Wizards Wanted Gameday X

The remaining cultists focus their fire against the Elven Uprooters. The Elves deal some blows to their numbers but very few fall. The Riftwardens encircle a bunch of cultists in black flames leaving many smudges of black soot along the streets of Silvershore.

Devon and his Pathfinders appear in the streets cut many of the cultists the elves missed. Only a few remain and being fanatic cult members they refuse to retreat.

Which is unlucky for them. A fox leads a bunch of fresh dwarven pikeman into the fray and creates cultis-kabobs from those who remain.

cultists v. elves 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
cultists v. elves 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Celfwyn and Devon's rolls were not enough to finish off the last enemy army in that city. Haro's roll's were more than enough (even if the other two hadn't dealt as much damage as they did), so I am skipping him ahead in moves to finish off the city's defenders. They technically will get one attack against him though.

Pathfinders you have secured the city!

cultists v. dwarves 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15


Core Helms ! Wizards Wanted Gameday X

Two armies remain and they disregard reason and march (red arrow) onward to the city.

1d10 + 2 ⇒ (7) + 2 = 9

Edit: apparently one can march at a crawl... EDIT EDIT: apparently cutting a dice from one post and pasting it in the next lets a 1 become a 7!

Day 6 has no other possible battles so everyone can move (or rest). Then we begin Day 7. Please post both days.

1d10 + 2 ⇒ (8) + 2 = 10
14:
12:
11:
10: cultists 1 attack: 1d20 + 3 ⇒ (8) + 3 = 11, 2 attack: 1d20 + 3 ⇒ (11) + 3 = 14
9:
8:
7:
6:
5:
4:

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly will rest the weary Riftwardens then march.

==Day 6==
"Tend to the wounded. Help your comrades. Today we set camp to recover and reinforce and tomorrow we will march again."

==Day 7==

15: Riftwardens March and attack.
14:
12:
11:
10: cultists 1 attack: 1d20 + 3 ⇒ (8) + 3 = 11, 2 attack: 1d20 + 3 ⇒ (11) + 3 = 14
9:
8:
7:
6:
5:
4:

"Ok, lets mop up these lunatics! Charge!"

Army: Riftwardens HP 16/21 DV 18 ACR 6
Initiative:1d10 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Movement Phase: speed 2
Strategy: standard (+0 / -0 DV)
Tactics Phase: standard
Ranged Phase: 1d20 + 9 ⇒ (10) + 9 = 19
Melee Phase: 1d20 + 9 ⇒ (5) + 9 = 14
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.

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