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Post by reefwood on Mar 10, 2010 15:37:19 GMT -5
Taking the Tower The morning of battle had resulted in at least one significant breach of the Verdasian defense. Nemedoran soldiers on the ground cleared the way for a siege engine to reach the wall. The special unit aboard was now standing on it at the edge of the city. Perhaps even the edge of victory? Soldiers streamed up ladders in an effort to expand the breach. Some pushed south along this wall. Others fought their way through an adjacent tower and onto the eastern stretch of the wall. The battle looked to be going well. Specialist Lo was the first to catch sight of the turning tide. A lone robed figure floated through the air. High above the ground and toward the tower. The elf sent a fireball at the incoming threat. When the flames dissipated, however, the figure was unsinged. Upon reaching the air above the tower, he bellowed, "Defenders of Verdas! Hear me!! So long as the Order of Kem stands, so shall the wall!!!" His next words were difficult to perceive for most, but Lo knew what was coming. Accompanied with a few gestures and a spark at his fingertips, the mage conjured a fiery wall which erupted along the breach where the Nemedoran soldiers stood. Sir Grolton and his steed were struck by the flames and many Nemedoran soldiers were scorched by the heat. Upon seeing the astounding sight, Verdasian troops let out a cheer as a renewed fervor was sparked in them. Magical ballistas that had been focused on greater threats further off were now turning their attention to ground soldiers near the wall. Archers in the tower did the same. The fiery wall prevented most of the Nemedoran forces that did reach the wall from getting to the top. This meant that the soldiers on the wall were cut off from reinforcements, and wand wielders sent magic missiles at those unharmed by the flames. The leaders of the siege unit tried their best to quash these threats, but in the end, even they could not hold back this resurgence of defense. After sustaining too many losses, Nemedor sounded a retreat off this portion of the wall. In the end, most of the soldiers who had arrived on the previously victorious siege engine lay dead on the wall... [ OOC: Players are welcome to post in-character here. I will also eventually post the point system and CR figures, but no spoils were collected, and no rewards were earned this time.]
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Post by reefwood on Mar 10, 2010 23:43:59 GMT -5
[OOC: Point/Reward System
The Verdasian defenders racked up points in five ways: 1) Archer (1 pt) x11 = 11 pt 2) Wand-wielders (2 pt) x5 = 10 pt 3) Ballista (3 pt) x3 = 9 pt 4) Flying caster = 4 pt 5) Wall of fire = 5 pt
Points were scored each time a defender attacked Nemedoran soldiers (excluding the PCs). Up to 39 points could be scored in a single round, but that never happened.
The flying caster could not attack while concentrating on the wall of fire. If his concentration was broken, the wall of fire would continue for 1 round per caster level unless it was dispelled, so it would still score points, but most likely at that point, the caster would be focused on the PC that broke his concentration and not scoring his own points against Nemedoran soldiers.
The ballistas took 1 standard action to reload, so they could only attack every other round.
As a result of these two things, the maximum points scored were 35 in one round and 26 in the next round and so on. Less when a threat was distracted or dispatched.
The original total for Verdasian victory was 200 points. At this rate, if not a single threat was ever bothered, retreat would have been called during Round 7 of combat. At the increased total of 300 points, victory would come in Round 10. At the doubled final total of 400 points, victory would come in Round 13, but again, only if not a single threat had been bothered during the entire combat.
During the session, the defenders reached: - 200 points in Round 7 - 300 points in Round 11 - 400 points in Round 15
The reward system was based on the point system. The less they scored, the more you earned. This system was based on the 200 point victory total and would have been doubled for the 400 point scale.
1) 0-119 pt: 120% wealth toward next level 2) 120 pt: 100% wealth toward next level & level up 3) 140 pt: 75% wealth toward next level 4) 160 pt: 50% wealth toward next level 5) 180 pt: 25% wealth toward next level 6) 200 pt: spoils recovered during battle
This post is just to explain the point/rewards system. More post-game stuff later.
CR
We aren't using XP in this game, but the XP system has been changed in Pathfinder. Now instead of XP per CR based on your level, it's just a flat amount. If you want an encounter to have a certain CR, find out its XP and mix together challenges (NPCs, monsters, traps, etc) in XP values that add up to this amount. I haven't been doing this. In part because there are factors that don't have amounts (terrain) or aren't easily factored in (NPC allies). Also, the PCs are built above standard specs with 2 extra feats, 2 higher skills, and above average wealth. But it is fun to see the numbers, and they can be used to at least somewhat compare different encounters.
For the most part, the XP of adding up individual NPCs and adding them up lumped together is the same, and if not, at least pretty close. Here's the breakdown of NPCs and their stats/wealth. All NPCs received 15 days of income pool at their current level, and some received an additional 20% bonus of total wealth which was the same percentage of 7th-level wealth that PCs could earn with the highest score.
Archers [NPC CR 2] x11 (6,600 XP) = CR 8.75 (6,000 XP) Basic stats w/basic wealth equal to their level. Most gold went to making their equipment masterwork (which for the most part didn't matter or get used) and a healing potion they most likely would have never gotten to use in battle.
Ballisters [NPC CR 2] x3 (1,800 XP) = CR 5 (1,600 XP) Basic stats w/basic wealth equal to their level, and the same to say as above.
Axemen [NPC CR 2] x4 (2,400 XP) = CR 6 (2,400 XP) Basic stats w/basic wealth equal to their level, and the same to say as above, except they did get to use an oil of magic weapon while waiting for you to break in.
Wand-wielders [PC CR 3] x4 (3,200) = CR 7 (3,200 XP) Heroic stats w/heroic wealth equal to their level +1 and the 20% increase. Most was spent on a couple +1 AC items and making sure the wands had enough charges so there would be some left for the PCs to use later.
Flaming [PC CR 7] x1 (3,200 XP) = CR 7 (3,200 XP) Heroic stats w/heroic wealth equal to their level +1 and the 20% increase. This guy had a couple nice items and both to help offense.
Flying [PC CR 7] x1 (3,200 XP) = CR 7 (3,200 XP) Heroic stats w/heroic wealth equal to their level +1 and the 20% increase. Nothing to fancy on this guy. Decent treasure to be spread around. Most of his awesomeness came from spells.
Adding up individual XP totals 20,400 XP, and grouped together it is 19,600 XP, so either way it is a little above CR 12 (CR 12 = 19,200 / CR 13 = 25,600). I somehow miscalculated it earlier as being exactly CR 13.
If the defenders with NPC levels were all bumped down one level, this would have fallen in between CR 11 and CR 12: Archers [NPC CR 1] x11 (4,400 XP) = CR 7.75 (4,400) Axemen [NPC CR 1] x4 (1,600 XP) = CR 5 (1,600 XP) Wands [PC CR 3] x4 (3,200) = CR 7 (3,200 XP) Ballisters [NPC CR 1] x3 (1,200 XP) = CR 4 (1,200 XP) Flaming [PC CR 7] x1 (3,200 XP) = CR 7 (3,200 XP) Flying [PC CR 7] x1 (3,200 XP) = CR 7 (3,200 XP) TOTAL = 16,800 (CR 11 = 12,800 / CR 12 = 19,200]
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Post by Rabbit on Mar 11, 2010 14:32:43 GMT -5
[in character: I wanted to try and introduce my character before the next table session. A sorcerer, but with pretty high physical traits. Loves battle and is a devout follower of Gorum.]
The Nemedorian troops are breaking rank as they pour into the makeshift camps surrounding Verdas. The Verdasian forces held despite Nemedor’s best efforts. So now the army would have to regroup and try again tomorrow.
One particular soldier, Sir Sahme Sweetwater, stands looking back towards Verdas. A fresh gash runs across his brow, blood and grime speckles his face. Despite his wound and their defeat Sir Sweetwater seems in good cheer. He takes a long draw from his ivory pipe. His clothes are that of an arcane caster, he wears no visible armor, and yet he has the build of a warrior. A sturdy chin, broad soldiers, and a confident gaze.
He had spent the day with units attempting the breach the eastern part of the city, but they had little success. Word was spreading that a segment of the western wall had been breached, if only momentarily. He now searches the faces of his fellow soldiers as they pass him. If he could find some officers perhaps he could learn some details. He sees a Corporal mounted on a horse along with a Sergeant Cleric of Gorum and a hearty looking half orc. Seeing a cleric of his family's patron deity Sweetwater decides to address the group.
“Hail! Do you come from the western wall? What news? I heard the wall was nearly breached?” the warrior mage asks.
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Post by michael on Mar 13, 2010 19:50:30 GMT -5
Brion Shaw marched wearily through his army's encampment. He had gone through the entire siege with barely a scratch on him; somehow, this made defeat all the more difficult to bear.
A question came to him from a stranger; he barely registered it, but he answered all the same.
"Aye, soldier. Nearly. But an arrow that comes within a hair's breadth does no more harm than one that misses by a mile. The wall is theirs."
As Corporal Shaw's eyes refocus to the present, he takes notice of the man who addressed him.
"A disciple of Gorum? Wielders of the arcane are a rarity within our ranks. I'd be interested to know how that came about. My comrades and I plan to drown our bitter defeat with bitter brew. If your duties permit, you should join us, and we'll trade tales."
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Post by Rabbit on Mar 13, 2010 22:40:03 GMT -5
"Aye, Gorum." Sir Sahme Sweetwater confirms. He smiles but there is a seriousness in his eyes. He says the god's name with reverence and a sort of finality. Gorum the mighty. Could there be any other way?
"My clansmen grow up strong...even when magic is one of our gifts." Sahme Sweetwater turns and begins walking with the trio. "And don't sell yourselves short. You lads made it onto the wall, so it can be done again. It does our troops good to know that."
Sir Sahme Sweetwater takes a few steps as he draws from his ivory pipe.
"Let the bastards keep their wall for another day!" he loudly laughs. "...I will join you. Are you all Nemedorian? From where do you hail?"
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Post by icnivad on Mar 15, 2010 20:01:03 GMT -5
With no reigns in his hands, Sir Grolton halts his horse with a barely visible twitch of his legs. To a casual observer, his horse might appear to have just known the riders will to stop. He looks down at the sturdy mage, His eyes still set with the seriousness of battle.
"Aye, we were able to breach the wall, only to be turned away by the tower guards. While we were a force to be reckoned with on the ground, we were not able to lob enough firepower up to the wall to knock them from their fortified position." Looking at the singes on the man’s sleeves, the commander knight recognizes the marks of fireballs, a spell known only to experienced casters. The confidence in the man’s voice confirms Grolton’s suspicions, that he must be a powerful spellcaster indeed. The knight pauses for a second as he considers his last sentence.
Looking to his cleric, “Brion, do you have any healing left? This man looks like he could use some help with that gash on his head.” Back to the robed man, “Are you of any relation to Sir Emer Sweetwater?”
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Post by michael on Mar 15, 2010 20:45:01 GMT -5
"Aye, I have healing, if... Sahme, was it? I can heal you if you wish, Sir Sahme, though my guess is not."
Brion turned back to address his commander.
"Clerics like myself keep our bodies unmarred as a sign of our devotion, but we're an exception. Most followers of Gorum value their scars, sir. Any wound that doesn't hinder combat is a wound to cherish."
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Post by Rabbit on Mar 16, 2010 17:49:00 GMT -5
“The sergeant is correct, Seargent First Class.”
Sweetwater replies gesturing towards the cut on his head, “This nick won’t slow me down. Besides, a healing adept was assigned to my division. If he is still alive I can draw from his reserve.”
“…Sir Emer Sweetwater is my cousin. He has no arcane in him that I know of, but a killer with an axe.” Sweetwater beams talking about his relative. “Do you know him, corporal? I have not heard from him since we stormed the beaches.”
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Post by reefwood on Mar 18, 2010 18:02:05 GMT -5
[Day 16 - early evening]
As food and drink are dispersed to weary soldiers throughout the Nemedoran encampment, tales of the battle also weave their way among the ranks. Heroes are praised and memories of the fallen are shared. Many lives were lost, but such sacrifice was not without gain. The first line of defense around the wall - troops, dire beasts, constructs - was broken. This left not a single Verdasian standing outside the city, and word has it that a few enemy commanders were even captured. There is plenty of reason to rejoice and for most Nemedora to call it a good day.
A few hushed voices, however, discretely carry another mood. One of creeping trepidation and uncertainty. Of triumph turned to ash. Each of these mutterings repeats the same phrase - the Order of Kem.
[OOC: Not trying to interrupt conversation, so feel free to continue, but if you want to know about the Order of Kem, make a Knowledge (geography) or (history) or (local) or (religion) check. Or tell me your modifier, and I can roll it for you. Each check provides a different angle of information, so feel free to roll all four, but unless you have ranks in it, you can't know more than DC 10 info. Alternatively, you may make a Profession (military) check for a less detailed overview.]
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Post by Rabbit on Mar 18, 2010 18:37:43 GMT -5
A few hushed voices, however, discretely carry another mood. One of creeping trepidation and uncertainty. Of triumph turned to ash. Each of these mutterings repeats the same phrase - the Order of Kem.
[OOC: Not trying to interrupt conversation, so feel free to continue, but if you want to know about the Order of Kem, make a Knowledge (geography) or (history) or (local) or (religion) check. Or tell me your modifier, and I can roll it for you. Each check provides a different angle of information, so feel free to roll all four, but unless you have ranks in it, you can't know more than DC 10 info. Alternatively, you may make a Profession (military) check for a less detailed overview.] Sweetwater's Int Mod is +1, and his Profession Military skill rating is 9. Can you roll whichever gives more info. And maybe we can restart the in-character at a later hour. That upper thread was winding down anyways.
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Post by michael on Mar 18, 2010 18:49:38 GMT -5
I have a +8 Profession Military bonus you can roll.
Yeah, I agree. We were all just going off to drink and talk, so your narration wraps up our scene pretty nicely.
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Post by reefwood on Apr 12, 2010 18:32:48 GMT -5
The evening shadows grow long during dinner. By the time bellies are full, the sun has reached the western horizon. Although, it is already out of view for those camped in the valley around Verdas. Torches, magical and mundane, are burning to fend off the otherwise dim air that will soon turn dark. And rumors have shed some light on the Order of Kem. Most barely recognize the name, and of those who do, few are able to provide any details. Younger soldiers in particular know little. It is the veterans who hold some insight.
The origins of the order stretch back at least several lifetimes of the longest-lived races. Even as dominion of the region changed hands over multiple conflicts, the order strived to portray a certain neutrality in order to best serve the commonfolk and their own status. Defending against invaders when deemed prudent or assisting the change of authority when inevitable. That is until Nemedor dismantled the order during its previous control of the Hydrahead Peninsula.
[OOC: Nemedor was kicked off the peninsula 5 years ago, and that earlier event was part of this current war. Prior to that, they controlled the peninsula for an amount of time that has yet to be determined because that detail doesn't matter right now. But it was a while. At least a few years. Maybe more than a decade.
Also, I have one more post lined up to close out this thread. That will go up tomorrow, and the story part of Chapter 6 will begin later in this evening of Day 16.]
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Post by reefwood on Apr 13, 2010 15:46:37 GMT -5
The day may be coming to a close, but a soldier in enemy territory is rarely free of responsibility. Except for those men and women most grievously injured, everyone will have at least one task to perform during the night before or after rest - patrol the camp, repair siege weapons, craft supplies, tend the wounded, take inventory, and so on. Meanwhile, top-ranking officers plan to discuss strategy and reevaluate tactics.
Before the blue sky fades entirely to black, however, an eerie glow rises from the direction of the city. A direct view reveals that tall flames now surround Verdas. They rise from the bare earth that was a battlefield throughout the day and flicker like any other fire but otherwise do not move. No enemy troops are visible on the ground, but archers still line the stone wall...
[OOC: That's it from me for this thread, but players are still welcome to post or ask questions. Will make an intro post later today for the next chapter.]
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Post by Rabbit on Apr 13, 2010 17:56:40 GMT -5
After the Nemedorian troops settled into their makeshift camp Sahme Sweetwater reported into his commander and focused on his assigned duties. With a thick ledger book the sorcerer went about the task of taking inventorying of his unit’s provisions. Some warriors might consider it a boring task, but for Sahme the routine had a meditative quality.
While still in the middle of his duties Sahme’s focus is disrupted as he notices soldiers around him looking back to Verdas. Following their gazes Sahme Sweetwater sees for himself the flames surrounding the city under siege.
“The playing field changes I think.” He muses to himself.
[ooc: I would like to attempt a perception roll (+8) and possibly a spellcraft (+13.) Know (arcane) is (+9) if that is needed.]
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Post by reefwood on Apr 13, 2010 19:19:19 GMT -5
Sahme does not notice anything more than what is obvious to everyone else, but his knowledge of the arcane does provide some possible added insight.
[OOC: Perception 18, Spellcraft 30, Know (arcana) 20. PM with info coming soon.]
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