Hi Umiushi,
I have to be out of town this weekend, and won't be able to make the game Saturday night. I'll probably still be able to drop in once or twice to the Acqua Alta thread.
--T
Agreed on Addadun. That was the whole point of this trek!
Can't wait for Autumn Knight or Order of the Green Lion.
Hi Umiushi,
I have to be out of town this weekend, and won't be able to make the game Saturday night. I'll probably still be able to drop in once or twice to the Acqua Alta thread.
--T
Over the course of the next few weeks, the leaders of the Duchy of Calanque proclaimed loudly in their courts and halls that they were dissatisfied with the results of the Black Trident Plan, even though the Barony of Mollu had turned into a wasteland of refugees and undead overnight.
What remained of that realm's militia desperately regrouped to protect the survivors. Their one consolation was that no Calanquian warrior had any desire to set foot in the cursed territory.
During those grim days, first of many to come, the Mollu got their hands on orders for the enactment of a "second Black Trident Plan." Rather than a seaborne invasion invasion of ghosts, a dark ritual known as Fatal Risen would tear the dead out of their land-bound graves and send them marching into the barony directly. The Mollu warriors reacted predictably, and gathered the last of their strength to assault the southern route around Serpent's Thicket. The force they assembled was considerable. Originally, the raids against Elanglond consisted of opportunistic knights and brigands. Now, every last person capable of fighting was present to try to avert the ultimate catastrophe for their country.
This, however, was a subterfuge on the part of the Duke. There is no second Black Trident Plan. Rather, the information was calculated to force Mollu into a pitched battle, giving them no alternative but to seek one out. If the Mollu militia is allowed to reach Elanglond, it is numerous enough to raze that village to the ground; but if it is crushed en route, Mollu will not be a threat to anyone, even into the next generation.
With the Wolf Spear in the Elanglond Thaumaturgical Company's possession, you and your fellows will be the centerpiece of the counterattack against Mollu. Together with the surviving members of the Peregrin Thaumaturgical Company, you will utilize the artifact's might to summon a punishing rain of arcane thunderbolts down on the heads of the Mollu wretches.
The battle will revolve around your ability to direct the Wolf Spear's ritually-conjured storm. Scouts from the Calanquian army will locate elements of Mollu's force. The captains in charge will determine the best targets; it is important to not expose our own warriors to the devastating power of the Wolf Spear.
These targets will be relayed to the ritualists, led by Hemen Marn. The ritualists will be off to the rear flank, well away from the actual fighting, and so unable to determine the targets for themselves.
Captain Prochin Blein will maintain an intermediate post between the site of the ritual and the main force, in order to deal with any parts of the Mollu army that somehow find themselves in that area, and convey information from the main force to Hemen. This is where you will be stationed. Your responsibility will be to defend this post and act as couriers for the information about targets.
May the Four Courts and the Six Heavens favor this, our final endeavor against the Barony of Mollu.
This final part of the first Istao Mission Adventure will begin on Saturday, July 10th, at 3:30 pm PDT. I expect it will take three to four sessions to complete.
If you are planning to participate in the above chat session, please let me know as soon as possible.
I plan on attending. Sounds like a fun wrapup to this adventure!
Enjoyable indeed. Count me in.
These are the players and characters that I believe will attend Saturday's game:
- Blydden, playing Quarion
- 735 XP
- Treasure: 145 sceatas
- Palpatim, playing Ohr
- 695 XP
- Treasure: 45 sceatas, a potion of healing, and two greatspears
Palpatim, you may be recording your character as having 845 XP. I found a point where I mistakenly quoted a 320 XP reward when I meant to say 170 XP.
Please confirm that the black onyx gem went to Laqua.
During the intervening time, you may use your funds to purchase additional equipment, subject to posts 12 and 14 of this thread.
Last edited by Umiushi; 07-10-2010 at 05:34 PM. Reason: added greatspears to Ohr's treasure
Prompt as can be!
I'd like to use Quarion instead. Time for a change up!
(Oh, and I believe that treasure stuff is correct, yes.)
Thanks, Umiushi. I'll update Ohr's character sheet accordingly.
Order of Battle
Mollu Force
Commander unknown, possibly Simalsey, Lady High Constable of the Barony of Mollu; there were rumors she survived and is in charge
Militia - a heterogeneous mix of able-bodied survivors from the Barony of Mollu; exact composition unknown
Elanglond Force
Commander: Ezod Stoneburner Calanque, Lord of Gavinn Isle, adopted son of Duke Andag the Great, and Field Marshal of Calanque
Cataphracts - warriors and knights organized as a "lost children company" (shock troops)
Commander - Sir Pazog Calanque
Calanquian Headquarters - a small encampment that houses, in addition to the commanding officers, a collection of divine relics of tactical significance, as well as several scouts and messengers; and is guarded by cataphracts, archers, and one company of mounted knights
Commander - Lord Ezod Calanque
Elanglond Levies - experienced levies and Calanquian marines serving as light infantry, including some slingers and archers, and forming the bulk of the middle guard
Commander - Dame Simau Calanque
Rear Guard - mostly composed of green levies with a handful of veteran leaders
Commander - Sir Arless Navore
Ritualists - Elanglond Thaumaturgical Company
Commander - Captain Prochin Blein
Scorpios - small-scale ballista crews
Commander - Captain Syme Drogney
Skirmishers - well-trained light infantry for scouting and ambushing, as well as forming an unconventionally dispersed vanguard
Commander - various officers acting independently or reporting directly to Lord Ezod
Tactical Discussion
Extreme emphasis has been placed on avoiding Mollu scouting parties as well as maintaining mobility, so very little resources were directed to fortifying positions. However, the Mollu have been advancing steadily and will be attacked before they can complete the fortification of their own night's encampment. The Mollu militia is reported to have a slight numerical superiority (if the rear guard isn't counted) that should be more than compensated for by the advantage in training, terrain, and arcane might held by the Elanglond army.
The Mollu have been deceived into believing they will be fighting a horde of the walking dead due to the false rumor of the Fatal Risen ritual. Consequently, the battle will be joined at sunset to further heighten the Mollu's discomfort. If a decisive victory cannot be achieved before twilight ends, the battle will recommence at daybreak.
The cataphracts will begin the battle by charging the massed militia in order to break their morale and scatter them. They also hold the main path of the Southern Route against any overrun attempt by the Mollu. Skirmishers will harry isolated groups of milita while the Elanglond levies advance to reinforce the cataphracts. The skirmishers will also convey intelligence on the militia's location and composition for use by the ritualists.
Additional skirmishers, as well as several traps, have been deployed in the swamp that borders Serpent's Thicket to prevent the militia from using it to sneak past the Elanglond forces. Any who do will be attacked by the rear guard, stationed at the western edge of the swamp. If the militia tries to avoid this engagement by veering southwards, they will be intercepted by more skirmishers; and the mobility of the light infantry as well as the conjured storm of the ritualists will be relied upon to engage them. Such a maneuver will add enough time to the Mollu's march that the rear guard can be redeployed to meet them before they reach Elanglond itself.
The Calanque headquarters is a small encampment defended by a shell of knights trained to a level on par with the cataphracts. Furthermore, it is flanked by the scorpio companies which have clear lines of fire down the slope to any militia that try to advance in the open. Headquarters will be maintaining lines of communication between the various elements of the army, but each company captain is already versed in the overall plan as well as their own roles.
Party Role
Hemen Marn and his ritualists are located due south of the Calanquian headquarters, off to the rear flank of the main fighting force. Prochin's outpost is about one quarter of the way between Hemen and the HQ. As stated earlier, the party will be responsible for delivering messages between Prochin and Hemen, and keeping that route free of enemies.
Palpatim will not be available on August 14th.
Since all the confirmed players also have characters in Order of the Green Lion, I will plan to run that instead. Please let me know if this affects your attendance plans before Thursday, August 12th.
who agree's with me that umiushi needs to get the PH 3? :P
The next game will commence on Saturday, August 28th, at 3:30 pm PDT.
- Blydden, playing Quarion
- 960 XP
- Treasure: 160 sceatas
- DiscipleofYawgmoth, playing Liam
- 0 XP
At long last, the second Romance of a Fallen Country adventure is starting. It will be held Saturday, September 25th, at 3:30 pm PDT.
Here is the character information:
- Blydden, playing Blydden
- 1659 XP
- 2349 stycas
- 84 sceatas
- a potion of healing
- 8 days of rations remaining
- 1 full waterskin
- DiscipleofYawgmoth, playing Mikal
- 365 XP
- 10 days of rations remaining
- 1 full waterskin
Additionally, I have prepared Companion stats for Daknia and Sada. I would like DiscipleofYawgmoth to control them until such time as his own character can be introduced into the party.
Original Player: Feantari
Character Name: Daknia
Role: Striker (Rogue)
Race: Razorclaw Shifter
Size: Medium
Gender: Female
Height: 5'8"
Level: 1
Stats
Strength: 14 (+2)
Constitution: 9 (-1)
Dexterity: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)
Initiative: +4
Movement: 6
Vision: Low-light
Passive Insight: 12
Passive Perception: 12
Action Points: None
Hit Points/Bloodied: 21/10
Healing Surges/Surge Value: 5/5
Armor Class: 16
Fortitude Defense: 12
Reflex Defense: 16
Will Defense: 14
+1 to AC and Reflex with Razorclaw Shifting
Languages: Elven, Istaoan
Skills
Acrobatics: 11
Arcana: 0
Athletics: 2
Bluff: 2
Diplomacy: 2
Dungeoneering: 2
Endurance: -1
Heal: 2
History: 0
Insight: 2
Intimidate: 2
Nature: 2
Perception: 2
Religion: 0
Stealth: 11
Streetwise: 2
Thievery: 4
Trained Skills: Acrobatics, Stealth
Armor Proficiency: Leather
Implement Proficiency: None
Weapon Proficiency: Dagger, Hand Crossbow, Blade Dart (Shuriken), Sling, Short Sword
Normal Load: 140lb
Lift: 280lb
Push/Drag: 700lb
Weapon: Short Sword, 3x Dagger, 5x Blade Dart, Sling (20 bullets), 2x dragonfire tar
Armor: Leather
Equipment: Feyleaf Vambraces, climber's kit, thieves' tools, belt pouch, Istaoan adventurer's kit (4 days of rations remaining)
Funds: 152 sceatas, 3333 stycas
No Action
Sneak Attack (Round) +1d6 damage on a hit against a target granting combat advantage
Minor Actions
Razorclaw Shifting (Encounter) if bloodied
Move Actions
Normal: 6
Razorclaw Shifting: 8
Shift: 1
Standard Actions (Basic Attacks)
Blade Dart 6/12 +8 vs. AC 1d4+4
Dagger +8 vs. AC d4+2
Dagger (thrown) 5/10 +8 vs. AC d4+4
Improvised Thrown 5/10 +5 vs. AC d4+4
Short Sword +8 vs. AC d6+2
Sling 10/20 +7 vs AC 1d6+4
Unarmed +5 vs. AC d4+2
Standard Actions
Dragonfire Tar 5/10 +6 vs. Reflex ongoing 5 fire (save)
Fox's Gambit (Encounter) +8 vs. Reflex d6+4 and negate target's marks, target cannot mark until ENT; shift 1 (d4+4 w/ dagger)
Piercing Strike +8 vs. Reflex d6+4 (d4+4 w/ dagger)
Second Wind: heal 5 hit points and gain +2 to all defenses
Personality Notes
- Careful about how her talents are presented
- Cautious
- Curious
Original Player: Palpatim
Character Name: Sada
Role: Controller (Wizard)
Race: Deva (Immortal)
Size: Medium
Gender: Female
Height: 6'1"
Level: 1
Strength: 12 (+1)
Constitution: 13 (+1)
Dexterity: 11 (+0)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 10 (+0)
Initiative: +0
Movement: 6
Vision: Normal
Passive Insight: 14
Passive Perception: 14
Action Points: None
Hit Points/Bloodied: 23/11
Healing Surges/Surge Value: 7/5
Armor Class: 14
Fortitude Defense: 12
Reflex Defense: 14
Will Defense: 16
+1 to all defenses against attacks made by bloodied creatures
Resist 5 Necrotic and Radiant
Languages: Elven, Istaoan, Wizard's Cant
Skills
Acrobatics: 0
Arcana: 9
Athletics: 1
Bluff: 0
Diplomacy: 0
Dungeoneering: 3
Endurance: 1
Heal: 3
History: 11
Insight: 3
Intimidate: 0
Nature: 3
Perception: 3
Religion: 6
Stealth: 0
Streetwise: 0
Thievery: 0
Trained Skills: Arcana, History
Armor Proficiency: None
Implement Proficiency: Orb, Staff, Wand
Weapon Proficiency: Dagger, Staff
Normal Load: 120lb
Lift: 240lb
Push/Drag: 600lb
Weapon: Dagger
Armor: None
Implement: Orb
Equipment: Ritual book (Comprehend Languages), Vonim's Chronicle, potion of healing, primitive amulet (20 sceatas), primitive crystal amulet (100 sceatas), Istaoan adventurer's kit, 3 extra days of trail rations
Funds: 60 sceatas, 3383 stycas
No Action
Memory of a Thousand Lifetimes (Encounter): Add 1d6 to an attack roll, saving throw, skill check, or ability check.
Free Actions
Orb of Imposition (Encounter): extend duration of an active spell to end of next turn
Minor Actions
Light 5
Mage Hand 5
Move Actions
Normal: 6
Shift: 1
Standard Actions (Basic Attacks)
Dagger +8 vs. AC d4+1
Dagger (thrown) 5/10 +7 vs. AC d4+0
Improvised Thrown 5/10 +5 vs. AC d4+0
Magic Missile 20 +5 vs. Reflex 2d4+4 force
Unarmed +5 vs. AC d4+1
Standard Actions
Ghost Sound 10
Icy Terrain (Encounter) Burst 1/10 +5 vs. Reflex 1d6+4 and knocked prone; effect: area affected is difficult terrain ENT, can be ended as a minor action
Prestidigitation 2
Second Wind (Encounter) heal 5 hit points and gain +2 to all defenses
Appearance
Arcs of pale white line Sada's blue-gray skin, ending in a starburst pattern on her forehead. Her white hair, which she wears long, has a single streak of blue along her left temple.
Personality Notes
- Absent-minded
- Blunt
- Concerned with etiquette
- Distant
- Haughty
- Thick-skinned
- Three of her past lives were spent among royalty
Last edited by Umiushi; 09-25-2010 at 03:06 PM.
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