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Tyndmyr
2011-04-07, 11:11 PM
Type of battle rolled: Tavar defending.

(For some reason, the forum is eating my rolls. So, using real dice).

TheFallenOne
2011-04-08, 03:51 AM
army
The Anvil of Embers

Race: Fireblood Dwarfs(Dragon Magic p. 7)
+4 Dodge vs. dragons
Resistance to Fire 5

all have the Wintervein Dwarves affiliation(PHBII p. 181)

Solstafir Firebeard(Conjurer2)
Str 9 Dex 12 Con 16 Int 15 Wis 10 Cha 6
HP 12
AC 11
Attack
Fort 3 Ref 1 Will 3
Feats Scribe Scroll, Bane Magic(animals). I'm assuming humanoid is no legal choice
Skills 4 concentration, 4 spellcraft, 4 knowledge arcane, 2 hide
Focused Specialist, Immediate Magic(Abrupt Jaunt)
Forbidden Schools Enchantment, Necromancy, Illusion
Spells Known Mage Armor, Shield, Kelgores Firebolt, Expeditious Retreat, Detect Secret Doors, Magic Missile, ?
Equipment Arcanists Gloves(500), Wand of Magic Missile(750)[assuming Bane Magic applies to spell cast from want]
Cost 1250 equipment

Troops:

2xThunderbreaker Squad(4 Warblades each)
Str 15 Dex 14 Con 15 Int 12 Wis 10 Cha 6
HP 17
AC 20(5 armor, 3 shield, 2 dex)
Attack +2, 1d10+2
Fort +4 Ref +3 Will +0
Feats Toughness
Skills 4 Concentration, 4 Tumble, 4 Balance, 4 Swim, 4?
Maneuvers Steel Wind, Steely Strike, Moment of Perfect Mind
Stance Punishing Stance
Equipment Dwarfen Waraxe(30), Hide Shield(50), Chainmail(150)
Cost 30 upkeep, 230 equipment
+
Sergeant Fervordance(Bard)
Str 10 Dex 12 Con 17 Int 8 Wis 10 Cha 12
HP 9
AC 18(4 armor, 3 shield, 1 dex)
Attack
Fort 3 Ref 3 Will 2
Feats Extra Music
Skills 4 Balance, 4 Concentration, 4 Perform(String Instruments), 4 Perform(singing), 4 Tumble
Spells Daze, Prestidigiation, Mage Hand, Ghost Sound
Equipment Chainshirt(100), Masterwork Mandolin(100), Hide Shield(50)
Cost 30 upkeep, 250 equipment

2xStonespurs Squad(6 Warriors each)
Str 13 Dex 12 Con 13 Int 9 Wis 10 Cha 6
HP 12
AC 19(6 Dragonscale Husk, 2 shield, 1 dex)
Attack +2, 1d8+1
Fort 3 Ref 1 Will 0
Feats Toughness
Skills 4 Ride
Equipment Heavy Wooden Shield(7), Lance(10), Spiked Gauntlet(5), light warhorse(150), riding saddle(10), leather barding(40)
Cost 9 upkeep, 222 equipment
+
Sergeant Bloodscale(Green Dragon Shaman)
Str 13 Dex 14 Con 17 Int 9 Wis 10 Cha 6
HP 16
AC 20(5 armor, 3 shield, 2 dex)
Attack +0, 1d8+1 or +1, 1d4+1
Fort 5 Ref 2 Will 2
Feats Toughness
Skills 2 Tumble
Auras Resistance, Toughness, Vigor
Equipment Chainmail(150), Hide Shield(50), lance(10), 100 loaded slings(1), riding saddle(10), light warhorse(150), leather barding(40)
Cost 30 upkeep, 411 equipment

2x Anvilforged Squad(9 Warriors each)
Str 13 Dex 12 Con 13 Int 9 Wis 10 Cha 6
HP 12
AC 19(6 Dragonscale Husk, 2 shield, 1 dex)
Attack +2, 1d10+1
Fort 3 Ref 1 Will 0
Feats Toughness
Skills 4 Tumble
Equipment Heavy Wooden Shield(7), Dwarfen Waraxe(30)
Cost 9 upkeep, 37 equipment
+
Sergeant Ashspike(Silver Dragon Shaman)
Str 13 Dex 14 Con 17 Int 9 Wis 10 Cha 6
HP 16
AC 20(5 armor, 3 shield, 2 dex)
Attack +0, 1d8+1 or +1, 1d4+1
Fort 5 Ref 2 Will 2
Feats Toughness
Skills 2 Tumble
Auras Resistance, Toughness, Vigor
Equipment Chainmail(150), Hide Shield(50), morningstar(8), 100 loaded slings(1)
Cost 30 upkeep, 209 equipment

3x Rootborn Squad(3/4/4 Adepts)
Str 11 Dex 12 Con 12 Int 9 Wis 13 Cha 8
HP 7
AC 20(5 armor, 4 shield, 1 dex)
Attack
Fort 1 Ref 1 Will 3
Feats Sudden Widen
Skills 4 Heal
Equipment spell component pouch(5), Tower Shield(30), scalemail(50)
Cost 9 upkeep, 85 equipment
+
Sergeants Stonegut and Thorgrimm(Druids, in the 4 man squads)
Str 10 Dex 14 Con 17 Int 9 Wis 13 Cha 6
HP 14
AC 17(2 armor, 3 shield, 2 dex)
Attack +1, 1d4
Fort 5 Ref 2 Will 3
Feats Toughness
Skills 4 Tumble(skilled city dweller), 4 Concentration, 4 Handle Animal
Animal Companion riding dog with leather barding
Equipment leather armor(10), Hide Shield(50), 100 loaded slings(1), leather barding(20)
Cost 30 upkeep, 81 equipment

2x Craghammer Squad(20/19 Commoners)
Str 13 Dex 12 Con 13 Int 9 Wis 10 Cha 6
HP 5
AC 13(1 dex, 2 armor)
Attack +1, 1d4+1
Fort 1 Ref 1 Will 0
Feats none
Skills none
Equipment leather armor(10), 100 slings with bullets(1)
Cost 3 upkeep, 11 equipment
+
Sergeant Flamesong(Bard)
Str 10 Dex 12 Con 17 Int 8 Wis 10 Cha 12
HP 9
AC 18(4 armor, 3 shield, 1 dex)
Attack
Fort 3 Ref 3 Will 2
Feats Dragonfire Inspiration
Skills 4 Balance, 4 Concentration, 4 Perform(String Instruments), 4 Perform(singing), 4 Tumble
Spells Daze, Prestidigiation, Mage Hand, Ghost Sound
Equipment Chainshirt(100), Masterwork Mandolin(100), Hide Shield(50)
Cost 30 upkeep, 250 equipment

2x Grudgebearer Squad(12 Commoners each)
Str 13 Dex 12 Con 13 Int 9 Wis 10 Cha 6
HP 5
AC 13(1 dex, 2 armor)
Attack +1, 1d8+1
Fort 1 Ref 1 Will 0
Feats none
Skills none
Equipment leather armor(10), Longspear(5)
Cost 3 upkeep, 15 equipment
+
Sergeant Cindergrave(Bard)
Str 10 Dex 12 Con 17 Int 8 Wis 10 Cha 12
HP 9
AC 18(4 armor, 3 shield, 1 dex)
Attack
Fort 3 Ref 3 Will 2
Feats Dragonfire Inspiration
Skills 4 Balance, 4 Concentration, 4 Perform(String Instruments), 4 Perform(singing), 4 Tumble
Spells Daze, Prestidigiation, Mage Hand, Ghost Sound
Equipment Chainshirt(100), Masterwork Mandolin(100), Hide Shield(50)
Cost 30 upkeep, 250 equipment

Upkeep
PCs:
8 Warblades
3 Bards
2 Druids
2 Dragon Shamans
15 PCs, 450 GP

12 Warriors
2x9 Warriors
2x5 Adepts
40 NPCs, 360 GP

20/19 Commoners
2x12 Commoners
63 Commoners, 189 GP
summa: 999 GP


Equipment

Firebeard: 1250
Thunderbreaker: 8x230 1840
Fervordance: 250
Stonespurs: 12x222 2664
Bloodscale: 411
Anvilforged: 18x37 666
Ashspike: 209
Rootborn: 11x85 935
Stonegut+Thorgrimm: 2x81 162
Craghammer: 39x11 429
Flamesong: 250
Grudgebearer: 24x15 360
Cindergrave: 250
3 portable rams: 30 GP
20 crowbars: 40 GP
500 pints of oil: 50 GP
Summa: 9796


last changes:
everyone who doesn't have slings yet gets 20 slings with bullets
all slings are preloaded, no matter if currently wielded or not

Thunderbreakers start wielding shield and sling
Stonespurs start mounted wielding shield and sling
Anvilforged start wielding shield and sling
Rootborn start wielding shield and sling
Craghammer start wielding a sling in each hand
Grudgebearer start wielding spear and sling
Bards start wielding their instruments

Solstafir Initiative [roll0]
Thunderbreaker Initiative [roll1]
Stonespurs Initiative Initiative [roll2]
Anvilforged Initiative [roll3]
Rootborn Initiative [roll4]
Craghammer Initiative [roll5]
Grudgebearer Initiative [roll6]

I also bring a cart(15 GP) with my rams in it. It is pulled by two of my riding dog animal companions

Each Thunderbreaker, Anvilforged and Grudgebearer squad has 3 crowbars

Still missing: spell lists


so, what does your keep look like and how many people can it support?


Also, for my fort, I'm pretty much not going to have one. Better to keep the army together and articulated rather than split up and everything.

I think it would be fine for your army to come out of the fort to give battle if that's what you want. It would technically still be a fortress assault, just that the fortress is a couple hundred feet behind your lines instead of in the middle

Tavar
2011-04-08, 08:40 AM
Army:

Level 2 Strongheart Halfling Bard
Str 6 Dex 14 Con 13 Int 15 Wis 10 Cha 14
Feats: Dragonfire Inspiration, Dragontouched
Item: Badge of Valor
Spells known- 0th, message, mending, lights, detect magic, dancing lights
1st-Inspirational boos, Alarm
Spells per day:0th-3, 1st-1
BaB 1 F1 R5 W3 Int2
2 Bardic Musics per day(Contersong, Fascinate, Inspire Courage+1), Bardic Knack
Skills(full ranks) Balance, Preform, Spellcraft, Tumble, UMD, Listen, Concentration, Ride(half ranks)
Item: Badge of Valor


Level 1 Strongheart Halfling Druid-x2
Str 8 Dex 10 Con 14 Int 13 Wis 15 Cha 12
Spells Prepared: 1st:Entangle, Entangle
0th:Cure Minor Woundsx3
BaB 0 Fort 4, R0, W 4
Animal companion(Riding Dog), Nature Sense, Wild Empathy
Skills: Spot, Handel Animal, Concentration, Spellcraft, Survival
Feats: Spell Focus(Con), Augment Summon

Animal Companion Riding Dogs-x2
Str 15 Dex 15 Con 15, Int 2, Wis 12, Cha 6
Feats-Improved Toughness, Track
Bite +3 (1d6+3)

Level 1 Strongheart Halfling Marshal-x2
Str 12 Dex 16 Con 13 Int 8 Wis 10 Cha 15
Feats: Point Blank Shot, Far Shot, Skill focus(diplomacy)
BaB 0 Fort 3 Ref 3 Will 2
Skills:Ride, Handle Animal, Spot
Minor Aura: Dex Checks

Level 1 Strongheart Halfling Warrior-x95
Str 6, Dex 15, Con 12, Int 11, Wis 10, Cha 9
Feats: Point Blank Shot, Far Shot
Skills:Ride, Handle Animal

Level 1 Strongheart Halfling Warlocks-x2
Str 6 Dex 16 Con 13 Int 10 Wis 12 Cha 15
Feats: Fey blood, Fey Skin
Invocation: Eldritch Spear

104 units total. Each one is armed with a Sling and 37 stones, with 52 stones left over-39gp
Badge of Valor 1500gp.
49 Riding Dogs with Military Saddles+2 more military saddles.
9 Acid Flasks


Organization:
Squad 1: 2 Warlocks
Squad 2: 2 Druids
Squad 3: Bard
Squad 4: Sergeant-Marshall, 12 Warriors, All mounted(marshall on Druid Animal Companions)
Squad 5:Sergeant-Marshall, 12 Warriors, All mounted(marshall on Druid Animal Companions)
Squad 6: 13 Warriors(mounted)
Squad 7: 12 Warriors(mounted)
Squad 8: 12 Warriors(foot)
Squad 9: 12 Warriors(foot)
Squad 10: 11 Warriors(foot)
Squad 11: 11 Warriors(foot)

All units except Warlocks have a sling and 37 stones. Mounted units have 1 extra stone, as does the Bard.
Those with PC levels carry an Acid Flask. The Marshalls carry 2.
Bard has Badge of Valor.


Formation:Warriors on foot form center, making 2 rows. The first rank has both 12 member units, while the back has the 11. In between the two 11 member units are the warlocks. Behind them are the druid and Bard. On each wing sit the calvary. The right consists of a block of 26 mounted riders, the first two ranks having 9 members, the next having 8. The left is much the same, but is only 25 members, with only the first rank having 9. The Marshall is in the second rank, bordering the infantry.



Initiative counts:
All rolls include benefit from marshall auras.
Squad 1: [roll0]
Squad 2: [roll1]
Squad 3: [roll2]
Squad 4: [roll3](add 1 if we use the highest Init score)
Squad 5: [roll4](add 1 if we use the highest Init score)
Squad 6: [roll5]
Squad 7: [roll6]
Squad 8: [roll7]
Squad 9: [roll8]
Squad 10:[roll9]
Squad 11:[roll10]

Final questions; can we actually have pre-loaded slings?

Edit: also, the way the forum is set up, you can't make rolls in the first post of a thread.

TheFallenOne
2011-04-08, 09:43 AM
well, it's a nice trick to circumvent the loading time. Move, draw sling as part of move(+1 BAB), drop it after use, repeat. I'm fine with saying that nonwielded slings can't be preloaded; sanity over RAW

do units that haven't acted yet count as flatfooted? They saw the enemy coming after all; wide open plain

I'll whip up a map of my deployment soon enough

TheFallenOne
2011-04-08, 10:27 AM
Formation (http://img847.imageshack.us/img847/2137/formation.png)

Solstafir is dark red, cart pulled by two riding dogs in front of him

Warblades are dark grey
melee warriors on foot light grey
spear commoners light blue
sling commoners dark blue
mounted warriors(4 squares for each) brown
Adepts purple

Sergeants are marked with an S

Prepared spells
Solstafir:
Mage Armor, Shield, Kelgores Firebolt x3
couple acid splashes

Adepts
3x Cure Minor Wounds
Bless, Obscuring Mist

Druids
3x Cure Minor Wounds
2x Entangle

Solstafir cast Mage Armor on himself before battle
Dragon Shamans have DR 1/- aura up
every Rootborn and sergeant wearing a hide/tower shield uses it for total cover at begin of battle

I think you can begin

Tavar
2011-04-08, 11:53 AM
Question; Hide shields? Where are those, and what do they do?

I don't think units should be flatfooted.

And, yeah, considering how slings work, I'd say you can't pre-load.

TheFallenOne
2011-04-08, 11:57 AM
Sandstorm. Non-exotic, +3 AC, -1 attack, can be used for total cover as tower shield. Pretty nice deal

Tavar
2011-04-08, 12:01 PM
Okay, cool. New problem; on your main line of mounted warriors is 25 blocks long. I'm assuming that's a mistake, but I'm not sure how many there are supposed to be.

Also, just to clarify something; NPC's usually just have average health from dice. Has that been changed at all?

TheFallenOne
2011-04-08, 12:06 PM
scratch the lefternmost line then. It is 2x6 mounted warriors

I thought every character has full HP on first level here. I think it was mentioned somewhere in the original thread. Better ask Tyndmyr to be sure as it will make quite a difference for both of us

Tavar
2011-04-08, 12:24 PM
Cool, thought so, but Wasn't sure if there was supposed to be some other unit over there.

Also, I'm fine assuming that units start with Full, besides animals/mounts/companions, which have the average.

If you're fine as well, we can start. I guess I have the first couple of units that need to go, though.

TheFallenOne
2011-04-08, 12:27 PM
Starting hit die is indeed maximized. Avoids a lot of rolling. Also, when progressing, if an entire unit levels, they can roll for HD as one, to make management much easier.

that reminds me, if we can breed our animals for different feats(I advised against it, but Tyndmyr approved it before) all my animals have Toughness for each feat

and yes, go ahead

Tavar
2011-04-08, 01:01 PM
Turn 1; Initiative counts 23-19.
I'm assuming that the armies are centered with regards to each other.
Squads 7 and 4 delay their turn till count 20.
Squad 3(21) Starts a Dragonfire Inspiration, using the Badge of Valor so it's +2d6 fire damage.

Squad 4 attacks the Commoners directly across from it. Less than 225 feet, therefore only 2 range increments(farshot feat). Shots attacking far end Front rank. Each one targets a different person though, going towards the center. Move action to reload. Ride backwards 20ft, allowing back ranks free sights.
[roll0] [roll1]+[roll2]Fire
[roll3] [roll4]+[roll5]Fire
[roll6] [roll7]+[roll8]Fire
[roll9] [roll10]+[roll11]Fire
[roll12] [roll13]+[roll14]Fire
[roll15] [roll16]+[roll17]Fire
[roll18] [roll19]+[roll20]Fire
[roll21] [roll22]+[roll23]Fire
[roll24] [roll25]+[roll26]Fire
[roll27] [roll28]+[roll29]Fire
[roll30] [roll31]+[roll32]Fire
[roll33] [roll34]+[roll35]Fire
[roll36] [roll37]+[roll38]Fire


Squad 7
Attacks the Horses opposite them. Each 3 halflings target a different horse, starting on the end of the line that's not bordering anyone. Move action to reload.
[roll39] [roll40]+[roll41]Fire
[roll42] [roll43]+[roll44]Fire
[roll45] [roll46]+[roll47]Fire
[roll48] [roll49]+[roll50]Fire
[roll51] [roll52]+[roll53]Fire
[roll54] [roll55]+[roll56]Fire
[roll57] [roll58]+[roll59]Fire
[roll60] [roll61]+[roll62]Fire
[roll63] [roll64]+[roll65]Fire
[roll66] [roll67]+[roll68]Fire
[roll69] [roll70]+[roll71]Fire
[roll72] [roll73]+[roll74]Fire

Squad 6 attacks Commoner line, using the same method as Squad 4. Move action to reload sling.


[roll75] [roll76]+[roll77]Fire
[roll78] [roll79]+[roll80]Fire
[roll81] [roll82]+[roll83]Fire
[roll84] [roll85]+[roll86]Fire
[roll87] [roll88]+[roll89]Fire
[roll90] [roll91]+[roll92]Fire
[roll93] [roll94]+[roll95]Fire
[roll96] [roll97]+[roll98]Fire
[roll99] [roll100]+[roll101]Fire
[roll102] [roll103]+[roll104]Fire
[roll105] [roll106]+[roll107]Fire
[roll108] [roll109]+[roll110]Fire
[roll111] [roll112]+[roll113]Fire

Next action: Initiative count 15.

Tavar
2011-04-08, 01:04 PM
2 crits:
[roll0]
[roll1]

Also, mistake on my part. The first attack I rolled damage should by -1, all others should be -2. So, crits can, at most, add 1 to the damage. This doesn't effect fire damage, only the weapons damage itself.

TheFallenOne
2011-04-08, 01:11 PM
calculating damage before making actions

can you give me a breakdown of your attack modifiers? How did you still get +4 with -4 range penalty(starting distance 200 feet, sling range with far shot 100 feet)?

Tavar
2011-04-08, 01:47 PM
Gah. Read the penalty as -1. Okay, subtract 2 more from the attacks. In which case I don't think I would have gone after your horses, it was long odds as it is. Oh well.

And the sling range with Farshot is 75 feet, not 100. You only multiply by 1.5 for ranged weapons, and by two for thrown.

TheFallenOne
2011-04-08, 01:51 PM
oh, right. My mistake

so... 1 BAB, 2 dex, 1 size, 1 racial = +5
-4 range leaves +1

That leaves one +1 modifier unaccounted for in your attacks. What am I missing?

Tavar
2011-04-08, 01:57 PM
...Nothing. I think I added something twice, or based the damage off what would happen if they had Dex 16(which the marshall's actually have). Good lord, That's a lot of screw ups.

Part of it might be because I hastily redid my calcs to account for not having Inspire Courage up.

Which makes the attacks against the Horsemen even more stupid. Oh well, only one squad wasted that way.

Edit: to do some maths, assuming that directions are observed from someone standing behind your lines. First Volley.
[13][12][11][10][9][8][7][6][5][4][3][2][1]
Rightmost commoner(#1); Hit(16 vs AC 13), 1 damage from weapon, 9 damage from Fire. 10 total
Commoner number 8: Hit(16 vs 13), 1 damage from weapon, 2 from fire. 3 total
Commoner number 11: Hit(19 vs 13), 1 damage from weapon, 8 from fire. 9 total
Commoner number 13: Hit(natural 20). 1 damage from weapon, 12 from fire. Not sure if critial add anything. 13 damage at least, though.

Second Volley:
[13][12][11][10][9][8][7][6][5][4][3][2][1]
Bold numbers were already dean, and thus not counted.
Commoner number 2 hit(15 vs 13). 1 damage from weapon, 4 from fire. 5 total, unless within 30ft of dragonshaman.
Common number 3 hit(natural 20). 1 damage from weapon, 8 from fire.
Commoner number 6 hit(18vs 13). 1 damage from weapon, 12 fire.
Commoner number 7 hit(20vs13). 1 damage from weapon, 7fire.
Commoner number 8 hit(13 vs 13, ties hit). 1 damage from weapon, 10fire.
Commoner number 9 hit (20vs 13). 1 damage from weapon, 7 fire.
Commoner number 10 hit (14 vs 13). 1 damage from weapon, 10 fire.
Commoner number 12 hit (17 vs 13). 1 damage from weapon, 3 fire.
Commoner number 14 hit (17 vs 12). 1 damage from weapon, 7.

TheFallenOne
2011-04-08, 02:10 PM
Might be worth including AC and attack boni in the stat blocks. Makes it easier to doublecheck

Alright, damage calculations:

Squad 4 against AC 13 commoners:
with adjusted rolls and energy resistance included
1 + 4 fire
1
1 + 3 fire
1 + 7 fire

2 downed commoners(6 damage, 12 damage)

Squad 7 against AC 16 horses:
2 + 8 fire
1 + 9 fire
1 + 5 fire

1 horse takes 26 damage

Squad 6 against AC 13 commoners:
1
1 + 3 fire
1 + 7 fire
1 + 2 fire
1 + 5 fire
1 + 2 fire
1 + 5 fire
1
1 + 2 fire

3 downed commoners(13 damage, 9 damage, 9 damage), 1 wounded with 4 damage

Note: my Dragon Shamans gives DR 1 within 30 feet, but they cover the squads only partially. What do we do about that?

Tavar
2011-04-08, 02:18 PM
Where is the closest Dragon Shaman? Is it the Dark Grey S?

TheFallenOne
2011-04-08, 02:21 PM
the brown S and the light grey S. Will only matter for the horse

Tavar
2011-04-08, 02:52 PM
Since I specified that the targets are hitting distant foes first, see if the aura reaches that far. Also, I'm not sure that you did the math on the commoners right. Remember, the attacks are on different Initiative orders, so there's time to see the effects of the previous attack. Here's my adjusted edit, accounting for Fire Resistance.

Also, here's the damage rolls for each crit. [roll0] [roll1]. Minimum for the total roll is 1.

Initial View:
[13][12][11][10][9][8][7][6][5][4][3][2][1]
Rightmost commoner(#1); Hit(16 vs AC 13), 1 damage from weapon, 4 damage from Fire. 5 total
Commoner number 8: Hit(16 vs 13), 1 damage from weapon.
Commoner number 11: Hit(19 vs 13), 1 damage from weapon, 3 from fire. 4 total
Commoner number 13: Hit(natural 20). 1 damage from weapon, 7 from fire. Total of 8, unconscious.
Post attack View:(Itialics means staggered(0hp), Bold means unconscious or dead)
[13][12][11][10][9][8][7][6][5][4][3][2][1]

Second attack:
Commoner number 1 hit(15 vs 13). 1 damage from weapon, 5 previous. 6 total. Unconcious.
Common number 2 hit(natural 20). 1 damage from weapon, 3 from fire. 4 damage total.
Commoner number 5 hit(18vs 13). 1 damage from weapon, 7 fire. 8 Damage total. Uncouncious.
Commoner number 6 hit(20vs13). 1 damage from weapon, 2fire. 3 Damage total.
Commoner number 7 hit(13 vs 13, ties hit). 1 damage from weapon, 5fire. 6 Damage total, unconcious.
Commoner number 8 hit (20vs 13). 1 damage from weapon, 2 fire, 1 damage from previous. 4 damage total.
Commoner number 9 hit (14 vs 13). 1 damage from weapon, 5 fire. 6 Damage. Unconscious.
Commoner number 10 hit (17 vs 13). 1 damage from weapon.
Commoner number 11 hit (17 vs 12). 1 damage from weapon, 3 from fire, 4 from previous. Total of 7, unconscious.
[14][13][12][11][10][9][8][7][6][5][4][3][2][1]
That's 6 of them down, and others injured to various degrees.

TheFallenOne
2011-04-08, 03:02 PM
Wounds to a unit are allocated, in the order they are rolled, to the most crippled individual first.

that makes it easier than keeping HP total of over a hundred individuals. Once a commoner took more than 5 damage, he goes unconscious and the next hit goes to another commoner

Tavar
2011-04-08, 03:09 PM
Ah. Okay. Well, looks like it your turn to have your 17/16 init counts go.

TheFallenOne
2011-04-09, 01:43 AM
why do your squads have +4 initiative? +2 dex, +1 aura is all I see

Solstafir casts Shield on himself and moves forward 20 feet. Craghammer delay to act on Initiative count 14 after Thunderbreakers if your initiative was wrong, otherwise I'll think again

Tavar
2011-04-09, 12:37 PM
Minor Aura bonus is equal to Charisma, thus +2.

TheFallenOne
2011-04-09, 12:48 PM
oh, I see. Somehow thought it scales with level

alright, to my slingers

the second rank(19 + bard) go forward 20 feet. Bard uses mandolin for Dragonfire Inspiration, commoners shoot, then everyone drops prone
first rank(15 left) advances 20 feet, shoots, then drops prone

Target: first line of warriors on foot. Should be Unit 9

Modifiers: +1 dex, -6 range vs AC 13

[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]
[roll12] [roll13] [roll14]
[roll15] [roll16] [roll17]
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]

[roll30] [roll31] [roll32]
[roll33] [roll34] [roll35]
[roll36] [roll37] [roll38]
[roll39] [roll40] [roll41]
[roll42] [roll43] [roll44]
[roll45] [roll46] [roll47]
[roll48] [roll49] [roll50]
[roll51] [roll52] [roll53]
[roll54] [roll55] [roll56]
[roll57] [roll58] [roll59]

[roll60] [roll61] [roll62]
[roll63] [roll64] [roll65]
[roll66] [roll67] [roll68]
[roll69] [roll70] [roll71]
[roll72] [roll73] [roll74]
[roll75] [roll76] [roll77]
[roll78] [roll79] [roll80]
[roll81] [roll82] [roll83]
[roll84] [roll85] [roll86]
[roll87] [roll88] [roll89]

[roll90] [roll91] [roll92]
[roll93] [roll94] [roll95]
[roll96] [roll97] [roll98]
[roll99] [roll100] [roll101]

TheFallenOne
2011-04-09, 12:50 PM
oh, I see. Somehow thought it scales with level

alright, to my slingers

the second rank(19 + bard) go forward 20 feet. Bard uses mandolin for Dragonfire Inspiration, commoners shoot, then everyone drops prone
first rank(15 left) advances 20 feet, shoots, then drops prone

Target: first line of warriors on foot. Should be Unit 9

Modifiers: +1 dex, -6 range vs AC 13

[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]
[roll12] [roll13] [roll14]
[roll15] [roll16] [roll17]
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]

[roll30] [roll31] [roll32]
[roll33] [roll34] [roll35]
[roll36] [roll37] [roll38]
[roll39] [roll40] [roll41]
[roll42] [roll43] [roll44]
[roll45] [roll46] [roll47]
[roll48] [roll49] [roll50]
[roll51] [roll52] [roll53]
[roll54] [roll55] [roll56]
[roll57] [roll58] [roll59]

[roll60] [roll61] [roll62]
[roll63] [roll64] [roll65]
[roll66] [roll67] [roll68]
[roll69] [roll70] [roll71]
[roll72] [roll73] [roll74]
[roll75] [roll76] [roll77]
[roll78] [roll79] [roll80]
[roll81] [roll82] [roll83]
[roll84] [roll85] [roll86]
[roll87] [roll88] [roll89]

[roll90] [roll91] [roll92]
[roll93] [roll94] [roll95]
[roll96] [roll97] [roll98]
[roll99] [roll100] [roll101]

internal server error... let's try that again

so the post wasn't eaten after all... but Jormungands teeth, those rolls were sub par

TheFallenOne
2011-04-09, 12:55 PM
two crit confirms

[roll0] [roll1]
[roll2] [roll3]

at least every hit got a downed enemy

that's four down, your initiative counts 15 and 14 next

Tavar
2011-04-09, 02:44 PM
Wait...any individual unit has to act together(excepting sergeants) doesn't it?

Both groups are going to attack the prone slingers.
[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]
[roll12] [roll13] [roll14]
[roll15] [roll16] [roll17]
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]
[roll30] [roll31] [roll32]

[roll33] [roll34] [roll35]
[roll36] [roll37] [roll38]
[roll39] [roll40] [roll41]
[roll42] [roll43] [roll44]
[roll45] [roll46] [roll47]
[roll48] [roll49] [roll50]
[roll51] [roll52] [roll53]
[roll54] [roll55] [roll56]
[roll57] [roll58] [roll59]
[roll60] [roll61] [roll62]
[roll63] [roll64] [roll65]
[roll66] [roll67] [roll68]


Crit doesn't matter.
Damage, against AC 17 and Fire Resistance 5.
Attack Block 1:
Second attack does 1 damage, +1 fire. Knockes out wounded man.
Third and 5th attack deal 6 damage, knock out next.
6th and 7th attack deal 12 damage, knock out next.
8th attack deals 8 damage, knock out next
10th and 11th attack deal 8 damage, knock out next.

Attack Block 2:
3rd and 9th attack deal 6 damage, knock out next.

Total of 6 men.

TheFallenOne
2011-04-09, 02:54 PM
Wait...any individual unit has to act together(excepting sergeants) doesn't it?

yes they do

you took shots for the four members of unit 9 I just put down...

Tavar
2011-04-09, 03:06 PM
Then the last or first 4 attacks of the second block should be taken out. Nicely enough, both have the same effect, taking out one of the 2 hits that block managed, and reducing the damage they dealt by 3(so, only of 3 damage). Breakdown of damage is in last post.

Wait, never mind previous question. You organized the squads by ranks, yes?

Tavar
2011-04-09, 03:08 PM
And....now this post is filler, since the thread's acting up.....

TheFallenOne
2011-04-09, 03:31 PM
the following isn't meant in an unfriendly way: please pay more attention to your modifiers, downed fighters ect. I don't want to have to doublecheck everything

Thunderbreakers, then most of your army before I get to act again... bloody initiative

right squad moves forward 20 feet. Bard uses Inspire Courage with mandolin
the Warblades shoot at the druids. AC 15 with cover
[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]

left squad: let me first see result of first squad

edit: one druid down
left squad moves forward 20 feet, readies action
sling the druid during casting or if he ends turn or uses total defense or drops prone

Tavar
2011-04-09, 03:51 PM
Shouldn't your attack be (1BaB+2Dex+1(inspire courage)-6=-2)?

TheFallenOne
2011-04-09, 03:59 PM
a masterwork mandolin raises the attack bonus of Inspire Courage by 1 while lowering the damage and save bonus by 1. Complete Adventurer

Tavar
2011-04-09, 04:11 PM
Also, problem with your readied action. I'm almost certain that you can't have that many caveats.

TheFallenOne
2011-04-09, 04:16 PM
that was actually spoilered because the details of it aren't visible

I can ready only one action, though there is no practical limit on the trigger for the action. I can reduce it to two triggers

attack druid if he is in the middle of casting a spell or takes an action that makes it harder/impossible for the sling to hit him

Tavar
2011-04-09, 04:25 PM
Readied actions can be made with regards to one condition though. Otherwise, you might as well say "ready and action if X does anything".

TheFallenOne
2011-04-09, 04:28 PM
that's a valid trigger, but doesn't specify the action taken. "Ready an action to attack the captured orc if he does anything" is a proper readied action

Tavar
2011-04-09, 04:30 PM
I would protest that it is not, as you need to be more specific than that.

Also, don't the dwarves wield hide, thus taking -1 to attack rolls?

TheFallenOne
2011-04-09, 04:42 PM
oh, right. That reduces the attack to a 15. Still hits

How specific is that? I gave the action I take, as well as the conditions under which it is triggered. "Do X if target does Y or Z." I can't find anything in PHB or Rules Compendium demanding that something be 'more specific'. Long as the trigger conditions aren't ambiguous

Tavar
2011-04-09, 05:03 PM
Normally I see it as ready and action against one specific action. Like, an enemy casts a spell. Or rounds a corner.

Warlocks target the Left Warblades(250 ft range).
Eldritch Blast, Touch AC. They drop prone as a free action.
[roll0] [roll1]
[roll2] [roll3]

Remaining Druid casts Entangle targeting the center of the Dwarven spear line.

Squad 5 attacks the Left Warblades as well.
[roll4] [roll5] [roll6]
[roll7] [roll8] [roll9]
[roll10] [roll11] [roll12]
[roll13] [roll14] [roll15]
[roll16] [roll17] [roll18]
[roll19] [roll20] [roll21]
[roll22] [roll23] [roll24]
[roll25] [roll26] [roll27]
[roll28] [roll29] [roll30]
[roll31] [roll32] [roll33]
[roll34] [roll35] [roll36]
[roll37] [roll38] [roll39]
[roll40] [roll41] [roll42]


Squad 10 all attack the left most warblades;
[roll43] [roll44] [roll45]
[roll46] [roll47] [roll48]
[roll49] [roll50] [roll51]
[roll52] [roll53] [roll54]
[roll55] [roll56] [roll57]
[roll58] [roll59] [roll60]
[roll61] [roll62] [roll63]
[roll64] [roll65] [roll66]
[roll67] [roll68] [roll69]
[roll70] [roll71] [roll72]
[roll73] [roll74] [roll75]

Remaining squad waits for results of attack before going.

TheFallenOne
2011-04-09, 05:06 PM
readied shots on druid while casting

[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]

On hit vs. AC 15, concentration DC 10+damage or lose spell

heh, nevermind. Second druid down

edit: warlocks hit for 2(first attack misses due to cover from your front ranks)
Squad 5 misses
Squad 10 hits for 3 fire(DR 1 blocks physical damage)

hm, were your first ranks supposed to move back after attacking like the mounted ones did? :smallconfused: if not I'd have cover from squad 10, negating the single hit they'd otherwise score. If you just forgot mentioning the movement I'm fine with taking it retroactively

Tavar
2011-04-09, 09:00 PM
It's your round(the last group I was talking about has already gone...)



Just to talk about armies; yeah, I'm going to come out an call it that you'll be able to win. Both groups use Dragonfire Inspiration, but yours has a defense against it. Though, it does seem that melee troops are a bit of a loosing proposition.

TheFallenOne
2011-04-10, 02:27 AM
I was honestly surprised that Dragonfire Inspiration wasn't banned for this contest. Fireblood Dwarf was an easy choice then, though yeah, I'll have trouble to see melee with my main line if you try to avoid it. Couple turns of running could do it, but right now I'll see if I can win the slinger match

Anilforged and Stonespurs delay to after Grudgebearers

Grudgebearers move forward 20 feet after Bard uses Inspire Courage with mandolin for Dragonfire Inspiration

they sling the bard. Will hit only on a 20

[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]
[roll12] [roll13] [roll14]
[roll15] [roll16] [roll17]
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]
[roll30] [roll31] [roll32]
[roll33] [roll34] [roll35]

[roll36] [roll37] [roll38]
[roll39] [roll40] [roll41]
[roll42] [roll43] [roll44]
[roll45] [roll46] [roll47]
[roll48] [roll49] [roll50]
[roll51] [roll52] [roll53]
[roll54] [roll55] [roll56]
[roll57] [roll58] [roll59]
[roll60] [roll61] [roll62]
[roll63] [roll64] [roll65]
[roll66] [roll67] [roll68]
[roll69] [roll70] [roll71]

Stonespurs move forward 120 feet, sling the bard(or warlocks if bard down). Only two and sergeant in range for Dragonfire Inspiration

[roll72] [roll73] [roll74](Sergeant)
[roll75] [roll76] [roll77]
[roll78] [roll79] [roll80]
[roll81] [roll82]
[roll83] [roll84]
[roll85] [roll86]
[roll87] [roll88]

[roll89] [roll90]
[roll91] [roll92]
[roll93] [roll94]
[roll95] [roll96]
[roll97] [roll98]
[roll99] [roll100]

Anvilforged move forward 20 feet, sling bard or, if bard down, frontline of foot warriors
+1 BAB, +1 dex, +2 inspire courage, -6 range
[roll101] [roll102] [roll103]
[roll104] [roll105] [roll106]
[roll107] [roll108] [roll109]
[roll110] [roll111] [roll112]
[roll113] [roll114] [roll115]
[roll116] [roll117] [roll118]
[roll119] [roll120] [roll121]
[roll122] [roll123] [roll124]
[roll125] [roll126] [roll127]
[roll128] [roll129] [roll130](Sergeant)

[roll131] [roll132] [roll133]
[roll134] [roll135] [roll136]
[roll137] [roll138] [roll139]
[roll140] [roll141] [roll142]
[roll143] [roll144] [roll145]
[roll146] [roll147] [roll148]
[roll149] [roll150] [roll151]
[roll152] [roll153] [roll154]
[roll155] [roll156] [roll157]

that's a lot of rolls...

TheFallenOne
2011-04-10, 02:31 AM
Grudgebearers and Stonespurs completely miss

bard AC 17(2 dex, 1 size, 4 cover). Anvilforged make 2 hits for
3+11 fire
5+6 fire

crit confirms
[roll0] [roll1]
[roll2] [roll3]

though he looks pretty dead either way

Tavar
2011-04-10, 02:56 AM
Yeah, that race seems pretty good. From Dragon Magic?

Wanna just call it, considering that unlike me, you can ignore DFI.

Without that, yeah, it might have been a bit more interesting. Maybe not though. I mean, without DFI, it's still pretty devastating. At least volleys against targets.

TheFallenOne
2011-04-10, 03:28 AM
yup, Dragon Magic

it would be advantageous to me to press the advantage to make loot and XP, but if you don't want to continue a likely lost match I'll let you retreat in good order. A second fort is price enough

Tavar
2011-04-10, 03:58 AM
Well, I forgot about the XP and wealth thing, I was expecting to actually disband my army...
Well, then. Let's continue.
With the fall of their leader, the halflings become enraged.
Move forward 20ft.
Attack the Stonespurs

[roll0] 1+[roll1] fire damage
[roll2] 1+[roll3] fire damage
[roll4] 1+[roll5] fire damage
[roll6] 1+[roll7] fire damage
[roll8] 1+[roll9] fire damage
[roll10] 1+[roll11] fire damage
[roll12] 1+[roll13] fire damage
[roll14] 1+[roll15] fire damage
[roll16] 1+[roll17] fire damage
[roll18] 1+[roll19] fire damage
[roll20] 1+[roll21] fire damage
[roll22] 1+[roll23] fire damage

TheFallenOne
2011-04-10, 01:46 PM
hit for
1+3 fire
1+7 fire
1+2 fire
1+2 fire
1+6 fire
1+3 fire
1

with 12 HP per piece, first three attack down 1, next 3 down 1, last wounded with 1 damage

could you please include the unit number in the actions? Makes it easier for me. I think this was 8

OK, my druids will throw two Entangles at you. I fear I need to make a diagram of your formation, but I should catch the bulk of your army in the zones

Tavar
2011-04-10, 02:56 PM
You have a good way of getting a grid? I can't find one large enough...

TheFallenOne
2011-04-10, 03:09 PM
that one (http://www.riverskitchens.com/Remodeling/Grid.htm) looks good. Also easy enough to double the size with C&P

Tavar
2011-04-10, 04:04 PM
Current formation. Grey are knocked out/dead units.
http://i189.photobucket.com/albums/z77/Ilavator/grid.gif

TheFallenOne
2011-04-12, 02:34 PM
sorry, busy right now. Will have an update tomorrow

Tavar
2011-04-12, 02:57 PM
No problem. This is pretty much a wrap up.

TheFallenOne
2011-04-17, 06:16 PM
sorry that took so long. Things will be complicated starting now

My Rootborns lower their shields. Druids cast entangle(blue point center, blue lines mark area)
Map (http://img862.imageshack.us/img862/7752/ent.png)

that means a lot of reflex saves... How are we handling attacking squads with both entangled and unentangled members. Do I choose which to attack or do I attack whatever is the majority?

Tavar
2011-04-17, 06:24 PM
I'd say you can choose who to attack. Saves:

Riding dogs(left of screen):
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
On foot, left of screen:
[roll18]
[roll19]
[roll20]
[roll21]
[roll22]
[roll23]

Riding dogs(right of screen):
[roll24]
[roll25]
[roll26]
[roll27]
[roll28]
[roll29]
[roll30]
[roll31]
[roll32]
[roll33]
[roll34]
[roll35]
[roll36]
[roll37]
[roll38]
[roll39]
[roll40]
[roll41]
[roll42]
[roll43]
[roll44]
[roll45]
[roll46]
[roll47]
[roll48]
On foot, right of screen:
[roll49]
[roll50]
[roll51]
[roll52]
[roll53]

TheFallenOne
2011-04-17, 07:19 PM
the Rootborn move forward and Scatter in the back of my battleline. That makes it Turn 2 I think

Tavar
2011-04-17, 08:06 PM
Yep. Bard's down, so it's 3 of my mounted squads.

For simplicity's sake, I'm putting all the entangled units in one unit first. Thus, in my first set, 5 units failed the entangle roll, so Squad 4 has 5 entangled units, and the other mounted unit on that side has none.

On the right, 4 units were entangled, so squad 7 takes all of those.

All units fire at the mounted warblades(stonespurs). Roll doesn't take into account cover. They also all reload. Other actions are listed by squad.
Squad4
[roll0] [roll1] [roll2]
[roll3] [roll4] [roll5]
[roll6] [roll7] [roll8]
[roll9] [roll10] [roll11]
[roll12] [roll13] [roll14]
[roll15] [roll16] [roll17]
[roll18] [roll19] [roll20]
[roll21] [roll22] [roll23]
[roll24] [roll25] [roll26]
[roll27] [roll28] [roll29]
[roll30] [roll31] [roll32]
[roll33] [roll34] [roll35]
[roll36] [roll37] [roll38]

Squad 6 moves forward 20ft.
[roll39] [roll40] [roll41]
[roll42] [roll43] [roll44]
[roll45] [roll46] [roll47]
[roll48] [roll49] [roll50]
[roll51] [roll52] [roll53]
[roll54] [roll55] [roll56]
[roll57] [roll58] [roll59]
[roll60] [roll61] [roll62]
[roll63] [roll64] [roll65]
[roll66] [roll67] [roll68]
[roll69] [roll70] [roll71]
[roll72] [roll73] [roll74]
[roll75] [roll76] [roll77]


Squad 7 attack anvil forged instead.
[SPOILER][roll78] [roll79] [roll80]
[roll81] [roll82] [roll83]
[roll84] [roll85] [roll86]
[roll87] [roll88] [roll89]
[roll90] [roll91] [roll92]
[roll93] [roll94] [roll95]
[roll96] [roll97] [roll98]
[roll99] [roll100] [roll101]
[roll102] [roll103] [roll104]
[roll105] [roll106] [roll107]
[roll108] [roll109] [roll110]
[roll111] [roll112] [roll113]

TheFallenOne
2011-04-18, 01:40 PM
hm... Nothing's happening in the other match. (http://www.giantitp.com/forums/showthread.php?t=194306) Seems this game is dead

Tavar
2011-04-18, 01:44 PM
Pity, but not unexpected.

Good victory, for you, though. Should have realized that with the fire resistance I needed to use the normal Bard bonus.

TheFallenOne
2011-04-18, 01:51 PM
actually, once you used Inspirational Boost 3d6 is enough to hurt me through the resistance, that's why I took my chances with the bard. If you protected him with some extra lines of fighters so he has total cover I'd have been in trouble.
I think your only mistakes were being too cheap on your troops. Leather armor and heavy wooden shield only cost 17 GP per fighter, for +4 AC. Worth it. And I didn't quite understand your targetting priority. Shooting the warblades is just not worth it, given their nasty AC and HP. Their ranged potential isn't that much better than that of the commoners.

Anyway, it was a nice game :smallsmile: I didn't expect we'd go through a battle with that many combatants so fluently