Viserys does a good job with blasting and Vee absolutely rocks the summoning game, but it's good to remind everyone that the best way for a spellcaster to kill enemies is still to pump up a friendly high-level melee PC.
Save-or-Die is unreliable, debuffing and area control is reliable but doesn't actually kill enemies, and buffs are 100% reliable and amazing.
The battle did not end with one stroke of the sword as tales would have it told and minstrels sing throughout the world. The lesser dead fought blindly for hate and fear had curdled in them and that was all that clung to their old bones, and of the greater dead there were those who would not countenance trespass upon the country that was their grave, not even by their own still living kin. There were those for whom the weight of this accursed existence was too much to bear but who could not countenance stepping quietly into their graves, so they killed and so they died.
With the skyships as well as you and your companions continue to focus on the center the battle on the flanks lasts well into the evening as companies of the dead fight with tirelessness beyond the limits of flesh. Truth be told you shudder to imagine what would have happened if you had lead anything like an old-style army here, even the professional sellswords of the Disputed Lands, much less levies such as one might find in Westeros or Omber. Without the siege companies to soften up the worst of the hard targets, the mages and banners to ward against the swarms of rats and killing mists, it is likely any army marching into the heart of Sarnor would have met the fate of the Dragonlord Aurion and his ill fated expedition to Valyria.
When all the dead are tallied at the battle's end this can be counted the bloodiest battle your legions have taken part in with over two thousand dead, even with all the arts the healers and your companions both were able to put towards saving those who yet lived. The Torchbearers had borne the brunt of it, almost one in ten of those who marched under the banners of the First would not be returning alive to Sorcerer's Deep, but the Legion from General Gerold on down take that fact not with sorrow but with pride. They had held the center, even against foes who could slip through lines as easily as water through a net.
Among the mages seven battle mages had perished with words of fire on their lips for their spells proved particularly potent against mist and rats, and for that they were hunted by the dead in the hopes of forcing a break through. Beyond that the reckless courage of the minotaurs may have been tempered but it was certainly not extinguished by the discipline of the Legion, as stands testament in the list of their dead. Among the swift and cunning nagas and the erinyes, veterans of the first of all wars, the dead can be counted upon the fingers of a single hand and all have sold their lives dearly.
1st Legion
304 Assault Infantry
369 Heavy Infantry
31 Heavy Horse
16 Outriders
9th Legion
263 Assault Infantry
299 Heavy Infantry
21 Heavy Horse
13 Outriders
8th Legion
141 Assault Infantry
301 Heavy Infantry
8 Heavy Horse
10 Outriders
3rd Legion
87 Assault Infantry
25 Heavy Infantry
22 Light Cavalry
22 Heavy Cavalry
5th Legion
87 Assault Infantry
25 Heavy infantry
22 Light Cavalry
22 Heavy Cavalry
Total Legion losses: 2,118
Special Assets Lost:
2 Heralds
13 Elemental Wyrmlings
3 Erinyes
3 Nagas
17 Minotaurs
5 Battle Sorcerers (Level 5)
2 Battle Sorcerers (Level 6)
Where do you attempt to turn back death's hand?
[] Write in
OOC: Sorry this took so long guys, there was a lot of rolling involved. For anyone wondering why the assault infantry keeps taking such a beating it's because it's their job by the doctrine to deal with powerful and/or magical beings who try to force the line.
@DragonParadox, since these Heralds weren't disintegrated can we use that Construct Revival spell to bring them back?
That aside, we should revive every special asset. ... The Minotaurs are surprisingly squishy. I thought they'd fare better with +1 Reinforced Segmented Adamantine Fullplate and Valyrian Steel Greataxes.
@DragonParadox, since these Heralds weren't disintegrated can we use that Construct Revival spell to bring them back?
That aside, we should revive every special asset. ... The Minotaurs are surprisingly squishy. I thought they'd fare better with +1 Reinforced Segmented Adamantine Fullplate and Valyrian Steel Greataxes.
The thing about the minotaurs is that they tend to make big obvious targets, points to rally behind which draws the attention of enemies trying to break the line. Also fighter or not they fight best by lowering their horns and charging , which is not the safest way to do so
The battle did not end with one stroke of the sword as tales would have it told and minstrels sing throughout the world. The lesser dead fought blindly, for hate and fear had curdled in them and that was all that clung to their old bones, and of the greater dead there were those who would not countenance trespass upon the country that was their grave, not even by their own still living kin. There were those for whom the weight of this accursed existence was too much to bear, but who could not countenance stepping quietly into their graves and, so they killed and so they died.
With the sky ships as well as you and your companions continuing to focus on the center, the battle on the flanks lasts well into the evening as companies of the dead fight with tirelessness beyond the limits of flesh. Truth be told, you shudder to imagine what would have happened if you had lead anything like an old-style army here, even the professional sellswords of the Disputed Lands, much less levies such as one might find in Westeros or Ombar. Without the siege companies to soften up the worst of the hard targets, the mages and banners to ward against the swarms of rats and killing mists, it is likely any army marching into the heart of Sarnor would have met the fate of the Dragonlord Aurion and his ill-fated expedition to Valyria.
When all the dead are tallied at the battle's end, this can be counted the bloodiest battle your legions have taken part in with over two thousand dead, even with all the arts the healers and your companions both were able to put towards saving those who yet lived. The Torchbearers had borne the brunt of it. Almost one in ten of those who marched under the banners of the First would not be returning alive to Sorcerer's Deep, but the legion from General Gerold on down take that fact not with sorrow but with pride. They had held the center, even against foes who could slip through lines as easily as water through a net.
Among the mages seven battle mages had perished, words of fire on their lips for their spells proved particularly potent against mist and rats, and for that they were hunted by the dead in the hopes of forcing a break through. Beyond that, the reckless courage of the minotaurs may have been tempered but it was certainly not extinguished by the discipline of the legion, as evidenced by the lists of their dead. Among the swift and cunning nagas and the Erinyes, Veterans of the First of all wars, the dead can be counted upon the fingers of a single hand and all sold their lives dearely.
1st Legion
304 Assault Infantry
369 Heavy Infantry
31 Heavy Horse
16 Outriders
9th Legion
263 Assault Infantry
299 Heavy Infantry
21 Heavy Horse
13 Outriders
8th Legion
141 Assault Infantry
301 Heavy Infantry
8 Heavy Horse
10 Outriders
3rd Legion
87 Assault Infantry
25 Heavy Infantry
22 Light Cavalry
22 Heavy Cavalry
5th Legion
87 Assault Infantry
25 Heavy infantry
22 Light Cavalry
22 Heavy Cavalry
Total Legion losses: 2,118
Special Assets Lost:
2 Heralds
13 Elemental Wyrmlings
3 Erinyes
3 Nagas
17 Minotaurs
5 Battle Sorcerers (Level 5)
2 Battle Sorcerers (Level 6)
Where do you attempt to turn back death's hand?
[] Write in
OOC: Sorry this took so long, guys. There was a lot of rolling involved. For anyone wondering why the assault infantry keeps taking such a beating, it's because it's their job by the doctrine to deal with powerful and/or magical beings who try to force the line. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
[X] Malarys will cast two Reached Chained True Resurrection spells to restore the following (at a total cost of 10,000 IM): 3 Erinyes, 3 Nagas, 17 Minotaurs, 5 Battle Sorcerers (Level 5), 2 Battle Sorcerers (Level 6)
[X] The Memory of Form function of our repair facilities will be used to restore both destroyed Heralds (at a total cost of 4,000 IM)
[X] Richard's Third Mythic Rank
-[X] Mythic Feat: Paragon (Mythic)
-[X] Mythic Path Ability:
--[X] Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
--[] Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3).
---[] Oathkeeper's Legendary Powers:
----[] Powerful: An item with this ability has two additional uses of legendary power per day.
----[] Unstoppable Strike: The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target has.
----[] Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
This was a fairly high-CR fight, even for the troops. And our doctrine of sending the Minotaurs to wreck stuff the normal Legionnaires can't does mean that they're disproportionately likely to face opponents capable of killing them.
Oh, and armor isn't exactly relevant against many undead (swarms, incorporeal undead, undead with negative energy touch attacks...)
I've updated my plan to include Richard's new Mythic rank, ya'll.
Right now it has Fleet Warrior plugged in for his new Path ability, but I've also got an option shown for making Oathkeeper a Legendary Weapon instead. I think I prefer Fleet Warrior most, but I wouldn't be upset by going with Legendary Weapon instead.
We don't have to use either option if ya'll would prefer something different, and these aren't the only options for Legendary Weapon powers.
[] Richard's Third Mythic Rank
-[] Mythic Feat: Paragon (Mythic)
-[] Mythic Path Ability:
--[] Fleet Warrior (Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
--[] Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3).
---[] Oathkeeper's Legendary Powers:
----[] Powerful: An item with this ability has two additional uses of legendary power per day.
----[] Unstoppable Strike: The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target has.
----[] Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
I'd honestly prefer not making Oathkeeper a part of Richard's Mythic Path.
Like, ever.
It's a point of weakness, because it can be sundered, or Disjuncted, or whatever.
But most of all, I'm simply not a fan of "it's the weapon that makes the legend"-sort of narrative, which will be at least partially true if we pick Legendary Weapon.
Sir Richard wielded it from the start, sure.
Would he have sworded any less harder if he had a different sword? Well, yeah, kinda I don't think so.
[X] Goldfish
Fleet Charge please, and upgrade Oathkeeper as you want, but I'd rather keep Mythic Path to Richard-centric abilities.
No! My pretties!
Well, at least they incinerated a lot of undead, right?
This was a fairly high-CR fight, even for the troops. And our doctrine of sending the Minotaurs to wreck stuff the normal Legionnaires can't does mean that they're disproportionately likely to face opponents capable of killing them.
Oh, and armor isn't exactly relevant against many undead (swarms, incorporeal undead, undead with negative energy touch attacks...)
My heart skipped a beat when I saw all of those dead Sorcerers. Given that they've all just come into their power and were able to make a real difference against an implacable foe, likely saving many Legion lives in the process of becoming heroes, I hope they're all willing to return.
And the Minotaurs, they're so few in numbers that losing even one is a serious blow. I think we should stop sending them into these kinds of fights, ya'll. Sure, they're good at what they do, but they're too endangered. Maybe they can instead become auxiliary Lawminotaurs in Sorcerer's Deep? They would make a significant reserve force for SD, while outliers who would prefer to adventure, like Argo, could work to grow stronger in that manner.
Seriously though, they did an amazing job; we should consider giving out some sort of campaign medal to the survivors. Little golden skulls -or something similar- would be both appropriate and enhance the legions of doom feel of the legion.
[X] Goldfish
edit: I need to stop posting from my phone, it's autocorrect clearly hates me.
I'd honestly prefer not making Oathkeeper a part of Richard's Mythic Path.
Like, ever.
It's a point of weakness, because it can be sundered, or Disjuncted, or whatever.
But most of all, I'm simply not a fan of "it's the weapon that makes the legend"-sort of narrative, which will be at least partially true if we pick Legendary Weapon.
Sir Richard wielded it from the start, sure.
Would he have sworded any less harder if he had a different sword? Well, yeah, kinda I don't think so.
[X] Goldfish
Fleet Charge please, and upgrade Oathkeeper as you want, but I'd rather keep Mythic Path to Richard-centric abilities.
It was pointed out earlier (because I'm a forgetting Goldfish who forgets shit... x10 ) that Oathkeeper has already become a minor artifact. That dramatically reduces the chances of it ever being destroyed.
My heart skipped a beat when I saw all of those dead Sorcerers. Given that they've all just come into their power and were able to make a real difference against an implacable foe, likely saving many Legion lives in the process of becoming heroes, I hope they're all willing to return.
And the Minotaurs, they're so few in numbers that losing even one is a serious blow. I think we should stop sending them into these kinds of fights, ya'll. Sure, they're good at what they do, but they're too endangered. Maybe they can instead become auxiliary Lawminotaurs in Sorcerer's Deep? They would make a significant reserve force for SD, while outliers who would prefer to adventure, like Argo, could work to grow stronger in that manner.
It will likely feel demeaning at the least to them.
They just started showing everyone and themselves they aren't just simple hulking beasts, they just started doing good work (and a lot of it)-
And then they are pulled off what they see as the duty "only them can do" out of "concern for their safety"?
I don't think they are rational enough in their judgment to take it well.
Let them spend their lives as they see fit.
We gave them the chance to make something of themselves, we applied Bloodwish-fertility to literally every one of them, not it's really their choice what to do.
It will likely feel demeaning at the least to them.
They just started showing everyone and themselves they aren't just simple hulking beasts, they just started doing good work (and a lot of it)-
And then they are pulled off what they see as the duty "only them can do" out of "concern for their safety"?
I don't think they are rational enough in their judgment to take it well.
Let them spend their lives as they see fit.
We gave them the chance to make something of themselves, we applied Bloodwish-fertility to literally every one of them, not it's really their choice what to do.
@DragonParadox
What about Namaaru's losses?
They should propably be on the lower end due to her mythic ability protecting her people, but she likely still lost a lot.
I hope she still has the forces to pacify Sarnor over the next months.