Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

Turn 3.5 (Part 2; Infiltration)
-[X][Sneak] Free the Bound Hydra (Medium Action DC, Medium Escape DC)
--[X] Ekundayo (Intrigue +13, Martial + Combat = +13)

Infiltration DC 60
Roll Bonus: 13 (Ekundayo's Intrigue) = +13
Roll: 45 + 13 = 58, Bare Failure!

Hidden Escape DC 60
Roll Bonus: 13 (Ekundayo's Intrigue) = +13
Roll: 4 + 13 = 17, Failure!

Loud Escape DC 60
Roll Bonus: 5 (Martial + 8 (Combat) = +13
Roll: 66 + 13 = 79, success!


It was a rare time that Ekundayo regretted not signing up for an assassination mission with little information. Generally speaking, any mission which did not have an extensive outline of facts for who was who, who liked who, and other such details was a risky one. And risky missions were to be avoided if they weren't necessary. There was many a time that she declined to take on a task because almost nothing was known about the people involved, and many a time that she had to accept such jobs because there was no one else skilled enough to do it. Being one of the very few "subtle" Sovereigns in Uluiru had a tendency of forcing you into wetwork, unfortunately.

In this case, Ekundayo was regretting her decision to turn down the assassination job. After all, if her potential target was going to make it so EASY for her to take out, why would she not at least make an attempt?

Oh sure, the commander, a pointed-ear in finely detailed black and purple armor, a sword at his hip, SEEMED like he had everything under his control… if you were a moron. She was sure that any of her fellow advisors, any of her fellow Exalts, maybe even the average citizen of Uluiru could see that this man's rule was tenuous at best. And if the average outsider could see that his grip was slacking, what about those within his culture?

Observe, for a moment, the individual in question. Despite his straight back and attention to the massive multi-headed serpent ahead of him, his skin is noticeably paler than that of his nearby cohorts, and that was unlikely to be because it was naturally that way. The setting sun's light reflected off of the sweat dotting his face, betraying his lack of composure and elevated heart rate. His hands were fidgeting in front of his groin, closer to his sword sheath, twisting their mutual grip of each other instead of remaining still. A more confident officer likely would have his hands solidly situated behind his back, showing that he had nothing to fear from the situation in front of him by mildly restraining his appendages. Then again, that was her own culture's mindset informing her here, but that's besides the point.

Observe here, the commander's own guard. These soldiers, and they are very much soldiers, having trained their skills and bloodlust until it could be restrained to the smallest percentile. These guards are arrayed in some of the finest black-and-gold armor and spears she has ever seen in her life, at least for common warriors. They did not seem to display the supernatural potency of the common magical materials, but if they did not have SOMETHING magical done to them, she would have eaten her mud-splattered shoes. Likely a divine blessing, or perhaps sorcery, if she had to guess. Regardless, these were top-of-the-line fighters, which meant that their service to this fool of a general was strange.

How could a veteran squadron of soldiers ever willingly lend their service to a man who was visibly too inexperienced and unconfident to acquire their services normally? Her best guess was an inheritance of some sort, maybe his parents or the like gifted these warriors to his service in order to ensure he had the best protection possible. Yet… that didn't seem right… She analyzed their behavior with her full attention, watching how they genuflected to their nominal leader. How they stood a great deal further from their protectee than actual guards should, particularly those situated behind him who were not even allowed to look in his direction. Or, more importantly, the direction of his noticeably unprotected back. Even the guards at his side who DID face him gave only the barest respect expected from their job, giving him looks of disdain when he wasn't, no, even when he WAS looking. Guards of this caliber would not dare to express such public dislike to the child of their lord, they would express their hatred in private. Which meant that…

'These aren't his parent's guards, they're someone else's. Maybe his liege lord's? But if that was the case, why would he maintain such a great distance from those who are supposed to protect his body like, you know, bodyguards? Does he expect them to backstab him at any moment? Why would… And then it clicked.

The realization occurred, and Evil-Smile Ekundayo lived up to her title with the nastiest grin she could muster.

This? This commander? That was no man. That was a lamb to the slaughter. An example waiting to be made for incompetence. The moment he slipped up (and with that giant unruly snake of his tugging at its chains, that wouldn't be hard), his supposed "protectors" would likely put both the behemoth AND their supposed ward to the sword for what she had to guess was "the good of the realm." More than likely, what that really meant was politics. Either this fool's lord was worried about his rising star, or simply thought he was useless and wanted him eliminated to prevent further mistakes. That was her best guess at the moment.

Unfortunately, those same guards did seem alert enough that they could possibly sense her if she approached. That meant that sneaking towards the beast's chains, or the sorceress visibly pacifying the monster via a brown streak of magic, was unlikely to work. With those options eliminated, it was unlikely that she would be able to free the behemoth anytime soon. Letting out a sigh, Ekundayo turned away to make her way out of the camp-

-And had to dodge out of the way of a spear aimed towards her back. It was one of those veteran guards! Two, actually, his partner was right next to him ready to spitroast her with his halberd. Already the first soldier was retracting his polearm to make another thrust, and she knew that while she was good in a fight, she wasn't good enough to take down two elites with no armor on her person. She could manifest her fireglass set from her Anima, but that would blow her cover even more, and she had no intentions of informing the enemy on what her kind could do.

So, she ran. Ran towards the guards in the clearing, which both got her out of the range of the first two soldiers, and surprised those in the field. She then took a 90-degree turn to the left, heading away from both groups with a speed that was sadly atypical of her kind. Already she could feel the light of her Anima Banner beginning to form, it was always annoying how little it took for a Sovereign such as herself to let loose her light, PARTICULARLY when it was most inconvenient. The few motes stored in her body which didn't resound with light and music had already consumed themselves in her analysis, and now she was forced to draw on the less pure, though much more numerous drops of power to ensure her escape.

It wasn't much, the Sovereign Exalted were not meant for speed nor stealth, but when you tossed enough divine power at a problem (and the more her Anima Banner shined, the more power she had available), you eventually could work out a solution. Eventually, her Banner took on its totemic form, an opal goblinoid creature with a smile that stretched from as long as the creature was tall. So it was that she tossed mote after mote at the issue, fueling her legs even as they burned with the exertion, and led a bright and speedy escape outside of the enemy camp. Eventually, she was able to throw off her pursuers in the woods and hide away in the mountains while her Anima burned down.

It took much of her allowed time to get back to Uluiru without anyone following behind her, but she at least made it back in time to report her findings. What her king would do with that information was his prerogative.

While the Hydra could not be freed, Ekundayo was able to provide some much needed information regarding the army's leadership.

Full Enemy Army List revealed! Rolls for unit quality are listed after their name.


  • Commander (18): Paranoid, Overextended/DOOMED Dreadlord; Poor Leader, uses Sword and Shield
  • Sub-Commander (24): Lore of Beasts Sorceress; Does not have a good relationship with Commander
  • Sword Infantry (84): Executioners of Har Ganeth; Size 3, Quality 2, Might 1 (2 Against Infantry)
  • Lance Infantry (64): Black Guard of Naggarond; Size 2 -> 1, Quality 2, Might 1 (2 Against Cavalry and Large Targets)
  • Ranged Infantry (8): None
  • Cavalry (25): Dark Riders; Size 1, Quality 1, Might 1
  • Monsters (89): War Hydra; Size 4, Quality 0, Might 3

-[X][Sneak] Poison the Food/Water Supply (Low Action DC, Low Escape DC)
--[X] Scouts (Intrigue +0, Increases DC by 10 but grants Best of 2 for rolls.)

Infiltration DC 40 + 10 (Untrained) = 50
Roll Bonus: None
Roll: 90, 52 = Success!

Hidden Escape DC 40 + 10 (Untrained) = 50
Roll Bonus: None
Roll: 40, 62 = Success!

Meanwhile, Ekundayo's bright exit proved to be a boon for the less experienced scouts, who were able to exploit the distraction for all that it was worth. Using clothes fashioned in the same manner as the slaves captured back in New Uluiru, they were easily able to walk inside the kitchen tents which supplied the army's food. From there, a whole variety of toxic concoctions were liberally spread amongst the remaining food and water supplies. Breads dusted with powder that resembled flour but which inflicted bloody flux. Nightshade leaves mixed in with the tea leaves, arsenic mixed into the water barrels, the whole affair was quite extensive. In the end, every "expendable" stock of poison which the Ministry of Vigilance had on hand was used up, requiring that future stores of the stuff would need manpower to be created.

And though the scouts exited before they could see the effects of their sabotage, the effects would be readily apparent in the next few days. When the pointed-ear army arrived outside of the homestead's walls, the humans would not see a well-organized and disciplined force. They would see an army clutching its stomachs, panting with unnatural exhaustion, and hateful glares directed towards the army commander, the sole individual spared this awful array of symptoms.

Poison Results are as follows:
Commander DC 90
Roll: 63, failure. Commander is not poisoned.

Sorceress DC 80
Roll: 76, bare failure! Sorceress suffers -5 penalty to rolls.

Black Guard DC 70
Roll: 98, very successful! Size reduced from 2 to 1. -15 penalty to rolls.

Executioners DC 60
Roll: 67, success! -10 penalty to rolls.

Cavalry DC 40
Roll: 42, success! -10 penalty to rolls

Hydra: Auto-Immune

As an unexpected consequence of literally everyone except for the commander being poisoned, resentment has been created amongst the army! An additional -10 penalty to the morale rolls of all units has been applied.
A Critical Fail on enemy morale rolls will result in the unit turning against their commander to kill him!


Author's Note: This is your reminder that Ekundayo's insights are based on limited information, which may or may not be correct. What she IS correct about however is that the Commander's army do not feel any real loyalty to him, which would have been discovered if Fuvor's roll during Turn 3 had a better result. Honestly, the rolls for this group are hilariously lopsided, if the Commander had rolled any lower I might not have had a general for the army in the first place! Instead, they get an ineffectual and incredibly paranoid elf in charge of everyone.

As for why this is the case story-wise, that will be explained later, as I intend to have at least one segment done from the Dark Elves' perspective. Suffice to say, there will be a reason for why a guy like this has troops like that.

If you're wondering how she was able to intuit even this much, Sovereigns have a number of Socialize Charms dedicated to sensing relationships between leaders and their subordinates, which really helped here story-wise even if they aren't used mechanically.

I'll try and get started on the battle plan vote, but that might take some time so don't panic if nothing comes of it for a few days.

EDIT: if you're wondering about the mote thing that Ekundayo was talking about, Sovereigns in the tabletop have absurdly low Personal Motes (Essence + 4) and fairly high Peripheral Motes (30 + (Essence x 4)). In her case, at Essence 2 she would have 6 Personal Motes and 38 Peripheral, while Gwai would have 9 and 50 respectively.
 
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Turn 3.5 (Part 3; Battle Plan)
-[X][General] You (Martial +15, Combat +16)
-[X][Archers] Personal Guard (Size 2, Quality 2, Might 0)
-[X][Archers] Flaris (Martial +12, Combat +12, Might 3)(ADVANTAGE)
-[X][Walls] General Troops (Size 4, Quality 1, Might 0)
-[X][Walls] Chinasa (Martial +8, Combat +10, Might 3)
-[X][Walls] Fumnanya (Martial +7, Combat +6, Might 3)
-[X][Walls] Milosen (Martial +9, Combat +6, Might 3)
-[X][Walls] Manaia (Martial +1, Combat +6, Might 3)
-[X][Walls] Amadi (Martial +3, Combat +8, Might 3)
-[X][Walls] Fuvor (Martial +4, Combat +5, Might 3)
-[X][Frontline] Blood Apes (Size 2, Quality 0, Might 2)(ADVANTAGE)(LOCKED)
-[X][Frontline] Eidolons (Size 5, Quality 1, Might 1)(Requires Summon)
-[X][Frontline] Sondok (Martial +10, Combat +23, Might 3, Best of 2)
-[X][Frontline] Innocent Songbird (Martial +5, Combat +10, Might 3)(ADVANTAGE)
-[X][Frontline] Rising Dawn (Martial +9 -> +12, Combat +8 -> +11, Might 4)(ADVANTAGE)



In the days leading up to the First Great Battle of New Uluiru, there was a nervous energy roaming around the homestead as soldiers prepared themselves, and their families, for their potential deaths. This wasn't an expectation that your people would lose, all reassurances were given by you and Fumnanya's subordinates that victory was not only possible, but likely (though you would only confirm this once your successful scouts returned to you). Yet even a victorious side loses people in war, and there were bound to be some casualties amongst your people, even with your very defensive strategy.

Speaking of which, when you discussed matters with your soldiers personally, you had expected them to be more than happy that they could stay safe on or behind the walls. Yet, their expressions were disgruntled, negative, why was that? Were they hoping for some form of glory to adorn them for taking on more risk? When you asked what was wrong, one of the army leaders from your general troops stood up to give her perspective.

"Your majesty," she began, "While we appreciate that you treat our lives as being so precious, we are still warriors. It is our duty to protect our fellow citizens, giving our lives when necessary. Relying on demons and statues for our protection… it makes us feel that we are not valued in your eyes. That our job is pointless and without honor. How are we to show that Uluiru's soldiers are strong if we are never truly tested?"

"We've fought off the enemy before, their abilities aren't totally unknown to us," another lieutenant chimed in. "If we can be on the ground, we can finish this fight quicker, maybe even take down the giant snake that's coming before it wrecks the walls. I might not be a sorcerer, but can't magic stuff like demons and those statue fighters have their magic removed from them by other sorcerers?"

Demons, no, you were quite sure of that, since exorcism didn't "remove" their magic from them. But Eidolons… hmm. You weren't sure, perhaps asking Gwai about that would be for the best. Regardless, you were about to dismiss his opinion before another officer interjected. "Plus, don't we want as few people knowing about where we are as possible? What happens if some of them retreat, and we can't catch them in time? Those pointed-ears are pretty fast." True. Very true.

And now you were getting indecisive. Your general officers proposed an alternative to your plan: To have your elite troops protect the royal guard on the wall, while the general troops fought with the enemy on the ground. It would be much more offensively-oriented, providing another sizable battalion to clash with the spear and sword-wielders while Sondok fought off the behemoth. It would mean that the Blood Apes could be focused on perhaps harassing the cavalry with their great speed, or wearing down the commander or his second-in-command. There was merit to it… but you couldn't help but see two problems with that approach.

First, having another group of bodies on the field might require one of your Exalted officers to take to the field to lead them effectively. Flaris couldn't be spared as he was helping the archers, Nokun was still recovering from her earthworks projects, Gwai was creating the Eidolons in the first place… Who could be spared? Chinasa? Milosen? Second, that left far fewer troops guarding the walls, and that risked some saboteur potentially getting through the gaps in the patrols if they managed to cross the moat and climb up the walls, unlikely as that was. Would you be willing to risk that?

And yet the benefits kept returning to you, and then the potential consequences, and in that clash of thoughts you eventually came to a final decision.

Will you agree to the proposed changes? Choose ONE.

[] No, we shall stick to the safer plan
  • Has a reduced risk to our soldier's lives, reduced risk of enemies climbing over the gates, will risk the enemy fleeing back to their home territory, ???, ???
[] Yes, we shall revise our plan
  • Has an increased risk to our soldier's lives, increased risk of enemies climbing over the gates, will satisfy the soldiers more, will reduce the risk of the enemy escaping, ???, ???

Are there any officers that you would like to transfer to the ground? Vote for as many as you would like. Any officers you put on the ground can be added to battle groups to better direct them, or fight as independent characters, with of course the increased risk of death from being on the ground.
[][Ground Officer] Chinasa (Martial +8, Combat +10, Might 3)
[][Ground Officer] Fumnanya (Martial +7, Combat +6, Might 3)
[][Ground Officer] Milosen (Martial +9, Combat +6, Might 3)
[][Ground Officer] Manaia (Martial +1, Combat +6, Might 3)
[][Ground Officer] Amadi (Martial +3, Combat +8, Might 3)
[][Ground Officer] Fuvor (Martial +4, Combat +5, Might 3)
[][Ground Officer] No, let's not risk anyone

When the day came that the enemy arrived outside of your territory, you were amused to see that they were all looking ill and unwell. Thanks to the poison used to cripple them, they were in poor fighting shape, a state that you were happy to see them in. Of course, that same poison used to debilitate them also contaminated their food supplies meaning that you couldn't take them for yourself to feed your people. Thankfully, your scouts confirmed that this particular group were running low on their food, and likely were intending to just take whatever stock you had for themselves should they prove victorious.

You would be denying them that privilege today.

Ekundayo had managed to circle back to New Uluiru just in time to provide more detailed information. Though she was too tired to fight alongside everyone, and the hydra remained bound to its master, everyone agreed that the intel provided was worth it. The night before, you made your final unit assignments and distributed them to all of the participants.

Who will be fighting who? Assign any combination of units to tackle a given target. Units must be on the ground, or Archers or Sorcerers, in order to fight the enemy before they reach the walls. You cannot pick yourself or Gwai to fight at this stage in the battle. Archers and Sorcerers can fight the enemy from the walls without risking their own lives.

As a reminder, you have the following units available (Not including the write-ins you did for Ground Officers above, if any):

  • Blood Apes (Monsters)(Size 2, Quality 0, Might 2)
  • Eidolons (Infantry)(Size 5, Quality 1, Might 1)
  • General Troops (Infantry)(Size 4, Quality 1, Might 0)(Requires agreeing to the above plan)
  • Royal Guard (Archers)(Size 2, Quality 2, Might 0 -> 1)(Led by Flaris)
  • Sondok (Hero)(Martial +10, Combat +23, Might 3, Best of 2)
  • Innocent Songbird (Hero)(Martial +5, Combat +10, Might 3)
  • Rising Dawn (Hero)(Martial +9 -> +12, Combat +8 -> +11, Might 4)
  • Fumnanya (Sorcerer)(Martial +7, Learning +5, Combat +6, Might 3)
    • Spell: Death of Obsidian Butterflies (DC 30; Hits Large Groups)

The Commander will be protected by his, much reduced, Black Guard. The Black Guard are very useful against Cavalry, Monsters and larger units. Which units will you be assigning to fight them?
  • Commander Stats: Unknown, but very likely low
  • Black Guard Stats: Size 2 -> 1, Quality 2 -> 1, Might 1 (2 Against Cavalry and Monsters); -15 to rolls
[][Commander] Write-in

The Sorceress is controlling the Hydra, but both can be fought separately. Who will fight her? Alternatively, if you have a Sorcerer within close proximity fight her, you can attempt to counter-spell or distort her magic. Counter-spelling means interrupting her when she's casting a spell, like a large Amber Spear she tries to use to kill a hero. Distorting means twisting any spell she already has up, like her spell over the Hydra.
  • Sorceress Stats: Unknown, but likely to be middling; -5 to rolls
  • Sorceress Spells: Beast Master, Unknown
[][Sorceress] Write-in

And the Hydra?
  • Hydra Stats: Size 4, Quality 0, Might 3
[][Hydra] Write-in

The Executioners are very good against groups of infantry. Who will you be assigning to block them?
  • Executioner Stats: Size 3, Quality 2 -> 1, Might 1 (2 Against Infantry); -10 to rolls
[][Executioners] Write-in

And last, the Cavalry. Who will handle them?
  • Cavalry Stats: Size 1, Quality 1 -> 0, Might 1; -10 to rolls
[][Cavalry] Write-in

There will be a loss threshold that must be reached before you yourself can intervene in the battle. That threshold is either:
  1. The complete routing of one of your allied battle groups,
  2. A size reduction for all allied battle groups, or
  3. The near loss (down to 1 wound or less) of a hero.
Once you take the field (if you choose to do so), your units will not gain as much benefit from your Martial score, but you can personally intervene in fights with spell or blade. Assume that you are fast enough to leap off the walls and sprint towards any given enemy in the turn after you are activated.

There will be a 2-hour moratorium before any voting is done. Use this time to plan where units shall go, and if you will swap plans.


Author's Note: Didn't have work today, so I tried to get this out as quickly as possible, sorry if there's not much exposition. Both agreeing and not agreeing to the revised plan have their benefits, known AND hidden, which you will not find out until the voting is finished. I solemnly swear, there are no hidden enemy units that you do not know about. That does not preclude the possibility however that this Lore of Beasts Sorceress might be able to conjure something up, but that's about the only exception.

As always, if you have any questions, let me know.
 
Turn 3.5 (Part 3) Vote Begins
Alright, enough time has passed for discussion, so it's time to get to some voting! We're going to be going REALLY quick with this one so that I can get started on rolls and the like. Prepare yourselves, for the vote is now open, and

The Vote will end in 12 hours from now (July 3rd at 10 AM PST)
 
Prototype Spellcasting Rules
Spellcasting is the practice of magicians manipulating the Essence around them in order to work temporary, but potent, miracles. It requires complete concentration, and can be both interrupted or distorted, but when it works, its results are amazing.

The act of spellcasting is the same between both Sorcery and Wind Magic: The character rolls 1d100, adding their Learning Stat Bonus and any other relevant modifiers, and tries to meet or exceed a given spell DC. If they fail (and they don't critically fail), they can try again next turn with a stacking -10 DC modifier as the partially-formed magic gets its gaps filled in. If you fail a given spell 2 times and continue casting, you will reduce the DC by 20 instead, and so on. Alternatively, they can choose to give up on casting altogether (forgoing the DC reduction) or instead swap to casting another spell of the same variety (Sorcery, Exalted Necromancy, A Specific Wind, etc.) which retains the DC reduction. A wielder of Dhar/Dark Magic can ALWAYS swap a normal spell into a Dhar spell for the DC reduction, but not the reverse.

Rituals, being the subject of long turns and not mini-turns, do not get this benefit unless they have a bare failure (within 10 points of succeeding).

Spells can be interrupted by counterspelling when they are being in the process of being cast. To do so, the counterspeller must be within a close enough range of the caster, and rolls their own 1d100+Learning Bonus+Other Modifiers. If the counterspeller knows the spell the attacker is using, then they gain a +20 bonus to their roll. If they are of an entirely different casting type as the sorcerer, they instead suffer -20 to their efforts. On a success, the spell is broken, and the sorcerer must start over from the beginning.

Spells that have already been cast and have a lingering effect can, to a degree, be distorted. The process of distortion is slow but universal: There are no penalties for casters of different casting types to distort each other's work. Indeed, this is a specialty of Dhar, which gains a bonus of +20 to distorting spells. When distorting a spell, the caster must roll (1d100 + Learning Bonus - The original spell's DC) against a DC of 50. Like with spellcasting, failing the first time provides a -10 DC reduction which stacks, but caps out at -30. If you cannot distort a spell at that point, you cannot attempt to do so again, it is just too difficult for you.

When distorted, a spell is not fully cancelled out, it just becomes weaker, stranger, or altogether lesser than it was before. Corrupted Words might allow a brief period of time where the forbidden words can be spoken in a poetic manner, or Invulnerable Skin of Bronze can temporarily weigh down the user and slow their movement. In other words, distortion is best used to hamper an enemy's benefits at the right time, rather than trying to remove them entirely.

However, the systems for learning magic, and dictating the DCs of it, are different under both systems. You do not know in-story how the process for Wind Magic is done, but for Sorcery, non-ritual spells use an initial DC of (Motes Used * (Willpower Used + 1)). If a character is initiated into a Circle of Sorcery higher than the spell they are using, the DC is reduced by 10 per higher circle. Certain circumstances can lower this DC further, like trying to cast Flight of the Brilliant Raptor in an area laden with Fire Essence or wielding a specific artifact.

Ritual Spells can only be done in normal turns, and have their own unique DCs (read: I eyeball it, sorry.)

Wind Magic's mechanics will need to be uncovered in-story, but it has its benefits and drawbacks. In the interest of disclosure, I included Dhar's benefits already, but am keeping its drawbacks secret until they pop up in the story. Needless to say, there are some serious drawbacks to using the magic of Chaos.
 
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Turn 3.5 (Phase 3) Vote Closes
The vote is closed, I'll get started on rolls in a few minutes.
Scheduled vote count started by Critian Caceorte on Jul 4, 2024 at 12:47 AM, finished with 19 posts and 7 votes.

  • [X] Plan Willing To Listen
    -[X] Yes, we shall revise our plan
    -[X][Infiltrator Watch] Milosen (Martial +9, Intrigue +13, Combat +6, Might 3)
    -[X][Ground Officer] Chinasa (Martial +8, Combat +10, Might 3)
    -[X][Commander] General Troops (Infantry)(Size 4, Quality 1, Might 0)(Requires agreeing to the above plan) + Chinasa as Commander
    -[X][Sorceress] Rising Dawn (Hero)(Martial +9 -> +12, Combat +8 -> +11, Might 4)
    -[X][Sorceress] Innocent Songbird (Hero)(Martial +5, Combat +10, Might 3)
    -[X][Hydra] Eidolons (Infantry)(Size 5, Quality 1, Might 1)
    -[X][Hydra] Royal Guard (Archers)(Size 2, Quality 2, Might 0 -> 1)(Led by Flaris)
    -[X][Executioners] Sondok (Hero)(Martial +10, Combat +23, Might 3, Best of 2)
    -[X][Executioners] Fumnanya (Sorcerer)(Martial +7, Learning +5, Combat +6, Might 3)
    --[X] Using Spell: Death of Obsidian Butterflies (DC 30; Hits Large Groups)
    -[X][Cavalry] Blood Apes (Monsters)(Size 2, Quality 0, Might 2)
 
Changes to 3.5 Battle Results
Alright, I've now factored in Ulric's Blessing into all of the relevant rolls. Some didn't matter, others very much did, I would suggest you check them out. The most relevant changes were that Rising Dawn automatically knocked out the Sorceress, the Hydra was skinned by the Eidolons providing a minor magical material, and the Commander made a mess of his pants.

Overall, it was an utter rout, and now Ulric feels a bit better about not taking back his blessing because of perceived cowardice. That was one of the ???s for the plan revision vote.
 
A Very Important Announcement
A flash of divine knowledge has passed through my brain, and I must relay this revelation to you all. It is information of the highest importance, hence why I have tagged it as such.

The newly initiated Greatest Sorceress of Uluiru uses her newfound mystical might for the greatest of purposes: to give herself the coolest haircuts known to man.

Hundreds flock to see the sight of her long sky-blue locks floating in the wind. Abioye seethes in jealousy at not thinking of this idea before. Sango is confused as to why anyone would want to sorcerously alter their hair intentionally. Gwai simply puts his head into his hands. The world trembles in awe.
 
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