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    Titan in the Playground
     
    Farmerbink's Avatar

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    Nov 2013
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    Texas, again!
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    Default Re: Bink's WotR part 2: The Gray Garrison and beyond!

    Consistent with Anevia and Aron's report, the next half hour of travel is fairly straightforward. The heroes press ahead, planning to serve as an undeniable distraction while the bulk of the army under Irabeth's command travels more directly (but more slowly) to the ford- planning to blind-side the unexpecting Tieflings. As you scale the last shallow ridge before the ford, you see the scene spread out before you. Even from this distance (roughly a half mile), the rust red of bloodstained walls stands out against the pale gray stone. You can't actually smell the offal yet, but you've experienced enough of it for phantom odors to begin assaulting your senses. Sadly consistent with the work of the demonic, you find yourself once more repulsed by the sheer wrongness of their actions.

    But the army is on the move, and you can't get bogged down by silly things like feelings. There's work to be done.

    The party rides westward along the ridge, quick reaching the near bank of the River Sellen- and knowingly announcing your presence by armor that reflects the setting sunlight to anyone and anything for miles around. It doesn't take long before there's activity in the encampment by the ford. Even without the aid of magic, you can see the telltale runners frantically preparing the army for combat.

    By the time you turn northwards, there is a vanguard prepared for your arrival. A double row of grim, demonic faces stares as you remain well out of reasonable bowshot, but nonetheless provide ample distraction. When the Knights of Kenabres scale the ridge, they're some 200 feet from the bulk of the Tieflings' flanks, and the enemy is none the wiser. With a roar, they charge down the open field, many casting arrows into the sky to plummet into their flanks with devastating efficacy. With sudden, bloody violence, the battle has begun.

    Spoiler: Phase one!
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    I have included a tab for the Knights of Kenabres in the maps document.

    Your army attempts the the ambush tactic: (1d20+10)[21] OM, including +2 for scouting). It's very likely that the enemy army is stuck in the "standard" tactic. You all can choose any of the various tactics known to the Knights at this point. It can be consensus, or you can choose to let someone decide- so long as that someone isn't me.

    In the ranged phase, the Knights get to attack: (1d20+10)[17] This result is sufficient for a significant amount of damage (it exceeds the enemy army's DV). At this point, it's imperative that you guys give me a consensus on the strategy chosen for the melee phase.