====== Force Notes ====== ===== Wintersmarch Northern Campaign ===== Hours: 1 Current Target: Camelot Castle Soldiers rise from incapacitated to wounded after a short rest, wounded to uninjured after a long rest (due to hit dice expended, etc.) Magics in battle can bring soldiers from incapacitated to wounded. Wounded is considered 'half HP'. ^ Force Name ^ Lev ^ HP ^ AC ^ ToHit ^ Dmg ^ Qty Uninjured ^ Qty Wounded ^ Qty Incapacitated ^ | Amy's Honor Guard | 5 | 50 | 20 | +6 | d8+3 | 0 | 50 | 0 | | Aspen's Honor Guard | 5 | 50 | 20 | +6 | d8+3 | 41 | 9 | 0 | | Knights of the Blade | 5 | 50 | 20 | +6 | d8+3 | 155 | 95 | 0 | | Knights of the Bow | 5 | 50 | 20 | +6 | d8+3 Ranged | 100 | 0 | 0 | | Avalon Royal Guard | 8 | 80 | 20 | +8 | d10+4 | 18 | 2 | 0 | | Krytar Rangers | irr. | 30 | 15 | +4 | d8+1 | 200 | 0 | 0 | | Malone Militia | 5 | 50 | 20 | +6 | d8+3 | 185 | 15 | 0 | === Force Multipliers === Force multipliers rise from exhausted to drained after a short rest, or drained to active after a long rest. Incapacitated troops are considered exhausted, but got there through injury. ^ Force Name ^ Lev ^ HP ^ AC ^ ToHit ^ Dmg ^ Special ^ Qty Active ^ Drained ^ Exhausted ^ Incapacitated ^ | Knights of the Orb | 5 | 30 | 16 | +6 | d8 (Ranged cantrip) or d6+2 (shortsword) | 5d6 dmg Ranged output each for 3 turns, then Drained; 4d6, 3d6 etc until 1d6 (exhausted) | 0 | 50 | 0 | 0 | | Knights of the Symbol | 5 | 50 | 17 | +6 | d8+2 (mace or similar) | 1d10 troops restored to wounded each turn per 10 Symbols for 3 turns, then Drained; 1d8, 1d6, 1d4 restored to wounded each turn per 10 Symbols for following 3 turns, then Exhausted; can stabilize but not restore to half HP when Exhausted | 0 | 100 | 0 | 0 | | Ironwork Automata | 10 | 120 | 18 | +8 | d12+4 | Ironworks can be told to shut down when damaged (Drained at 60 HP) or fight until damaged (Incapacitated at 120 HP). Ironworks automatically self=recover from Wounded to Active after a long rest but require mechanical assistance to recover from Incapacitated. Amy is saving the Automata to call up in case of enemy reinforcements. | 200 | 0 | 0 | 0 | ==== Captured ==== * 416 Templars (lvl 5 fighter) * 5 lay priests (lvl 1 commoner) * 1 Speaker (lvl 3 commoner) * Approx. 12000 gp in War Materiel (weapons, armor, etc) ==== Potential Targets ==== === Avalon === Cities have more defenders than towns, and towns have more defenders than villages, generally. Defender quantity is unknown until someone scouts the area. * Lancelot (City) * Guinevere (Town) * Stonerest (Town) * Knightfall (Town) * Halford (Village) * Dovecall (Village) * Galahad (Town) * Marten (Village) ===== Wintersmarch Southern Campaign ===== Hours: 0 Tomiko has joined the Southern Campaign to fight alongside Shield. ^ Force Name ^ Lev ^ HP ^ AC ^ ToHit ^ Dmg ^ Qty Uninjured ^ Qty Wounded ^ Qty Incapacitated ^ | Shield's Honor Guard | 5 | 50 | 20 | +6 | d8+3 | 0 | 50 | 0 | | Recruit Knights of the Blade | 1 | 10 | 20 | +4 | d8+2 | 300 | 0 | 0 | | Trained Knights of the Blade | 3 | 30 | 20 | +5 | d8+2 | 200 | 0 | 0 | | Recruit Knights of the Bow | 1 | 10 | 20 | +4 | d8+1 Ranged | 100 | 0 | 0 | | Trained Knights of the Bow | 3 | 30 | 20 | +5 | d8+1 Ranged | 100 | 0 | 0 | | Hallevince Lancers | 5 | 50 | 18 | +6 | d10+3 | 100 | 0 | 0 | === Force Multipliers === Force multipliers rise from exhausted to drained after a short rest, or drained to active after a long rest. Incapacitated troops are considered exhausted, but got there through injury. ^ Force Name ^ Lev ^ HP ^ AC ^ ToHit ^ Dmg ^ Special ^ Qty Active ^ Drained ^ Exhausted ^ Incapacitated ^ | Knights of the Orb | 3 | 20 | 16 | +5 | d8 (Ranged cantrip) or d6+2 (shortsword) | 3d6 dmg Ranged output each for 3 turns, then Drained; then resorts to cantrips or shortsword. | 50 | 0 | 0 | 0 | | Knights of the Symbol | 3 | 30 | 17 | +5 | d8+2 (mace or similar) | 1d8 troops restored to wounded each turn per 10 Symbols for 3 turns, then Drained; 1d4 restored to wounded each turn per 10 Symbols for following 3 turns, then Exhausted; can stabilize but not restore to half HP when Exhausted | 100 | 0 | 0 | 0 | | Knights of the Lore | 3 | 20 | 16 | +5 | d8 (Ranged cantrip) or d6+2 (shortsword) | Can either perform Orb or Symbol actions as above; Drained in 3 turns, Exhausted 3 turns after that. | 50 | 0 | 0 | 0 | | Knights of the Vine | 3 | 20 | 16 | +5 | d8 (Ranged cantrip) or d6+2 (shortsword) | Can either perform Orb or Symbol actions as above; Drained in 3 turns, Exhausted 3 turns after that. | 50 | 0 | 0 | 0 | | Recruit Knights of the Shadow | 1 | 10 | 20 | +4 | d8+1+d6 | Shadows can change combat position without clearing intervening battlefield terrain. Their bonus d6 assumes they fight in pairs or better to overwhelm foes. | 100 | 0 | 0 | 0 | | Trained Knights of the Shadow | 3 | 30 | 20 | +5 | d8+1+d6 | Shadows can change combat position without clearing intervening battlefield terrain. Their bonus d6 assumes they fight in pairs or better to overwhelm foes.| 50 | 0 | 0 | 0 | ==== Potential Targets ==== Cities have more defenders than towns, and towns have more defenders than villages, generally. Defender quantity is unknown until someone scouts the area. Territories noted are former country names from before the Church took over; names may have changed from original names. === Grenadine === * Octavi (City) * Greenfields (Town) * Mekano (Town) * Vixton (Town) * Belfast (City) * Grimsville (Town) * Avalee (Town) * Chalice (Village) * Crucible (Village) * Smelt (Village) * Desperado (Village) * Zombie Falls (Town) * Skeltar Bridge (Town) === Rosa Noir === * Malcovia (City) * Elmsby (Town) * Montrose (City) * Neville (Town) * Cavincia (City) * Ulford (Town) * Regdar (Village) * Lee Mall (Town) * Gravenridge Mines (Village) * Demon's Grove (Village) * Colby Ridge (Village) * Tennet (Village) * Valexville (City) === Tarnica === * Grayfield (Town) * Ashport (Village) * Lancrest (Village) === Davalance === * Colvert (Town) * Lennesby (Town) * Starfall (Village) * Evesbrook (Village) * Lancaster Bay (Village) * Black Tide (Town) * Stonegrove (City) ===== Wintersmarch Stabilization Campaign ===== | Petra's Honor Guard | 5 | 50 | 20 | +6 | d8+3 | 50 | 0 | 0 | | Knights of the Blade | 5 | 50 | 20 | +6 | d8+3 | 155 | 95 | 0 | | Knights of the Bow | 5 | 50 | 20 | +6 | d8+3 Ranged | 100 | 0 | 0 | | Amina's Soldiers | 5 | 50 | 20 | +6 | d8+3 | 500 | 0 | 0 | === Irregulars and Volunteers === Force multipliers rise from exhausted to drained after a short rest, or drained to active after a long rest. Incapacitated troops are considered exhausted, but got there through injury. ^ Force Name ^ Lev ^ HP ^ AC ^ ToHit ^ Dmg ^ Special ^ Qty Active ^ Wounded ^ Incapacitated ^ | Recovery Crew | irr. | 10 | 16 | +4 | d6+1 | Recovery Crew are armed with shortswords and breastplates and are meant to provide emergency support to endangered townspeople or stabilize injured Volunteers. They will withdraw and be considered Wounded after 5 HP damage instead of fighting until Incapacitated. | 250 | 0 | 0 | | Volunteer Aid | irr. | 20 | 16 | +4 | d10+1 | Volunteers are armed with pikes and breastplates and are willing to fight against the Church. They fight until Incapacitated and will be stationed along with Recovery Crew at each village, town, or city captured in order to hold it alongside military forces, at least long enough to call in full military support or The Strike Team. | 1150 | 0 | 0 | ===== Wintersmarch Strike Force ===== Pretty, pretty princesses! That will kill the crap out of you if you're evil. Aside from joining any other brawl, they have a few targets to investigate. ==== Potential Targets ==== * Khiala-Kest (Town) * Sunset Cavern (Site) * Nevergreen Mountains (Site) * Kokuro (Site) ===== Wintersmarch Covert Infiltrators ===== A reserve force including Sheena, Mia, and twenty Professional Shadows, ready to strike when needed.