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6/24/2025, 11:44:16 PM
Rolled 8, 14, 12, 13 = 47 (4d20)
Rolling Combat Rolls. First two dice are your [Command] Roll for the 4th Company, rolled at +4. Next two dice are your [Attack] Roll, rolled at +8.
Winning Vote: Proceed with the other plan. Since they made camp, time for you to raid it.
With a Skeletal Commander, you have advantage on the [Command] Roll.
You are engaging the enemy textbook, with forces 3 or more times the enemy numbers, granting advantage on the [Command] Roll.
Being mounted and unopposed by enemy cavalry grants you a major edge in the melee, granting you advantage on your [Attack] Roll.
There are no necromancers in the village to contest control of your forces. (No Penalty)
Opposition Clerics can Turn Undead (Remove one instance of Advantage).
Opposition forces have already spent their holy water in the encounter that wiped out 2nd Company's patrol. (No Penalty)
Command Roll Results
Below 10 - Opposition forces break out, save those you kill or capture personally. 15% chance to lose your Commander.
DC 10 - Opposition forces are defeated, however their tankier members hold the line long enough for 1d2+2 members of the back row to escape (unless you deal with them personally).
DC 15 - Opposition forces are defeated, but they buy enough enough time for 1d2 members of the back row to escape (unless you deal with them personally).
DC 20 - Total. Skeleton. Victory. All enemy forces defeated.
Attack Roll Results
Below 10 - Opposition forces counter your presence and knock you out of the fight. 15% chance of a major injury.
DC 10 - You harry the enemy forces, preventing their escape. 1d2 opponents who would have escaped fall to your blade.
DC 15 - You terrorize the enemy forces, preventing their effective resistance. 2d2 opponents who would have fled fall to your blade.
DC 20 - Your presence on the battlefield turns the tide of battle. As DC 15, but your Command Roll is treated as if it were 5 higher.
DC 25 - You rule the battlefield. None dare oppose you. As DC 15, but the command roll is treated as if it was 10 higher.
>>6264700
Angels as well. The restrictions go both ways. Mortal forces are a must for both sides.
Rolling Combat Rolls. First two dice are your [Command] Roll for the 4th Company, rolled at +4. Next two dice are your [Attack] Roll, rolled at +8.
Winning Vote: Proceed with the other plan. Since they made camp, time for you to raid it.
With a Skeletal Commander, you have advantage on the [Command] Roll.
You are engaging the enemy textbook, with forces 3 or more times the enemy numbers, granting advantage on the [Command] Roll.
Being mounted and unopposed by enemy cavalry grants you a major edge in the melee, granting you advantage on your [Attack] Roll.
There are no necromancers in the village to contest control of your forces. (No Penalty)
Opposition Clerics can Turn Undead (Remove one instance of Advantage).
Opposition forces have already spent their holy water in the encounter that wiped out 2nd Company's patrol. (No Penalty)
Command Roll Results
Below 10 - Opposition forces break out, save those you kill or capture personally. 15% chance to lose your Commander.
DC 10 - Opposition forces are defeated, however their tankier members hold the line long enough for 1d2+2 members of the back row to escape (unless you deal with them personally).
DC 15 - Opposition forces are defeated, but they buy enough enough time for 1d2 members of the back row to escape (unless you deal with them personally).
DC 20 - Total. Skeleton. Victory. All enemy forces defeated.
Attack Roll Results
Below 10 - Opposition forces counter your presence and knock you out of the fight. 15% chance of a major injury.
DC 10 - You harry the enemy forces, preventing their escape. 1d2 opponents who would have escaped fall to your blade.
DC 15 - You terrorize the enemy forces, preventing their effective resistance. 2d2 opponents who would have fled fall to your blade.
DC 20 - Your presence on the battlefield turns the tide of battle. As DC 15, but your Command Roll is treated as if it were 5 higher.
DC 25 - You rule the battlefield. None dare oppose you. As DC 15, but the command roll is treated as if it was 10 higher.
>>6264700
Angels as well. The restrictions go both ways. Mortal forces are a must for both sides.
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