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Info
= '''Warfare Encounters''' =
Even if your party is primarily concerned with politics and tries to leverage their influence in backroom dealings, they are still likely to be pressured into joining at least a handful of [[combat]] operations in the war between Nalathesh and Kendaria.
 
This section of the chapter provides you with the tools you need to run these battles. It is left deliberately open-ended so that you can adjust the exact locations, circumstances, and objectives of the mission to best suit the situation that has arisen in your own campaign.
{| class="wikitable"
|
==== '''Captains and Commandos''' ====
When the heroes engage in warfare, they might serve as captains, helping to tactically oversee the combat rather than participating directly. They might also take individualized, dangerous jobs that need small teams with a specialized skill set.
 
Suggested encounters of both kinds are listed in [[order]] based on the nation that the heroes might be fighting.
|}
These encounters range from trivial to lethal. The most devastating battles in warfare are usually the result of miscalculation. When a general thinks that they can easily defeat an enemy’s stronghold, but the enemy actually has ten times as many soldiers as anticipated, it is usually a blood bath.
 
As much as they are able, the heroes will need to carefully evaluate each of the missions that they embark upon to maximize their chances of success.
 
Utilize these combat encounters as much as possible over the timeline of Part Three. Late Spring through Early Winter will have ongoing military conflict between Kendaria and Nalathesh, with Bridgemoor joining the battle under Kellion Blacksky’s direction in Early Fall.
 
Between Early Fall and Early Winter, the heroes will likely take the fight to [[Kellion Blacksky]] directly. When they do, proceed to Chapter 10. The heroes should be at least level 14 before they directly confront Kellion.
 
== Terrain Considerations ==
The terrain of a battlefield can dramatically shift the odds of victory. When engaging in a battle, increase or decrease the combat’s difficulty based on the type of terrain.
{| class="wikitable"
|'''Terrain Type'''
|'''Favorability'''
|-
|Flat Plain
|<nowiki>+0</nowiki>
|-
|Attacking uphill
|<nowiki>-1</nowiki>
|-
|Attacking a fortification
|<nowiki>-2</nowiki>
|-
|Attacking up a cliff
|<nowiki>-3</nowiki>
|-
|Defending downhill
|<nowiki>+1</nowiki>
|-
|Defending a fortification
|<nowiki>+2</nowiki>
|-
|Defending from a cliffside attack
|<nowiki>+3</nowiki>
|}
Note that the difficulty of a battle may also increase or decrease based on other factors, such as if one of the fighting forces is significantly larger than the other.
 
=== Macro Warfare ===
More robust rules for conducting warfare on a grand scale will be released with a future MythCraft project. The rules on macro warfare below are optional rules that you can use to determine the outcome of a large battle. These are a series of skill checks that heroes can make to determine the outcome of a confrontation, and a hero must have at least +1 in the listed skill in order to use it.
 
'''AWR:''' Intuiting, Perceiving
 
'''INT:''' Geography, History, Military, Politics of [enemy region]
 
'''CHA:''' Leadership
 
'''LUCK:''' Fortuity
 
After each hero participating in overseeing the battle has made one check of their choice, check their [[Goodwill]]. If one or more heroes have more than 15 Military Goodwill, gain +1 Favorability. If the enemy side has one or more major political figures present, such as [[Godking]] [[Neferu]], General [[Tenemei]], Queen Astaria, or Kellion Blacksky, then suffer -1 Favorability.
 
Add any terrain modifications to your Favorability. Now take the average of the rolls of each hero that participated in overseeing the battle. Compare that to the DCs in the appropriate Favorability bracket to see the outcome of the battle.
{| class="wikitable"
|
| colspan="8" |'''- Favorability -'''
|-
|
|'''+3'''
|'''+2'''
|'''+1'''
|'''0'''
|'''-1'''
|'''-2'''
|'''-3'''
|'''-4'''
|-
|'''Get Routed'''
|1-4
|1-7
|1-11
|1-15
|1-19
|1-23
|1-27
|1-31
|-
|'''Tactical Retreat'''
|5-7
|8-11
|12-15
|16-19
|20-23
|24-27
|28-31
|32-35
|-
|'''Draw'''
|8-11
|12-15
|16-19
|20-23
|24-27
|28-31
|32-35
|36-39
|-
|'''Advance'''
|12-15
|16-19
|20-23
|24-27
|28-31
|32-35
|36-39
|40-43
|-
|'''Rout'''
|16+
|20+
|24+
|28+
|32+
|36+
|40+
|44+
|}
 
=== Get Routed ===
A certain percentage of your attacking forces manage to survive. This percentage = 1d4 x 5. All other attacking forces are slaughtered, and you are forced to retreat. Lose 3 Military and Social Goodwill in the nation on whose side you were fighting.
 
The enemy side loses 1d4% of their forces.
 
=== Tactical Retreat ===
You are forced to retreat. A certain percentage of your attacking forces are killed. This percentage = 1d4 x 5. All other attacking forces survive, but must retreat. Lose 1 Military and Social Goodwill in the nation on whose side you were fighting.
 
The enemy side loses 1d6% of their forces.
 
=== Draw ===
Each side loses 10% of their forces. You may choose to retreat without losing more forces. If you do not and the enemy does not, then repeat the battle.
 
=== Advance ===
You are victorious! You lose 1d6% of your forces, but your enemies lose 1d4x5 % of their forces. Gain 2 Military and Social Goodwill in the nation on whose side you were fighting.
 
=== Rout ===
You achieve a massive victory! You lose 1d4% of your forces, but you defeat nearly all of your enemy forces. 1d4x5% of your enemies’ forces survive, and they must retreat. Gain 4 Military and Social Goodwill in the nation on whose side you were fighting.
 
== Fighting Directly ==
When your heroes fight enemy forces directly, use the following table to determine the strength of the enemies that confront them.
 
This table provides you with a ML formula based on the party’s favorability when engaging in an attack. “PL” in this table stands for “Party Level” and is the sum of all character levels at your table.
 
After the ML table, there are lists of creatures that the heroes might face based on which nation they are fighting. Using these creatures, design a combat encounter with the appropriate ML. Calculate Favorability as you would for macro battles, with the following changes.
 
If the heroes are engaging in a mission that warrants it, you may allow for other [[skills]], such as DEX/Sneaking. Heroes do not gain a favorability bonus for having 15 or more Militant Goodwill when engaging in these direct missions.
{| class="wikitable"
|
| colspan="8" |'''- Favorability -'''
|-
|
|'''+3'''
|'''+2'''
|'''+1'''
|'''0'''
|'''-1'''
|'''-2'''
|'''-3'''
|'''-4'''
|-
|'''Blunder'''
|½ PL -2
|½ PL
|½ PL +4
|½ PL +8
|½ PL +12
|½ PL +16
|PL
|PL +8
|-
|'''Setback'''
|½ PL -4
|½ PL -2
|½ PL
|½ PL +4
|½ PL +8
|½ PL +12
|½ PL +16
|PL
|-
|'''Average'''
|½ PL -8
|½ PL -4
|½ PL -2
|½ PL
|½ PL +4
|½ PL +8
|½ PL +12
|½ PL +16
|-
|'''Lucky Break'''
|½ PL -12
|½ PL -8
|½ PL -4
|½ PL -2
|½ PL
|½ PL +4
|½ PL +8
|½ PL +12
|-
|'''Perfect Mission'''
|½ PL -16
|½ PL -12
|½ PL -8
|½ PL -4
|½ PL -2
|½ PL
|½ PL +4
|½ PL +8
|}
 
=== Bridgemoor Enemies ===
When Kellion Blacksky unleashes his military near the end of the campaign, he leverages his connections in the Underbridge Cult to redirect some of the cult’s ire to the nations outside of Bridgemoor. Fiends that the cult has summoned are only too eager to comply, spreading destruction in a larger region.
 
When fighting Bridgemoor’s forces, the heroes might face any of the following creatures. Humanoid in this army are often equipped with magical [[weapons]] made from the precious metals in the Chasm. These weapons have +1 to attack and [[damage]] and do not rust or break. They also count as magical for the purpose of overcoming resistances.
{| class="wikitable"
|'''ML'''
|'''Creature'''
|-
|1
|[[Draft Horse]], [[Skeleton]], [[Soldier]], [[Underbridge Initiate]], [[Zombie]]
|-
|2
|[[Underbridge Cultist]]
|-
|3
|[[Knight]], [[Veteran Soldier]], [[War Horse]]
|-
|4
|[[Bridge Knight]], [[Trench Wyrdling]]
|-
|5
|[[Bonewraith]], [[Mage]], [[Zombie Hulk]]
|-
|6
|[[Knight Errant]]
|-
|8
|[[Trench Abomination]]
|-
|9
|[[Barghest]]
|-
|10
|[[Necromancer]], [[Paladin]]
|-
|12
|[[Catharsuli]], [[Night Devil]], [[Scourge Steed]]
|}
 
=== Kendaria Enemies ===
The military forces of Kendaria are augmented with casters and fae creatures that see defending Kendaria as within their interests. Venturing too deep into the Old Forest will also result in more sinister fae attacking a military force.
{| class="wikitable"
|'''ML'''
|'''Creature'''
|-
|1
|[[Bloodoak Scarecrow]], Draft Horse, Soldier, [[Spore Bat]]
|-
|2
|[[Bloodoak Brambles]], [[Elf Archer]], [[Parsor]]
|-
|3
|[[Bloodoak Host]], Knight, [[Slaugh]], Veteran Soldier, War Horse
|-
|5
|[[Druid]], Forest [[Witch]]
|-
|6
|[[Dergue]], [[Forest Warden]]
|-
|7
|[[Dire Moose]], [[Grash]], [[Ranger]]
|-
|8
|[[Fae Stalker]]
|-
|10
|[[Centaur Ranger]]
|-
|12
|[[Birch Arborean]], [[Nachtkrapp]], Vertumna Spirit (any)
|-
|13
|[[Pine Arborean]]
|-
|14
|[[Calleoch]], [[Martor]], [[Willow Arborean]]
|-
|15
|[[Druid (Greater)]], [[Forest Witch]] (Greater), [[Oak Arborean]]
|-
|18
|[[Bloodoak Arborean]]
|}
 
=== Nalathesh Enemies ===
Nalathesh’s Radiant Princes and Bronzeguard are widely renowned as competent and deadly on the battlefield. The Bronzeguard typically ride dracanises, and the Radiant Princes are expertly trained as either martial or magic champions.
{| class="wikitable"
|'''ML'''
|'''Creature'''
|-
|1
|Draft Horse, Soldier
|-
|3
|Knight, Veteran Soldier, [[War Priest]], War Horse
|-
|4
|[[Dracanis]]
|-
|5
|[[Gryphon]] Mount, Mage
|-
|6
|Gryphon, Knight Errant
|-
|8
|[[Desert Warden]], [[Wyvern]] [[Wyrmling]]
|-
|10
|[[Centaur Cavalier]], Paladin, [[Splendor Gryphon]], Stone [[Golem]]
|-
|12
|[[Marble Golem]]
|-
|14
|[[Phoenix]]
|-
|15
|[[Mage (Greater)]]
|}
 
== Military Objectives ==
When conducting warfare, the heroes may need to achieve any number of tactical objectives. Below are a non-exhaustive list of objectives to consider offering to the heroes. Completion of each objective results in +2 Militant and Social goodwill in the nation whom they are helping.
 
'''Capture Rival Commander.''' Infiltrate enemy territory and capture a rival commander to use as leverage.
 
'''Conquer Territory.''' Invade a region that does not include a significant stronghold, claiming new territory as your own.
 
'''Cut Supply Line.''' Destroy bridges, scatter rubble and blockades along roads, and possibly destroy a resource caravan.
 
'''Defend Stronghold.''' Hold off enemy forces by utilizing a natural stronghold, such as cliffs, or an artificial stronghold, such as a fortress.
 
'''Defend Territory.''' Defend a region that does not include a significant stronghold, preventing your enemies from claiming new territory.
 
'''Establish Supply Line.''' Secure roads and bridges needed to maintain a supply line for your military’s forces.
 
'''Rescue Captured Ally.''' Infiltrate enemy territory and rescue a key figure that the enemy wanted to utilize as leverage.
 
'''Seize Stronghold.''' Take an enemy’s natural or artificial stronghold, either slaughtering their forces or taking them prisoner in the process.