Armies of Count Aguies

This series of encounters take place in County Aguies, one of the five shattered provinces of the former kingdom of Soguer. After taking Castle Devin from a clan of orcish river pirates, the players and their liege, Ludwig Stlaedwo, are challenged by the Count Aguies. He claims that the lord of Devin is his vassal, while the young Ludwig claims that as the grandson and heir of the King of Soguer the Count is his rightful vassal.

After months of preperation and diplomacy the players recieve word that Aguies is on the march. Allies are gathered and battle is joined at the bridge over the Mistwash just south of the village Clommel.

Battle on the field with Aguies’ army

  • Aguies outnumbers the heroes by a large margin, but many of his troops are conscripted peasants.
  • When the Count’s army arrives, he will take some time to take stock of the situation.

    You stand on the wooden bridge spanning the Mistwash River. The waters push up against the soggy banks, heavy with spring rain and melted snow from the Kitel woods far upstream. The troops of your liege, Ludwig Staledwo, are camped behind you to the north, weapons near at hand.

    Ahead, to the south, you see movement through the woods. Nearly a mile away a group of knights on horse ride out of the woods, at the head of a column of footmen. The shields and standards of the knight in the lead bears the red boar on a black field above three blue chevrons – Aguies’ coat of arms. Beside him is another black shield, this one bearing a gold crown over a red fist holding 3 swords.

    The knights pull their horses to a halt and survey your forces.

    Envoys may be sent, but their army makes camp and begins deploying or making some siege gear of their own while standing more or less at the ready. Their archers make a dozen tower shields / standing walls from which they can shoot.

  • The Count’s attack on the bridge will consist of several waves of attackers.
    • First some footmen will be sent across supported by the archers.
      level 7 – 1200 xp
      10 x human lackey – xp 75 ea.
      4 x guards – xp 150 ea.
    • Another wave of footmen, with some skirmishers in the group.
      level 9 – 1575 xp
      1 x human lackey – xp 75 ea.
      3 x pikemen – xp 250 ea.
      3 x light infantry – xp 250 ea.
    • A wave of knights will attack – trying to bull rush / trample their way through the defenders. Trent will be a part of this wave, and will show Hextor-like power once bloodied – he gains resist 10 to all damage. The priest of Hironeous will beseech his god to help, and one of the players will get Herionous-like power too – allowing that character to ignore Trent’s resist 10, and be able to turn the tide. Trent turns and runs once reduced to 1/3 HP.
      level 9 – 1625 xp
      Trent – xp 400
      4 x pikemen – xp 250 ea.
      3 x human lackey – xp 75

    • A final wave of Knights and foot attack with Aguies leading the charge and some controllers to help take the bridge. Aguies turns once it is obvious they are loosing. At this point the Count’s forces are re-grouping away from the bridge and the players have the opportunity to counter-attack.
      level 10 – 2375 xp
      Aguies – xp 700
      Trent – xp 400
      War-Sorcerer – xp 400
      2 knight – xp 250 ea
      5 x lackey – xp 75 ea

    • If they counter-attack there is a final battle with mixed forces and a weakened Aguies and Trent, who flee, with the army in a rout, when bloodied.
      level 9 – xp 2000
      Aguies – xp 700
      Trent – xp 400
      War-Sorcerer – xp 400
      Pikemen – xp 250 ea
      light infantry – xp 250 ea

    • If they do not counter-attack, and take a 5 minute rest or longer, the opposing army gets an opportunity to regroup & heal, and the next battle is much harder. The players can either counter-attack, or wait until the next day when Aguies will attack again – this time supported by a small catapult they built overnight. This encounter should be fairly overwhelming, perhaps a level 13 encounter.

Pikemen Level 6 Soldier
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 22; Fortitude 18, Reflex 16, Will 15
Speed 5


Powers

Pike ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.

Pike Push ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage, and target is pushed 2 squares.

Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: chain mail, pike, crossbow, 10 bolts

Light Infantry ✦ Level 6 Skirmisher
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 20; Fortitude 16, Reflex 18, Will 15
Speed 6


Powers

Short Sword ✦ At-Will, Standard Action
melee weapon
Attack: +11 vs. AC
Hit: 1d6 + 6 damage.

Backstab ✦ Encounter, Standard Action, Recharge (5,6)
melee weapon
Attack: +11 vs. AC
Hit: 3d6 + 4 damage, and target is dazed until the end of the Light Infantry’s next turn.

Shortbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d6 + 3 damage.

Fleet of Foot✦ At-Will, Move Action, Personal
Shift 1.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 14 (+5) Dex 16 (+6) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: leather armor, shortsword, shortbow

Knight of the Realm Level 6 Soldier
Medium natural humanoid XP 250


Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 24; Fortitude 18, Reflex 16, Will 15
Speed 5 (10 on warhorse)


Powers

Lance ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +12 vs. AC
Hit: 1d12 + 5 damage, and the target is marked until the beginning of the pikeman’s next turn.

Longsword ✦ At-Will, Standard Action
melee weapon
Attack: +13 vs. AC
Hit: 1d8 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.

Heavy Lance Charge ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
the Knight charges and attacks with the lance
Attack: +12 vs. AC
Hit: 1d10 + 7 damage, and target is pushed 2 squares.

Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.


Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)


Equipment: chain mail, heavy shield, lance, longsword, crossbow, 10 bolts

War-Sorcerer of Soguer Level 9 Artillery
Medium natural humanoid XP 400


Initiative +7 Senses Perception +9
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 21, Will 25
Speed 6


Powers

Burning Spray ✦ At-Will, Standard Action Close blast 3
Arcane, Fire, Implement
You fling your arm in a wide arc, casting liquid fire at your foes.
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 + 8 fire damage.

Chaos Bolt ✦ At-Will, Standard Action Ranged 10
Arcane, Implement, Psychic
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
Primary Target: One creature
Primary Attack: +12 vs. Will
Hit: 1d10 + 8 psychic damage.
Effect: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: +12 vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a single use of this power.

Chaos Storm ✦ Encounter, Standard Action Area burst 1 within 10 squares
Arcane, Implement, Lightning, Teleportation
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic.
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 2d6 + 8 lightning damage.
Effect: You teleport each target hit by the attack to any other space within the burst.

Contagious Curse ✦ Daily, Standard Action Ranged 10
Arcane, Implement, Poison

A cloud of poison gas coils around your foe, warding off help.
Target: One creature
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.

Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects.


Alignment neutral Languages Common, Draconic
Skills Arcana +9, Insight +9, Perception +9
Str 13 (+5) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 21 (+9)


Equipment: staff, dagger, robes

Trent Level 9 Paladin (Soldier)
Medium natural humanoid XP 400


Initiative +5 Senses Perception +4
HP 83; Bloodied 41; Healing Surge: 20; Healing Surges: 1
AC 28; Fortitude 22, Reflex 23, Will 23
Speed 6 (10 on warhorse)


Powers

triple-headed flail ✦ At-Will, Standard Action,
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage

Enfeebling Strike ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +12 vs. AC
Hit: 1d10 + 8 damage. If marked, the target takes -2 to attack rolls until the end of Trent’s next turn.

Divine Challenge ✦ At-Will, Minor Action, Close burst 5,
Divine, Necrotic
Effect: the target is marked, taking a -2 penalty to attacks that do not include Trent as a target, and the first time the target makes such an attack it takes 8 points of necrotic damage.

Lay on Hands ✦ 4 times / Encounter, Minor Action, Melee Touch
Divine, healing,

Divine Reverence ✦ Encounter, Standard Action, Close burst 1
Divine, Necrotic, implement
Attack: +12 vs Will
Hit: 1d8 + 8 necrotic damage, and the target is dazed until the end of your next turn.

Necrotic Pulse ✦ Daily, Standard Action, Ranged 10
Divine, Necrotic
Attack: +12 vs Fortitude
Hit: 1d10 + 8 necrotic damage, and make a secondary attack
Secondary Attack: +12 vs Fortitude on each enemy adjacent to the primary target.
Hit: 1d10 + 8 necrotic damage and the target is pushed 3 squares.
Sustain Minor: repeat the secondary attack.

Wrath of the Gods ✦ Daily, Minor Action, Close burst 1
Divine
Trent and each ally in burst gain +5 to damage rolls until the end of the encounter.


Alignment neutral Languages Common
Skills religion +9, bluff +13
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 11 (+4) Int 14 (+6) Cha 21 (+9)


Equipment: layered plate mail (A.V.), heavy shield, triple-headed flail, holy symbol of Hextor, heavy warhorse

Count Aguies Level 12 Fighter (Soldier)
Medium natural humanoid XP 700


Initiative +7 Senses Perception +9
HP 109; Bloodied 54; Healing Surge: 26; Healing Surges: 2
AC 32; Fortitude 31, Reflex 27, Will 25
Speed 5 (10 on warhorse)


Powers

Bastard Sword ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +21 vs. AC
Hit: 1d10 + 12

Combat Challenge
Any target Aguies has attacked may be marked, and takes -2 to attack rolls that don’t include Aguies as a target. Aguies can make a bastard sword attack against any marked target that shifts or makes an attack that does not target him.

Sweeping Blow ✦ Encounter, Standard Action, Close burst 1
Attack: +24 vs. AC
Hit: 1d10 + 12 damage.

Reckless Strike ✦ Encounter, Standard Action, Melee
Attack: +19 vs. AC
Hit: 3d10 + 12 Damage.

Victorious Surge ✦ Daily (Reliable), Standard Action, Melee
Attack: +21 vs. AC
Hit: 3d10 + 12, and regain 26 HP.

Defensive Training ✦ Daily, Stance, Minor Action, Personal
Effect: Gain a +2 power bonus to Fortitiude, Reflex or Will defense.

Inexorable Shift ✦ Daily, Move Action, Personal
Effect: Shift into any adjacent square and push any target occupying that square 1.


Alignment neutral Languages Common
Skills athletics +18, endurance +12
Str 24 (+13) Dex 12 (+7) Wis 16 (+9)
Con 13 (+7) Int 17 (+9) Cha 11 (+6)


Equipment: wyvernscale armor, heavy shield, bastard sword


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Dust Devil

These air spirits hail from the elemental chaos and look like whirlwinds about the size of a man. Found on high mountaintops and low planes, they dance in places where the winds are wild. They are swift combatants and often tear objects from their opponents hands as they batter them.

Dust Devil: Level 4 Skirmisher
medium elemental magical beast (air) – XP 175
Initiative +7 Senses Perception +1

HP 52; Bloodied 26
AC 18, Fortitude 19, Reflex 21, Will 17
Immunity disease, poison; Resist 5 lightning
Speed 7

Powers
Buffet – (standard melee; at will)
+9 vs. AC; 1d6 + 4 damage, and push 1.

Disarming Winds – (standard; encounter, recharge 4-6)
+7 vs. Reflex, 1d6 + 4 damage, push 1, and make a secondary attack to disarm
Secondary Attack: make an opposed attack roll at +7 to disarm the target

Whirling Leap – (move; encounter, recharge 5-6)
Fly 10

Alignment Unaligned Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)

Tactics: Dust Devils will try to keep moving as they fight, disarming foes one by one.

Dust Devil Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental creatures are swift to anger, and can make brief leaps through the air.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175

Initiative +5 Senses Perception +1

HP 52; Bloodied 26
AC 19, Fortitude 15, Reflex 19, Will 13
Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold
Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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Bog Maid

(young bog hag) – Level 6 Skirmisher
Medium fey humanoid (aquatic) XP 250

Initiative +6 Senses Perception +7; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only half
the normal hit points from spending healing surges.

HP 75; Bloodied 37; see also rending claws
AC 20; Fortitude 19, Reflex 17, Will 15
Speed 8 (swamp walk), swim 8

Claw (standard; at-will)
+11 vs. AC; 1d8 + 4 damage.

Rending Claws (standard; recharges when first bloodied)
The bog hag makes two claw attacks against the same target; if
both claws hit, the hag deals an extra 5 damage to the target.

Change Shape (minor; at-will) * Polymorph
A bog hag can alter its physical form to appear as a beautiful
young female elf, half-elf, eladrin, or human.

Evasive Charge
The bog hag shifts 2 squares after charging.

Alignment Evil Languages Common, Elven
Skills Intimidate +10, Nature +10, Stealth +12
Str 20 (+19) Dex 16 (+7) Wis 15 (+7)
Con 17 (+7) Int 12 (+6) Cha 14 (+7)


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Dust Devil

These air spirits hail from the elemental chaos and look like whirlwinds about the size of a man. Found on high mountaintops and low planes, they dance in places where the winds are wild. They are swift combatants and often tear objects from their opponents hands as they batter them.Dust Devil: Level 4 Skirmisher
medium elemental magical beast (air) – XP 175
Initiative +7 Senses Perception +1

HP 52; Bloodied 26
AC 18, Fortitude 19, Reflex 21, Will 17
Immunity disease, poison; Resist 5 lightning
Speed 7

Powers
Buffet – (standard melee; at will)
+9 vs. AC; 1d6 + 4 damage, and push 1.

Disarming Winds – (standard; encounter, recharge 4-6)
+7 vs. Reflex, 1d6 + 4 damage, push 1, and make opposed attack roll (+7) to disarm the target.

Whirling Leap – (move; encounter, recharge 5-6)
Fly 10

Alignment Unaligned Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)

Tactics: Dust Devils will try to keep moving as they fight, disarming foes one by one.

Dust Devil Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental creatures are swift to anger, and can make brief leaps through the air.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175
Initiative +5

Senses Perception +1

HP 52; Bloodied 26

AC 19, Fortitude 15, Reflex 19, Will 13

Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold

Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).

Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial

Str 10 (+2) Dex 17 (+5) Wis 9 (+1)Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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