Rules: Battle of Mirkarkden
The Battle of Mirkarden will be decided by a contest of seven d20 rolls between The Remnant of Orcus and The Coalition (the four-city fighting force).
The battle will take place over 12 hours. One roll will take place every four hours of in-game battle. The GM will roll a d20 for The Remnant of Orcus and the party will roll a d20 for The Coalition. At the end of the battle, any remaining rolls will be resolved. Both sides will add whatever modifiers and the winner will be determined by the larger number. The side that wins the majority of the rolls first will emerge victorious.
The party can reduce the enemies modifiers by completing the mission briefs as a special operations task force while the fighting forces of The Coalition and The Remnant wage war. The party can increase their allies' modifiers by sacrificing resources and completing other missions. At any time during a mission, the party can choose to abort and retreat. If the option to retreat is selected, the mission ends immediately and the party loses any potential gains from this mission. Additionally, if a mission is aborted in this way, it cannot be attempted again. See the mission briefs below for more information.
THE REMNANT OF ORCUS. Starting modifier: +39 - 10 (Doniathon)
Cassius +8 (If killed, reduced to +0. If he escapes, reduced to +4.)
Cassius, one of Ileana's generals and a powerful necromancer, continues the ritual to summon undead into Mirkarden. Disrupting his plans would prove to be a great strategic victory for the Coalition and stop the influx of undead. Intel reveals... (DC 35 group investigation check).
Time requirement: 2 hours
Ravinia +6 (If killed, reduced to +0. If she escapes, reduced to +2.)
One of Ileana's generals, Ravinia, is currently leading Remnant forces against a Coalition attack at the riverfront district of Mirkarkden. Intel reveals... (DC 35 group investigation check). If the party is able to take her out, this would allow Coalition forces to secure the waterways of Mirkarkden.
Time requirement: 2 hours
Victoria +5 (If killed, reduced to +0. If she escapes, reduced to +1.)
Currently unknown to the party, Victoria is a fearsome enemy and a trusted general of Ileana. She and her battalion of undead currently occupy the festival plaza of Mirkarkden and lead the attack against Bur Boldor's gates. Intel reveals... (DC 30 group investigation check).
Time requirement: 2 hours
Doniathon the Red Dragon of Chaos +10 (If killed, reduced to +0).
Doniathon immolates the periphery of Mirkarden making invasion of the city all the more deadly. Take him out, and Coalition forces can more easily breech the city. The Coalition has identified where he rests within Mirkarkden. Find him there. Intel reveals... (DC 25 group investigation check).
Time requirement: 2 hours
Level Up Opportunity!
Sevsus the Black Dragon of Chaos +10 (If killed, reduced to +0)
Sevsus has filled the streets with toxic slime and poison making passage for the living all but impossible. Take him out, and Coalition forces can more easily navigate the city for an invasion. Intel reveals... (DC 20 group investigation check).
Time requirement: 2 hours
Level Up Opportunity!
THE COALITION. Starting modifier: +19 +8 magic items + 10 Argenti + 2 food and water + 2 spare the dying
Bur Boldor +6 (not reduced since Gallogk divinely provided supplies with the help of Tyr)
For every 2000 gold the party sacrifices, Bur Boldor can gain +1 to its modifier. The smiths of Bur Boldor have found a way to fortify the alloy of their weapons with gold to increase their damage and durability in battle.
Time requirement: 1 hour
Solas +4
For every divine spell slot a caster gives up, Solas will gain a modifier equal to the spell's level (ex: +2 for a second-level spell slot). Nayana can channel this divine energy into Solas' infantry fighting force and additionally enhance the clerical abilities of the sea elves to spare the dying and get them fighting again.
Time requirement: 1 hour
Vinheim +4
For every arcane spell slot a caster gives up, Vinheim will gain a modifier equal to the spell's level (ex: +3 for a third-level spell slot). Lord Aegir's court mages can use this energy to enhance the weaponry of his fighting force.
Time requirement: 1 hour
Glynndarryl +5
For every two magic items the party sacrifices, Glynndarryl will gain +2 to it's modifier. The automatons are able to absorb the inherent magical energy of these items to increase their lethality on the field of battle.
Time requirement: 0.5 hour
Who needs magic items anyway? Anyone who relinquishes two or more magic items is awarded the "Tough" Feat: Your hit point maximum increases by an amount equal to 3x your level then by +2 at each level.
Argenti the Silver Dragon of Order +0 (Potentially +10)
Brief: Argenti is currently anchored to the chief cornerstone of Bur Boldor by an ancient guardian. Although not a threat unless attacked, this guardian poses a significant threat to those who would dare approach. The magic that has enslaved her also leaves her powerless to free herself and attack the cornerstone or these guardians. If the party is able to defeat the guardian who powers the spell anchoring Argenti to the confines of Bur Boldor, she will be able to enter the fray of battle and help turn the tides in The Coalition's favor. If the party is able to accomplish this, Argenti will add +10 to The Coalition's modifier.
Time requirement: 2 hours
Awards "Gift of the Argenti" Feat: Extra 2d4 cold damage for 6 rounds (bonus action; 1/day). Resistance to fire or cold damage (reaction; 1/day).
Support Mission: Armor and Weaponry Supply Lines +0 (+2 if mission is successful)
Brief: The party can ensure protected supply lines to the battle front. With a successful DC 20 skill check hinging on one player character, the party can ensure these lines are protected.
Time requirement: 0.5 hour
Support Mission: Spare the Dying +0 (+2 if mission is successful)
Brief: The party can aid in stabilizing and healing those wounded in battle. With a successful DC 20 skill check hinging on one player character, the party get soldiers fighting again.
Time requirement: 0.5 hour
Support Mission: Reconnaissance +0 (Reduced Investigation Checks by 10)
Brief: Intelligence and information can provide valuable insight for the fights to come. With a successful DC 20 skill check hinging on one play character, the party can more easily get intel on their foes.
Time requirement: 0.5 hour
Support Mission: Food and Water Supply Lines +0 (+2 if mission is successful)
Brief: You can't fight on an empty stomach. With a successful DC 20 skill check hinging on one player character, the party can ensure these lines are protected.
Time requirement: 0.5 hour
Recovery Mission: Short Rest
The party can elect to take a 1-hour short rest. (Unlimited Uses)
Time requirement: 1 hour