Posts tonen met het label Sunset Realm. Alle posts tonen
Posts tonen met het label Sunset Realm. Alle posts tonen

dinsdag 29 juni 2021

Journey into the West

Western Oerik has been on my mind again lately, emerging once again in a weird way that setting concepts do after months or years languishing on the back-burner. I don't know what triggered it; it happened a few weeks ago after watching de Undeadwood Critical Role series. My mind went to the subject of Murlynd, the paladin-sherrif hero-god of the Greyhawk setting and I found myself asking: "Where did he get those six-shooters?"

I know the formal answer is "From Gygax's Boot Hill home game," or something along that line, but I went in another direction. I thought, wouldn't it be cool to combine my foray into flintlock fantasy with the world already developed here on this blog and in my 5E home game, set it in Western Oerik and add in some more crazy things? So I did.

A thousand years ago, refugees from two dying empires, lands consumed by war, fire and devastation, fled into the wild lands of the west. Encountering jeweled city-states and tribal kings, monsters, orcs, elves and each other, their destructive war continued, on a smaller, more primitive scale. But their new, savage environment demanded more and less of the survivors. In order to live, thrive and survive, the peoples had to adapt to their new home. Over a few generations, their inherited enmity petered out. Struggles for ideology and supremacy faded into the background, devolving into more common conflicts over land and resources. Within a century, the old hatreds had faded, bands of survivors and local tribes intermarried and new towns and alliances developed, coalescing into Nine Kingdoms.

The most powerful of these new towns came to be named Aurora, city of a new dawn. From the westernmost coast of the land, Aurora’s influence spread across the Nine Kingdoms and outposts and trade roads were established. Secrets of a forgotten past were discovered, and magical lore reached new heights. Across the sea, contact was made with the peoples of the Utter West. Many tribes and city-states united under the banner of the Dragon Empire. Yet war continued. 

The War God, Stratis, strode across the Savage West, playing an intricate divine game of dragonchess, setting the Nine Kingdoms comprising the Dragon Empire against one another, sharpening the machine of conflict. Never peace, always war, the Dragon Empire wasn't able to build a sphere of protection and security. 

One man, a priest, sought to change that. His name was Aenarys and it was he - a prophet of peace - that dared to challenge the God of War. He failed even as he succeeded.

Stratis died, but his dying breath changed the land. A red veil covers the land, scarlet shadows bring forth terrible monstrosities and the Dragon Empire crumbled. The Crimson Shroud brought madness and despair to the metropolises of the Dragon Empire. Instead of ushering an age of peace, Stratis' death fanned the flames of war as armies clashed and survivors gathered into warbands. Dragons claimed new territories in the wilderness, reducing the free peoples under their wings to savage slaves. New monsters and aberrations flooded the towns and castles of the Nine Kingdoms, the great Tarrasque among them. Civilization was brought to the brink of extinction, clawing to hold on. Only the heavily fortified cities of the Liga Elves in the interior, and the well-defended band of holdfasts, including Aurora, on the Agitoric coast were spared the destruction.

Now, centuries later, the Nine Kingdoms have rebuilt themselves, in the image of a forever war. Using magic and military might, and the mineral known as bloodstone, the Kingdoms have eked out a perimeter of safety in the vast and savage land. 

This is a land of stark contrasts, savage beauty and howling wilderness. The Savage West is home to a large variety of environments, flora and fauna. From the scorching deserts of the southwest, to the forested mountains of the Agitoric Northwest, to the Great Plains abutting the Redwall Mountains to the east, to the humid jungles of the southeast, every climate and all manner of beasts can be found here. During the day, the sun bakes the interior highlands into searing deserts, while providing a comfortable warmth in the northwestern forests. At night, the pale moon of Raenei sheds wan light on the lands beneath, accompanied in quarterly phases by her aquamarine sister, Kule. 

Ruins and dungeons of the centuries-distant Age of Wonder dot the wilderness. Ancient magic and forgotten lore can be found in the remains, if one is brave enough to face the dangers these expeditions entail. When traveling the Savage West, one can stumble into pockets of high magic, demarcated by an electric buzz playing on the skin and a strange sensation. These Wildlands are pockets of primal magic, connected to dragons, monsters and magic. Most times, these fading lands are wild and beautiful environmennts but sometimes these pockets are shadowy and dark, pulsing with the energy of death. These Shadowlands give rise to spirits, ghosts and the living dead. The Savage West is beset by wild monsters and dark magic. Yet there is hope, for brave adventurers venture into the wild to aid burgeoning towns, fight monsters and establish new outposts. To plumb forgotten dungeons and seek out relics of the past, and to discover and mine veins of bloodstone, to forge into new tools and the foundation of a new age of peace and light. 

The most powerful of these tools are the weapons of the current age, bound to the Crimson Shroud, unable to function beyond the western lands bearing Stratis' curse. Made from bloodstone, yet effective all the same, these Firebrands are  brandished by Legions of wielding soldiers, raining elemental fire and hot lead on the battlefield. Aided by the automaton-cannons known as Pulverizers, armies march across the wartorn landscape, fighting monsters, warbands and enemy nations.

Welcome to the Savage West.

maandag 4 januari 2021

Homebrew: Mass Miniature Battle System

Sooner or later, every adventurer will be confronted by the rigors of mass battle, especially when they are in command of a fief. When armies clash, adventurers often take central stage. The outcome of a mass battle can be determined abstractly, as per this post. Alternatively, the engagement can be played out as an epic miniature battle.

These Miniature Battle Rules use a simplified system, in order to streamline play.

 

Glossary

AB: Attack Bonus
AC: Armor Class
HD: Hits
Hero: An individual miniature representing a single, heroic, individual
ML: Morale bonus
MV: Movement
Stand: one miniature, representing 10 individuals of that type
Unit: multiple stands of the same type, grouped together and performing actions collectively

 

Stat Blocks

Stand and Unit stat blocks are written in the following format:

AB (attack bonus); AC (armor); HD (hits); MV (move); ML (morale bonus); Special rules

Goblin
AB +4; AC 15; HD 2; MV 30; ML -1; Nimble Escape: Disengage as bonus action

Guard
AB +3; AC 16; HD 2; MV 30; ML +0

 

Turn Sequence

At the start of each turn, side initiative is determined. Each side rolls a d20, adding the Charisma modifier of the side’s general. The side that rolled the highest can decide the turn order.

On their turn, a side activates all units one by one. Once activated, a unit can move up to their movement and perform one maneuver. A maneuver is similar to an action in standard D&D combat: melee, ranged attack or spellcasting. Once all units of both sides have been activated, a new turn begins.

 

Movement and Distance

Movement is measured in points. Every inch of distance requires 5 movement points. Conversely, for every point of movement a unit can cross 0,2 inches or 0,5 centimeters. Movement can be broken up to take place before and after a unit’s maneuver.

Disengaging from an enemy within melee range requires an action, unless specified otherwise in the unit’s description. Neglecting to disengage while moving away immediately allows the enemy unit a melee maneuver.

Attacks and Hits

Most of the time, melee attacks are performed by the front stands of a unit. Exceptions are made for units with reach, whereby the second rank of stands is also allowed to make attacks. Ranged attacks can be made as long as the enemy unit that is the target of the attack is within range.

Attacks are made by rolling a d20 for every eligible stand in the unit and adding the unit’s AB per rolled die. For every roll that beats the enemy unit’s AC, a Hit is scored. The total number of Hits is divided by the enemy’s HD, the result is the number of enemy stands slain.

Melee maneuvers are made with Advantage whenever the enemy unit is wedged in between two attacking units.

 

Clashes

Whenever Heroes on opposite sides meet, there will be clashes. In this case, a regular D&D combat is initiated between the Heroes that are involved and 10 regular units of an adjacent stand as preferred by the side in question. After the clash is resolved, the Mass Battle will resume.

 

Morale

Once certain conditions are met, a Morale save must be made by the unit. Base DC 10. Failing the save means the unit becomes Frightened. The second time the unit fails the save, the unit becomes Routed and flees the scene. These conditions are:

After losing 25% of the number of stands
After losing 50% of the number of stands
After losing 75% of the number of stands (save made with Disadvantage)
When a unit’s Hero is defeated in a Clash
When confronted with enemies that have a characteristic causing the Frightened condition

Heroes are exempted from making Morale saves.

Rallying Units is possible by Heroes. As a bonus action, Heroes within 10 can make a Charisma (Intimidation) or Charisma (Persuasion) check against DC 10+the number of turns the unit has been frightened and routed. When the check succeeds, the unit may immediately make a new Morale save.

woensdag 9 september 2020

Tidings from the Sunset Realm

Antissa Siege lifted
In a miraculous turn of events, Divine Intervention on behalf of High Ecclesiarch Terenas Vayder, most devout servant of Bahamut, has resulted in the end of the Siege of Antissa. Gruemar, Voice of Bahamut, a magnificent dragon of the golden variety, appeared and the Elven besiegers were scattered. Elven skirmishers remain, however, and harass the surrounding countryside.

Iron once more flows on the Emperor's Road
Ferrek Hammerhold, leader of Irongard, has resumed mining iron in that ancient Dwarven citadel. Iron ore once more makes its way down from the Hellmouth Mountains to the towns and cities along the Emperor's Road. Antissa's Artificer Guild has already commissioned a large supply and the iron price has started to fall back to pre-scarcity levels.

Walking dead on the shores of the New Sea
The mysterious undead epidemic has reached the southern shores of the New Sea. Shambling ghouls and zombies have been sighted on the cliffs and beaches south of the Pirate Isles. King Kenneth of Antissa has called for adventurers to investigate the cause of the dead rising in these parts.

Tartaros Draekonys Bounties
The Dragon Hunters of the Tartaros Draekonys have put out bounties directed at known and individual dragons of golden, silver and other metallic colors. In Aurora, rewards have been promised to adventurers that bring the heads of a Gold Dragon by the name of Aurulus, and a Silver Dragon by the name of Heart, to the improvised headquarters of Sevil Artorius. In the eastern lands of Old Turath and the North, massive hunting parties track spoor of metallic dragons. Why specifically dragons of the metallic kind are targeted is unknown.

Tarrasque sighting in Sjikah lands
Refugees fleeing the living dead bring news that the dread abomination, the Tarrasque, has been sighted in the southern sands of the Sjikah Republic, on a course for Niveneh. Whether this is linked with the emergence of the walking dead in that land remains the subject of arcane debate.


dinsdag 21 januari 2020

5E Domain Game

The players in my Sunset Realm campaign recently reached 10th level and have acquired some fame. They restored the flow of iron ore to the civilized lands and have gained the favor of nobles and kings.

Being a fan of strategic-level play and domain management, I crafted a homebrew set of domain game rules.

Note: Wyld and Temple ratings correspond directly to my Magic in the Sunset Realm rules, so consider that an optional rule.


Fiefs and Followers
Adventurers can opt to found a fief. A fief (domain, province) is a single 48-mile hexagon on the map, controlled by a character. Fiefs are ruled from a holding, either a keep, castle, tower or similar building. Fiefs can be either granted (by a king or lord), conquered, or cleared (in the case of an unclaimed wilderness hex). Fiefs can be held by more than one character, and many adventuring parties share a fief, each member establishing a holding within it.

Fiefs are statted as follows:

Level: an overall measure of population, development and prosperity. A fief’s level is the most important factor. A fief’s population can roughly be determined by squaring its level and multiplying it by 1,000. Most fiefs fall into the level 1-5 range. Only heavily developed areas exceed this range. There is no upper limit to the development of a fief.

Example: Antissa is a level 7 fief. It’s population can roughly be calculated as 7x7, multiplying by 1,000 for 42,000 citizens.

A fief’s level is important when factoring income, as outlined below.

Wyld: A fief’s Wyld rating is a rough measure of its raw arcane background power. The Wyld rating is determined by dominant terrain within a fief as follows:

Badlands/Desert – 3
Hills/Plains – 5
Light Forest – 7
Mountains – 7
Coast – 7
Heavy Forest – 8
High Mountains – 8
Marsh/Swamp – 8

For every level of development of a fief, the Wyld rating is lowered by 1 as the spread of civilization blocks the flow of arcane power through the land. The Wyld rating is directly translated into the maximum spell level that can be cast by bards, eldritch knights, arcane tricksters, sorcerers, warlocks and wizards within the fief.

Note: Elven settlements do not hamper the flow of arcane energy throughout the land. Their architecture allows the Wyld to flow unhindered.

Example: the harbor of Oronis lies near the coast. It is however a fief developed to level 3, lowering the Wyld rating of the area by the same amount. The Wyld rating of Oronis and surrounding area is therefore 4, allowing a maximum of level 4 spells to be cast by arcane spellcasters.
The domain of Arbor, within Arbor Forest, is a level 3 fief. But because it is a Wood Elven settlement, its development does not hamper the flow of arcane magic. Its Wyld rating thus remains 7.

Temple: A fief’s Temple rating is an abstraction of its religious devotion, measured in devoted souls, faithful congregations and religious buildings. A fief’s Temple rating can never be higher than its level. A fief’s Temple rating corresponds directly to the maximum level of spells that clerics, druids, paladins and rangers can cast.

Example: Antissa is home to the Celestial Mountain, a center for religious worship throughout the Alliance. It has invested heavily in religious institutions and boasts a devout population. Antissa’s Temple rating is 7, maximally developed, and therefore allows the casting of level 7 divine spells.

Contentment: An abstract measure of the population’s general attitude towards its rulers, contentment has three stages:

Friendly: the population is generally supportive of its government.
Indifferent: there are complaints, but at least the government is trusted to provide protection and vital services.
Hostile: there is widespread unrest, the population is one step short of open rebellion.

If contentment drops below Hostile, the fief is considered in open rebellion and provides no income or troops for its holder.

A fief’s contentment level can be influenced by the actions of its ruler(s). Charismatic rulers often have an easier time than uncharismatic ones to retain their population’s favor. Contentment can be increased by a month’s long campaign, requiring large amounts of money, public works or the staging of spectacles. Alternatively, the fief’s holder can quell the unrest by the deployment of troops. The ruler makes a Charisma check at the end of the month (modified for a particular skill, with a DC set by the DM based on the contribution made by the ruler). If the check is successful, contentment rises by one step.

Example: Aurora generally has an Indifferent attitude to its rulers, being a metropolis recently resettled with a frontier mentality. Recent events have spread unrest among the population, and its contentment has become Hostile. Aurora’s ruler, the Warforged known as the Primary, seeks to quell the unrest and institutes a strict regime of zero tolerance. After a month of cracking down on unrest, the Primary makes a Charisma (Intimidation) check to try and raise Aurora’s contentment back to Indifferent.


Fief income
All fiefs not in rebellion against their rulers provide income to their holders. At the end of a month, a fief’s holder can choose to levy tax on his fief. He can choose either light, moderate or heavy taxation. The severity of a levy determines the size of the dice to be rolled, the fief’s level determines the amount of dice rolled, 1 per level.

Light d4
Moderate d6
Heavy d12

The total rolled, multiplied by 100, is the amount of gold collected that month.

Levying moderate taxes reduces the fief’s Contentment one level. Levying heavy taxes reduces Contentment two stages. Choosing to forego taxation raises the fief’s Contentment level by one stage.

Example: Antissa, a level 7 fief, needs to pay for wartime expenses against marauding elves. King Kenneth levies a moderate tax, rolling 7d6 to determine income. He rolls a total of 27, thereby collecting 2,700 gp for the treasury but incurring the ire of the population. Antissa’s normally Friendly population becomes Indifferent.

 
Followers
Any adventurer with a holding in a fief that has reached 9th level in a single class attracts followers, as per the following table:

Barbarian 1d4+1 x10 tribal warriors
Bard 1 special (determined by DM), 1d6 scouts
Cleric 2d6 acolytes, 1d4+1 x10 guards
Druid 1 druid, 2d6 scouts
Fighter 2d6 veterans, 2d4+2 x10 guards
Monk 2d6 martial arts adeptsVGTM
Mystic 2d4 special (determined by DM)
Paladin 1 special (determined by DM), 2d4 knights
Ranger 1d4+1 x10 scouts
Rogue 2d6 spies
Sorcerer 2d6 apprentice wizardsVGTM
Warlock 1d3 special (determined by DM)
Wizard 2d6 apprentice wizardsVGTM

Followers require upkeep consisting of 2 gold pieces per day, in addition to lifestyle costs.

donderdag 16 januari 2020

5E Henchmen rules

I rather like the D&D Essentials Kit's take on Sidekicks. The Essentials Kit uses sidekick-rules to provide a way in which the game can be experiences one-on-one. But there is no limitation on a party of adventurers enlisting sidekicks.

In my Sunset Realm campaign, I use the Essentials sidekick rules as a modern interpretation of the old 1E/Basic Henchmen rules. For that to function, use the rules from the Essentials Kit on sidekicks (or the Unearthed Arcana version, for more variety) and consider the following:

All adventurers, being gifted with dangerous allure, are able to enlist Henchmen to their cause. Henchmen are confidantes, lieutenants, aides and apprentices. An adventurer can retain one henchman without penalty. Each additional henchmen brings a cumulative -2 penalty to Loyalty for all henchmen. The maximum number of henchmen an adventurer can retain is equal to 1+Charisma modifier (minimum 1). Henchmen are controlled by players, unless the DM intervenes or decides otherwise.

Henchmen come in three classes: Experts, Spellcasters and Warriors. Henchmen earn XP just as Player Characters do and level up just as PC’s do.

Retainer: Henchmen don’t join adventurers out of charity. They require attention from the PC they are loyal to, as well as a daily stipend of gold pieces equal to its level and lifestyle costs. To increase loyalty, PCs can choose to dole out shares of treasure gained from adventures.

Loyalty: A henchman’s loyalty is a score ranging from 1 to 20. A henchman’s maximum loyalty score is equal to the Charisma score of the retaining PC. Loyalty normally fluctuates by 1d4 up or down, according to the PC’s treatment of the henchman. If the PC helps the henchmen attain a goal related to its ideal or bond, loyalty increases by 1d4. If the PC works counter to the henchman’s bond or ideal, loyalty drops by 1d4. If the henchman is treated badly or dismissively by the retaining PC, loyalty drops by 2d4. If the Loyalty score reaches 0, the henchman abandons the PC. When loyalty is 10 or above, the henchman goes above and beyond the call of duty in service to the PC. Starting Loyalty is half the PC’s Charisma.

Example: Ferrek has a Charisma score of 15. The maximum loyalty of his henchman Pluck is therefore 15. When he hires Pluck, the henchman’s score is 7. Pluck’s ideal is freedom. Whenever Ferrek helps Pluck to feel free or free others, Pluck’s loyalty increases by 1d4, to a maximum of 15.

What do you think? Let me know in the comments!

zondag 5 januari 2020

And now for the News from the Sunset Realm

The Sands Are Alive With The Living Dead!
All over the Zaar, the dead have been returning to life. Corpses both fresh and old have started to traipse about since a few weeks. The source of this mysterious reanimation as yet remains unknown.

A change of course at the Cartographer's Guild
It has come to light that the chief cartographer at the Cartographer's Guild has not been doing a good job. His charts are a mess and increasing mismanagement of guild members has irked the ire of traders, generals and adventurers alike. A new head cartographer has been instated and he has immediately set out to correct his forebear's mistakes.

Infestation at Ironguard eradicated
In the turn of a moon, a hardy party of adventurers has cleared the infested depths of Ironguard from all manner of monstrous vermin. Aberrations, fiends and iron-eating monstrosities were reported to have inhabited the depths, blocking the flow of iron from the realm's major source. A mountain dwarf by name of Ferrek Hammerhold has claimed the mountain and has promised to resume the production of iron on short notice.

dinsdag 13 augustus 2019

Parley between a Gold Dragon and two Elves

"A dragon! An ancient one, by the looks of it. Gold." Prince Leolar's eyes went wide. Although he had seen dragons before in his years, even fought and survived them, never before did he witness as magnificent a creature as now descended from the twilit sky amidst the Elven forces. All around him, the Elven Citizen Guards threw down their polearms and shields as they fled in terror from the great golden foe. Leolar felt his legs beginning to quiver, an acid taste at the back of his mouth. His shield slipped from his grasp. He became aware of a warm feeling in his groin area.



"Don't worry, its perfectly natural, it could happen to anybody." The voice was cool, distant. The voice of his Queen, his Lady, Ylsandre of the Ageless Ashtree. Leolar didn't know if the comment was referencing him wetting his breeches or their men fleeing the field.

The dragon landed ahead of them, generating a gale that threw the Elven siege engines on their sides. When it landed, it crouched low to the ground, flattening its wings. But then it rose, sitting back on two feet and uncoiling, like a great golden serpent spreading the dawn. The red twilight sunlight gleamed on the golden scales of the dragon. Its eyes blazed with an azure light. Golden radiance filled the fields around Antissa, a feeling equal measures serenity and dread spread from the dragon. As fear of the dragon and panic spread throughout the besieging Elven forces, Leolar felt increasingly lonely.

"It seems we are not left a choice," Queen Ylsandre said. Her violet eyes gazed adamantly upon the gold dragon. "We should..."

A roar boomed, echoing off the walls of Antissa, the dragon, finally announcing its presence.

"GREETINGS, MORTALS. I HAVE BEEN SENT BY HE WHO JUDGES. MY NAME IS GRUEMAR, I AM THE VOICE. AND I HAVE ONE REQUEST. WITHDRAW. CONCEDE TO THIS REQUEST, OR SUFFER THE CONSEQUENCES."

Leolar found it increasingly hard to swallow. "What should we do?" The possibility of defeat hadn't entered his mind when they encircled Antissa, home of the hated humans that left the Elven people to rot. But now...

Ylsandre answered. "What else can we do? We should give noble Gruemar what he wants. After all, he is an emissary of the gods. I will offer myself up as hostage."

That took Leolar aback. "Hostage? But you are of the old blood! What about..." Ylsandre interrupted him.

"Indeed I am. But it will secure free passage for our kin. And as one door closes, other doors may open." Ylsandre, Queen of the Ageless Ashtree, strode forward into reach of Gruemar the Voice of Bahamut, the imposing ancient Gold Dragon. Leolar found his shield, preparing for a new journey.

maandag 10 juni 2019

Missives from the Sunset Realm

News on the streets of Aurora:

Pillars of Skulls rise in the deserts
In the southern desert known as the Zaar, caravans have reported construction on massive pillars composed of skulls. Attempts at interaction with the construction crews have all met with sullen silence. The purpose of the horrific edifices has yet to be unveiled. Rumours in the cities of the Sjikah Republic all point to a directive from Niveneh. Arkhon Akhemen remains silent on the matter however.

Iron Circle joins Minos army
The Iron Circle mercenary group, operating out of the Forbidden Valley, has joined forces with the minotaur Elite Guard of Minos. The army is currently marching south toward Antissa in order to lift the siege of that beleaguered city. At its current pace, the army is expected to arrive at Antissa's walls in about a moon's time.

maandag 3 juni 2019

The Siege of Antissa part 4 - The Forces Entrench Themselves

As weeks pass in my Sunset Realm game, the siege of Antissa, its freest city, continues.

To remind you, dear reader, of the situation: the High Elves of Silvanor Forest were driven out of their home cities of Benerel Nodel and Benerel Adon. For some reason, they hold humanity to blame and have therefore marched on the most nearby human capital: Antissa.

As they arrived and settled in, the King of Antissa, King Kenneth, sallied forth and claimed first blood.

Now, the siege has dragged on for another two weeks.

I have been using the War Machine rules to adjudicate the siege.

The Second Week
In the siege's second week, the Elves see their food supply diminished. They can only last this and next week and will have to force a decision in the fourth week of the siege. Antissa, meanwhile, still has enough food supplies for 65 weeks and can afford to sit out the Elves' attacks.

Still being outgunned by Antissa's siege defenses, the Elves choose to have another round of siege engine construction. Evander orders the construction of three trebuchets, further boosting the BR of his force by +36.

Kenneth, flush with his first victory, orders another round of harrassments. Rolling 1d100, Kenneth gets a result of 97, for a total of 267. Evander rolls 71 for a total of 231 - another win for Antissa. Looking up the difference in the Battle Results Table, a 36 gives the following:

Casualties: 2% for the Winner, 4% for the Loser
Fatigue: Moderate Fatigue for the Winner, Serious Fatigue for the Loser

As such, the Elves' active battle roster is reduced to 3,800 battle-ready elves and seriously fatigued. After 1 day (I rolled a 1 on 1d4), the Elves become moderately fatigued, which they remain for three days. After a week, the Elves are again restored to their normal strength.

Antissa's forces have been reduced from 6,100 to 5,980, all of whom are moderately fatigued. Two days later, their fatigue vanishes.

The Third Week
The Elves, seeing their food supplies dwindle, decide to bombard Antissa. Evander has four heavy catapults (+32) and three trebuchets (+36) for a total BR of 228. Antissa has a siege engine BR of 195.

When bombarding, the result of the week are determined by rolling 1d10 and multiplying the result by 10. That yields the number of hit dice as casualties as a percentage of the BR.

Evander rolls an 8, causing 80% of 228 = 182 civilian casualties.
King Kenneth rolls a 7, causing 70% of 195 = 136 elven casualties.

At the end of the third week of the siege, the Elves have suffered 236 casualties with another 100 wounded. The forces of Antissa have suffered 60 casualties with another 60 wounded, and another 136 civilian casualties.

Divine Intervention
High Ecclesiarch Terenas continues to pray for Divine Intervention during the second and third week of the siege. . His prayers are finally heard just three days before the end of the third week, after the first wave of bombardment has taken place. Bahamut, Terenas' patron deity, sends one of seven great gold dragons that serve him to negotiate a truce. Gruemar the Voice, a massive and ancient gold dragon, descends from the heavens amidst the Elven forces and negotiates for a peaceful end to the siege. The end-result of this negotiation has yet to be determined.


donderdag 11 april 2019

The Siege of Antissa part 3 - Opening Moves

Prince Evander, his nephew Prince Leolar and the Duchess Ylsandre have drawn up their forces outside of the City of Antissa, capital of the Alliance, demanding forceful entrance. Inside of Antissa's walls, King Kenneth has shored up his defenses. Thousands of citizen-soldiers stand ready to defend their home. At the start of the first week of the siege, each party's actions are as follows:

Antissa (BR 170)
Though Antissa is a large city, high-level wizards and sorcerers are rare. Only 1 in 128.000 attains that level and Antissa's archmage Tenser is missing. The city is therefore unable to teleport in food at the moment. The city does have access to the priests of the Celestial Mountain, five of whom are able to provide food daily to a total of 75 people. In addition, High Ecclesiarch Terenas Vayder is able to provide for 120 people each day and will pray for Divine Intervention from Bahamut. Antissa has prepared six months of food for storage (7,2 million units) and Kenneth immediately rations that to food once per 3 days for commoners. Soldiers get a full allotment each day. Water can be supplied from the springs beneath the Celestial Mountain. In total, Antissa loses 108,600 food units each week. At this rate, Kenneth can hold Antissa for 66 weeks - more than a year!

In terms of siege actions, Kenneth chooses to Harras the Elven forces.

High Elves (BR 160)
The Elves have just arrived on the field of battle, without siege engines and with only meager supplies. They currently have enough food to feed their numbers for two weeks. In their first day, the Elves scour the countryside to extend their stores for an additional week. During the rest of the week, four heavy catapults (+8 BR) are constructed.

The first week of the siege
Though Terenas prays for Divine Intervention each wake, his prayers go unanswered.
Kenneth's harrasment of Evander's forces results in the first skirmish of the siege. Kenneth rolls a 19 on a d100 for a total Battle Result of 170+19 = 189. Evander rolls a 25 for a total of 185. Kenneth has caught the Elves while they were still settling in!

But his succes is only marginal. 20 Elves are killed, another 20 wounded. 3,960 battle-ready Elves, under the command of three formidable spellcasters, still remain...


maandag 8 april 2019

The Siege of Antissa part 2 - Defenses and Siege Engines

Basic D&D's War Machine had an addendum rules set called Siege Machine, developed specially for sieges. Using the Siege Machine rules, we will further chart the course of the Siege of Antissa.

Defenses
Antissa is an old city-state and has survived multiple extended wars, magical conflicts and even divine intervention. Its defenses are formidable and consist of the following:

- 4 cannons* +12 BR
- 3 trebuchets +12 BR
- 8 ballistas +2 BR
- in stronghold +50 BR

Each weapon has enough ammunition for a year's worth. King Kenneth is not a risk taker.

Furthermore, Antissa's army outnumbers Silvanor's army 1,5 to 1, yielding an additional +15 BR. Furthermore, Antissa is defending its own domain and receives a +10 BR for morale.

*In the original Siege Machine rules, cannons were not listed. In my campaign, cannons are very real. Comparing the 5E statistics on page 255 of the DMG yields the cannon as dealing the same amount of damage as a trbuchet. In Siege Machine, a trebuchet gives a +12 BR, therefore, the cannons give a +12 BR each.

Elven siege equipment
The High Elves of Silvanor are only fresh out of a home and have hurried to their former-ally. In their hurry, the forces of Evander have not yet been able to construct siege engines.
The Elves additionally receive a +10 bonus for their superior quality against Antissa's citizen army.


Final Notes
As Prince Evander arrives at Antissa's gates, the Battle Ratings of both forces stand as follows:

Antissa: 170
Silvanor: 160

vrijdag 5 april 2019

The Siege of Antissa part 1 - Mustering the Forces

As described in my last post, I will attempt to convert Basic D&D's War Machine rules to the Sunset Realm. The capital city of Antissa is under siege by High Elven forces who are pissed at the loss of their homeland. As the PCs are currently far away, investigating a dark tower and having been warned by Antissa patrols not to come near the city, the siege is happening mostly offscreen. And though I love miniature battles, playing solitary is not one of my hobbies. Therefore I turn to War Machine to determine the fate of Antissa and the High Elves.

The strength of forces in War Machine is determined by calculating the Battle Rating (BR) of a troop. The Battle Rating is determined by a number of factors: leadership, experience, training, equipment and special circumstances.

Antissa
Antissa's army is composed of a force of trained citizens (4,500), the Red Guard (1,500) and the King's Pistoliers (100). In addition, King Kenneth commands four airships and possesses a few formidable cannons on the city walls.

Leadership: the determining factors in leadership are the commander's level and his Intelligence, Wisdom and Charisma modifiers. In the case of Antissa, King Kenneth himself is a capable war leader, a 9th level Paladin. His Intelligence is 13, his Wisdom 11 and his Charisma 17. Antissa's leadership factor is 13.

Experience is factored by both the average level of the officers in the force as well as the level of the troops. Most officers (whether knights or veterans, both out of the 5E Monster Manual) still have a +2 proficiency bonus, implying that their level cannot be higher than 4. Considering Antissa's martial tradition and excellent training facilities, let's state that the average officer level is 4. Multiplying by 3 as per the War Machine rules gives us a rating of 12.
For the troops, the average level must be multiplied by 2 to calculate the rating. Antissa's army is well trained but not exceptional.  Let's set the average level at 2 to get a rating of 4.
In addition to these factors, a +1 is added for every battle won in the last 10 years and a -1 is factored in for every battle lost in that same time. In my campaign, during the War with Aurora a few years ago, Antissa's army lost the first battle but won the siege and the ensuing field battle. For these experiences, a total of +1 is added to the experience battle rating for a total of 17.

Training: for every week spent in training the last year, +1 may be added to the factor, up to a maximum of 20. Antissa's army is highly disciplined so may apply the full +20 to the battle factor. For every week that the commander trains with the army, an additional +1 may be added up to a +20. King Kenneth is a capable war leader, yet his royal duties prevent him from spending a full training regimen with his armies. He spends one week every moon with his troops, providing a +12 to the battle factor. An additional +1 may be gained for every month the troops as a whole are on duty and not in their homes or forts. As Antissa's army is a citizen army, this factor does not apply. Antissa's total training factor is 32.

Equipment: the quality of equipment determines the last major part of the battle factor. Average quality equipment provides 5, good quality 10 (double the base cost), excellent quality (triple the base cost) 15. Antissa is a rich kingdom and has a well-maintained armory, yet also suffers from the iron shortage that grips the land. As such, the equipment factor is "only" 5.

Adding all these numbers yields a Basic Force Rating of 67, which reads as "Fair" on the Troop Class Table.


The besieging High Elves
The 4,000 strong High Elven army is commanded by Prince Evander, seconded by Prince Leolar and Duchess Ylsandre (King Kenneth's grandmother). Evander is 11th level Fighter/Wizard with Int 20, Wis 11, Cha 14. Leolar is a 9th level Eldritch Knight and Ylsandre is a 9th level Wizard (Enchantress). The Elven leadership factor is 18, +4 for two level 9+ officers for a total of 22.

The High Elven forces are slightly more experienced in matters of war than their human opponents, having held the glades of Silvanor against goblins, monsters and other scum for centuries. Let's set the officers' average experience level at 6 (for 18) and the average troop level at 4 (for 8). For all their experience, the Elves haven't had to fight in a major battle for decades so they gain no additional bonus or penalty. Their experience factor is 26.

The Elves are rigorous soldiers and martial training is part of their routine. As such, both the troops and their leader Prince Evander train regularly and gain the full +40 bonus to the battle factor. They have been fighting together for a month in the field now, for a +1 bonus. The Elven training factor is 41.

Taking care of your ancestral weapons and armor is part of the High Elven martial training. As such, the Elves are in possession of "good" quality weaponry for a factor of 10.

Special: in War Machine, certain troops gain a bonus to the battle factor depending on ancestry. Dwarves and Elves receive an additional 15 points to the battle factor. Monsters with certain special abilities (such as spectres, dragons, etc) gain an additional 2 points. As an Elven army, Evander's forces gain 15 points.

Adding all these numbers yields a Basic Force Rating of 114, a quality of "Excellent" on the Troop Class Table.


Determining the final Battle Rating (BR)
War Machine further accounts for force composition by adding 1/10th of the Basic Force Rating to the Battle Rating every time one of the following statements is true. For ease of reference, I have copied the statements here to account for both Antissa's and Evander's armies.

Mounted:
a. 20% or more of the force is mounted. (Antissa Y/Elves N)
b. 40% or more of the force is mounted. (Antissa N/Elves N)
Missiles:
c. 20% or more of the force can use missile fire. (Antissa Y/Elves Y)
d. 20% or more of the force has a missile fire range of 100' or more. (Antissa Y/Elves Y)
Magical:
c. 5% or more of the force is equipped with magical abilities. (Antissa N/Elves N)
f. 20% or more of the force is equipped with magical abilities. (Antissa N/Elves N)
g. 100% of the force is equipped with magical abilities. (Antissa N/Elves N)
Spells:
h. 5% or more of the force can cast spells. (Antissa N/Elves Y)
i. 30% or more of the force can cast spells. (Antissa N/Elves N)
Flying:
j. 1% or more of the force can fly. (Antissa Y/Elves N)
k. 20% or more of the force can fly. (Antissa N/Elves N)
Speed:
l. The force has an average movement rate of 35' per round (or more). (Antissa N/Elves N)

Antissa can add 4 times its BR bonus of 7 for a total Battle Rating of 95.
The Elves can add 3 times their BR bonus of 12 for a total Battle Rating of 150.

Join me next time, as we consider Antissa's defenses and the siege engines of the High Elves.



woensdag 3 april 2019

Sunset Realm War Machines

With the siege of Antissa, it is time to turn our thoughts to that stickiest of options in D&D: mass combat.

Over the years, many systems have attempted tot encapsulate D&D mass combat. The original version of Dungeons & Dragons evolved out of Chainmail. During the AD&D-era, Battlesystem provided a system to simulate fantasy battles with either cardboard counters or miniatures. For the parallel Basic D&D-line, the system of War Machine was invented, wherein DMs could simulate strategic warfare on a large scale. For the Birthright Campaign Setting, a system using army cards was designed to quickly fight battles between competing domains. In the 2000's, a skirmish game once again under the name of Chainmail was released and that evolved into the D&D Miniatures Game. None of the systems stuck and D&D eventually remained the sole territory of small parties of adventurers fighting for high stakes. Yet the desire of many DMs remains to run large-scale, epic battles in the vein of Game of Thrones.

All these systems sought to solve the puzzle by presenting only a piece of it. Perhaps the key to running a D&D campaign involving epic battles across the entire continent is modularity. Perhaps by combining different systems, we can provide the experience we seek. When determining the results of a battle offscreen, away from the current area visited by the players, we can use War Machine. When the PCs are directing the strategy of a kingdom yet remain aloof from the battles themselves, we can use the army card system of Birthright. And when the PCs are in the thick of it, on the front lines, we can take a page from Battlesystem and duke it out, miniature army for miniature army.

As for Antissa, the PCs are currently far to the south of the city, investigating a mysterious tower. To resolve the siege (if it can be resolved at all, considering Antissa's capacity to teleport in supplies) I will defer to War Machine and attempt to adapt it to 5E.

zondag 31 maart 2019

Disasters and tribulations

And now more news from the Sunset Realm...

Storm floods Aurora wards
A terrible storm swept in from the west in the first week of Undecimbyr, flooding the Harbor Ward and the slums known as the Shackles. Hundreds of shacks and huts were washed into the New Sea and hundreds, maybe thousands of inhabitants have gone missing. In the Harbor, ships crashed into the docks and buildings were damaged. Thousands of gold pieces worth of goods were washed away. The Primary has enacted emergency protocols throughout the city, tightening security and doubling the warforged patrols.

Antissa besieged
On Undecimbyr 14, Antissa awoke to find an Elven army on its doorstep, surrounding the city on all sides, leaving only the Celestial Mountain as formidable redoubt. The intentions and motivations of the Elven forces are unknown and diplomatic efforts on behalf of High Ecclesiarch Terenas Vayder have so far failed. Antissa is known as a city of the arcane arts, it can therefore be assumed that the authorities are able to teleport in supplies.

zaterdag 16 februari 2019

More News from the Sunset Realm

Tartaros Draekonys Guildhall Burned Down
The central guildhall of that auspicious dragonhunter guild, the Tartaros Draekonys, has been affected by an explosion. Its offices have been burned down and there are two dozen guildmembers missing. The Aurora Watch has started an investigation into these events. Word on the street is that the rebel known as Lady Heart is behind this terrorist attack.

Aurora Bazaar Flooded With Iron
With iron prices at a record high, opportunistic adventurers have dumped all their steel and iron on the Aurora market, destabilizing the local economy. Hundreds of thousands of gold pieces worth of iron and gold were exchanged. The Steel Bank and the Trading Guild, market watchdogs, are not amused and are taking steps to rectify the imbalance.

dinsdag 18 december 2018

The Sunset Realm: my current 5E game

My current campaign takes place in a setting called the Sunset Realm. That name is meant to evoke feelings of dreaminess, nostalgia, fading empires and cultural decadence. It is also meant as a reminder that the land is covered in perpetual red sunshine, in a nod to the old Hollow World campaign setting.

I developed the campaign world as a kitchen sink of various fantasy worlds. For example: the wizard Tenser is active, as well as the evil demigod Iuz, from the World of Greyhawk setting. But the heroes have also faced the Lord of Blades, from Eberron, in combat. Twice. Furthermore, much of the world is a desert wasteland, due to the reckless use of arcane magic as in the Dark Sun setting. (For more information about the Sunset Realm, consult the campaign wiki.)

Since the start of the campaign in may 2010, the group has played mostly on a biweekly schedule save for the latter half of 2012 and the whole of 2014. At first, the campaign used 4th Edition rules. In 2016, we started a new campaign using 5th Edition rules. The campaign that ran from 2010-2016 featured a quest to free elemental spirits, confront the chaotic Tarrasque and save the world from the influence of the Dark God Tharizdun and the Far Realm. In the process:

- An invasion of koblods was stopped;
- The remaining population of a dwarven town was saved from genocide by hobgoblins;
- The Temple of Elemental Evil was sacked once again;
- A Copper Dragon preying on the heroes' hometown was killed;
- The crown prince of the kingdom was rescued;
- The capital was saved from a siege by unrelenting warforged and their leader, the Lord of Blades;
- An alliance of freedom-loving towns was forged against the industrial tyranny of a fallen emperor;
- A Forbidden Valley full of ancient myths and secrets was explored;
- The dark elf city of Erelhei-Cinlu was destroyed;
- The planes were explored and demons were fought;
- The gods were revealed to be survivors from an Antediluvian age.

The Fifth Edition-campaign takes place five years after the end of the 4E-era. The ruined kingdoms have come back from the brink of extinction, the gods have reasserted their guidance over mortals and nature thrives once again with new magical energies. In the current campaign, the players explore the world and its new mysteries, seek to uncover the Tarrasque's secret and are researching the agenda of the Dragon Hunter's Guild (called the Tartaros Draekonys). The players recently entered mid-level range (most are now level 7) and are only just beginning to glimpse the mysteries behind the many events that occur in the world. It remains to be seen whether they can unravel all the plots in time.

Magic of the Sunset Realm

The world is steeped in a power known as the “Wyld”. It is a magic force that flows through the land and collects in places of unspoiled wilderness. Those of high learning or willpower can tap into this flow, shaping magic into spells. The first creatures to have a grasp of this power were the Dragons.

Ancient glens, misty valleys and stark mountains are places where magic flows strong, allowing for the mightiest spells. Consequently, the building of roads, bridges and the trappings of civilization diminish the flow of magic. Where population is high, magic power is almost nonexistent and only the weakest cantrips can be cast. 


Magic of the Land
The maximum level of spell slot your arcane caster can use is defined by the terrain hex he is in:

Badlands/Desert – 3
Hills/Plains – 5
Light Forest – 7
Mountains – 7
Heavy Forest – 8
High Mountains – 8
Marsh/Swamp – 8

This maximum is lowered by human habitation. For each “level” of civilization (approximately 5,000 people), the land’s power is diminished by 1.

Places of Power & Ley Lines
The most magical  parts of the Sunset Realm are untouched by human civilization: undespoiled groves, mountaintops, deep swamps. In the heart of these regions, the Magic level is considered +1.

There are also rumours of a Dragon’s Graveyard where the mightiest spells can be cast naturally.

Ley Lines forged by powerful arcanists crisscross the land, funneling power of magical sources to where civilization is thick.


Residuum, Wyldstones and Relics
Sometimes, magic power collects into a single rock or earthen formation in the heart of an ancient place of power. These stones, concentrated ingots of residuum, can be mined and are powerful items. They are essential in the creation of magical objects and the ore from these formations is used in the forging of magic swords and armor.

A Wyldstone or 1,000 gp of residuum grants an arcane spellcaster +1 to the maximum level spell slot he can use in the current terrain. The residuum is consumed by the spell.

Holy Relics grant divine casters the same boon.


Temple Magic
The maximum level of spell slot a divine caster can use is defined by the level of temple holdings in the current terrain:

Unsettled – 0
Chapel/Grove  – 1
Church/Menhir – 3
Temple/Stone Circle  – 6
Cathedral – 8

Temple development is limited by the “level” of habitation, only the most heavily populated hexes can support cathedrals.


Reavers
Magic is a powerful natural force, but it can also be subverted and warped. This kind of magic is known as Reaving and its users are considered vile and abhorrant.

Reavers tap the very lifeforce itself to power their spells, increasing their capacities above and beyond what the land or accumulated belief around them allows and risking everything in the process.

Every time a spellcaster uses a spell slot higher than the power of the land (for arcane casters) or belief (for divine casters) allows, roll 1d20 + the level of the spell slot.

1-11 no effect 
12-15: caster is poisoned by residuum until cured and gains a short term madness
15-17: caster gains a level of Exhaustion which can only be magically cured and gains a moderate madness
18-20: caster gains a mutation and an indefinite madness
21+: area around caster turns into residuum for miles, caster becomes petrified into residuum


Reaver Mutations:
1 – Small horns on forehead
2 – Eyes turn an unnatural color (red, black)
3 – Legs turn into animal legs
4 – Tail (unusable) appears
5 – Skin turns unnatural color or translucent
6 – Mouth mutates into something unspeakable – unable to speak

zondag 16 december 2018

News from the Sunset Realm

And now for the news from the Sunset Realm:


Iron Price at Record High!
With the mines of Ironguard still closed off since the fall of that Mountain Dwarf capital eight years ago, the price of iron has soared to a record high. On the market, objects made of iron now fetch a price 1,000 times their original value. Tribes and warbands in the wastelands have lost access to metal entirely and now fight for their survival using low quality bronze and bone weapons.

Tarrasque Sighted in Silvanor Forest!
Terrible reports have reached the courts of the Four Free Domains of late. The dreaded reaver, the great harrower, the abomination, has returned to the Sunset Realm once more. The Tarrasque, that terrible monster and devourer of cities, once again scours the lands under the Red Sun. Rumors tell of the last remaining High Elf citadel in Silvanor Forest, Benerel Adon, having fallen to the Devourer. Contact with that eldritch city has been lost.

Coup prevented in Niveneh!
In the rump lands of Hadak Ura’s short-lived empire, the lands now known as the Sjikah Republic, civil unrest came to a climax in Lucifer 466. An attempt on Arkhon Akhemen’s life was prevented by the swift intervention of his vizier Kerches Darios. The rebels were swiftly dealt with on the steps of Niveneh’s Grand Ziggurat.

Warforged Search Parties roam the Zaar
The Warforged general Omega Secundus, operating out of Antissa with permission from Antissa’s king, has sent out search parties into the desert to recover, what he calls, the “Omega Drive”. Omega Secundus states that the recovery of this artifact is of vital importance to the wellbeing of the Warforged and the security of the Free City of Aurora.

Cyra Akhemen arrives in Antissa
By request of High Ecclesiarch Terenas Vader of Antissa, Cyra Akhemen has been invited to attend King Kenneth’s court in that city. Cyra, Arkhon Akhemen’s younger sister, is said to be beautiful and wise beyond measure and rumour has it that Vader intends for the king to wed the young Akhemen in order to secure an alliance between Antissa and the Sjikah Republic.

The Watcher's Band crumbles
The streets of various city wards of Aurora have been rife with crime since its resettlement six years ago. Wandslingers and vigilantes of all stripes dispense their own brand of justice within that bustling city. A new crimelord, known only as “The Watcher”, was added to the roster of power groups only a few moons ago. In recent wakes however, his band has turned upon itself as the Watcher himself has vanished.

Tenser Manzorian Vanished!
Antissa’s Blue Archmage Tenser Manzorian, prominent member of the Arcane Guild, has inexplicably vanished. His contacts with the Guild have confirmed that Tenser had made contact with an entity known only as “the Silver Lady” and that he had ventured into the West on some form of quest. The nature of this quest and his disappearane remain a mystery.