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    Dwarf in the Playground
     
    Zombie

    Join Date
    Apr 2007
    Location
    The North
    Gender
    Male

    Default A Campaign for the critics [3.5] Siege of Heroes [PEACH]

    I am currently starting this campaign. but I sense that I could use some advise before I launch it.
    [3.5] Siege of Heroes

    Two teams of PC unleash all their might in the struggle for a stronghold
    One team defending other attacking. Both pressing mind and might for the utmost.

    Be able to use
    Your might, furiousity, bloodrage as an elite warrior
    Your deadly infiltration skills as a roguish shadow
    Your arcane or godgiven might to hurl down doom upon your
    Your your financial the make/maintain an army of mercs. Controlled and supported with ease


    Things you should know
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    Concept
    Two Teams for PC's struggle for the control of a stronghold. One side as the defenders, the others as the attackers.

    Theme
    (there might still be a possibly to insert so theme flavour from other themes)
    Defenders
    Smallfolk of the Pale Dale

    Attackers
    The Hordes of Horror

    The posting
    Three forums will be created.
    1. is the 60 ft around the stronghold in which all moments are visible to both sides.
    2. One forum for each of the teams in where they can discuss there battle plans. If you don't thrust the other team you can use PM.

    What more is
    The game consits of two parts.
    A) When there is openly warfare
    B) When there is NOT openly warfare

    When there is openly warfare the game will be turn based. The attackers go first (like they al had won ini) and then the defenders go. I have made a system that goes for the army of npc soldiers which based more units of soldiers. More of this later on.

    When there is NOT openly warfare. I will expect that each PC give a layout of his daily routine. Just one routine which roughly stays the same though the campaign. It is practically like a march order. You're just stationary. otherwise it is rather freeform

    Some honest words

    I'll be honest. This is one for the brilliant planers and combat-lovers. This is one for those who both like to be the keen tactician and the charging warlord. I know this seems as a warband, but I am trying to go around that and make my own siege rpg thing.

    Bonus
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    If the game is played right and honest the even be room for assassin/spy missions.


    The sweet 16 (version 1.3c)
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    •1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    Dungeons and Dragons 3.5e

    •2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Different settings as Forgotten Realms or Eberron, or Standard homebrew.

    •3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    6 presentably, three for each team.

    •4. What's the gaming medium (OOTS, chat, e-mail etc.)?

    OOTS and PM

    •5. What is the characters' starting status (i.e. experience level)?

    The leader will have six levels and his adjutants have 4 levels.

    •6. How much gold or other starting funds will the characters begin with?

    2000 gp for each defender PC. 2000 gp for each attacker PC. Only PC can have magic equipment.
    Troops have to be bought form this money pool.

    Casters have to purchase 1000 gp of magic items.
    That includes everything from potions to anything you can stick a +1 enchantment bonus to. But they have a limit of four items (which none can be given to team members as such), expect for potions which can be unlimited bought. None caster can buy potions unlimited as long the single potions cost i 300 gp or below.

    Max two magic items for nonecasters

    •7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    The smallfolks can't take "savage" classes as Barbarian or Druid. The ranger is allowed though, but they have to been created as is proper for the theme of the army.

    The hordes cant take "civil" classes as Paladin or Wizard. The cleric is allowed though, but they have to been created as is proper for the theme of the army.

    The aristocrat class, with it all it features form the quintessential aristocrat is allowed for BOTH sides though, but they have to been created as is proper for the theme of the army.

    Max of two flaws.

    Important. The leaders form each army have to be of the essential races of their armies theme.
    The smallfolk commander is either a dwarf, gnome or halfling.
    The horde commander is either an orc, goblinoid, halforc or reptilian.

    •8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    The defenders are all kinds of smallfolk, that includes Dwarves, gnomes, haflings etc (I will allow small portions of earth-based or good underdarklanders to, whom are necessarily smallfolk)

    The attackers are all kinds of horde, that include orcs, goblinoids, giants, reptilian (lizardfolk, kobolds, but not Yaun-ti) etc. I will allow small portions of werecreatures, with an appropriate LA).

    This applies for the npc in army too.
    Both sides can purchase warfoged as mercs put not chose to play one (unleash there is damn good background story).

    •9. By what method should Players generate their attributes/ability scores and Hit Points?

    32 point buy. Max HD+Con mod for first level, ¾ Max HD+Con mod for each following level.

    •10. Does your game use alignment? What are your restrictions, if so?

    The defenders army is as a whole Lawful good
    The attackers army is as a whole chaotic evil
    This applies for spell proposes mostly.

    •11. Do you allow multi-classing, or have any particular rules in regards to it?

    Max three kinds of multiclassing

    •12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    When it comes to open warfare, roll dices here on the forum, in spoilers.

    •13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    There is my system to make units of troops move more smoothly.

    •14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    This is not a roleplaying oriented game as such. BUT the siege have strict settings. Your PC must apply for the theme. For example there is no halfdragon/planetouched/drow in the dwarves vs orcs campaign.

    •15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    45% hack & slash, 10% roleplaying, 45% puzzle solving (in forms of making a plan, sending assassins, laying traps).

    •Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    SRD
    All MM
    The complete series of the complete series
    The quintessential series
    PHBII
    Heroes of battle
    Tome of Battle
    Miniatures handbook
    magic compendium
    the core books of forgotten realms
    the core books of Eberron
    important Arms and Equipment, But not an ultimatum.
    important Stronghold builder But not an ultimatum.
    Feel free the suggest relevant materiel, like Orient adventures for a knights vs samurai campaign.

    Here are some of the House rules/setting for the game-play

    Length of the campaign
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    In the stronghold and in the siege camp there is food and water for 14 days. If no new food or water is provided troops will dessert or surrender.
    After 14 days the first reinforcements arrive to support the defenders. They will be small scout platoons at first, but the main army is soon to arrive.
    Due to the theme defenders may have a longer cap on how long their soldiers can hold without money or payment. Fanatic dwarven paladins don’t step down (unless the ale supplies run out).


    Time
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    If players do nothing for three day, I Consider that a day has gone by without any of Teams have made an action.


    Troops
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    Selection of troops
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    Troops can be bought as mercenaries following the rules in A&E. There will some restrictions and guide lines due to the theme.
    They have to be paid for in advance for the duration of the campaign. That means their daily times 14. From there on, if they are not paid further, they will surrender or dessert.
    On trooper with a CR higher than 6 can be bought.
    What kind of trooper one can "buy" is based in the theme/race of your army.

    Troops can only have classes form the core books or in rare cases a small hand-fold of them can be a specialised team, thus having classes form outside the core books. In the end its is really up to the theme of the army.
    The troops cannot take any kind of leadership feats.


    Paying for Mercenaries (rules from A&E)
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    Paying for Mercenaries
    You can hire troops with no arms or armour and equip them yourself. The daily wage for these mercenaries is 2 sp × level/CR for foot troops and 4 sp × level for mounted ones. Of course, you have to provide armor and weapons, laying the costs given in the Player’s Handbook or other souce books. The mercenaries understand that they do not own their equipment, but they are not responsible for damage to it or loss of it while fighting on behalf of the PCs. Upon completion of an assignment, they return the weapons and armour.

    For unusual troops it applies that

    Creatures of CR 1 or lower expect payment that is the equivalent of a human warrior mercenary (2 sp per day for foot troops, 4 sp per day for mounted
    troops). Those of CR 2 or higher demand the daily wage of troops having PC classes of the same level (2 gp per day × level). For example, a minotaur (CR 4) will demand a minimum of 8 gp per day.

    Remember the theme of the army. Orges fx arent are exotic troops in the horde army, but humans are and undead are.


    Army recruiment list - merc are humans as base. Make the races adjustments yourselves, these are just examples from A&E.
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    {table]Troops type|Level|AC|Base Attack Bonus|Cost of Gear|Daily Wage
    Skirmisher troops|
    Leather, large wooden shield, javelins (5), short sword| 1st |14 |+3| 32 gp |2 sp
    Skirmishers, Mounted
    Studded leather, small wooden shield, javelins (5), short sword light war horse,| 4th |15 |+6| 219 gp |4 sp
    light foot
    Studded leather, large wooden shield, shortspear, light hammer| 1st |14 |+3 |35 gp |2 sp
    Studded leather, longspear, short sword| 1st |11 |+3 |40 gp |2 sp
    Leather, heavy crossbow, dagger |1st |11 |+3| 63 gp |2 sp
    Leather, longbow, dagger|1st |11 |+3 |88 gp| 2 sp[/table]


    Thematical ideas for the army
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    Horde
    Based on its vast numbers and ability to apply exotic/racial specialized creatures to the battlefield
    Officer, special trooper and privates
    Orcs
    Gobs
    Reptillain humanoids

    Privates, mounts and special troopers
    Gnolls
    Orges
    Giants
    Warfoged
    Large Lizards (also dire versions), have to have a rider or shepherd.
    Savage Beast (as dire wolves or worgs), (also dire versions), have to have a rider or shepherd.

    Smallfolk
    Based on advanced technology (have access to the renaissance weapons table) and expert training over racial adaption.
    Officer, special trooper and privates
    Dwarfs
    Gnomes
    Halflings

    Privates, mounts and special troopers

    Golems
    warfoged
    constructs (of metal, mineral or wood)
    Goliaths
    Underground animals (also dire versions), have to have a rider or shepherd.
    Standard riding mounts as riding dogs and ponies (also dire versions), have to have a rider or shepherd. Also good animals as blink dogs.

    Dividing up the army
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    Troops can assemble into squads.
    Squad can be assembled into platoons and so forth.
    One squad has a total 10 CR when it is formed.

    Smallfolk Army Structure
    Squad up till 10 CR total.
    Platoon = 3 squads.
    Company = 3 platoons.
    Battalion = 3 companies.
    Regiment = 3 battalions.
    Brigade = 3 regiments.

    Horde Army Structure
    Arban = Squad up till 10 CR totals.
    Jagun = 10 Arbans.
    Minghan = 10 Jaguns.
    Tumen = 10 Minghans.

    We also work with the term "unit". A “unit” here is like the warhammer term. It can be a squad, a single monster or a freestanding PC. PC’s can join squad and become a part of their unit, giving up their own status as a unit.


    Titles
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    Smallfolk titles
    Captain = leaders.
    Lieutenant = adjutant.
    Sergeants = npc trooper leader and maybe lower adjutant.
    Privates and corporals = base npc trooper.

    Horde Titles
    Warboss = Leaders.
    Boss = adjutants.
    Bandmaster = npc troop leaders and maybe lower adjutants.
    Grunt = base npc trooper


    these are just examples to make it eaiser to assemble an army, feel free to create your own. More is coming
    Last edited by Light-Hero; 2010-04-05 at 06:34 AM.
    I come with the cold... PTHUJ

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