Showing posts with label D&D Attack Wing. Show all posts
Showing posts with label D&D Attack Wing. Show all posts

Sunday, November 22, 2020

D&D Miniatures Portal

Dungeons & Dragons might not come up much these days as a full-scale wargame, but there's going to be quite a bit of it on this site.

From Battlesystem to the Miniatures Handbook, through to Attack Wing and straight up home-brew tomfoolery, D&D has always provided a sort of baseline for miniatures.

In general, the entries for D&D here on the Iron Seer blog will not be RPG focused.  Rather, they will be focused on the spectacle of the miniatures contest itself.  For RPG-related material, check out the RAWRPG section of the site.

The dungeon is just as much a warzone as many of the other locales we'll visit together.  Time to start looking at it that way!



Last Entry: 09/23/18


Sunday, November 18, 2018

Nether War: Nether Peak

Dungeons & Dragons: The Nether War
The Zhentarim is your family. 
You watch out for it, and it watches out for you.
Nether Warriors!

The feeble armies of the Enclave and Harpers have somehow breached our defenses and lay at the very gates of our Fortress!

The Morueme demand we stand our ground here as long as possible while they crush the enemy's remaining forces.  However, a sizable amount of the enemy army has arrived and press the slopes of Nether Peak!

We are prepared!

The Cult toils in the bowels of the mountain, and Zhentarim rattle their swords in anticipation of the battles on the slopes.  Let the snow run red with the blood of those who would defy us!  For the Morueme!

Tier 4 - Nether Peak

Nether Peak
One of the tallest peaks in the Nether Mountains, this particular summit is the lair of the clan leaders of the Morueme - Krathoxis and Tyloss.  It is well guarded within and without, not only by fanatic Dragon Cultists but hired Zhentarim with a reputation to uphold.
  1. Scenario 1 - The Slopes of Nether Peak
    • D&D Attack Wing, 150 Legion Points
      • Setup: Players setup in opposite corners.  A player's corner is half the board length on each side of the map their corner touches.  Models are deployed up to range 1.
      • Objective: Destroy the Enemy Legion.
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
  2. Scenario 2 - The Lair of Krathoxis
    • D&D Miniatures, 150 Point Skirmish
      • Contested Ground
        • The Evil player must spend at least 40 points to include a Blue Dragon of any kind.
  3. Scenario 3 - The Upper Slopes
    • D&D Attack Wing, 175 Legion Points
      • Setup: Players deploy up to Range 1 from their table edge.  Place an Objective Token in the center of the board, then both players may place an Objective Token anywhere in their own deployment zone.  Only ground units may be deployed at the start of the game due to the high winds (no dragons or other flying units on the  ground).  At the end of each of their turns, a player may place a new unit on the board near one of the Objective Markers.  To determine which, that player rolls an Attack Die - if a [HIT] or [CRITICAL HIT] is rolled, the player may deploy a unit within Range 1 of the center Objective Token, otherwise they must deploy within Range 1 of the token in their own deployment zone.
      • Objective:  Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
  4. Scenario 4 - Tyloss' Den
    • D&D Miniatures, 200 Point Skirmish
      • Marked for Death
        • The Evil player must spend at least 40 points to include a Blue Dragon of any kind.  In addition, this dragon must be one marked for death at the beginning of the game and counts as the Evil player's 'choice'.  In addition, Good player must choose a Commander from his force to be marked at the beginning of the game as normal, but must disclose this choice to his opponent.  The other two models to be marked for death are chosen normally.
  5. Scenario 5 - The Summit
    • D&D Attack Wing, 200 Legion Points
      • Setup: Standard.
      • Objective: Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.   The Good player must have at least one Dragon on the table at the end of the game to claim victory.
When this base is cleared, the campaign is over and the Good player has won!

Total Points Campaign Narrative
1 to 3 The leadership of the Morueme has been denied to the enemy army.
The Cult and the Zhentarim are forced to retreat, but they are still strong.
5 to 11 Word has spread of our victory, and we draw more noble warriors to our side.
The Cult has lost their will to fight, and the Zhentarim have withdrawn.
12-18 The borders of the goodly folk of the Realms are strengthened!
Victory here has brought forth a new brace of hope over the land.
19 to 26 The banners of the Realms' defenders rise over the settlements of the Sword Coast.
The enemies of the goodly factions flee to the east as fast as they can...
27+ The Harper Network and a resurgence of druidic faiths follow the turning of the Morueme armies.
Throughout these realms, the Harpers and agents of the Enclave work to maintain the fragile peace.
A new call to adventure rises as warriors are called to defend the frontier.

Sunday, October 14, 2018

Nether War: Shadowtop Cathedral

Dungeons & Dragons: The Nether War
Harpers live - and die - to keep the balance.
Nether Warriors!

The final battles are soon upon us.

Darkness will descend upon the Sword Coast if the dragon's plans are not stopped.  If they are allowed to consolidate power in this area of the world, they will find no shortage of recruits for their burgeoning armies.  Tribes of savage humanoids, Uthgardt and other marauders will swell the ranks of the Zhents and the Cult alike.

We are not alone!

The Harpers and Enclave have both gathered their finest troops to defend their Fortress.  We must stop them here, and strike at their heart before they overtake the Sword Coast.  Rally and go forth, brave defenders of freedom in the Realms! 

Tier 4 - Shadowtop Cathedral

Shadowtop Cathedral
Shadowtop Cathedral
The dark army has overpowered the forest's defenders and ploughed a trail to our Fortress.  We must assume treachery and fell sorcery to be at work.  The Emerald Enclave have invited the Harper's warriors to one of their most important meeting places, and the reinforcements have arrived none too soon...
  1. Scenario 1 - Shadowtop Canopy
    • D&D Attack Wing, 150 Legion Points
      • Setup: Standard.  No flying unit may attack any ground unit without landing, nor can they be attacked by ground units.
      • Objective: Destroy the Enemy Legion.
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Evil player must have at least one Dragon on the board at the end of the game in order to claim victory.
  2. Scenario 2 - The Seer's Retreat
    • D&D Miniatures, 150 Point Skirmish
      • Misty Ruins
        • The Good player must spend at least 75 points to include an Emerald Enclave spellcaster and any number of beasts, animals or fey.
  3. Scenario 3 - The Emerald Grove
    • Standard D&D Attack Wing, 175 Legion Points
      • Setup:  Place an Objective Token in the center of the board.  Each player then places an Objective Token up to Range 1 of his own board edge.
      • Objective:  Control the most Objective Tokens at the end of the battle.  You Control an Objective Token if you are the only player with models within Range 1 of the Token.
      • Resolution:  The game ends at the end of any turn in which either player has incurred losses totaling 125 points or more.  Controlling your own Objective Token counts for 1 VP, the center token is worth 2 VP and your opponent's token is worth 3 VP.  The player with the highest VP count at the end of the game is the winner.
  4. Scenario 4 - The Gates of the Cathedral
    • D&D Miniatures, 200 Point Skirmish
      • Life Force
        • The Evil player must spend at least 40 points to include one or more Dragons.
  5. Scenario 5 - The Battle of Shadowtop Cathedral
    • D&D Attack Wing, 200 Legion Points
      • Setup: Standard.
      • Objective: Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.   The Evil player must have at least one Dragon on the table at the end of the game to claim victory.
When this base is cleared, the campaign is over and the Evil player has won!

Total Points Evil Victory Narratives
1 to 3 The Emerald Enclave and Harpers have been pushed out of their former territories, yet we are stretched thinly.
Soon, the Harpers will infiltrate our ranks, and the Enclave will seek vengeance, but we will be quite ready...
5 to 11 The Cult and the Zhentarim have managed to turn entire settlements over to our cause.
The Harper presence has been nearly eradicated, and the Enclave have no more strength to fight.
12-18 Much of the north has fallen sway to armies of Cultists and Zhentarim. A darkness descends upon the land...
The Morueme are pleased, and their foes are no threat for the time being.
19 to 26 The tide of terror unleashed by the Morueme is the stuff of legends.
Where no cult or Zhent banners rise, only plumes of smoke and fire mark once thriving settlements.
Now, new enemies will take the place of the old as they witness the horror in lands near their own.
27+ Such is the might of the emerging dragon kingdom that the borders of nations are redrawn.
The Morueme have become the undisputed rulers throughout these Realms, and rule by fear and terror alone.
The new darkness descending upon the land has no end in sight...

Sunday, September 2, 2018

Nether War: Strongholds of Evil

Dungeons & Dragons: The Nether War
Don't think too much about your orders
...a Harper may hear what you're thinking.
Nether Warriors!

Only the foolish march against the Morueme!

Still, the foolhardy push toward our centers of command.  If you value your lives, you will halt them here!  The war grinds their pathetic armies to dust, so keep these Strongholds defended and functioning in order to avoid...disciplinary action.

Soon the Northern alliance will break, and our armies will overrun the fertile lands they cling to.  A tyranny of dragons will hold sway over the north!  Succeed in holding off their feckless attacks, and you shall be richly rewarded.  Fail and...well, you would do well to not consider the alternative.


Tier 3 - Strongholds of Evil

Estuary Cavern
Estuary Cavern
A Zhentarim operation in the mountains, these caverns provide a convenient barracks to house many soldiers near the base of the Morueme's power.
  1. Scenario 1 - Forward Patrol
    • D&D Attack Wing, 150 Legion Points
      • Setup: Divide the board into four quarters.  The Good player decides which corner he wants to deploy from.  Players may deploy up to range 1 on either edge of the table in their corner. Each player chooses 1 unit to deploy on the board at the start of the game.  At the end of each round after the first, each player may place a new model / unit touching one of their board edges that will act as normal the next round.
      • Objectives: Destroy the enemy's Legion.
      • Resolution: When either player's last miniature is destroyed the game is over.  For each remaining model / unit in the Good player's Legion, the Good Player gets an Momentum Token in Scenario 3.  The Good player must secure at least 2 Momentum tokens in order to win, as well as wiping out the enemy Legion.
  2. Scenario 2 - Blood in the Wood
    • D&D Miniatures, 120 Point Skirmish
      • Stragglers
  3. Scenario 3 - Hold the Line!
    • D&D Attack Wing, 200 Legion Points
      • Setup: Place one Objective Token in the center of the board, and another at Range 1 from the Evil player's board edge.  The Evil player may deploy half his units up to Range 3, while the rest of his units and the Good player may only deploy up to Range 1.  The Good player will have a number of Momentum Tokens allocated from Scenario 1.
      • Objectives: The Evil force must be routed so the Good Legions may secure the area and push them back.  To do this, players earn victory points for each model / unit within Range 2 of the Objectives at the end of the game.
      • Resolution:  Each player receives 1 Victory Point at the end of the game for each model / unit contesting the Objective closest to their board edge and 2 Victory Points for each model / unit contesting the Objective closest to their opponent's board edge.
        • Momentum Tokens:  The Good player will have Momentum Tokens granted from Scenario 1. 
          • A Momentum Token can be spent immediately after a model moves to move an additional [1] Maneuver.  This is a continuance of the model's normal movement.
  4. Scenario 4 - Estuary Cavern
    • D&D Miniatures, 150 Point Skirmish
      • Shattered Ruins
When this base is cleared, the following boons are granted in the next scenarios:
  • D&D Attack Wing - Each model / unit the Good player deployed on the board at the start of the game can make a [1] or [2] Maneuver before the first turn.
  • D&D Miniatures - The Good Player receives 3 Onslaught Tokens at the beginning of the game.  An Onslaught Token can be used during a models' activation to generate a normal attack in addition to any other actions taken by that model.  Only one Onslaught Token can be used by any single model in a turn. 


Dragon's Lair
Dragon's Lair
The Cult of the Dragon maintain a large command camp at the base of the mountain near one of the Morueme's lairs in the foothills.
  1. Scenario 1 - Interlopers!
    • D&D Attack Wing, 150 Legion Points
      • Setup: The Good Legion has been outmaneuvered.  Place an Objective Token in the Center of the Board.  The Good player must deploy his units within Range 2 of this marker.  The Evil player deploys his army in two halves, up to Range 1 from two opposite board edges.
      • Objectives: Destroy the Enemy Legion.
      • Resolution: The battle is over when one side loses models / units equal to 150 Legion Points.  For each unit within Range 1 of the Objective Token at the end of the game, the Good Player gains 1 Conviction Token in Scenario 3.
  2. Scenario 2 - The Dragon's Gate
    • D&D Miniatures, 120 Point Skirmish
      • Tide of Battle
    • Scenario 3 - Fury in the Skies
      • D&D Attack Wing, 200 Legion Points
        • Setup:  Only ground units can be deployed on the table at the beginning of the game, and each Legion must contain at least 1 ground unit.  At the end of the 2nd turn and every turn thereafter, players can place 2 models / units from their Legion touching any board edge they like.  Both of these units will move normally in the next turn.  Players can't deploy again on the same edge in subsequent turns until all their units have deployed, and can't deploy on the same edge an opponent has units touching in this fashion.
        • Objectives: Destroy enemy flying units.  Ground units attacking flying units add 1 Attack Die.
        • Resolution: A player loses the game when they lose all their units capable of flight.
          • Conviction Tokens:  The Good player will have Conviction Tokens granted from Scenario 1.  
            • A Conviction Token may be spent to re-roll any number of Attack Dice when Attacking.  Only ONE Conviction Token can be spent in this manner per turn.
    • Scenario 4 - The Dragon's Lair
      • D&D Miniatures, 150 Point Skirmish
        • Split Warbands
        • The Evil player must include at least one Blue Dragon of any type in his warband.
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - At the beginning of the next scenario, the Good Player can choose one type of upgrade category.  For the next game, that category's upgrades cost half the listed price (rounded down) for the Good player's Legion.
    • D&D Miniatures - Dragons have a 20% points cost reduction in the Good Player's Warband for the next scenario.

    Sunday, August 19, 2018

    Nether War: Strongholds of Good

    Dungeons & Dragons: The Nether War
    Never undress in a room with a window
    ...a Harper may be near.
    Nether Warriors!

    The base of your faction's power is here, goodly folk!  The time has come to defend the alliance's main staging areas and leadership centers.  Only the very best of our soldiers will be deployed here.

    Indeed, these battles will be hard fought and bitter.  Beware your enemy's guile when they come to fight here, for it is now late in the war and time grows short for both sides.  Know that your sacrifices here work toward the good and betterment of all, so hold fast your nerves.


    Tier 3 - Strongholds of Good

    Jalanthar
    The Stronghold of the Harpers during the Nether War, the small hamlet of Jalanthar has been reinforced by a small regiment of soldiers.  It has been relatively peaceful until recently, and the enemy will certainly wish to dismantle the support structure here.  Protecting the civilians is paramount if fighting breaks out, and if we are defeated here it will greatly affect the morale of the entire alliance.
    1. Scenario 1 - Approach to Jalanthar
      • D&D Attack Wing, 150 Legion Points
        • Setup:  Standard
        • Objectives:  Place an Objective Token in the center of the board.  The Good player places two Objective Markers anywhere in his deployment zone more than range 3 from another Objective Marker.  These represent strategic points that must be controlled in order to get into the hamlet.
        • Resolution:  The battle is over at the end of any turn when either Legion loses models totaling at least 100 points.  The Evil player must control at least one Objective in order to clear this scenario.  An Objective Token is controlled by a Legion that has a unit within Range 1 of the Token, and no Enemy is within Range 2.  The number of tokens controlled at the end of the game will contribute to the next scenario.
    2. Scenario 2 - In the Dead of Night
      • D&D Miniatures, 120 Point Skirmish
        • Quick Strike (85 point threshold)
    3. Scenario 3 - Assault on Jalanthar
      • D&D Attack Wing, 200 Legion Points
        • Setup: Standard.  This battle takes place high above Jalanthar at night, so only flying creatures can take part in this battle.  For each Objective Marker controlled at the end of Scenario 1, each player gets a 10% bonus to their Legion points.
        • Objectives:  Each player nominates one model as his General.  The game is over when one side loses their General.  
        • Resolution:  At the end of the turn in which a General is killed, count up Victory Points as follows.  Each model destroyed is worth it's total Legion points, and each model with Hit Point damage is worth half.    Models with only damaged Armor are not worth any points.  The General is worth +25 Victory Points.  The side with the highest total wins.
    4. Scenario 4 - Street Fighting
      • D&D Miniatures, 150 Point Skirmish
        • Plunder Run
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - The Evil Player receives two No Attack Tokens, which can be assigned to any model / unit at the beginning of the turn at the end of the Manuever phase.
    • D&D Miniatures - The Evil Player may make a Move action with up to half the models in his force at the beginning of the game, just before the first turn.


    Lost Peaks Circle
    The Lost Peaks are rarely traveled by outsiders, due to their remote location and mysterious inhabitants.  It is here that the druids of the Emerald Enclave meet to coordinate with their members all over the North.
    1. Scenario 1 - Scouting the Mountains
      • D&D Attack Wing, 150 Legion Points
        • Setup:  Players can deploy up to Range 2 in opposite corners of the map, up to half the board edge in either direction.  Take 9 Objective Tokens and put them in a pile to the side of the play area.  At the beginning of each Evil player turn, remove an Objective Token from the pile.
        • Objectives:  Divide the map into quadrants.  For each quadrant that contains a unit from the Evil side and no Good models, the Evil player gains 1 VP.  To win the game, the Evil player must score 2 or more VP.  The game is over at the end of the turn when the Evil player removes the last Objective Token.
        • Resolution:  For each VP scored by the Evil player, the Evil force receives one Scout Token during Scenario 3.
    2. Scenario 2 - Ryth's Precipice
      • D&D Miniatures, 120 point Skirmish
        • Reconnaissance in Force
    3. Scenario 3 - Where Dragons Dare
      • D&D Attack Wing, 200 Legion Points
        • Setup:  At the beginning of the game, each player places one model / unit in each of his two corners up to Range 1 from both table edges.  Place an Objective Token in the center of the board, representing the circle of stones.  At the beginning of each subsequent turn, each player can place a unit with it's base touching his table edge.  These models then place their dials during the Maneuver phase as normal.
        • Objectives:  The winner is the player with the most units within Range 2 of the Objective at the end of the game.  In case of a tie, the Good player wins.
        • Resolution:  The game is over when one player loses models equal to 150 Legion Points.
          • Scout Tokens:  The Evil player will have Scout Tokens granted from Scenario 1.  These can be used to either: 
            1. Deploy an additional unit anywhere along the board edge at the start of the game.  Only ONE Scout Token can be spent in this way.
            2. Make a (2) Maneuver at the end of any turn.  Only ONE Scout Token can be spent in this way per turn.
    4. Scenario 4 - Battle at the Circle
      • D&D Miniatures, 150 point Skirmish
        • Magic Statues
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - The Evil Player may add or remove 1 Duration Token to any card, model or effect in play.  This may be done once for each instance of each effect.
    • D&D Miniatures - The Evil Player receives 3 Onslaught Tokens at the beginning of the game.  An Onslaught Token can be used during a models' activation to generate a normal attack in addition to any other actions taken by that model.  Only one Onslaught Token can be used by any single model in a turn.

    Sunday, July 22, 2018

    Nether War: Bastions of Evil

    Dungeons & Dragons: The Nether War
    Another day, another gold piece.
    Nether Warriors!

    Members and affiliates of the Zhentarim, honored acolytes and mendicants of the Cult of the Dragon, hear ye!

    By the order of the dragonflight, you are to hold these bastions with your lives.  Halt the advance of the insolent Harpers, and crush the resistance of the accursed Emerald Enclave.  This is your charge!

    Failure, as always, will result in a fate worse than death, etc.  Now earn your dread reputations and repudiate the worms who dare march against the dragons!  To arms!

    Tier 2 - Bastions of Evil

    Graypeak Mine
    Graypeak Mine
    Even though most of the iron lodes in the Graypeak mountains are mostly mined-out, some scant veins still persist.  This large cavern complex has veins in it's lower levels, and the upper section is a base for the Cult and their allies.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 point Skirmish
        • Contested Ground 
          • Use any terrain piece with a base as the objective, or a scatter objective and treat the area 4" around it as the objective.
    3. Scenario 3
      • Standard Attack Wing, 120 Legion Points
    When this base is cleared, the Evil player may add a 20% bonus to his available Legion Points in his next Attack Wing scenario.


    Newfort
    Newfort
    A bailey keep that is ostensibly a way station for weary travelers, visitors today may be alarmed at the number of Zhentarim mercenaries who've taken up residence here.  The Zhents use Newfort for stockpiling supplies and freight shipping to and from other parts of the Frontier.
    1. Scenario 1
      • D&D Miniatures, 100 point Skirmish
        • Misty Ruins
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
    3. Scenario 3
      • D&D Miniatures, 100 point Skirmish
        • Marked For Death
          • Both forces choose a Commander as the target.
    When this base is cleared, the Good player may add 20 points of soldiers to his next skirmish free of cost.


    Shining Falls Keep
    Shining Falls Keep
    The Zhents, having been active in this area for some time, secured a small stone tower near Shining Falls to act as base to coordinate with their Cult employers.  The tower now serves as a mustering point for conflicts all over the Savage Frontier.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 point Skirmish
        • Tide of Battle
    3. Scenario 3
      • Standard Attack Wing, 120 Legion Points
    When this base is cleared, the Good player may choose to take the first or second turn in the next scenario, either Attack Wing or Miniatures Skirmish.

    Sunday, July 8, 2018

    Nether War: Bastions of Good

    Dungeons & Dragons: The Nether War
    A tyranny of dragons approaches!
    Nether Warriors!

    Herein lie the details for the Tier 2 Bastions of the forces of good in the North.  Each has three scenarios, as compared to the 2 scenarios of Tier 1 Outposts.  These are slightly more complex, and each is more delineated than the Tier 1 scenario sets.

    In particular, this is where we will see other material referenced and modified for our purposes.

    Some scenario sets favor Attack Wing, others favor D&D Miniatures.  A balance of scenarios has been selected to provide a fun and engaging campaign.  Experience points are not tracked, only wins / losses and sometimes other specific scenario criteria.


    Tier 2 - Bastions of Good

    High Forest
    High Forest
    A druidic circle near the heart of the High Forest serves as a meeting place between the Harpers and the Enclave.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 Point Skirmish
        • The Good force must include at least 20 points of animals and beasts.
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
        • The Good player must select at least two commanders, one each for the Harpers and the Enclave.
    When this base is cleared, the Evil player may add 20 points of animals and beasts to his next skirmish free of cost.


    Deadsnows
    Deadsnows
    A small, walled city that was destroyed during the Spellplague.  After rumors of blue fire were quelled by the Order of Blue Fire, the Harpers quickly setup a small settlement within the walls to manage the campaign in the north.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
        • Players deploy 50-75 points worth of units at the beginning of the game.  Starting on the 3rd turn, at the beginning of each player's turn they may deploy one unit from their legion at the edge of the board.  Place the model touching the table edge and place their dial during the planning phase.
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
        • The broken outer wall of Deadsnows runs the length of the board.  This can be any acceptable wall with at least three openings.
    When this base is cleared, the Evil player may add a 20% bonus to his available Legion Points in his next Attack Wing scenario.


    Far Forest
    The Emerald Enclave has established a mustering ground on the eastern edge of the Far Forest, in a difficult to reach area due to natural hazards.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
        • Only dragons deploy on the first turn of the game.  Starting on the 2nd turn, at the beginning of each player's turn they may deploy one unit from their legion at the edge of the board.  Place the model touching the table edge and place their dial during the planning phase.
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
        • Use the Set-Up and Special Rules from Adventure #1.  Objectives are standard, and the winner acquires choice of one campaign artifact from any in possession at the end of the scenario.
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
    When this base is cleared, the Evil player may re-deploy up to two units after his opponent is finished deploying in the next scenario, either Attack Wing or Miniatures Skirmish.

    Sunday, June 3, 2018

    Nether War: Evil Outpost Scenarios

    Dungeons & Dragons: The Nether War
    It gets worse before it gets better.

    The Nether War has begun!

    The following are the scenario lists for all Tier 1 Evil bases, i.e. outposts.  Each outpost has two scenarios to be cleared, a D&D Attack Wing scenario and a D&D Miniatures scenario.  These scenarios are quick and easy for new players to enjoy.

    Victory conditions and bonuses are likewise kept simple for this part of the campaign...but it all ramps up from here.


    Tier 1 - Evil Outposts

    Zhentarim Outpost
    Zhentarim Outpost
    A camp at the base of the Nether Mountains from which the Zhentarim coordinate efforts with the Cult and their Morueme masters.
    1. Scenario 1
      • Standard D&D Miniatures; 50 point Skirmish.
    2. Scenario 2
      • Standard Attack Wing; 120 Legion Points.
    If the Good player clears the base on the first try, he deploys his entire Skirmish force after the opponent's entire Skirmish force in the first Skirmish of the next attack.


    Cult Outpost
    Cult Outpost
    At the edge of the High Forest, the Cult has its eyes and ears waiting for telltale movements of the Enclave.
    1. Scenario 1
      • Standard D&D Miniatures; 50 point Skirmish.
    2. Scenario 2
      • Standard Attack Wing; 120 Legion Points.
    If the Good player clears the base on the first try, he deploys his entire Skirmish force after the opponent's entire Skirmish force in the first Skirmish of the next attack. 


    Zhentarim War Camp
    Zhentarim Warcamp
    Mustering far from the main front of the war to come, reserves for the dragon's armies prepare for battle on the other side of the mountains.
    1. Scenario 1
      • Standard D&D Miniatures; 100 point Skirmish.
    2. Scenario 2
      • Standard Attack Wing; 120 Legion Points.
    If the Good player clears the base on the first try, he deploys his entire Skirmish force after the opponent's entire Skirmish force in the first Skirmish of the next attack.


    Cult Shrine
    Cult Shrine
    In the foothills at the base of Nether Peak, the Dragon Cult keeps a temple and simple altar where they meet regularly.  Rituals of supplication and sacrifices are made to the Morueme.
    1. Scenario 1
      • Standard D&D Miniatures; 100 point Skirmish.
    2. Scenario 2
      • Standard Attack Wing; 120 Legion Points.
    If the Good player clears the base on the first try, he deploys his entire Skirmish force after the opponent's entire Skirmish force in the first Skirmish of the next attack.


    Black Market
    Black Market
    A lucrative operation in the foothills outside Jalanthar is obtaining weapons for use by the cultists and mercenaries making up the armies of the dragons.
    1. Scenario 1
      • Standard D&D Miniatures; 200 point Skirmish.
    2. Scenario 2
      • Standard Attack Wing; 120 Legion Points.
    If the Good player clears the base in one attack, 1 Good Dragon costs 50% less Legion Points (before upgrades) in the first Attack Wing scenario in the next attack.

    Sunday, May 6, 2018

    Nether War: Good Outpost Scenarios


    The following are the scenario lists for all Tier 1 Good bases, i.e. outposts.  Each outpost has two scenarios to be cleared, a D&D Attack Wing scenario and a D&D Miniatures scenario.  Some of these are adapted from game material from those games.  Tier 1 scenarios are not very complicated, and will help newer players get their bearings before ridiculous stuff comes in.
    Iron Seer's Nether War Campaign
    The Morueme take flight, starting the war proper.
    Tier 1 - Good Outposts

    Harper Outpost
    This scout camp is near the foothills of the mountains, where vital information on Zhentarim and hobgoblin movements is gathered.
    1. Scenario 1
      • Standard Attack Wing; 120 Legion Points.
    2. Scenario 2
      • Standard D&D Miniatures; 50 point Skirmish.
    If the Evil player clears the base on the first try, he is awarded 10% more points during his next attack.  This bonus may be claimed on all scenarios of that attack until the Good player wins and repels the attack.


    Enclave Outpost
    The Enclave outpost is closer to Jalanthar, and much outsider traffic is watched from this vantage point.
    1. Scenario 1
      • Standard Attack Wing; 120 Legion Points
    2. Scenario 2
      • Standard D&D Miniatures; 50 point Skirmish.
    If the Evil player clears the base on the first try, he is awarded 10% more points during his next attack.  This bonus may be claimed on all scenarios of that attack until the Good player wins and repels the attack.


    Harper Safehouse
    A secret cache and meeting spot just outside Jalanthar is useful for many reasons, especially since it is so well stocked.
    1. Scenario 1
      • Standard Attack Wing; 120 Legion Points
    2. Scenario 2
      • Standard D&D Miniatures; 100 point Skirmish.
    If the Evil player clears the base on the first try, he is awarded 10% more points during his next attack.  This bonus may be claimed on all scenarios of that attack until the Good player wins and repels the attack.


    Enclave Meeting Stone
    An important political site for the Enclave, much discussion regarding the organization of smaller bands is coordinated here.
    1. Scenario 1
      • Standard Attack Wing; 120 Legion Points
    2. Scenario 2
      • Standard D&D Miniatures; 100 point Skirmish.
    If the Evil player clears the base on the first try, he is awarded 10% more points during his next attack.  This bonus may be claimed on all scenarios of that attack until the Good player wins and repels the attack.


    Sentry Post
    Observing the largest of the neighboring Nether Mountains, this post is one of the most remote and perilous.  It is jointly manned by all the goodly folk marching to war.
    1. Scenario 1
      • Standard Attack Wing; 120 Legion Points
    2. Scenario 2
      • Standard D&D Miniatures; 200 point Skirmish.
    If the Evil player clears the base in one attack, 1 Evil Dragon costs 50% less Legion Points (after upgrades) in the first Attack Wing scenario in the next attack.

    Sunday, April 15, 2018

    The Nether War

    The Nether Mountains

    Situated near the Sword Coast, the Nether Mountains have long been haven for dark forces.  It is the legendary home of the Morueme dragon-clutch, and many clans of savage humanoids that pay them homage.  It is perhaps no wonder that it is now the site of much conflict, as the outer world presses in upon the domain of the dragons.

    D&D Nether War Base Map
    Base Campaign Map
    The Nether War

    From Shadowtop Cathedral all the way to Nether Peak on the eastern side of the mountains, an ominous gloom has fallen across the land.  The dragons and their minions are on the move, and they have even formed alliances with dragons from across Faerun.  Now, they marshal their armies and prepare to lay waste the domain of the Free Folk.

    The targets of the dragon's march from Nether Peak will be Jalanthar and several other communities, including Newfort.  Most importantly, the dragons must rid themselves of the troublesome presence of goodly folk of the Emerald Enclave at Shadowtop Cathedral.  Once these marks of civilization have been cast down and burned to ash, a new kingdom ruled by dragons shall emerge.

    The Cult of the Dragon is at the forefront of this operation.  The cult's agents sought out the most wicked of dragons across the land to deliver a message - join in the Morueme's conquest in the north and share in the spoils.  Of course not all the agents returned successful (or at all) from entreating with the evil dragons, but a great many of those dragons (and other fantastic beasts) have arrived to take part in the promised slaughter.

    The Zhentarim, for their part, have been skeptical but remain willing to help.  In exchange for pittances from the dragon's substantial hoard, they have deployed agents and mercenaries all around the countryside.  When the war horns sound, they will be ready to assist the forces of the dragons.  As always, the Zhentarim hope to profit in the new 'political' landscape.

    The Harpers, ever with their ears to the ground, have been following the developing preparedness of the Zhentarim with alarm.  Eventually their agents traced the activity back to the plans of a red dragon who was not known to be active in the area, and exposed the Cult's operations.  Quickly as they could, the Harpers marshalled together what forces they could. Knowing that Shadowtop Cathedral would be the ultimate target of the incursion, the Harpers marched to aid the Emerald Enclave.

    The Emerald Enclave has been preparing for this war for some time.  They knew the signs, and had watched the dragons for many long years.  Once the Zhentarim began to mobilize, they knew the time was nigh.  War is near, and the Enclave stands far more ready than most.


    Iron Seer D&D
    You've met with a terrible fate, haven't  you?
    Campaign Rules

    The campaign map shows several bases the various factions control throughout the Nether Mountain region.  The ultimate goal of the campaign is to destroy all the opposing faction's bases while maintaining control of your own.  Each of the two opposing sides have eleven bases to begin with, and the first side to lose all their bases to their opponent's attacks lose the campaign.

    Campaign play proceeds in a set of turns.  Each campaign turn, the players on each team decide where on the enemy map they will attack next.  Each specific base has it's own rules on which games will be played and the specific scenario.  If the attacker wins, that scenario is considered cleared.  Once all the scenarios associated with a base have been cleared by an attack, that base is destroyed.  The scenarios on each base must be played in numbered order.

    An attack is considered 'in progress' until the attacker is halted by the defender.  Therefore, you can clear a base in a single attack if you win all the scenarios and 'clear' it.  Once all games associated with the campaign turn's attacks, a new campaign turn will begin.

    The bases themselves are ordered into tiers.  All bases on the lower tiers must be cleared before an attack may be declared on a higher tier.  Each scenario will be fully described in further sections, and will be linked below when updates are made.


    Evil Forces of the Zhentarim and the Cult of the Dragon

    Tier 1 - Outposts
    Tier 4 - Fortress
    Goodly Folk of the Emerald Enclave and the Harpers

    Tier 4 - Fortress

    The campaign will make use of several different rulesets, each of which will be laid out in the scenario.  D&D Attack Wing and the D&D Miniatures Handbook (3rd Edition) will be used as the basis for many of the battles.  However, several different rulesets could be used by enterprising hobbyists such as Battlesystem Skirmish for AD&D 2nd Edition (we'll get there) or perhaps using Kings of War for mass battles.  Any additions to this list made during development will be updated here.

    Battles begin 6/10/2018, so prepare your forces for battle.  Join the Zhents, the Cult, the Enclave or the Harpers.  Stats and release information on Wizards of the Coast miniatures can be found at this site, but we will be using similarly equipped models from our massive collection as stand-ins for certain models.  Furthermore, the use of the combat grid will not be used for Miniatures Skirmish when using the D&D Miniatures Handbook, and the game will instead be treated as a normal miniature battle game.

    Campaign Scoring

    At the end of the campaign, determine the amount of remaining bases the victorious faction has.  Count any base if it is not cleared by the enemy.  Find the Campaign Narrative level from this score, and then compare it to the Victory tables on the Fortress scenarios.  We'll then have a narrative to start our next Sword Coast campaign in!
    • Outposts are 4 Campaign Points each.
    • Bastions are 3 Campaign Points each.
    • Strongholds are 2 Campaign Points each.
    • The Fortress is worth 1 Campaign Point.
    Total Points Campaign Narrative
    1 to 3 Narrow Victory...
    5 to 11 Victory!
    12-18 Total Victory!
    19 to 26 Heroic Victory!
    27+ Victorious Domination!

    Sunday, November 19, 2017

    Pre-Painted D&D Miniatures

    D&D Attack Wing
    You can't fool Iron Seer by switching the bases around.
    Some time ago (2003, to be exact), Wizards of the Coast started introducing their pre-painted miniatures lines for what was then the third edition of the Dungeons and Dragons game.  At the time, I was unhappy with WotC after their triumphant success with the D&D property.  You see, they had also just introduced the "3.5" edition.  I was seriously into some D&D, but my books that I already had worked just fine, you see.  I was in my early twenties, and finally got a taste of capitalism right in my hobby.

    Around then I really decided to double down on miniatures games.  However, I had a real distaste for these prepaints.  They just were generally ... poor compared to my own work, or that of my homies.  In certain places where I lurked online, the sentiment was echoed - prepaints were an alien menace to be eradicated, with NO conversation.

    I was so entrenched in the conventions of wargaming at the time, it was hard for me to see any 'use' for these miniatures, but now I see it as the hubris of youth.  You see, without any money or a real space to store lots of miniatures, as a young man I strived to obtain precisely what I thought I 'needed' to play 40k at any one time.

    D&D Attack Wing - Frost Giant
    Jarl Horn will be taking those Huggies...
    and any cash you've got in the register.
    Today, it's very different.  Of late, I've found myself more and more attracted to prepaints.  This is partially due to the fact that the re-launch of the line in 2014 had a vastly improved quality of production over the older generation...but that really started with Pathfinder Miniatures launch in 2012.   When those miniatures came out, our club was gifted a complete set with multiples as we started down an adventure path.  Honestly, that changed my mind entirely about what pre-paints could be, and even how they could be used.

    I've started to be more open minded in my old age.  I devote a 'yooj' portion of my gaming budget to prepainted miniatures as far as X-Wing goes, but the plastic RP prepaints were more of a diversionary thing, a sort of 'supplement' to my normal miniature addiction.  However, as they began to stack up and I took up collecting Star Wars miniatures in general I began to see a much greater value for the humble prepaint.

    I'm not so straitjacketed in my gaming these days.  Storage has always been an issue, and right now I'm about to pull everything out and rearrange terrain storage and plan what set of tables I'm actually going to keep and develop.  To tell the truth, my backlog is so great that if I hadn't changed my mind about prepaints I'd not have nearly the amount of cool dungeon monsters to menace adventurers with.

    At some point I realized it didn't matter what quality they were, as long as there were recognizable, colorized(ish) and I didn't have to worry about them beyond making the purchase and remembering they were there.  Since both Star Wars and D&D have a rather distinct style, with lots of specific types of soldiers and monsters, it helps to have models that actually display the particular threat you wish to project on your players.

    D&D Attack Wing - Red Dragon
    Warning:  Trees may come into
    focus quickly.
    Let's talk about D&D Attack Wing.  First of all, it was cool.  Second of all, it's also easy to see how people were put off by it.  If the price point was 25-50% less than what it was (depending on the product) it would have been a much better sell...but that would have undercut Tyranny of Dragons prepaints, which were the exact same miniatures but on a different base.  So the Attack Wing models were sold as the premiums, mostly because you knew exactly what you were getting with each purchase. With the collectible aspect of the prepainted miniatures line, it wouldn't do to have miniatures (especially the larger ones, specifically dragons) that were the exact same floating around that were that easy to obtain.  The rarity would have been upset and so would collectors.

    There just weren't that many Attack Wing collectors.

    It's been discontinued since, but I'm still collecting it because we're still having fun with it.  If nothing else, it came with a lot of tokens and models that are going to be pulling exceptional duty around here.  I'm not as put off about 'mixing' models from one game or another anymore, and we've also got the D&D Miniatures Handbook to play with.

    I didn't get to play Dungeon Command, but hopefully I'll remember to grab up a few of the sets before they get outrageously expensive.  I'm kinda in the process of doing that with Attack Wing, so we'll see how that turns out.  I should have grabbed those up when they were cheap.

    As far as Chainmail goes, we've already been playing a D&D(ish) skirmish game.  The biggest issue is the grid, honestly.  Anyways, the Miniatures Handbook kinda solves all that for us.

    I think if I had one thing I wanted, it would be a better points system that wasn't reliant on cards.  Yeah I know it's "impossible" to create a "balanced" system and that's why the Miniatures Handbook only gives us "guidelines"...but I think we'll be able to use whatever we like.  Attack wing is another story, but still - we've got plenty of dials and facing cards.  We could always create our own, and that's the best part.  After all, we've got a war to start in the Silver Marches...

    Jake Reveals His Maneuver Dial
    Remember:  Reveal your Maneuver Dial with the exact amount of panache that is appropriate to your opponent's misfortune.