Showing posts with label D&D Miniatures. Show all posts
Showing posts with label D&D Miniatures. 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, February 10, 2019

Dungeon Tiles and What to Do With Them

Dungeon Tile Boxes
Stacks upon stacks upon stacks...
A few years back, we piled up every Dungeon Tiles box we could stomach and decided to hoard them.  Well, let's be honest - it was more than a few years ago.  It's been so long I don't even know which sets are what anymore and just kinda keep them in a few general containers.

It turns out there were a lot more of these Dungeon Tiles map packs than I thought.  I didn't really think too much of them, wielding my trusty Chessex mats as I did, with my hand-drawn dungeon corridors.  I think I have those somewhere, lingering still.

Dungeon Tiles Boxes
You're gonna need more boxes...
Anyway, check out DM David's (no relation) list and gallery of Dungeon Tiles publications.  It will help you track the rest down if you already have a good idea what pieces you have.  I don't really have that luxury, however.

I think it would take more time than I'm willing to invest at this point to go through these boxes and try to find each set that each piece came from.  Members of the old club would grab these up cheap and drop them in the boxes all the time, and that resulted in very little record keeping.  Such were the times in the old and lawless lands of long ago.

Dungeon Tiles City Plaza Setup
Dungeon Tiles Sewer Entrance

I shall catalog that folly.

Dungeon Tiles City Plaza Setup
Dungeon Tiles City & Sewer Setup

These are pretty much all we really need, though.  Basically, we have three huge sets now:  City, Dungeon and Wilderness.  With the reverse sides, we get some sewers and caverns.  All good stuffs.

Dungeon Tiles with Cave
Dungeon Tiles with Cave


Nominally, these are for RPG games.  I think we've used them more for skirmish gaming than anything else.  We've used them for campaigns in Warmachine, Mordheim, Frostgrave, Lord of the Rings and even D&D Miniatures.  It's great for claustrophobic settings, and can even allow from transition from a wider board to the interior just by adding some more model terrain.

Dungeon Tiles Wilderness Setup
"What's up fellas?  You wanna get in here by the fire?  It's cold out, but...oh."
I'm not really a fan of the wilderness tiles, as we have a table and actual terrain for all that.  However, if space / transportation is an issue then these provide the perfect solution for the prepared Master of Dungeons.  It certainly makes it easier to whip out small rpg-style scenarios quickly with a good spread of terrain.

Now, I don't have a full on dungeon table (yet) but these tiles fix that wagon pretty good and I'm happy that the old gang decided to invest in them.  We'll be cleaning the Iron Seer's dungeon this season, and air the dank place out.  We'll be looking for various dungeon gubbinz and getting them cataloged, cased and ready for a grand reopening of the place very soon.

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 23, 2018

Adventuring Party: Storm King's Thunder

Storm King's Thunder Adventuring Party Miniatures
"Nary a human in sight.  We get discounts for diversity?" - Berry Blessedhammer
So, I've been running Storm King's Thunder for a little over a year.  It's been weekly / bi-weekly to even monthly sessions over that time, as adults our free time waxes and wanes.  In that time I've really gotten into the D&D 5e system and I'm not unhappy with it as a storytelling game.  The game has been fun and light (most of the time) and I decided that since I have three cases of models labeled "Adventurers I-III" I should probably paint some of them.

Some of those cases have painted miniatures already in there, but we'll get to them - eventually.  Since this was an actual adventure party I got to paint, of course it will go in with the Adventurers as a set.  So this will be the first adventure party of what I'm sure will be many - even though historically most player characters don't live very long.  I'll probably take to doing this toward the middle / end of campaigns rather than at the outset!

We'll eventually gallery all the adventurers I've painted, as I'm sure I'll paint a few here and there just to paint them.  Sometimes it will be bands representing actual parties we've got in game and on the table, but sometimes they'll just be a collection of random miniatures that somehow got painted.  They may not all be Player Characters at first, but certainly someday they may be!

For now, check out Storm King's Thunder: Prepare to Die Edition on RAW RPG to find out more about the journeys of the ragtag group of adventurers we are about to meet!

Heroquest Wizard Miniature
"Don't worry about all that fire." - Ikki Popp, to his compatriots.
The Investigator Ikki Popp, Chaotic Good Air Genasi Stone Sorcerer

Hailing from the isles of far Maztica, this intrepid explorer joined the group after seeking out his cousin,  Starman, shortly after arriving in Faerun.  Ikki can control the flow of his spells with incredible magical dexterity, affecting friend and foe only as he desires.  The genasi is also a shapechanger, his form fleeting like the wind.
  • I'm always polite and respectful.
  • Live and Let Live. Ideals aren't worth killing or going to war for.
  • I would still lay down my life for the people I serve with.
  • I have little respect for anyone who is not a proven warrior.
A lot of you will recognize this legendary sculpt.  I wound up with several Heroquest miniatures over the years, even though I don't currently own a copy of the actual game.  This Wizard is literally the first one I've ever painted, and tried to get the feel of the player's character with a grey skin and blue hair...even though the hair isn't quite right...

Balto Burrowell, Gnome Wizard
"ARE YOU MY DAD?!" - Nivesil, to random silver dragons.
The Sage Nivesil, Lawful Good Lightfoot Halfling Dragon-blood Sorcerer

A strange looking halfing, not much is known about Niv other than his name.  A powerful sorcerer with an affinity for cold, he has helped the party out of several bad spots.  Nivesil is currently concerned with finding his father, and his quest takes him in and out of the party's travels.  He's not always around and comes and goes as he is wont, but he is a trusted party member whose raw spellpower is always a welcome asset.
  • There's nothing I like more than a good mystery.
  • Emotions must not cloud our logical thinking.
  • I've been searching my whole life to find the answer to who my father is.
  • I am easily distracted by the promise of information about my father.
Even though I'm the DM, I was under the impression that this character was a gnome for a long time.  I don't know why.  The miniature is a Reaper Bones Balto Burrowell, Gnome Wizard.  Pro-Tip - You can tell gnomes and halfling sculpts apart pretty much only by looking at their feet.

Chainmail Dwarf Legionnaire
"Yo.  I need some ale.  You got some ale?" - Berry Blessedhammer, at every tavern and pub on the road.
The Noble Berry Blessedhammer, Neutral Good Shield Dwarf Paladin of the Ancients

Berry was an esteemed warrior paladin of the Peacekeepers of Icewind Dale. After the deaths of his 2 sons and wife by a sect of demon cultists, he set off south to find the path laid before him by his god Gorm, which apparently includes being heroically drunk almost all the time.  Berry is known through out the Trade Way for his unique brew of ale and a mean left hook.  If you listen, he will tell you that the true power of the Blessedhammers is the unbreakable faith they use to heal and protect the innocent.
  • This world is dark.  Have a pint and pray to the light.
  • I must prove that I can handle myself without the coddling of a temple.
  • I will face any challenge for the greater good of my people.
  • Drunk AF
I enjoyed painting this model.  It's the first Chainmail model I've painted, this one being the Dwarf Legionnaire from Set 1.  Even though it's old it was easy and fun to paint.  The face is probably my favorite, and as I don't really do faces (I usually cheat) it might be the best I've managed to paint of all time...so far.

Reaper Warlord Templar Hospitalier
"I'm going to sing a song about a dear departed friend of mine..." - Starman
The Entertainer Starman, Neutral Air Genasi Cleric of Life

A strange native of Maztica, perhaps it is better to let this servant of the wind goddess Eha speak for himself.

"My tribe of white skinned natives resides on a small island far away. I was born a Genasi, as every three generations of my families House of Eha is to be born. 

My birth was in itself magical. 

I flowed out of my mother like a breeze, an easy and painless birth, I floated out of her womb the size of a teenager with the mentality of an adult. I grew quickly upon the white shores, playing in the ocean using my natural ability to hold my breath indefinitely to search the depths and using my gift of levitation to return easily to the waters surface." 

- Starman on Starman
  • I’ll settle for nothing less than perfection.
  • People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. 
  • I will do anything to prove myself superior to my hated rival.
  • I’ll do anything to win fame and renown.
This model is a Reaper Warlord Crusader Hospitalier.  I got a three pack of these, all different sculpts, and they've all migrated to different projects.  I didn't notice the imperfection in the sculpt of the face until I took pictures of the WIP to show the D&D group, and you can't really see it on the table.  Thumbs up if you see what I'm talking about.

Golan, Male Barbarian
"Are we going to do this the hard way, then?" - Softhands
The Bounty Hunter Softhands, Chaotic Good Tiefling Barbarian Berserker

Originally from the unkind north, by way of Luskan, the tiefling known as Softhands became known as the guy to go to when you need to get things done.  His nickname came about because he let his reputation and subtle intimidation do a lot of the work, once it became known what the alternatives were.  It wasn't long after he met the elf Briar Silverleaf that they left Luskan for the southern Sword Coast, where he continues to ply his trade.
  • Pain is an old friend of mine; I am not afraid of a little suffering.
  • Mind your own affairs and don't boss other people around.
  • The poor and downtrodden are my people. They deserve respect.
  • I find it hard to let someone throw their weight around unchallenged
This is the second model I painted to represent Softhands, the first one being in armor and having a shield.  Like the mix-up with gnomes and halflings earlier, I don't know WHY I thought Softhands must have armor...probably because no monsters could hit him.  The model is a Goldar, Male Barbarian from Reaper Bones with a little green stuff on his head.

Callie, Female Rogue
"We're rich." - Briar Silverleaf, when asked how much hard
currency the party has available at any given time.
The Charlatan Briar Silverleaf, Chaotic Good Wood Elf Arcane Trickster

Originally, this cunning elf-maiden was from the High Forest.  Briar was a successful con-artist in a city of con-artists (Luskan) when she met the bounty hunter Softhands.  They decided to abandon Luskan, which was probably getting a little hot anyway, and as they went south Briar and Softhands met others, and the group formed as they fell into the adventure that is the tale of the Storm King's Thunder.
  • I'm a born gambler and can't resist taking a risk for a potential pay-off.
  • I'm a free spirit - no one tells me what to do.
  • I owe everything to my mentor, who is a horrible person.
  • I'm convinced no one could fool me the way I fool them.
This model, painted by my Lady (the player herself) is Callie, Female Rogue from the Reaper Bones line.  The muted tones look good, and this is one of her first models.  She's painted only a few up until now, and is a lot better than I was when I had a handful of finished models to my name.

Storm King's Thunder Adventuring Party Miniatures 2
Check out the Storm King's Thunder Adventure Log here!

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 24, 2018

    Better Random Dungeons

    Whenever you're afraid, don't forget everything is random.
    Inspirobot can soothe your fears.  Now with Mindfulness Mode.
    Don't get me wrong, there's nothing wrong with the material presented in the Miniatures Handbook.  One thing, though, is that we don't always use cards, and in fact I've kind of grown to despise them as necessities for a game.  An aid, sure / fine.  As a necessity, it gets silly when they are always sold separately.  It was never an issue for me until the effects of prolonged exposure to the edition grinds of various wargames really began to set in.  Now I'm allergic to superfluity.

    For D&D, we'll most likely use notebooks, post-its, index cards and ancient scrolls rather than fiddly cards we might not be able to track down anyway.  Also, we'll probably use a lot of different miniatures and other stuff that don't correspond to anything anyway.  Honestly, it has the widest customization potential of any wargame on the table these days.

    In most of the scenarios for the campaigns we'll be using D&D Miniatures for, a lot of specifics will be noted in the entry.  There will be a DM for most of those battles, but it is also possible to do a co-op game.  What follows is a setup guide for a DM-less, random cooperative battle more tailored to our proclivities and collection.

    Random Dungeons (or:  Don't Die Together)
    1. Layout the Dungeon
    2. Select Party
    3. Arrange Dungeon Table
    4. Determine Objective
    5. Determine Complications
    Dungeon Layout

    We have a myriad of ways to setup a 3d dungeon, and in truth you could setup a dungeon using various terrain features as "rooms".  The basic D&D dungeon calls for a number of rooms, and other than basic wargames terrain we have a few methods that could be used by the players to setup an agreeable layout.

    Using D&D Dungeon Tiles and a Chessex map, setup a dungeon using the tiles as rooms.  We also have some old home-made dungeon tiles that could be used to create corridor and room layouts in a similar manner.  D&D Adventure Game tiles could also be used, such as those from Castle Ravenloft or the Temple of Elemental Evil.

    Select Party

    Players build a party whose total levels add up to the required Total Party Levels for the level of the dungeon.  Generally, any combination of creatures is fine.  Use the DDM Database and you can modify models fairly easily.  The players will have to use common sense and try to be reasonable to create a game they both enjoy.

    Arrange Dungeon Table

    Instead of cards, we'll be using good ol' dice.  In standard games, we'll start with a d20 and 20 slots.  This array is filled in just as if they were cards, e.g. with monsters and special encounters as the players like.

    At the beginning of encounters, a d20 is rolled for each character in the party (usually 4 per turn). The rolled results comprise the encounter, as normal.  As each entry is encountered, it is removed from the list.  Once the list begins to dwindle, switch dice types as necessary to eliminate repetition of results.  In addition, if the players like, the dungeon table can 'evolve' as normal simply by replacing entries by rolling for them on the evolution's dungeon table as if it were the deck.

    To make dungeon tables larger, each list entry may have multiple possibilities.  Dice for which sub-options are available randomly.  When an individual result is rolled, ONLY that possibility is encountered and thus removed from the sub-option list.

    For instance, an entry labeled [Orcs] may include sub-options, such as Orc Warrior, Orc Shaman, or Orc Lurker.  Rolling D3, the Lurker is found to be the encounter.  The Lurker is removed from the table.  The parent entry will not be removed until all the [Orcs] have been removed.

    To reduce the amount of rolling required when determining encounters, when a result is empty on the table, move sub-options to the empty slots.  For instance, entry 15 is an [Orc] with three sub-options, entry 12 has a [Barbarian] entry with no sub-options.  If the [Barbarian] option is used before the [Orc] entry is down to one sub-option, move one of the [Orc] sub-options at entry 15 to the empty entry at 12.

    Where bosses are used, it's best to have one entry for that boss alone.  Bosses can escape once or twice as normal.

    The standard spread we will start with is:
    • 15 creature / trap entries adding up to AT LEAST the Total Target CR for the dungeon level (including a boss if warranted).  Use the appropriate CR Range; the number noted after the semi-colon is an appropriate boss level.
    • 1 Roll Twice Result
    • 4 Special Card Results
      • Statue or other Objective
      • Feature Encounter (Such as Healing Fountains)
      • Friend, Enemy or other Special Card
    Determine Objective

    There are three possible objectives for a random co-op dungeon.  Roll 1d3 to determine randomly.
    1. Defeat the Monsters
      • Destroy monsters equal to the Total Target CR for the Dungeon Level
    2. Find the Statues
      • Special Card Results must have four Statue Options.  Find all four statues.
    3. Rescue the Friends
      • Special Card Results must have four Friends Options.  Find all four friends and make sure at least 3 escape the dungeon.
    Dungeon Level Total Party Levels # of Rooms CR Range Total Target CR Complications
    1 4 5 1/4 to 1; 2 8 1d2-1
    2 8 5 1/2 to 2; 3 16 1d2
    3 12 6 1/2 to 3; 4 24 1d3
    4 16 6 1 to 4; 5 32 1d4
    5 20 8 1 to 5; 7 40 1d4

    When arranging encounters, be advised they may be difficult.  All monsters are by default in the same group.  Each encounter drops one treasure as normal.

    Determine Complications

    Using the table above, determine the number of complications that will harangue the adventurers.  Then roll 1d10 for each complication and apply the results.
    1. Wandering Monsters in effect (use a 1d10 table).
    2. Upgrading Wandering Monsters in effect (1d10 table, 1d6 upgrade table).
    3. Lurkers.  Add a Lurker entry to each dungeon and wandering monster table.
    4. Twin.  Add two Twin results to the dungeon table and determine the Twinned monsters.
    5. Multiples are in effect.  Roll 1d6:  1-2 add two "x2" results to the dungeon table, 3-4 add two "x2" and one "x3" results to the dungeon table; 5-6 add two "x3" and one "x4" results to the table.
    6. Time is of the essence.  Add "Draw +1" to the dungeon table.
    7. Lock & Key.  Add one Lock and one Key to the dungeon table.
    8. Habitual monsters.  Select 1d4+1 monster entries and apply random habits, rolling 1d6 for each entry.
      1. Bloodthirsty
      2. Distracted
      3. Greedy
      4. Hateful
      5. Mindless
      6. Calculating:  Creatures in this group receive +4 to their initiative scores.
    9. Special Terrain.  Select (1d4 + Dungeon Level) appropriate special effects and assign them to appropriate areas of the dungeon.
    10. Enemy Mine.  Add a number of Enemies to the dungeon table equal to the dungeon level.
    This is the system we will use where a 'random' dungeon is called for while on campaign.  It will be a full experience setting up the dungeon, and will require a little more time for setup than a normal wargame.  However, the amount of options we have using the 3rd Edition ruleset is parallel to none.

    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.