LAND Settlement Military Conflict in Shores of Blood | World Anvil
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LAND Settlement

The Conflict

Deployment

Before the engagement, roll a D20. One a 1-2, the town is dead. All soldiers and civilians are skeletons and zombies. Specialists troops include: ghouls, skeletal knights, Shadow Knights, and possibly 1 human Necromancer (could be a liche).     Small 3’x3,’ 5-7 huts & stone buildings with cleared of foliage between buildings. Place clue in front of three buildings and center structure, likely a sacrificial alter/small temple. Place D6+6 civilians and D6+4 Warriors (a roll of 6 or 1, add a specialist) on the table as makes sense. Hiding in Foliage requires Stealth TN10 for one turn.

Battlefield

Roll for each item on a D20. If the roll meets or exceed, add the feature to the table, randomly, determined by quadrant, and then sub-quadrant.   12+ Livestock Pen   11+ Prisoner Pen   15+ Orchard (Spend an activation for Survival TN8 to harvest. Two harvests mean hero has a Supply Token)   17+ Stream, roll for origination and terminus; find the Swim TN by rolling a D10.   16+ Pond (50/50 Fish Pond, on 13+ Supply Token next to pond due to fish/frogs harvested)   10+ Drying Rack: Fish / Meat / Plant   12+ Weapons Rack Inside Building (Each building entered, roll on 12+, it's discovered. 1 Treasure Token; you know to search because their weapons are in good shape; if not found, last building on the table has it)   10+ Food Store (Each building entered, roll on 12+ you found it. D3 Supply Tokens; if not found, last building on the table has it)       CENTER of TOWN:   Steep Hill for Sacrifices/ Cauldron for Cannibals- Will TN15 to find a treasure token in the remains (+7exp). Strength TN(D6+4) to kick the stones, dismantle them, roll the Cauldron down, etc. Anyone hit with by the cauldron takes a +0 shooting attack with +3 damage.   Temple for Sacrifices- Will TN7 to Enter (+4exp) (-1W while on/in Temple Spend an action to take a Strength TN(D10+4) to destroy the pagan idols (+10exp, second success +15exp, third is +20exp). Required D3 times- each temple has its own amount of idols. Spend an action for Armory TN 16 (can be taken repetitively) to find a treasure token (1 max, +7exp)   Fighting Pit- 2" deep, 4" across. Armory TN13 to find a Treasure Token. One chance only.   Charnal Pit- Foul place of putrid worship. -1W for heroes within 2" of it. Will TN17 to sift through the disgusting remains to find a Treasure Token. +25 exp. Can be taken repetitively.   Shaman's Divining Pool, once in base to base contact, the Hero can spend an action to look into the pond for purpose:   1. Appears there is a face looking up at you--Holy Shit it's a crocodile! Crocodile jumps out to meet the hero and now you're in combat. The crocodile may become a supply token, as normal.   2. Ancient Knowledge TN10. Beat by 5+, add 2 skill points and +25 exp as cloud of reality peels back. Fail by 5+, and suffer Night Terrors.   3. A run beam cuts through sky, into the pool. Heals Hero to full health and the hero feels emotionally satiated as well. +15 exp.   4. Images swirl at the periphery of the hero's vision. The hero must struggle to focus beyond the pool, without focusing his/her vision. Perception TN13, one attempt only. If successful, the hero has a premonition of things to come; +25 exp and can re-reroll a failed Starvation Roll or Event Roll.   5. An image of a large androgynous face radiates from the pool. It's large mouth moves, but the words seem just beyond hearing, yet seem to be bending toward Estalian.

The Engagement

Ace of Diamonds- the Chief blows a whistle or horn, or has a drum sounded. D2 tribals arrive from the jungle at random table edges each turn for D3 turns.   2D- Tribal blowers (2) are placed in random vegetation.   3D- Gold and Jewels spotted!! On a random tribal. Takes 1 action to plunder from his/her corpse (+5exp)   4D- Trap Sprung- Traps TN7 (+3 exp) or suffer something from ItBP.   5D- Supplies Spotted, sort of. Place livestock on the map D6" from a random dwelling. Same rules for carrying treasure.   6D- Two tribals arrive from a random table edge.   7D- a hound runs out of a hut to attack the heroes.   8D- a hound appears on a random table edge.   9D- Moment of Clarity- Choose a random hero for a Perception TN11; if successful, he/she realizes how intricately life is maintained, food harvested, etc. +12 exp for your naturalist coup.   10D- Trap Sprung- Traps TN7 (+3 exp) or suffer something from ItBP.   JackD- Creepy Voodoo like dolls; Ancient Lore TN12; if successful, +10 exp. One hero must take a Will TN8 or become diseased.   QueenD- Moment of Clarity- Random Hero notices the gore and the entrails strewn about their temple. The dismembered parts make for a macabre scene. Perception TN10 to realize the scope of carnage. +10 exp, and take a Will TN 12. If passed, hero gains +1F for the rest of the battle. If failed by 5+, -1F as he/she cannot shake the horrors witnessed.   Ace of Spades- Wailing smoke wafts through the city. This unnerving death magic brings the screams of sacrificed to your ears. All heroes take a Will TN7 or lose their next activation.   2- Signs of Battle- as the heroes gain their bearings in this metropolis, they notice ruined and charred buildings, destroyed pens, and a few arrows still protruding from roofs. All future tribal generating event cards are at -1 tribal to a minimum of 1.   3S- Pet Panther is unleashed; place a panther (snow leopard stats, FG) at the doorway of a random structure.   4S- A random hero begins signing a nationalist song about Queen and conquest. Singer takes a leadership TN6; if successful, all heroes gain +2W for 1 turn. +5 exp.   5S- Blood Brothers- Forged by war, two heroes build a strong bond with one another. The two heroes feed off each other's strength, and like old teammates, can sense where each other are on the battlefield. For the rest of the campaign, if one of the mates has been wounded, the other won't could as wounded if lowered to 4 HP or less and gains +1W.   6S- Wasp painfully stings random hero; Will TN7 or hero loses one action.   7S- massive horn bellows. Next turn D6 warriors arrive.   8S- 2 tribal missiliers arrive (javelineer, archer, blower)   9S- D3 tribal Warriors arrive (on a '6,' place a Specialist)   10S- the tribal closest to a random supply counter will attempt to pick it up and haul it deeper into the settlement (far edge).   JackS- the tribal closest to a random supply counter will attempt to pick it up and haul it deeper into the settlement (far edge).   QueenS- the tribal closest to a random supply counter will attempt to pick it up and haul it deeper into the settlement (far edge).   KingS- the tribal closest to a random supply counter will attempt to pick it up and haul it deeper into the settlement (far edge).   Ace of Clubs- Chief Arrives flanked by two specialized warriors. 1-3 from a random table edge, 4-6 from one of the dominant structures. If a Chief is already on the table, then add 2 specialized warriors who deploy together.   2C- Chief Arrives flanked by 1 specialized warrior. 1-3 from a random table edge, 4-6 from one of the dominant structures. If a Chief is already on the table, then add 1 specialized warrior.   3C- Chief Arrives flanked by two specialized warriors. 1-3 from a random table edge, 4-6 from one of the dominant structures. If a Chief is already on the table, then add 2 specialized warriors who deploy together.   4C- Chief Arrives flanked by 3 specialized warriors. 1-3 from a random table edge, 4-6 from one of the dominant structures. If a Chief is already on the table, then add 3 specialized warriors who deploy together.   5C Messenger- random tribal assigned to fetch help. If the tribal makes it off the board inland, in D3 turns D6 warriors arrive.   6C- Archer in the woodline! (Archer, Blower, or Javelineer) spawns I’m vegetation close to shore. If an enemy is in range and LoS, shoot immediately in this event phase.   7C- the tribal closest to a random supply counter will attempt to pick it up and haul it back into the village (far edge).   8C- Totem/ Amazon Warrior saunters up from the center of the far or side edge flanked by a tribal warrior on each side.   9C- Gold and Jewels spotted!! On a random tribal. Takes 1 action to plunder from his/her corpse (+5exp)   10C- Old Nan arrives (civilian) from the far edge, and rushes to a random tribal, trying to escort him/her off the table.   JackC- Gold and Jewels spotted! On a random tribal. Takes 1 action to plunder from his/her corpse (+5exp)   QueenC- Moment of Clarity- choose Hero, Perception TN10 or Tracking TN12 to see inland. If successful, roll to learn more about the surrounding area+5exp. Can choose to push inland.   KingC- Item of interest- A clue spawns at a random piece of terrain.   Ace of Hearts- Shaman Arrives (1-2 Vine Warden, 3-4 Animal Warden, 5 Storm Warden, 6 Water Warden, 7-8 Necromancer, 9-10 Snake Warden 1-2, starts in the Temple (or appropriate terrain, pond for Water warden, with two Acolytes (cultists, animals for Animal Warden, Soldier Crab for Water Warden, ghouls for Necromancer, 3 vipers for Snake Warden) with 3-4 spells, 3-4 Returns from Jungle with 1 Acolyte, 5-6 exits random building with 1 civilian. If this is the second Shaman, it is the same type as the first with 3 or 4 spells, depending on what the first had. If two Shamans are on the board, then one Specials Warrior arrives.   2H- Shaman Arrives (1-2 Vine Warden, 3-4 Animal Warden, 5 Storm Warden, 6 Water Warden, 7-8 Necromancer, 9-10 Snake Warden 1-2, starts in the Temple (or appropriate terrain, pond for Water warden, with two Acolytes (cultists, animals for Animal Warden, Soldier Crab for Water Warden, ghouls for Necromancer, 3 vipers for Snake Warden) with 3-4 spells, 3-4 Returns from Jungle with 1 Acolyte, 5-6 exits random building with 1 civilian. If this is the second Shaman, it is the same type as the first with 3 or 4 spells, depending on what the first had. If two Shamans are on the board, then one Specials Warrior arrives.   3H- Shaman Arrives (1-2 Vine Warden, 3-4 Animal Warden, 5 Storm Warden, 6 Water Warden, 7-8 Necromancer, 9-10 Snake Warden 1-2, starts in the Temple (or appropriate terrain, pond for Water warden, with two Acolytes (cultists, animals for Animal Warden, Soldier Crab for Water Warden, ghouls for Necromancer, 3 vipers for Snake Warden) with 3-4 spells, 3-4 Returns from Jungle with 1 Acolyte, 5-6 exits random building with 1 civilian. If this is the second Shaman, it is the same type as the first with 3 or 4 spells, depending on what the first had. If two Shamans are on the board, then one Specials Warrior arrives.   4H- Shaman Arrives (1-2 Vine Warden, 3-4 Animal Warden, 5 Storm Warden, 6 Water Warden, 7-8 Necromancer, 9-10 Snake Warden 1-2, starts in the Temple (or appropriate terrain, pond for Water warden, with two Acolytes (cultists, animals for Animal Warden, Soldier Crab for Water Warden, ghouls for Necromancer, 3 vipers for Snake Warden) with 3-4 spells, 3-4 Returns from Jungle with 1 Acolyte, 5-6 exits random building with 1 civilian. If this is the second Shaman, it is the same type as the first with 3 or 4 spells, depending on what the first had. If two Shamans are on the board, then one Specials Warrior arrives.   5H- Healing Water- if there is a pond or stream, a hero may spend an action taking a Survival TN7 to heal 3 HP. If no water source is on the table, then it is either in a Temple or food store. If those don't exist either, this village is too sad. Nothing happens this turn.   6H- Random Hero takes a Will TN8. If successful, the hero sees a Vision of God and realizes how important the mission is. Hero receives +3 to one roll (can be used afterward) and gains +1W for the battle.   7H- Random Hero's breast fills with hate and determination at the savages. Leadership TN8- if successful,+8 exp and +1A for the game.   8H- Hostage- After the Scenario, roll for a random hero (as long as the Warband wasn't wiped out). Take a Strength TN10; if passed, +10exp and gain a hostage.   9H- Starts pouring rain. All figures are at -2 shoot and black powder rendered useless unless they get to cover in 1 turn and pass an Armory TN8 test to keep their black powder dry (+6exp). Vision is reduced to 12."   10H- Drizzle, all figures are at -1S and black powder rendered useless unless an Armory TN7 is passed each turn (+2exp each pass). Visibility is reduced to 18"   JackH- Burning Tropical Sun comes out, heroes suffer -1W unless in the shade. Natives are immune.   QueenH- Random Native switches teams. This is (D6- 1-5 slave, 6 pariah) makes a break a for it or attacks the natives (1- Run for forest, colleagues will attack, 2-4 runs toward the warband's closest hero. Upon B2B contact, leadership TN7 to have lead the native (10exp), joins the warband, 5-6 attacks closest native and joins the warband). The native joints the warband permanently if a hero passes a Leadership Test TN7.   KingH- Roll for a random male hero. A beautiful native girl catches his eye (if an Amazon is on the table, then Amazon has priority). Otherwise, randomize among beautiful native models. This warrior seeks to kidnap such a woman. To do so, she must be taken out of action, survive the post-game roll, and hauled back to the boat (heavy like a treasure token). If successful, +30 exp, +1W will as long as she's alive. At the end of each mission including this one, her kidnapper may attempt to win her over with a Leadership TN20. If successful, she forgives her captor and embraces Stockholm Syndrome.

Outcome

CLUES-   1 Interesting Foliage Survival TN 7 (2exp) + Herb/Potion   2 Lunar Inscriptions: Read Runes TN 14 (12exp)   3 Signs of a struggle, Tracking TN 9 (4exp did a sacrifice occur here? A tussle between a bride and new mother-in-law? Can you tell the two apart?)   4 Touch Carved Stone Survival TN 10 (+8exp) Euphoric Vision   5 Armory TN 6, gain poisoned javelin, +9exp (+10exp more if you kill someone with it this scenario)   6 Poison Tree Frog, he’s really cool, Survival TN 12 (4), spend an action to coat one weapon in poison   7 Jade Figurine, Arcane Knowledge 15, (gain item from Lost Colossus), (+14exp) Native Warriors add +6 to the roll.   8 Intricate Gold Anklet (add gold and jewels)   9 Tribal Pictograph Message Warning of Heroes on Animal Skin; Read Runes TN4 (+3exp/10 for a good story)   10-11 Supplies found- 1 Supply Token, +5 exp   12- Repair Supplies- Cloth, sulfur, nails, cured hides? Good for enhancing raft later.   13- Slave pit dug into the earth. Spend an action and pass a Strength TN 14 to break the bound door and free the slaves (D3 civilians). You're awfully scary and foreign, Leadership TN16 or they just bolt. Local Natives must take a Will TN 10 or will prioritize the freed slaves over the heroes.   14- Ceremonial Dress- White like linen, with gold threat and four layers of beads around the hem, sleeves, and collar. Counts as a relic or Gold and Jewels.   15- Laid gingerly on a shallow clay plate is the revered Phoenix Feather- +2 leadership if given to a layman (doesn't take a slot). +1D to offensive spells or +1 Health to healing spells and potions.   16- Fireants burst on the hero. +1A attack immediately, does -2 damage, but is poisonous.   17- Lightly enhanced item- Ancient Lore TN7 (+6exp): 1-Cursed Item- you probably shouldn't have desecrated that. -1 to all skill rolls until purified. 2- Bone runes. Allows one re-roll, but the bones are destroyed. 3- Blood Doll- Can reduce damage up to 2 points, but is destroyed. 4- Magic Beans- Spend an action to create a 4"x1"x1" wall of foliage within 6". 5- Air Crystals (3), can be used to become amphibious for a game; 6- Bramble Ring: Plants won't attack wearer; if wearer engages with foliage the ring loses its power.   18- Mundane Item- Armory TN 7 (+6exp): 1- D6Hunting Arrows (+1D against animals), 2- Rope, 3- Swift Oar: Boat moves +1." 4-   6- Champion Signet- Shows everyone this is the BAMFIC. Natives suffer -1W within 6" of wearer. Doesn't take an item slot as it can hang from armor or weapons.   19- Magic Item- If a natural 20 is rolled to determine, then a magic item can be rolled for in one of the Ghost Archipelago supplements. Randomize among supplements.   20- Epiphany- the curtain is peeled back on reality. Leadership TN16. If successful, +2 Leadership permanent, +1W, +50exp. Can only happen once per campaign. If achieved successfully, future 20s mean a magic item is found.       Alter Clues   There is a bubbling flesh pit at the base of the alter, of twisted parts, hair, and un-describables. Will TN14 to hold your psyche together. Each turn, the hero must pass a Will TN7 roll to activate. Figures in B2B contact add +2, cumulative, to the test, as they try to goad the broken companion on. (+25exp). One way or another, you have more understanding of local customs than you wanted.   Gore Strewn Edifice- This death cult focused on children. Their remains are too much to behold. Will TN11 or the hero suffers night terrors. If successful by 5+, a rage overcomes the hero who receives +1F for the remainder of the battle. But if failed, before each scenario, the afflicted hero takes a Will TN 17 test. If failed, all of the sleep deprived heroes are at -1 stealth for their irritability.   Child Sacrifice- This settlement would sacrifice children who were kept like veal. Will TN10.   FOLLOW ON MISSIONS: If victorious, review SETTLEMENT CONQUEST

Aftermath

If the heroes are overwhelmed, they play the Fighting Retreat or the Last Stand without civilians, unless Prisoner's were rescued. No burrow worms, but if a Shaman is present, then Trolls, flies, snakes, etc. all make sense.   If captured, there must be an Escape Scenario.

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