D&D Battles
So I’ve got my area map, a slice of Forgotten Realms. As fare as I can tell it’s Western Faerun “Elturgard”, up river Chionthar should be Bauldurs gate. It will give a good mix and the great thing about it is there is a chunk of material written.
I have focused in on the Dusk Road which comes off the main trade ways. It leads to the village of Hardbuckler, I zoomed in on the area (D9) and created the play map.
I was set on a wagon train attack, and wrote a quick piece on possibilities for sides and reasons that would be fun to game.
Starting from the simple premise we have 2 groups attacking said wagon train to Hardbuckler. The first group is Gronns Orc tribe the Screaming Death, the other Beezelbubs Gnoll packs the Bone Hunters. So with the major part of the writing done, I am going to turn to Morschauser’s rules to conduct this and other possible battles, to keep narrative flowing I shall add in pre written event cards as possibilities, but most of the time the troop types will be translated to a tray of Morschauser’s.
Roll 1d6 to see how many of what have made it to the location.
1,2,3 Gnoll 2 infantry /Orc 3 infantry. 4,5,6 Orc 2 infantry/Gnoll 3 infantry
So that was nice and easy, for the travellers it needs a little more work. Now to save you from my necronomicon style notes, I have listed, what I think are the chances, of ‘who and what’ is travelling in the wagon train.
How many wagons/ human merchants guard.
Roll 1d6
1,2 = 2 wagon/ 1 infantry of protectors.
3,4,5 = 3 wagon/ 2 infantry of protectors.
6 = 4 wagon/2 infantry of protectors.
Next part a 1d6 for each possible extra from area.
Bauldurs Gate adventures (includes Harpers and flaming fist members) 1d6 roll of 4, 5,6
1 Dwarves infantry 1d6 roll of 5,6
1 Gnomes skirmisher 1d6 roll of 3,4,5,6
1 Halflings skirmisher 1d6 roll of 4,5,6
1 Hell riders cavalry (good guys) 1d6 roll of 6
1 Companion Paladin cavalry order 1d6 roll of 6
All that’s left now is to roll up, create the chits and have a go!
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