DragonBaneDM
2008-12-09, 11:20 AM
Hiya! I'm currently running a 4e game where the party has brought an end to the gang war between the bandits and worshippers of Asmodeus in Bael Turath by exterminating their leaders.
Now, of course, two of my players want to seize the oppurtunity to take control of Bael Turath, and the fighter has started to have delusions of an empire.
Of course, the two of them believed it was going to be as simple as them saying "Our army attacks. Our empire expands.". Ha!
Wrong.
So, I decided to do things a little...differently than most war campaigns. Throughout this campaign, I'm going to give these two, along with the rest of the party, oppurtunities to use their army. I plan on doing this by using the basic Risk engine.
The first battle is planned to take place in Fallcrest, where Amros Kamroth, who has gone on to become a high cleric of Tiamat by this point in the game, has taken control. So, the party can do one of two things: Sabotage or war. I truly hope they choose the latter.
I'm going to divide Fallcrest up into sections, and the difference will be that controlling these sections helps, but is not the main goal like in Risk. There will also be different types of units with different move speeds, ranges, and damage dice, from Tiefling Scouting forces to Minatour Infantry to Heavy Fallcrest Cavalry and back again.
Then there is the party themselves, which you can see in my sig. They each add in their damage die, retain a large scale version of a few of their powers, and have different bonuses that they give to the section they're in and possibly those around it. For example, the paladin will give bonuses to totals on defense and is a native of Fallcrest, so any faithful to the Lord Warden will recieve bonuses from him.
If a section that a PC is on becomes defeated, the player has to fight a short encounter to see if they become captured or not.
Also, different locations help out a lot. For instance, Teldorthan's Forge will give any units controlling it improved damage dice as long as they remain on it, and the first attack they make leaving it.
Any suggestions, hints, or comments may be helpful. And I'm not having them "run missions like assassinations, poisoning water supplies, and disrupting enemy supply lines". I've always found that...lame. I want to give them the taste of true battle!!!
Now, of course, two of my players want to seize the oppurtunity to take control of Bael Turath, and the fighter has started to have delusions of an empire.
Of course, the two of them believed it was going to be as simple as them saying "Our army attacks. Our empire expands.". Ha!
Wrong.
So, I decided to do things a little...differently than most war campaigns. Throughout this campaign, I'm going to give these two, along with the rest of the party, oppurtunities to use their army. I plan on doing this by using the basic Risk engine.
The first battle is planned to take place in Fallcrest, where Amros Kamroth, who has gone on to become a high cleric of Tiamat by this point in the game, has taken control. So, the party can do one of two things: Sabotage or war. I truly hope they choose the latter.
I'm going to divide Fallcrest up into sections, and the difference will be that controlling these sections helps, but is not the main goal like in Risk. There will also be different types of units with different move speeds, ranges, and damage dice, from Tiefling Scouting forces to Minatour Infantry to Heavy Fallcrest Cavalry and back again.
Then there is the party themselves, which you can see in my sig. They each add in their damage die, retain a large scale version of a few of their powers, and have different bonuses that they give to the section they're in and possibly those around it. For example, the paladin will give bonuses to totals on defense and is a native of Fallcrest, so any faithful to the Lord Warden will recieve bonuses from him.
If a section that a PC is on becomes defeated, the player has to fight a short encounter to see if they become captured or not.
Also, different locations help out a lot. For instance, Teldorthan's Forge will give any units controlling it improved damage dice as long as they remain on it, and the first attack they make leaving it.
Any suggestions, hints, or comments may be helpful. And I'm not having them "run missions like assassinations, poisoning water supplies, and disrupting enemy supply lines". I've always found that...lame. I want to give them the taste of true battle!!!