Adventures The Sides The underlying conflict of this brief war is between the Black Eagle Barony and the Grand Duchy of Karameikos. These sides remain opposed in each of the following scenarios, and allies join each. The following chart aligns all the opposing forces involved: Black Eagle Specularum Black Eagle Guard Goblins E Goblins NE Ores Bugbears Were-creatures Ducal Guard Men of Kelven Thyatian Mercenaries Western Elves Eastern Elves Gnomes Rules Use a "time unit" of one day for these scenarios. (See the War Machine for its use.) It takes the Leaders some time to coordinate their widely spread forces. To reflect this, each side can move one force on the first day, two forces on the second day, and so forth. Only Fort Doom and Specularum are "strongholds" for these scenarios. When their armies are out fighting, each stronghold keeps a defensive force of 100 troops of the same type as the Guards. Other towns, ruins, and estates on the map are "walled" (for the War Machine defense factors). In Black Eagle Barony, the Black Eagle The Troops With the following forces, use the standard system for rating troops. Category B. Eagle Men of Ducal Western Eastern Guard Kelven Guard Elves Elves Thyatian Mercenaries # of Troops Level of Leader Leader abililty bonus % Name level char. Avg level-officers Avg level-troops Weeks training Train w/Leader Months together Past Victories Past Routs Weapons quality # weapons/troop Average AC Demi-Hum force Missile troops Magical troops Spellcasters Mounted Troops Flying troops Average movement 200 15 3 3 6 1 20 12 12 4 0 ex 2 4 no 50 0 12 200 0 120' 80 4 1 0 2 1 4 4 1 0 0 avg 1 8 no 40 0 1 0 0 120' 500 18 3 1 4 1 12 4 12 6 0 good 2 5 no 200 0 21 100 0 90' 100 5 1 0 2 1 12 12 3 3 0 good 2 7 yes 50 0 100 0 0 120' 250 6 2 0 3 1 14 8 3 3 0 good 2 7 yes 50 0 50 0 20 120' 800 16 2 4 7 1 18 8 12 8 0 good 2 4 no 200 0 80 200 0 90' Use the "Quick System" for rating the following bodies of troops: Category Gnomes Ores Bugbears GoblinsE GoblinsNE Lycanth. 100 7 4 8 yes no yes no # of troops Leader Level Troop Level avg Maximum damage/ round Archers Spellcasters Magical creation Flyers 150 4 1 8 yes no no no 300 3 1 8 yes no no no 80 5 3 9 no no no no 300 3 1-1 6 no no no no 300 3 1-1 6 no no no no Guard (only) is in the territory of its liege. The Ducal Guard and Men of Kelven are in the territory of their liege everywhere in the Grand Duchy except in that Barony. On Map #1, each force must begin each scenario within one hex of the word identifying its home territory. The Black Eagle Guard starts anywhere within the Barony, but the Ducal Guard's home is Specularum. The Western Elves are those nearest to Kelven; the Eastern Elves are near the right side of the map. "Goblins E" are the goblins east of Kelven; "Goblins NE" are those between the northeast branches of the river. The goblins and kobolds north of the Lost Valley (outside of the Grand Duchy) do not participate. Scenarios The following three scenarios do not go together; each is a different version of the whole war, involving different forces. Use the War Machine rules for initiative, movement, and combat. Any Optional rule may be used if the players agree before starting. Each scenario continues until one player surrenders or has no unrouted units in the field. The Baron's objective is to occupy and hold the town of Kelven. The Archduke's objective is to destroy the forces of the Baron. Scenario #1 Forces: Black Eagle Duchy Black Eagle Guard GoblinsE Bugbears Ducal Guard Men of Kelven Western Elves Gnomes Scenario #2 Forces: Black Eagle Duchy Black Eagle Guard Ducal Guard GoblinsE Men of Kelven Bugbears Western Elves GoblinsNE Gnomes Ores Eastern Elves Scenario #3 Forces: For this scenario, the Eastern Elves are all equipped with silver weapons. Thyatian mercenaries start on the coast road, at the border of the Grand Duchy. Lycanthropes begin at Wereskalot. Black Eagle Duchy Black Eagle Guard GoblinsE Bugbears GoblinsNE Ores Lycanthropes Ducal Guard Men of Kelven Western Elves Gnomes Eastern Elves Thyatian Mercenaries 62
Epilogue The guidelines in this set are seeds for thought; develop them as you wish. Remember that they are suggestions, and not scribed in stone. Use them or change them to suit your own games. Be sure to make notes of your changes, additions, and so forth, so that your "house rules" can be applied fairly to all your players. Where to go from here? First, play the adventures given in this set. They are carefully designed to give you a few "warm-up" exercises using the new rules for Tournaments, Unarmed Combat, and Mass Combat. A whole fantasy world is unfolding through these boxed D&D rules sets and adventures; you may use it with confidence. You can be sure that an exciting and challenging fantasy epic is unfolding, piece by piece; the early adventures in the Grand Duchy of Karameikos (of the D&D Expert Set) were just the beginning—the "Threshold" of fantastic adventure. That setting is greatly affected by the fall of Black Eagle Barony described in this set (Scenario 3, pages 61-62). The Grand Duchy becomes united, peaceful, and therefore—from the adventurers' point of view—boring! This sets the stage for expansion; your adventurers are ready to widen their horizons, to move on and explore (and possibly rule) the continent. A map of a larger area, including most of the lands stretching north and west from the Duchy, is given on page 32 of the Players Book. You can use the map to develop your own campaign—or you can wait and see what develops through the continuing series of adventures. For this is the setting for the entire line of D&D game adventures from TSR! The first Companion-level game adventure, "Test of the Warlords" (CMl) details the exploration and development of the lands of Norwold, the area directly north of the Expert Set map. Two great empires are in conflict, and this is the beginning of an epic tale of men and magic...but let us not say too much at this point. Continue with the series, and discover the mystery, the answers, and what lies beyond Take up your new weapons. Explore your added options of unarmed combat. Take command of the armies of the realm; you must confront and defeat the powers of evil! Fortify your strongholds, develop your lands; broaden your horizons. Plan your future, and achieve your goals. But most important of all —have fun!
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Index for PLAYERS BOOK and DUNGEON MASTERS BOOK D = Dungeon Masters Book P = Players Book Adventures D59 Aging D21 Armor, new P3 Armor and Shields D55 Artillerist P8 B Bailiff P8 Basic Force Rating (BFR) D12 Battle Rating (BR) D13 Campaign D2 Castellan P8 Chamberlain P8 Chaplain P8 Clanmaster P29 Cleric Pl l Spells P12 Combat, Mass D12 Constructs D21 D Damage to Magic Items D21 Demi-Human Characters P29 Strongholds P8 Demi-Human Crafts D21 Dominions D3 Colonization D4 Confidence Level D8 Conquest D4 Enfieffment D4 Events D10 Expenses D6 Founding D4 Holidays D6 Independent D5 Income D5 Land Grant D4 Titles Dl l Tournaments D6 Troops D6 Druid P14 Dwarf P30 Dynast D2 E Elemental Magic D20 Elemental Plane D18 Elf P30 Engineer P8 Equerry P8 Ethereal Plane D18 Fighter P17 Guard Captain P8 Gems D43.47 H Halfling P31 Haste D25 Herald P8 Hero P2 Hit Points, maximum D22 Human Characters Pll Human Strongholds P8 J Jewelry D43,47 L Lady-in-Waiting P9 M Magic Items D48 Magic-User P19 Spells P20 Magist P9 Magistrate P9 Marshal P9 Missiles and Devices D56 Missile Weapons P4 P Paragon P2 Poison D22 Polymath P2 Potions D49 Provost P9 R Reeve P9 Rings D52 s Sage P9 Scrolls D50 Senechal P9 Sheriff P9 Squire P9 Steward P9 Striking P6 Strongholds P8 Demi-human P8 Human P8 Swords P4 T Thief P27 Treasures D26,43 Troop Class D13 U Unarmed Combat P6 Striking P6 Wrestling P6 V Vortexes D19 W Wands, Staves, and Rods D51 War machine D12 Warden P9 Weapons '. D27 Weapons, new P3 Swords P4 Missile Weapons and devices P4 Wormholes D19 Wrestling P6 1013XXX1928P