Heroes of Battle
Heroes of Battle
D E S I G N E R S A R T D I R E C T O R D & D
DAVID NOONAN, WILL MCDERMOTT, DAWN MURIN
STEPHEN SCHUBERT
C O V E R A R T I S T
D E V E L O P M E N T T E A M DAVID HUDNUT
ANDY COLLINS, ROB WATKINS I N T E R I O R A R T I S T S
E D I T O R S WAYNE ENGLAND, DOUG KOVACS,
CHUCK LUKACS, ROBERTO MARCHESI,
JOHN D. RATELIFF, GARY SARLI MARK NELSON, ERIC POLAK,
M A N A G I N G E D I T O R
WAYNE REYNOLDS, FRANZ VOHWINKEL
KIM MOHAN G R A P H I C D E S I G N E R
DEE BARNETT
D E S I G N M A N A G E R
CHRISTOPHER PERKINS C A R T O G R A P H E R
TODD GAMBLE
DEV E L OP M E N T M A NAG E R
G R A P H IC P RODUC T ION SPECIALIST
JESSE DECKER ERIN DORRIES
SENIOR ART DIRECTOR RPG I M A G E T E C H N I C I A N
STACY LONGSTREET JASON WILEY
D I R E C T O R O F R P G R & D P R O D U C T I O N M A N A G E R S
BILL SLAVICSEK JOSH FISCHER, RANDALL CREWS
Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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CONTENTS
TABLE OF
Dealing with Rank and Orders . . . . . . . .9 Commander Rating . . . . . . . . . . . . . . . .75 Battlefield Fortification . . . . . . . . . . . .125
Treasure in a War Campaign . . . . . . . .10 Commander Auras . . . . . . . . . . . . . . . .75 Battlefield Illumination . . . . . . . . . . . .125
Strategic Downtime . . . . . . . . . . . . . . .12 Victory Points . . . . . . . . . . . . . . . . . . . . . .78 Battlemagic Perception . . . . . . . . . . . .125
Adventuring off the Battlefield . . . . . . .13 Assist Friendly Troops . . . . . . . . . . . . .79 Blaze of Light . . . . . . . . . . . . . . . . . . .125
Military Organization . . . . . . . . . . . . . . . .15 Attack Enemy Siege Engines . . . . . . . .79 Boiling Oil . . . . . . . . . . . . . . . . . . . . . .125
Defeat Enemy Units . . . . . . . . . . . . . . .79 Consecrate Battlefield . . . . . . . . . . . . .126
Chapter 2: Building Adventures . . . . . . . . . .17
Disrupt Enemy Command . . . . . . . . . 80 Crisis of Confidence . . . . . . . . . . . . . .126
Hooking the PCs . . . . . . . . . . . . . . . . . . . .18
Disrupt Enemy Communications . . . . 80 Desecrate Battlefield . . . . . . . . . . . . . .126
Designing the Battlefield . . . . . . . . . . . . . .18
Disrupt Enemy Supply . . . . . . . . . . . . 80 Drums of War . . . . . . . . . . . . . . . . . . .126
The Course of Events . . . . . . . . . . . . . 20
Protect Defensive Point . . . . . . . . . . . . .81 Early Twilight . . . . . . . . . . . . . . . . . . .126
The Adventure Flowchart . . . . . . . . . . . . .21
Protect Intrinsic Point . . . . . . . . . . . . . .81 Hurtling Stone . . . . . . . . . . . . . . . . . . .127
Making Memorable Encounters . . . . . .21
Protect Maneuver Point . . . . . . . . . . . . .81 Leomund’s Billet . . . . . . . . . . . . . . . . .127
Encounter Pacing . . . . . . . . . . . . . . . . 22
Protect Offensive Point . . . . . . . . . . . . .82 Molten Strike . . . . . . . . . . . . . . . . . . . .127
Filling in the Boxes . . . . . . . . . . . . . . . 24
Provide Intelligence . . . . . . . . . . . . . . .82 Resounding Voice . . . . . . . . . . . . . . . .127
Designing a Fantasy Army . . . . . . . . . . . 24
Seize Defensive Point . . . . . . . . . . . . . .83 Shrieking Blast . . . . . . . . . . . . . . . . . .127
The 60-Minute Army . . . . . . . . . . . . . 24
Seize Intrinsic Point . . . . . . . . . . . . . . .83 Spiritual Cavalry . . . . . . . . . . . . . . . . .127
Building Battlefield Encounter Maps . . . 28
Seize Maneuver Point . . . . . . . . . . . . . 84 Spiritual Charger . . . . . . . . . . . . . . . . .128
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . 28
Seize Offensive Point . . . . . . . . . . . . . 84 Status, Greater . . . . . . . . . . . . . . . . . . .128
Barriers and Obstacles . . . . . . . . . . . . .32
Recognition Points . . . . . . . . . . . . . . . . . 84 Trip Vine . . . . . . . . . . . . . . . . . . . . . . .128
Earthworks . . . . . . . . . . . . . . . . . . . . . .35
Earning Recognition Points . . . . . . . . 84 Magic Items . . . . . . . . . . . . . . . . . . . . . . .129
Other Hazards . . . . . . . . . . . . . . . . . . . .36
Other Ways to Earn Magic Armor Special Ability
Ancient Battlefields . . . . . . . . . . . . . . . .38
Recognition Points . . . . . . . . . . . . . 88 Descriptions. . . . . . . . . . . . . . . . . . .129
Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Spending Recognition Points . . . . . . . 88 Specific Armors and Shields . . . . . . . .129
The Victory Point Framework . . . . . . .41
Promotions. . . . . . . . . . . . . . . . . . . . . . .91 Heraldic Crests . . . . . . . . . . . . . . . . . .130
When Things Go Off the Chart. . . . . . . . .42
Battlefield Award Summary . . . . . . . . . . 92 Magic Weapon Special Ability
Random Encounters. . . . . . . . . . . . . . . . . .43
Descriptions. . . . . . . . . . . . . . . . . . .130
Chapter 5: The Military Character . . . . . . . .93
Chapter 3: Battlefield Encounters . . . . . . . .45 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Sample Battlefield Encounters . . . . . . . . 46 Wondrous Items. . . . . . . . . . . . . . . . . .131
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Cut Supply Line (4th) . . . . . . . . . . . . . 46 Standards . . . . . . . . . . . . . . . . . . . . . .132
Ballista Proficiency . . . . . . . . . . . . . . . 96
Reinforcements (4th) . . . . . . . . . . . . . . 46 Magic Siege Engines . . . . . . . . . . . . . . . .133
Block Arrow . . . . . . . . . . . . . . . . . . . . 96
Destroy Artillery (6th) . . . . . . . . . . . . .47 Magic Siege Engine
Coordinated Shot . . . . . . . . . . . . . . . . . 96
Prisoner Exchange (6th) . . . . . . . . . . . 48 Special Ability Descriptions . . . . . .134
Courageous Rally . . . . . . . . . . . . . . . . 97
Left Behind (8th) . . . . . . . . . . . . . . . . . .49 Specific Siege Engines
Expanded Aura of Courage . . . . . . . . . 97
Take Out the Trebuchet (8th) . . . . . . . .50 and Ammunition . . . . . . . . . . . . . . .134
Expert Siege Engineer . . . . . . . . . . . . . 97
Get ’em Out Alive! (10th) . . . . . . . . . . .51 Appendix I: Sample Armies . . . . . . . . . .137
Extra Followers . . . . . . . . . . . . . . . . . . 97
King of the Hill (10th) . . . . . . . . . . . . . .53 Human Large Kingdom . . . . . . . . . . .137
Guerrilla Scout . . . . . . . . . . . . . . . . . . 97
Specific Units . . . . . . . . . . . . . . . . . . . . . . .53 Human Small Kingdom . . . . . . . . . . .138
Guerrilla Warrior . . . . . . . . . . . . . . . . 97
Army of Nature’s Wrath . . . . . . . . . . . .53 Human Clan Structure . . . . . . . . . . . .138
Improved Cohort . . . . . . . . . . . . . . . . . .98
Pelarch’s Unliving Legion. . . . . . . . . . .55 Elf. . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Inspirational Leadership . . . . . . . . . . . .98
Tanar’ric Horde . . . . . . . . . . . . . . . . . . .57 Drow . . . . . . . . . . . . . . . . . . . . . . . . . .139
Mounted Mobility . . . . . . . . . . . . . . . . .98
Baatezu Brigade . . . . . . . . . . . . . . . . . .58 Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . .139
Natural Leader. . . . . . . . . . . . . . . . . . . .98
Army of the Alliance . . . . . . . . . . . . . .59 Gnome . . . . . . . . . . . . . . . . . . . . . . . . .140
Plunging Shot . . . . . . . . . . . . . . . . . . . 99
Against the Giants . . . . . . . . . . . . . . . . .61 Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
Practiced Cohort . . . . . . . . . . . . . . . . . 99
Goblin Raiders. . . . . . . . . . . . . . . . . . . .61 Goblinoids . . . . . . . . . . . . . . . . . . . . . .140
Ready Shot . . . . . . . . . . . . . . . . . . . . . . 99
XP on the Battlefield . . . . . . . . . . . . . . . . .61 Lizardfolk . . . . . . . . . . . . . . . . . . . . . . 141
Shield Wall . . . . . . . . . . . . . . . . . . . . . 99
Is it a Challenge? . . . . . . . . . . . . . . . . . .61 Giant Races . . . . . . . . . . . . . . . . . . . . . 141
Veteran Knowledge . . . . . . . . . . . . . . . 99
XP in Supported Encounters . . . . . . . .62 Appendix II: Sample Soldiers . . . . . . . . .142
Prestige Classes . . . . . . . . . . . . . . . . . . . . 99
Appendix III: Battlefield Steeds . . . . . . .153
Chapter 4: Rules of War . . . . . . . . . . . . . . . . .63 Combat Medic . . . . . . . . . . . . . . . . . . . 99
Brass Steed . . . . . . . . . . . . . . . . . . . . .153
Siege Engines . . . . . . . . . . . . . . . . . . . . . . .63 Dread Commando . . . . . . . . . . . . . . . .103
Luna Moth . . . . . . . . . . . . . . . . . . . . . .154
Aerial Bombardment . . . . . . . . . . . . . . . . .67 Legendary Leader . . . . . . . . . . . . . . . .107
Rainbow Crow . . . . . . . . . . . . . . . . . . .155
Volley of Arrows . . . . . . . . . . . . . . . . . . . 68 War Weaver . . . . . . . . . . . . . . . . . . . . .112
Skeletal Warbeast . . . . . . . . . . . . . . . .156
Indirect Fire versus Direct Fire . . . . . .69 Teamwork Benefits . . . . . . . . . . . . . . . . .115
Tusked Behemoth . . . . . . . . . . . . . . . .156
Concentrated Volley . . . . . . . . . . . . . . .69 The Team Roster . . . . . . . . . . . . . . . . . 116
War Mastiff . . . . . . . . . . . . . . . . . . . . .157
3
Deflecting a Volley . . . . . . . . . . . . . . . .70 Teamwork Benefit Descriptions . . . . . 117
Introduction
Heroes of Battle is a rules supplement for the Dungeons
The Military Character (Chapter 5): Most characters
are ready for the battlefield. The feats and skills they pos-
sess will be as useful on the battlefield as they are in the
& Dragons® Roleplaying Game. It’s a player resource dungeon. But for characters who want to maximize their
that gives players the tools they need to take their prowess on the battlefield or emphasize their military
characters from the dungeon to the field of battle, background, Chapter 5 offers new feats and prestige classes
where they’ll play pivotal roles in the clash of great designed for warfare. The chapter also has more detailed
fantasy armies. DMs can use this book as a resource rules for character training and teamwork, and battlefield-
for wartime adventures, whether building an entire inspired uses for existing skills.
narrative around a military campaign or throwing the Magic of War (Chapter 6): Spells and magic items
INTRODUCTION
players onto the battlefield as a change of pace at the useful to (or against) the army in the field are detailed in
climax of an adventure. Chapter 6. Magical versions of the siege engines depicted
in Chapter 4 also appear here.
Sample Armies (Appendix I): For the DM in need of
WHAT’S IN THIS BOOK a big army in a hurry, this appendix includes a wide range
Heroes of Battle contains information for DMs and players of fantasy armies appropriate for any D&D battlefield
alike. The book starts by showing what an adventure on the campaign, from teams of human soldiers to squadrons of
battlefield is like, giving players an idea of what to expect orc savages.
and handing the DM a construction kit to bring massive Sample Soldiers (Appendix II): You can’t have an army
battles to life. Later chapters provide the nitty-gritty tools without soldiers, and this appendix presents full statistics
that increase the chance of PCs and NPCs surviving and blocks for all the soldiers used in the various armies
thriving on a fantasy battlefield. included elsewhere in the book. A Dungeon Master can
The War Campaign (Chapter 1): D&D uses the word mix and match these NPCs to build just about any army
“campaign” to refer to a series of linked adventures, but he or she needs.
it borrowed the term from military parlance, where it Battlefield Steeds (Appendix III): This section
refers to a series of battles fought to achieve a common details six exotic beasts of war suitable for serving as
objective. Chapter 1 discusses issues you’ll face when battle-mounts.
you make the battlefield a dominant part of your ongo-
ing D&D game. WHAT YOU NEED TO PLAY
Building Adventures (Chapter 2): A major battle is Heroes of Battle makes use of the information in the three
the functional equivalent of a traditional D&D adventure. D&Dcorerulebooks—Player’sHandbook,DungeonMaster’s
Chapter 2 provides a step-by-step process for designing a Guide, and Monster Manual. In addition, it includes refer-
battlefield adventure that offers opportunities for treasure, ences to material in Complete Warrior, Complete Adventurer,
victory, heroism—and plenty of danger and challenges. and Miniatures Handbook. Although possession of any or
Chapter 2 also provides directions for designing interest- all of these supplements will enhance your enjoyment of
ing maps of the battlefield as a whole and the specific areas this book, they are not strictly necessary.
where pivotal encounters take place.
Battlefield Encounters (Chapter 3): The basic build- Heroes of Battle and D&D Miniatures
ing block of any D&D adventure is the encounter. Chapter As you read this book, you’ll see rules such as commander
3 lists staple encounters appropriate for a mass battle and auras and morale checks that echo rules found in the D&D
provides tips on awarding XP for battlefield encounters. Miniatures skirmish game and the Miniatures Handbook.
The chapter also includes some sample military units to That’s intentional. But while they have a common
throw against your PCs on the battlefield. heritage, the two experiences have some important
Rules of War (Chapter 4): Through their bravery and differences as well. Rather than focus on skirmishes
clever tactics, PCs will often have a chance to influence the between two small forces, this book focuses on the role
overall battle—especially as they reach higher levels. In PCs play in truly grand battles: ones featuring thousands
Chapter 4, a simple victory point system helps adjudicate of soldiers on each side. Any miniatures you have will be
how the PCs’ efforts have a ripple effect throughout the useful when you undertake a battlefield adventure, but
rest of the battlefield. Chapter 4 also has a morale system realize that this game is the cooperative, player character-
so the DM can easily determine whether the enemy flees centered D&D experience you’ve been enjoying for years.
rather than facing the PCs directly, and a set of rules to The action has merely been moved from the dungeon
help PCs earn promotions, decorations, and the other to the battlefield, and we’ve surrounded the PCs with a
glories of war. cast of thousands.
4
Illus. by C. Lukacs
ith any campaign in the Dungeons & Dragons WHAT IS A BATTLEFIELD
game, game sessions work best when the ADVENTURE?
adventures match the character and player Playing D&D within the war genre is essentially about
types present in the party. Just as a party of moving the action from the dungeons, castles, and
druids and barbarians is less appropriate for a ruins of traditional D&D to the great battle scenes of
game of urban espionage, so too would a group of sorcerers fantasy novels and movies, where tens of thousands
and wizards be ill suited for a campaign that continually of men and monsters clash. Summarized as simply as
places them in front of charging cavalry. possible, this is the book that brings the dungeon out
War campaigns can be as varied as traditional D&D onto the battlefield. The two environments have a lot
campaigns: Adventures can run the gamut from secret in common—most notably the presence of lethal foes
infiltrations of enemy camps to epic battles on the front who want to do in the characters—but major differ-
line. Some players enjoy the opportunity to have their ences persist. Whether you’re a player or the DM,
character lead a unit into battle, whereas others prefer you’ll adjust your game to account for the difference
to play with small groups of PCs in a more traditional in scale, pacing, movement, and motivation.
adventuring party. As the DM, you should make an effort The battles discussed in Heroes of Battle are no
to know those tendencies and desires of your group, and mere skirmishes. Thousands of soldiers on a side
tailor the campaign to suit. is the norm, and the characters probably see only
With the “battlefield as dungeon” approach used in part of the larger battle unfold before them. But
planning a war campaign, the DM needs new tools to the outcome of even the greatest battle often
keep track of events on the battlefield and help players hinges on a smaller engagement. Can the player
realize how their characters can interact with this new characters hold the bridge long enough for a relief
environment. column to arrive? Can they disrupt the enemy’s
supplies behind the lines, then escape across
no-man’s-land before the entire enemy army hunts
them down? While the player characters are only a
small part of an army, the role they play in a battle
can be pivotal and heroic.
5
To use military jargon, battlefields are a “target-rich even if the masses are sold lock, stock, and smoking barrel
environment” for PCs. The monsters aren’t hiding on the reasons, wars are still political battles fought by
behind locked doors and in mazelike corridors—they’re common folk for reasons too often known only to the
marching right toward you with malice in their eyes. leaders of those countries.
In traditional D&D, characters can generally rest when That’s not roleplaying either. It might make for a great
they need to. But the battle rages on even if the belea- game of Diplomacy or Risk, or a great Tom Clancy novel,
guered characters are low on spells, hit points, and other but unless your players love political intrigue, it doesn’t
resources. Conversely, in a battlefield adventure you’re make for a great game of Dungeons & Dragons.
unlikely to run out of opponents. Brave and ambitious Think about those great war movies. They’re not about
characters can almost always find a worthy enemy to huge battles fought over geopolitical ideologies. They’re
CHAPTER 1
fight on the battlefield. stories about small groups of well-trained people going
CAMPAIGN
THE WAR
The architecture of a site-based adventure slows the on dangerous missions. They might have been ordered
pacing of a D&D game, and it also constrains the PCs’ to go, but each person in the group usually has his or her
movement. If there’s a door to the north and another to the reasons for taking the mission, whether it’s for greed or
south, the characters will almost always take one of those glory, advancement or adventure.
two choices. But on a battlefield, characters can go where Now, that’s roleplaying at its finest.
they like, although the enemy might have something to say The war becomes backdrop to a full-fledged adventure
about it (not to mention the PCs’ superior officers). DMs with great feats of heroism, tangible goals that group
must be prepared for PCs who decide on a whim to seize members can fully grasp, and one-on-one battles with
a network of trenches to the east. But, by the same token, life itself (and the success of the mission) hanging in
PCs must be prepared for threats that can come from any the balance.
direction—everything from goblin sappers tunneling The war is there, ever-present in the lives of the char-
beneath their feet to a barrage of flaming catapult stones acters. It impacts where they go and what they have to
from the sky. do when they get there. But the roleplaying experience
There are as many reasons to go to war as there are wars becomes more about the mission—the adventure—than
themselves. Some PCs will fight for king and country. about the war. The war becomes the world or setting. The
Others will fight to protect their comrades. Some are missions become the dungeon.
fulfilling a lucrative military contract. On one hand, The trick to turning the battlefield into a dungeon is to
battlefield adventures can start from very prosaic moti- think big but play small. The war can be ever-present in
vations. The PCs attack the gnoll watchtower because the daily lives of the PCs. They can see the impact it has in
the general ordered them to, not because the gnolls reports from the front lines, the sacrifices of the common
are guarding treasure or have kidnapped the mayor’s people as supplies run short, and even the deaths of rela-
daughter. But on the other hand, sustaining a character’s tives or friends. But you as DM have to be the generals
motivation to stay in the army throughout a war means of both armies as well as the armies themselves. Never
delving deeper into the DM’s bag of tricks than in a let a battle between the PCs and their army against an
traditional D&D game. Treasure, experience, and plenty opposing army become nothing more than a two-day-long
of action are still motivators, to be sure, but the PCs will melee between hundreds or thousands of NPCs as your
also be bucking for promotions, earning decorations for PCs watch helplessly waiting for their turn to come back
heroism, and eventually shaping the outcomes of the around. Instead, their general tells the characters that he
larger war. needs them to “take that hill at all costs,” thus turning a
huge battle between thousands into a small battle between
two manageable forces—the PCs against the dozen or
THINK BIG/PLAY SMALL two dozen foes who block their way to achieving their
Roleplaying in a war setting sounds like a lot of fun. Who mission. The battle can rage on all around the PCs, but
doesn’t enjoy watching great war movies such as Saving all you—and they—have to worry about is that one hill,
Private Ryan, The Guns of Navarone, and The Dirty Dozen? that single goal.
But turning the battlefield into a dungeon for your players Here’s another example of how to think big but play
takes more work than you might think. small. In a real war, the supply line is a primary concern for
By their very nature, wars are large affairs. Not even the generals. Whether soldiers are making incursions into
counting support personnel behind the lines who supply enemy territory or are strewn out over a large area defend-
food and munitions, or medical personnel who care for ing against multiple attacks, they need food and water.
the wounded after a conflict, a single battle can involve Plus, a large army needs other supplies, such as arrows,
hundreds if not thousands or even tens of thousands spell components, fresh horses, and fresh soldiers.
of soldiers. Feeding an army on the move is a logistical and bureau-
That’s not roleplaying. That’s wargaming. cratic nightmare—and incredibly boring. Most PCs won’t
And wars, by their nature, are political. They are fought want to spend game time poring over supply requisitions.
over ideologies and resources; over religious beliefs and But that doesn’t mean you can’t make this important part
revenge; and, all too often, for economic expansion. But of war part of your campaign.
6
The PCs might not care where the food is coming from disable an enemy’s artillery, or lead a surge through a mass
or how it gets out to them in the field, but if you cut that of enemies to rescue an isolated force, or ambush a key
supply line it becomes important pretty quickly when the officer, providing their own army with a distinct advantage
food starts to run out. Now you have an adventure. The in the conflict. Mid-level PCs are also more likely to be in
PCs can be sent out to stop raids on the supply line or to command positions, and to have a chance to successfully
escort a caravan of food from HQ to a distant outpost. You rally troops that have routed. The battle could be won or
can even turn it around and have the PCs try to cut the lost despite the PCs’ actions, yet their accomplishments
supply line of an invading force, thus leaving the enemy can be significant enough to be recognized by the com-
at a disadvantage. manders on both sides of the conflict.
Logistical problems can also give nonfighters some- As the PCs approach high levels, their deeds of valor
CHAPTER 1
thing to do in your game. For example, characters with (or secrecy) directly affect the outcome of a battle. They
CAMPAIGN
THE WAR
logistical or scrounging skills (such as Survival) or access become the leaders of the armies, or at the very least
to the spell Leomund’s billet (see page 127) could have are engaged in planning an upcoming confrontation.
a chance to shine in an adventure about food shortages The PCs seek out the leaders of the opposing force to
and cut supply lines. fight them directly, or provide great magic that turns
The castle siege is another scenario in which you can the tide of battle. When the PCs are victorious, so is
take a large battle and turn it into a small adventure their army.
(or even a series of small adventures). While the battle The actions of the PCs matter, but not always to the
rages all around them, the PCs could be tasked with ultimate outcome of the battle. At low levels, what they
guarding the gate, thus allowing you to focus on one do matters greatly to the soldiers whose lives they save,
small section of the battle. Later in this same scenario, and the significance of their actions increases as they gain
perhaps after the gate falls and the army retreats into levels; high-level PCs are capable of helping to shape the
the main keep, you could send the PCs out a secret battle itself. Regardless of the scale of the PCs’ actions, the
entrance on a mission to bring back reinforcements players should always be aware of the PCs’ influence on
from an allied kingdom. The PCs will have to sneak, or the outcome.
fight, their way through enemy lines. They might even
be pursued across the countryside as they race to find PCS AND VULNERABILITY
help in time. PCs tend to think themselves invulnerable when faced
Again, you have turned a large battle between massive with overwhelming numbers of low-level fodder. A 10th-
armies into a small battle (or series of battles) between level fighter with the Great Cleave feat might think that
the PCs and manageable groups of enemies. Best of all, he is a match for any unit that consists of mere 1st-level
both of these scenarios allows the PCs to be the heroes. kobold warriors. For the most part, however, an army
Their effort in these small skirmishes is the crucial factor should have better uses for a 10th-level fighter than to put
between success and failure in the larger battle. him out on the front lines. If one side of a conflict has a
More scenario ideas are discussed in Chapter 2: Battle- 10th-level fighter, the other side likely has a trio of ogre
field Adventures and Chapter 3: Battlefield Encounters. barbarians that could likewise tear through a company of
low-level warriors. A better tactical decision is to have the
PLAYER fighter defend against those ogres.
Even if the fighter insisted on taking out a battalion of
CHARACTER ROLES enemies on his own, or with a group of heroes, the mass
In an epic conflict involving tens of thousands of soldiers, of enemies could still overwhelm him. Troops can use the
do the actions of a small group of heroes really matter? aid another action to increase the chance of one soldier
In the case of a group of PCs, and in the context of a getting a hit, and there’s always a chance that the fighter
war campaign, the answer should almost always be yes. could get pinned or otherwise overcome.
The key to the answer is at what level the heroes have There is a place for heroic melees against a horde of
an effect. opponents. But if an entire army is easily decimated by the
An entire battle might not hinge on the actions of a PCs, then that adventure is likely too weak a challenge.
few low-level PCs, but the survival of a unit of troops
might. At 1st or 2nd level, the PCs might reorganize a
separated unit and lead it to safety. They might bring PACING
down an ogre that is tearing through the front ranks. In any game session, it is important to maintain the flow
Exploits like these stand out from a typical soldier’s actions, of the game and not bog down in dice rolling or rules
and should be recognized or rewarded by immediate com- minutiae. As a DM, there are some preparations you can
manders and the like. The actions are noticeable, but the make to ensure that a war campaign continues to move
outcome of the battle usually does not hinge on the fate along at an acceptable pace.
of a single ogre. When preparing for your game sessions, set up a
Mid-level PCs have a greater chance of impacting an battle plan, a timeline of events that will occur during
overall battle’s success. Strike teams of characters might the battle. Identify events such as when certain troops
7
begin moving, or in what round artillery will be fired; combat, take a moment at the beginning of a round to
then, once the battle begins, you will already know what describe how other nearby units are faring, and men-
happens around the PCs. Make a timetable for the overall tion when new threats present themselves. Less often,
battle, including maneuvers for both sides involved, perhaps once every ten rounds of combat, give the PCs
that shows how the battle will play out. Make a list of an idea of the larger scale by indicating whether their
the events that will happen around the PCs: These are army seems to be winning (or losing), or at least if the
the encounters the PCs need to deal with directly. Make battle is going to plan.
notes on how the PCs’ success or failure will affect the In some cases, you might have NPCs fighting other
larger battle, if at all. NPCs. If you want to have the dice decide the fate of
For ranged attacks such as artillery or fireballs that these NPCs, perform the rolling beforehand so as not
CHAPTER 1
might affect the party, you could roll damage dice ahead to slow down the game. If the PCs interfere with that
CAMPAIGN
THE WAR
of time, noting it on the battle plan. Be judicious in your scuffle, then resolve combat normally. If the PCs do not
use of this tactic, so you don’t attack the PC who has few become directly involved, or if the levels or Hit Dice of
hit points just because you know a low (or high) damage the NPCs vary significantly from the average level of
roll is coming up. the party members, then describe the fight but keep the
In some cases, you might want to determine before- focus on the PCs.
hand the result of a conflict between two units. In such Make sure to describe morale effects to the PCs. If the
instances, you might decide how many rounds it takes for allies they are fighting beside become shaken, it should
one unit to become victorious and how strong that unit be obvious to the PCs that they could attempt to rally
remains once that small conflict is resolved. A unit might their comrades. Likewise, if they know that they have
achieve victory by destroying the enemy unit, but it could struck fear into the hearts of their enemies, they can be
also win by causing the foes to rout. encouraged and know that at least a small victory might
You can determine the victor by running the combat be near.
normally, or you might simply make an educated esti- As always, pay attention to your players. If they are
mate, based on the strengths of the units involved. In a nodding off or losing interest, try to get those charac-
Illus. by E. Polak
large battle with many units, you can use this method to ters involved.
determine how long the battle will last and who might
ultimately be victorious, in the absence of any interaction TACTICAL DOWNTIME
by the PCs. The Dungeon Master’s Guide suggests that a typical party
You can think of the battlefield as a dungeon that is in should be able to overcome four encounters before
constant motion. Once you have determined
what the battlefield will look like from hour to
hour or round to round, then you have the
ability to add the PCs into the mix at any
location or point in time.
DESCRIBING
THE ACTION
Try to illustrate the prog-
ress of the overall battle
to the PCs. In
a pitched
8
needing to rest, heal, and regain spells. But in the middle characters obtain equipment of sufficient value as they
of a pitched battle there’s usually no good place to set up gain levels and fight tougher battles?
camp and pull out the spellbooks. A dungeon is often close to a town or a city where
Between combats, the PCs should have an opportunity the PCs can go to rest or buy supplies. Even in remote
to heal themselves magically, or otherwise reload and dungeons, the PCs can often find a room that has been
prepare for the next encounter. An encounter that would cleared of enemies where they feel safe enough to bed
generally be appropriate for the party’s level becomes much down for the night. But in a war, the characters will often
more deadly if the party is nearly out of hit points or has find themselves behind enemy lines with no possibility
an unconscious party member as a result of the previous of getting a good night’s rest, let alone meeting a friendly
fight. The time between combats need not be hours in shopkeeper. So, strategic downtime becomes something
CHAPTER 1
length, just a minute or two to allow the party to catch its you have to plan into a scenario to give the PCs a chance
CAMPAIGN
THE WAR
collective breath. to rest and resupply.
When planning the encounters, keep in mind that Lastly, you will have to pay closer attention to the needs
after four encounters in a given day, the spellcasters are of the nonfighters in your group. Wars are all about heroic
likely out of spells, the barbarian cannot rage again, and deeds and titanic battles. But after a night of constant
the paladin has used all his smite attempts. Continuing melees, the rogues, druids, bards, and even rangers in
on might be a challenge for the party, but it might not be your group might feel unfulfilled. To help those players
much fun for the players. get the most out of their characters, you need to give some
Four encounters might not seem like much, but in thought to adventures off the battlefield.
the context of a larger battle this amount of activity can
be significant. A set of four encounters might consist DEALING WITH RANK AND ORDERS
of, for example, taking control of a hill, defending it for In Chapter 4 you will find rules for adding military ranks
some time, rescuing a commander in distress, and then to your war campaign, and for awarding medals and honors
performing a fighting withdrawal. With some tense and to worthy characters. While ranks and recognition are a
quiet intervals between those events, those four encounters cool way to reward good roleplaying, they do present a
could easily take a half-day of game time. potential problem for the DM and the group.
If you want to have more than four encounters, try Everyone has seen group dynamics ruined by an
making the Encounter Level of each encounter one or overbearing player who tries to take control of the
two levels lower than the party level. The encounters group and gives orders that nobody wants to follow.
might seem a bit easy at first, but the addition of a few And, if you’ve played D&D long enough, you’ve seen
more encounters in a day tests the endurance of the party what happens when you have too many “generals” in the
without making the encounters so overpowering that the group. Everyone wants to give orders, but nobody wants
party must rely on luck to succeed. to follow them.
Either situation can lead to bickering players, long
discussions about who should open a door, sloppy melees
CAMPAIGN PLANNING that get characters killed, and, ultimately, hurt feelings
You will have to face a lot of issues when you begin a war within the group. Now add stratified ranks to an already
campaign. This section will take a look some of these fragile dynamic. It’s hard enough to ignore the “paladin
issues and provide hints and insights into how to combat who would be king” when that character only has the
the most prevalent problems you are likely to encounter power of his convictions. What happens when he outranks
as your PCs go to war. the other characters in the group?
First, anyone who has ever played with a large group The dynamic of each gaming group is going to be
(say, eight or more PCs) knows that even a short melee different, but most groups seem to work best when a
can seem interminably long as players wait for their turns. pseudodemocratic leadership is present. One player will
Multiply that by a hundred or a thousand, and you can see often dominate the decision-making, but if he or she
one problem with gaming in a war scenario. regularly asks for advice and help, no other player in the
Second, in a war you have armies, and in armies you have group feels left out. Handing out ranks can destroy that
ranks. What happens when the weakest player in the group dynamic, especially if the natural leader of the group is
suddenly outranks the rest of the PCs? Power struggles are not the recipient of the promotion.
a common part of roleplaying, but military ranks—which If there is a natural leader among the players, it might
can be an enjoyable part of the war campaign—can also make sense to give that player’s character the highest rank.
become a major headache. The rest of the players are already used to following that
Another factor to consider is treasure. When your PCs player’s lead when it comes to making decisions, so if the
are in a dungeon, it’s easy to drop a treasure chest in a room de facto leader is also the highest-ranking character in the
for them to find. But unless the NPCs on a battlefield are group, there shouldn’t be too much strife.
traveling in siege engines, they won’t be carrying treasure There are a couple of problems with this approach,
for the PCs to find. So, how do you reward players for however. First, not every group works well with a single
heroic deeds? More important, how do you make sure the leader giving all the commands, especially if the rest of
9
the players don’t get a voice in the decisions. Most players expertise (“sergeant”) deploys the troops when the party
dislike being led by the nose through an adventure by gets into a battle. Or the PC ranger might be in charge
the DM but really detest being led by a dictatorial player, of getting the group to the mission location, and the PC
no matter how good that player’s ideas might be. So you rogue might be in charge of executing the mission once
should probably avoid turning your de facto leader into the group arrives.
the ranking leader unless that player leads by consensus Split or rotating leadership roles can be spelled out in
instead of fiat. the group’s orders at the beginning of the mission and
The second problem with turning a single player into can lead to some interesting roleplaying opportunities.
the group’s leader is that the other players might view this Characters will have to work out the dynamics of joint
decision as favoritism. This situation could lead to the very leadership, perhaps at one point following someone who
CHAPTER 1
dissent you were trying to avoid. The players might even isn’t used to leading others. But because the players know
CAMPAIGN
THE WAR
stop listening to the de facto leader out of resentment, thus it’s not a permanent situation, they should be more willing
ruining your plan of encouraging that player’s leadership to give the new leader(s) a chance to succeed.
of the group. Ultimately, you have to figure out what works best
So, what do you do? You want to use ranks and medals for your group, based on the dynamics and the various
to reward your characters, but you want to avoid dissent in personalities of the players. As you incorporate ranks and
the group. One possible solution is to take your cue from medals into your game, remember two things:
old war movies again. First, this is a game that should be fun for all play-
Rank is most important when a leader needs to give ers. It is your job to make sure the players are enjoying
orders to a large group of soldiers who all must do roughly themselves.
the same job. But in movies such as The Guns of Navarone Second, players are happiest when they have some sense
or The Dirty Dozen, each member of the group is a special- of free will in the game. They don’t want to be herded into
ist, brought along to do a particular job. Sure, someone is or through an adventure by you or another character.
ostensibly in charge, but when it comes down to a question So if you use orders within your campaign, make sure
relating to his or her specialty, the specialist is the one the characters have some say in how those orders are
calling the shots. carried out.
If you set up your PCs as a team of specialists, rank
becomes much less important within the workings of the TREASURE IN A WAR CAMPAIGN
group. While rank and medals can still be important to the You need to address several issues when dealing with
character who receives them, it won’t necessarily make that treasure in a war campaign. First, how do you reward char-
character the leader of the group, because every character acters with items as they progress through the campaign?
has an equally important job to do within the context of Second, how will you provide characters with an outlet
the mission. You, in the guise of a higher-ranking NPC, for selling or trading old and unused treasure? Third,
can even spell out each character’s role in the mission how will characters be able to re-equip expendable items
before sending them out. when they are depleted? Finally, how do you make sure
Having well-defined roles gives the players a sense of your characters are equipped properly as they gain levels
their place in the mission and provides them with some and fight tougher battles?
protection when another player tries to “pull rank.” They The main problem with treasure in a war campaign
can point to the orders and their part in the mission. This is that battles are fought in fields, or forests, or even in
concept also emphasizes the importance of the group as towns—out in the open—and treasure is normally not
a team who must work together to reach a common goal, secreted out in the open. Of course, the PCs can pick
instead of a military unit that must follow the orders of over the bodies of the fallen after a battle. But wars are
the ranking officer. often fought by large forces using cheap weapons, so there
You can give other players a chance to shine when might not be much of value for the characters to find after
using the “team of specialists” concept by either rotating a battle.
or splitting leadership within the group. However, searching bodies can be one of the best ways
Rotating leadership is an arrangement in which the for low-level characters to add to their wealth. Selling
leader changes from one mission to the next. If you have used armor can be quite profitable for characters just
a team of specialists, the leader for any specific mission is starting out in their careers. And even if the PCs are
determined by which character has the right abilities to comfortable picking over the fallen for a few coins and
best complete the mission. For example, if the mission is some gear, there might not be any place to sell these
mostly about battle, the fighter should lead. If the mission items in the middle of a war, especially if the PCs are
is mostly about stealth, the rogue should lead. behind the lines.
Split leadership occurs when one character is in charge The most noble of the PCs might even have moral
of one part of the mission while another character is objections to such profiteering. However, dealing with
in charge of a different part. For example, the highest- the so-called black market is one viable option for giving
ranking character (“lieutenant”) might be in charge of your characters a way to sell old and confiscated gear. The
the overall mission, while the one with the most combat dangers of dealing in scavenged war materials can make
10
CHAPTER 1
CAMPAIGN
THE WAR
Illus. by F. Vohwinkel
A well-stocked army offers its soldiers plenty of choices for gear
for a great adventure or some fun roleplaying situations at the war planning table. They’ll see the larger picture of
as the characters have to contend with shady characters the war effort firsthand, and that’ll undoubtedly give them
and the threat of getting caught by their commanders. the information to assign themselves interesting missions
As the characters progress, they will need more than (read: adventures).
just scavenged armor, though. One option for improving If the characters have done something truly heroic, or
their prospects of gaining treasure is to send them on completed a particularly tough mission that had a major
missions that give them a chance to fight more powerful impact on the course of the war, you can even go so far as
creatures that have decent gear and treasure. You could to reward them with items from the castle treasury. These
even send the PCs into a dungeon or an enemy stronghold could be monetary rewards, better equipment, or even
to look for a powerful artifact or supplies to use against magic items.
the enemies. While there, they could easily find a hidden Requisition lies at the other end of the spectrum. Instead
stash of treasure, items, or magical gear. of characters being rewarded for deeds performed, they
These types of missions should be the exception more are given the supplies they need ahead of time for an
than the rule in a war campaign. If you keep sending upcoming mission. Perhaps, as they gain levels (and ranks
your PCs into dungeons, you’ll lose the feel of being in within the military), the PCs can even requisition items
the middle of a war. There’s a way to use the war milieu to for themselves.
help provide the more objective rewards that players so In addition to the standard items of warfare that the
often crave. Most treasure issues can be addressed with military provides to all soldiers, the PCs might also get a
two simple mechanisms: recognition and requisition. salary. This salary and the requisitioned supplies can be
War heroes gain recognition in many forms: fame, an easy way to hand out treasure awards on a regular basis,
promotions, and even monetary rewards. Of course, deco- helping to ensure that the characters have the right amount
rations are the most obvious way to recognize heroic deeds. and level of equipment for their level. If your PCs begin
Take a look through the decorations described on page 90. to fall behind the averages shown in Table 5–1: Character
You can use these decorations to reward your characters, Wealth by Level, page 135 of the Dungeon Master’s Guide,
or create ones of your own to fit your campaign. they might not be able to handle encounters aimed at a
Promotions can also help PCs in a couple of ways. Promo- group of their level.
tions can mean higher pay or access to better equipment. As with the other issues covered in this section, you
Eventually, promotions can lead to PCs occupying seats will have to find the way that works best for rewarding
11
characters in your campaign. You might even be able to are out of spells, the divine spellcasters have no healing
drop a treasure chest down into the middle of a battle- left, and the barbarian is all raged out. Suddenly, off in
field. Just make sure it makes sense for that treasure the distance, one of the characters spots the scorched
to be there—for example, deciding that it’s part of the remains of a keep. Perhaps it was destroyed during the
opposing army’s payroll or an intercepted shipment of war. Perhaps it’s a crumbling ruin from some other war
replacement equipment. fought long ago. The PCs search the area but find no
evidence of recent enemy travel. It seems safe, so they
STRATEGIC DOWNTIME bed down for the night.
All characters need daily sleep or meditation to recuper- The empty cave and the partisan farmer work the same
ate from the rigors of battle, but some PCs will need a way, except that the PCs spot the outline of the cave
CHAPTER 1
bit of extra time away from the monsters, mysteries, and entrance or they see some smoke rising from a chimney in
CAMPAIGN
THE WAR
mayhem of the adventure setting to take care of personal the distance. The cave is currently free of large predators,
matters. Strategic downtime is the time PCs spend away and the farmer has no allegiance to the enemy that the
from encounter situations. It often occurs between PCs are fighting. They have found a safe haven they can
gaming sessions. use for a night or a week. Perhaps this haven can even be
Downtime can be as simple as a few nights at an inn or used as a base of operations while the characters complete
a temple to regain lost hit points or heal ability damage. their mission.
Or it could mean a month in a laboratory researching a In addition to providing shelter and safety, these spots
new spell or crafting a magic item. This time can give can easily lead to side adventures. The ruined keep could
nonfighters a chance to have a small adventure of their have a hidden secret (or even a small dungeon adventure)
own, or it could just be used for relaxing or carousing. buried under the rubble. The cave might be the home of a
What downtime is used for depends on the personality large monster that was out hunting when the PCs arrived.
and the needs of each character. The farmer might be involved in something nefarious or
Whatever the reason, most characters need some occa- have a mystery to solve that necessitates recruiting the
sional downtime, and this fact presents a challenge in a war characters’ help.
campaign. If the PCs are constantly on the battlefield or However, these safe havens don’t necessarily provide
away on a long mission, in hostile territory far from their the characters with the kind of resources they need for the
base, they might not be able to find a hospitable spot (let more involved activities that they might want to pursue
alone a bed) for months at a time. This can make it hard to during longer downtimes. In this case, you might need to
heal completely between sessions and almost impossible introduce the members of the resistance (who need not
for PCs to find the resources they need for research or speak with a fake French accent).
crafting items. The resistance is, of course, a group of local residents
Plus, if the PCs are part of a military force, they are who oppose the enemy by performing acts of sabotage.
not entirely in control of their own time. They go when They will often have a secret base of operations (perhaps
and where they are told, and they cannot just decide to the cave, ruined keep, or farmhouse mentioned above)
rest or perform research for a week. The war isn’t going and can provide the PCs with much-needed supplies, a
to take a break just because the PCs need a little R&R. place to rest, intelligence about the enemy, resources for
When the characters do get a break from action, you research and item creation, and even side adventures that
need to either find a way for the war to slacken (a brief require stealth instead of brute force (for those characters
armistice, perhaps) or keep track of changing conditions who enjoy that kind of adventure).
during the downtime. It’s easy enough to introduce the resistance into a sce-
If the characters are fighting close to home, they might nario. Their agents can find the PCs and lead them to the
be given a furlough by their commanding officer, provid- secret base. The characters could be given a contact name
ing some much-needed time off. The upside of this method and a password in their mission instructions. The two
is that the PCs will have access to resources at the base (or parties could even meet while both are trying to complete
perhaps a nearby town) for research, crafts, side adventures, the same mission, which can give your PCs a chance to
or more frivolous recuperative activities. The downside is use their Diplomacy skills.
that you need to take into account the course of the war In addition to providing the perfect safe haven for short
while the PCs are out of commission. or long rest periods, the resistance can be a great source
Furloughs do not work, however, when the PCs are for intrigue. That group could have a contact inside an
nowhere near their base of operations or are deep in hostile enemy stronghold or a member with vital information
territory. If the PCs just need a safe haven for some rest who has been captured and must be rescued, which can
and recuperation, you can use one of these tried-and-true lead to exciting undercover operations. The resistance
plot devices: the burned-out keep, the empty cave, or the could even have been infiltrated by a mole whom the
partisan farmer. PCs must ferret out before they are all captured. The
Here’s how these concepts work. The PCs are tired possibilities for side adventures off the battlefield are
and sore. They have been marching or riding all day and nearly endless with the introduction of a resistance group
have fought one too many fights. The arcane spellcasters to your war campaign.
12
What happens to the rest of the war while the PCs are experience points between all their characters, award full
busy on side quests or taking a long furlough? Unlike a experience points to all characters, or award experience
dungeon, where the monsters are somewhat contained only to those characters that actually participated during
and conditions aren’t as likely to change when the PCs the game session that just ended.
rest for a day or a week, the course of a war can and There are pros and cons to each system. Award-
should change constantly as forces advance or retreat, ing partial experience to all characters slows down
major battles are won or lost, and conditions shift on everyone’s advancement. Awarding full experience lets
the battlefield. characters advance faster, but players have to update
You can handle this problem in a number of ways. First, two or more characters much more often. Awarding
you can keep track of the ebb and flow of the war during experience normally (only to the characters who par-
CHAPTER 1
downtime and then bring the PCs up to speed on any ticipated) will allow for normal advancement of the
CAMPAIGN
THE WAR
changes when they return. If you want to, you can use the played characters but will ultimately result in a group
downtime to make changes to the campaign, which can with PCs of many different levels, making it hard to
affect future scenarios. create encounters that work for all characters present
For example, if the PCs are behind enemy lines working at a session.
with the resistance, they might be cut off from information The other problem comes when the group is sent off
about what’s happening on the home front. They could on long missions well away from its base of operations.
return from their mission only to find the enemy has taken When this happens, players are pretty much stuck with
their master’s castle and thrown the ruler in the dungeon. the characters that make the initial trip unless you can
Now the PCs must rescue the king and begin a rebellion find some plausible way for characters to switch in the
to overthrow the new regime. middle of an adventure.
If you’re not ready for such a major change in your However, running multiple characters can be a lot of fun
campaign, you can simply chart the course of major battles for both the DM and the players. It gives players the chance
(either through die rolls, deduction based on military to try out different kinds of characters from the ones they
factors such as force size and position, or simply decid- normally play, gives the group more specialists to draw
ing for yourself) and then make subtle changes based on upon for specific missions, provides some ready NPCs for
those outcomes. you when you need a hostage the characters care about or
Not every DM will want the headache of keeping track a messenger that they will trust, and allows characters to
of changing conditions, though, and some players don’t take downtime whenever they need it without impacting
deal well with changes that are out of their control. There the flow of the game or the war.
are a few ways for you to halt the action without the tactic
seeming artificial. ADVENTURING OFF
For example, there can be a lull in the fighting, which THE BATTLEFIELD
gives the PCs an opportunity for a rest while the two While constant battling is a great source of experience
forces regroup. The enemy could suffer a devastating points, it can wear down the PCs and become almost
loss, forcing their military to retreat until they can get monotonous. In addition, not every character is a fighter.
reinforcements. Or the war can grind to a standstill, with Many players enjoy roleplaying as much as, if not more
both forces so entrenched that neither side can make than, combat. They prefer skills, feats, and spells that help
any significant advances. There could even be a timely them unravel mysteries or deal with NPCs in ways that
truce called while the leaders discuss terms for ending don’t involve a sword. It is up to you to make sure that
the hostilities. Winter weather or the rainy season can set every PC gets a chance to shine within the game, and
in, making it impossible to continue fighting until better to provide obstacles that give characters a chance to use
weather returns. noncombat abilities.
Any of these ideas can give PCs ample downtime The rest of this section contains ideas to help you create
without the need for you to chart the continuing course adventures away from the battlefield for the PCs. Simply
of the war during the break. And these are natural inter- flesh these out or use them to jump start your creative
ruptions that a real war might have, so it won’t seem juices and come up with your own. Either way, don’t
odd that nothing happens while the PCs are resting forget to provide characters with opportunities to use
or researching. their noncombat skills.
Another way to give PCs some downtime without inter-
fering with the flow of the campaign is for each player to Noncombat Scenario Ideas
run multiple characters. This system allows players to swap Here are scenarios for war-based campaigns that don’t
characters anytime one of their characters needs a rest or necessarily center on combat.
wants to do some out-of-game activities. However, this can Intelligence Gathering: A new enemy is massing
be a major scheduling and record-keeping headache for troops, or perhaps the current enemy has been recruiting
both you and the players. allies and that force is on the move. The general needs up-
For one thing, you have to decide how unplayed to-date intelligence about troop movements, the strength
characters advance. You can either force players to split of the new foe, and the terms of the alliance that can be
13
used against the enemy. The PCs must make their way ingredients and spell components gone missing, guards
through the war zone out to the borderlands to gather found dead at their posts. Rumors are running rampant,
the needed data and then return without being detected. and everyone in the keep is edgy with paranoia. The PCs
Stealth and skill in gathering information are imperative must root out the saboteur quickly before morale breaks
for this mission to succeed. down completely and soldiers begin deserting by the
Reinforcements: The keep is surrounded and cut off dozens. They must look at all the evidence and try to
from help. A neighboring kingdom might come to the determine who the saboteur could be. Then they must
rescue if only a message can get through in time. The prove it to the general and the men, perhaps by catching
PCs must sneak out of the keep and through the him or her in the act. This mission will require cun-
troops encamped outside the walls and travel ning, adeptness at gathering information, and
CHAPTER 1
must get an audience with the king and Disinformation Campaign: The
convince him to send reinforcements. generals are planning a major coun-
This mission will require both stealth terattack in the coming months, but
and diplomacy. the enemy has spies everywhere; it’s
Prisoners of War: The PCs have almost impossible to take them by
been captured (perhaps during one surprise. The PCs must find a way
of the other side missions). They to get false plans into enemy hands
have been stripped of their gear to throw their spy network off
and tossed in the dungeon, or track. The false plans are ready,
whisked off to a POW camp. but it’s up to the PCs to devise
They must find a way out of and implement a plan for deliv-
their cells, locate their gear, ering them to an enemy spy in
and escape. But they’re not a way that will avoid suspicion.
free yet, for they are still This mission might require
Illus. by E. Polak
HISTORICAL MILITARY
MILITARY ORGANIZATION HIERARCHIES
The organization of the modern army traces its structure The discussions of armies in this book use a modern mili-
back to the end of the Middle Ages. The medieval structure tary structure and rank hierarchy because that information
of knights surrounded by sergeants, men-at-arms, and is at least somewhat familiar to most players and should
archers, and leading a small force of conscripted peasants, be easy to incorporate into the game.
slowly gave way to mercenary companies of soldiers led by Some DMs might want to use historical military systems
CHAPTER 1
a “head man” (capitano, in Italian) who were quite literally in their games. Accordingly, presented in this section are
CAMPAIGN
THE WAR
leased out to whoever could pay. a few major military hierarchies from history and their
This captain was assisted by a lieutenant (the French equivalents to the modern system. This should give DMs
word for “place holder”), who would stand in for the a feel for how to adapt other military structures for use
captain whenever needed. Beneath the lieutenant were with the valor system and the armies listed later.
the sergeants and the holders of a new rank established The modern structure used in this book is described
at the time, the corporals. immediately below as a reference for DMs who wish to
These mercenary companies eventually became per- create new army organizations using historical or even
manent armies during the sixteenth and seventeenth fantastic sources. Note that most of the army structures
centuries as countries in Europe grew larger and more described in this section do not utilize battalions.
powerful. Expanding national boundaries required
larger militaries, so companies were combined into Modern Army Structure
regiments and battalions. One of the captains was nor- Squad = 10 privates and a corporal
mally given the title of captain of the column (colonella, Platoon = 2 or more squads
Company = 2 or more platoons
in Italian) and the responsibility for coordinating all
Battalion = 2 or more companies
the companies in the regiment along with the rank of Regiment = 2 or more battalions
colonel. Eventually, as fighting forces grew ever larger, Brigade = 2 or more regiments
it was necessary for someone to lead entire armies made
up of multiple regiments or battalions. The original
name of this rank was captain general, which was later Feudal System
shortened to general. The feudal system was more about control of the land than
However, the idea of stratified leadership was not the structure of the army. The ruler gave control over a
new to sixteenth and seventeenth century Europe. The portion of his or her holdings (called a fief) to a local noble.
legendary Roman armies had all the modern rank divi- That noble would then pledge knights and men-at-arms
sions still present in modern armies today, including (guards or professional soldiers) whom the ruler could call
everything from raw recruits, up through the rank and upon at need to protect the kingdom.
file, noncommissioned officers, subaltern officers such In a true feudal society, each noble owes his or her ulti-
as the centurion (who commanded a hundred men), and mate allegiance to the king or queen (or emperor/empress
senior officers. in some feudal systems, such as feudal Japan, medieval
Genghis Khan created a vast army in the harsh steppes China, or Europe’s Holy Roman Empire). The king or
of Mongolia using a simple rank structure of officers queen sits at the top of the hierarchy, with a prince or
who commanded upward of a thousand men each. The princess immediately below him or her.
Mongol army was divided into troops (arban) of ten Underneath the prince or princess come the various
warriors, squadrons (jagun) of one hundred warriors noble landowners, known as dukes and duchesses (for
(ten troops), regiments (minghan) of a thousand warriors duchies), counts and countesses (for counties), and barons
(ten squadrons), and divisions (tumen) of ten thousand and baronesses (for baronies). Although they not necessar-
warriors (ten regiments). Each of these units had a single ily warriors themselves, these nobles hold the commmand
leader, so command came from the top and was enforced power of modern officers.
all the way to the bottom of the structure by leaders at Beneath the landowners come the knights, their squires,
each division. professional soldiers, and the trained militia.
Like the Romans, the Mongol army had a division
between officers who led large units and leaders of smaller Feudal Military Hierarchy
units. Troops and squadrons were led by the bagadur (hero King/emperor = General
or commander), the Mongol equivalent of a knight; these Prince = Colonel
Duke/count/baron = Major
commanders were elected by the troops themselves. The
Knight = Captain
larger units—regiments and divisions—were led by noyan, Squire = Lieutenant
who were the equivalent of a European baron, duke, or Men-at-arms = Sergeants
prince. These high-level officers were appointed by the
15
Militia/trained troops = Privates and corporals
In a feudal army, the basic army unit would be the Guerrilla Warfare
company, which would include knights, squires, men- Guerrilla warfare has been a military strategy for centuries,
at-arms, and militia, all controlled by a noble with the typically used when a smaller force must rebel against an
rank of major. If a larger army was needed to fight off established (often tyrannical) government or when the
an invading horde, the prince/princess or king/queen residents of an occupied country rise up to try to throw
would have to call upon multiple landowners to band out an invading army. For example, the Cossack cavalry
their forces together, thus allowing for the formation dispersed into guerrilla units to battle Napoleon’s occupa-
of regiments and brigades. tion of Russia in 1812.
Guerrilla warfare has been used quite often by the
Tribal Clan Chinese, who rebelled against the English drug lords in
CHAPTER 1
A tribal clan structure is similar to the feudal system in 1841 and again during the Boxer rebellion in 1899. The
CAMPAIGN
THE WAR
that numerous leaders (khans or chiefs) leading individual definitive treatise on guerrilla warfare was written by Mao
military forces. Clan leadership is based on individual Tse Tung in 1937, based heavily upon Sun-Tzu’s Art of War,
accomplishment or familial relationships, not on land which was written sometime around 400 b.c.
ownership. This situation occurs, in part, because clans The basic tactic of a guerrilla campaign is multiple
are often nomadic people who move from place to place hit-and-run attacks by small units that engage a larger
to follow the food. This harsh life also made it necessary enemy force from numerous sides. One unit will attack
for leaders to be great warriors. a convoy or an advancing army by surprise to inflict
Family relationships were also important to clan casualties and make the enemy forces move toward it.
leadership, since clans are normally familial units and That unit will then retreat while another unit attacks
part of a larger tribal structure. A tribe would consist of from the rear.
many clans all vying for the same food in a geographi- The small guerrilla units are able to retreat too
cal area. This competition would easily lead to strife quickly for the larger force to follow, and the larger
between clans unless the chiefs could find a way to force spends all its time moving back and forth search-
work together. ing for a disappearing enemy that seems able to attack
When a strong chief is able to unite the clans, their com- from all sides.
bined military force can be quite formidable and extremely Several units of five to twenty combatants can be
large. For the purpose of translation, assume a single clan’s combined to form cells, which can contain anywhere
army to be no larger than a company (about fifty to one from ten to one hundred soldiers. The rank structure of
hundred warriors), led by the chief. When the clans unite a guerrilla army tends to be fairly chaotic, with multiple
under a universal (or chingis) khan, their soldiers might leaders directing units and cells. Some decisions might
number in the thousands or tens of thousands, using the be made by the democratic process.
structure detailed on the table below. Cells tend to operate in overlapping areas, residing
In this hierarchy, which uses the Mongolian terms with the general population in the villages they visit on
discussed earlier, a single clan’s army would be led by a their rounds. This integration of soldiers into the larger
noyan chief with several bagadurs below him and perhaps population makes it nearly impossible for an occupying
a company of men equal to a jagun (squadron of one army to locate enemy soldiers, and the general populace
hundred warriors). becomes the intelligence and communication arm of the
guerrilla army.
Clan Hierarchy Villagers gather information about the enemy and pro-
Bagadur = Corporal/sergeant/lieutenant vide that information to each cell that comes through. They
Noyan chief = Captain/major can also pass on orders from one cell to another, giving
Noyan duke or baron = Colonel
officers of the guerrilla army a communication network
Chingis Khan = General
for sending orders down the line to the troops.
In game terms, the cell is the basic organizational
Clan Military Structure group of soldiers in a guerrilla army, probably led by a
Arban = squad 10 warriors lieutenant or captain, depending on the size of the cell.
Jagun = company 100 warriors Individual units within the cell would be led by sergeants
Minghan = regiment 1,000 warriors
or lieutenants.
Tumen = brigade 10,000 warriors
16
Illus. by C. Lukacs
attlefield adventures mix familiar aspects of adven- of the Dungeon Master’s Guide. Elements such as cover
ture design with new considerations that are part of and difficult terrain will be present in every combat
the war genre. The tenets central to good adventure you introduce, so you’ll be able to adjudicate the effects
design in a traditional D&D campaign—balanced of terrain and obstacles quickly.
encounters, a player-driven plot, and a calibrated Even if the PCs go where you weren’t expecting,
system of rewards for risk—still apply when you’re creating they’re essentially staying at the same site, so you
a battlefield adventure. can use the same battlefield elements and groups of
But you’ve got new concerns as well. You have to handle enemies (called maneuver elements) to create encoun-
PCs who have relative freedom to move around an entire ters wherever the PCs have wandered. The players at
battlefield, picking fights as they choose. You need to your table will probably never know you didn’t have
know how the PCs’ actions affect the actions of thousands that specific encounter planned in advance.
of NPCs. And you have to handle pacing in an environ- Event-Based: In a battlefield adventure, the fortunes
ment where the larger battle will rage on even if the PC of allies or enemies can change rapidly depending on
spellcasters are out of spells and their front-line melee the PCs’ actions. If the PCs successfully infiltrate the
combatants are sorely wounded. enemy castle’s north tower, for example, they can
Battlefield adventures are hybrids of the familiar and the silence the catapults that would otherwise keep the
new. They’re also hybrids that draw inspiration from both rest of the army at bay. Certain subsequent encoun-
site-based adventures (such as traditional D&D dungeons) ters become more or less likely depending on the
and event-based adventures (such as political- and intrigue- choices the players and their characters make.
based scenarios). In some ways, events that occur during a battle
Site-Based: A battlefield adventure takes place on a serve a function similar to that the doors and cor-
single site—the battlefield. By the time the battle begins, ridors of a dungeon: They block off some possible
you’ll know the ins and outs of the defensive structures, future encounters while allowing access to others,
terrain features, and other elements the PCs will be fight- and thus they channel the PCs’ efforts. But there’s
ing over throughout the adventure. If a battle takes place one important difference. In a site-based adventure,
in a forest, for example, you can bone up on the relevant the PCs can usually go back and explore areas they
battlefield elements in Chapter 3 of this book and page 87 chose to bypass before. But events that transpire
17
on the battlefield can make some encounters thereafter Adventures that hook PCs with bystander motivations
impossible. If the PCs go around a trench network rather can have great immediacy, because this motivation makes
than through it, for example, they won’t experience the the characters feel like they have been thrust onto the
encounter you had planned for them while they were in battlefield and must use their wits to survive. But you have
the trenches. to provide tangible rewards at a steady rate for bystander
Maintaining the balance between site-based and event- characters, because otherwise they will likely flee rather
based adventures is the key to having an exciting time at the than continue fighting.
game table. You want PCs to have a degree of flexibility—to Draftee: Draftees are on the battlefield because some-
travel over the same site on a variety of different missions. one else is forcing them to be there. The most obvious
And you also want their choices to matter, as events they form of conscription is a literal draft, in which a nation or
ADVENTURES
CHAPTER 2
take part in build toward the battle’s overall outcome, region equips every able-bodied citizen it can muster. But
BUILDING
whether it’s successful or disastrous. there are other kinds of draftees, from criminals granted
pardon in exchange for military service to young nobles
who must serve a term in the army before they come into
HOOKING THE PCS their inheritance.
There are as many ways to motivate PCs as there are The draftee motivation rarely works on player characters
PCs. But within the genre of the battlefield adventure, for long. They’re generally capable and innovative enough
some common kinds of motivators attract the PCs to the to escape military service that they want no part of, and
battlefield in the first place. Some fight for honor, king, they often resent being forced to fight. This motivation
and country. Others do battle for the promise of gold, or works if the players willingly accept their characters’ lot as
to settle an old score. Some have no choice in the matter, draftees, but most players will find long-term draftee status
caught up in the winds of war against their will. to be demeaning, not motivating. The draft is a fast way to
In order from least coercive to most coercive, here are get PCs to the front lines of their first battle, but during
some common motivators that prompt PCs to join an army that battle you should be thinking of ways to transition
and take part in massive battles. them to better long-term motivators. Maybe they grow
Volunteer: When the kingdom faces invasion, heroes to hate the enemy after losing friends in battle (turning
of all sorts rally around the flag and volunteer for the army them into volunteers), or good conduct earns them an
to help defend their homeland. Many PCs will offer their offer to join a more professional regiment (giving them a
service to king and country whenever some profoundly evil mercenary motivation).
threat exists. Other PCs volunteer for different reasons: a While the bystander and draftee approaches are coer-
sense of family or clan duty, the desire to escape an unap- cive, that doesn’t mean they’re wholly inappropriate for
pealing life at home and see the world, or simply because hooking the PCs. The coercion that brought the PCs to
a friend or paramour recommended the military life. the battlefield in the first place isn’t necessarily strong
Volunteer PCs tend to be self-motivated “good soldiers,” enough to dictate their actions once they get there, after
so they usually don’t need a lot of promised rewards to give all. PCs have a long tradition of defying orders, or at least
a battle their utmost. The best missions for volunteer PCs interpreting them in such a way that they get the job in a
give them a hand in the planning as well as the execution; manner of their own choosing.
some volunteers are such good soldiers that they fall into Furthermore, being drafted and getting direct orders
the rut of simply following orders rather than thinking from a superior officer provides the PCs with a clarity of
for themselves. purpose. They’re undertaking the battlefield adventure
Mercenary: These soldiers also volunteer for duty—but because they were ordered to so, and any second thoughts
they make it clear going into the battle that the promise of over whether it’s the best long-term path to take is point-
tangible reward is what’s keeping them on the front lines. less. Once they have been given their marching orders,
Mercenary PCs are soldiers for hire, so they can move from the PCs can simply buckle down and get to work on more
army to army and from war to war with little difficulty. pressing, less existential matters.
Because they’ve chosen the mercenary life, these
characters are keenly aware of the risks and rewards of
combat. When you create battlefield adventures that use DESIGNING THE
the mercenary hook, make sure you carefully balance the BATTLEFIELD
various rewards (experience points, gold, victory points, A battlefield is a big place, and mapping every 5-foot square of
and recognition points) throughout the adventure so that it isn’t a very efficient way to spend your preparation time.
the PCs never think they would be better off just quitting Instead, create a battlefield map on a piece of graph
the battle and seeking their fortunes elsewhere. paper where 1 square equals 200 feet. It’s a scale that lets
Bystander: While most soldiers go off to war, some charac- you fit the whole field onto one sheet of paper, but gives
ters take part in battles simply because they find themselves you enough detail so you can improvise if the PCs go
on the battlefield. If the PCs are in a city that’s suddenly somewhere you weren’t expecting.
besieged by a demon army, for example, they’re effectively To use examples from real-world history, the Battle of
part of the city’s defenses, whether they like it or not. Agincourt had about thirty thousand soldiers on both
18
sides, and its battlefield map would measure 40 squares If your battlefield is a city, your map will be covered
by 60 squares. The Battle of Gettysburg had troop density with manmade structures. You don’t have to draw every
that approximates a fantasy battle like those portrayed in building, of course, but at the 200-foot scale you can indi-
the movies. It involved one hundred seventy-five thou- cate neighborhood types (temple district, slums, harbor
sand soldiers on both sides, and its battlefield map would quarter, and so forth) and the presence or absence of
measure roughly 60 by 80 squares. major thoroughfares.
Don’t hesitate to fill your battlefield map with interesting Roads are vital in military planning because they pro-
features. Terrain features give strategically minded players vide fast travel across a battlefield that might be covered
some tools to work with as they try to gain whatever edge with vegetation, natural obstacles, and other hazards that
they can. And in general, terrain features make for more impede movement. Add roads to your battlefield map,
ADVENTURES
CHAPTER 2
interesting and memorable encounters. keeping in mind that armies have the manpower to build
BUILDING
As you draw your battlefield map, consider including their own roads to set up efficient supply lines or allow
some or all of the following features. greater tactical movement, should they care to do so.
Terrain Topography: In all likelihood, your battlefield Fortifications: Classic castle sieges have a preexisting
is not a perfectly flat area. You can use contour lines, like fortification as their centerpiece. Drawing the walls and
those on topographic maps, to show the elevation of slopes, towers of the castle is important, of course. But your real
hills, and gullies relative to normal flat terrain. Choose a work in such a case lies with the individual encounter
vertical scale that makes sense for the overall battlefield, maps (on the 5-foot-per-square scale) that show the field
because you don’t want to obscure all the map’s other fea- beyond a typical section of a wall—and, if the battle goes
tures with ring after ring of contour lines. For relatively flat poorly for the defenders, the interior of the towers and
battlefields, 20 feet per contour line is fine, and 50 feet per maybe even the lord’s personal chambers.
contour line works for hilly or mountainous battlefields. Not every fortification is built months or years before a
The scale for your battlefield map is too large to deter- battle takes place at its location. Armies construct all sorts
mine exactly where gentle and steep slopes are. You’ll put of field-expedient fortifications on the eve of battle, from
those on the encounter maps you prepare. The contour low walls to moats to trenches. Mark the presence of major
lines serve another purpose: They help you determine how trench networks and earthwork walls on your map.
far soldiers can see and how much of the overall battle the Starting Lines: Now that you’ve got all the natural and
PCs can survey from any given point. manufactured features on your battlefield map, it’s almost
Even flat plains usually have some gentle undulation time to populate it with soldiers. But first, make copies of
to the terrain, and such small slopes block line of sight. the map you’ve created thus far. You’ll want copies when
Vegetation and manmade structures (which you’ll draw you chart the course of the battle (as described in The
later) and elevation changes too small to deserve their own Course of Events, below).
contour line can also block line of sight. Once you’ve made the copies, mark the starting posi-
Vegetation: Mark on your map the presence of forests, tions of the two armies on your map. You don’t need to
hedgerows, and other kinds of vegetation that block line identify which square every maneuver element stands in
of sight, provide good hiding places, or slow movement. when the trumpets sound, but you definitely should mark
At the 200-feet-per-square scale, you aren’t marking every which squares have soldiers in them at the beginning of
tree, or even every grove of trees. You’re marking stands the battle. Identify the soldiers by their tactical purpose
of trees large enough to give an entire unit concealment (infantry, cavalry, and so on), and note the location of any
or otherwise impact the armies’ battle plans. elite or otherwise unusual units. If the lich-queen has
Some desert and mountain battlefields might have rela- fielded a unit of devourers, it’s worth noting what part of
tively little vegetation. If you’re drawing a forest battlefield, the undead army’s line they occupy.
on the other hand, it’s probably faster to assume that most Headquarters and Reserves: Placing an army’s head-
of the battlefield is covered with trees and instead mark quarters is a balancing act. The HQ should be close enough
clearings and other gaps in the forest. to the front lines that a commander can issue orders and
Natural Obstacles and Hazards: Many a famous battle get them carried out quickly, but far enough from the front
took place over a river crossing, so consider the presence of lines that an enemy push won’t seize the site and completely
bodies of water on the battlefields you create. Cliffs, rocky disrupt the friendly army.
terrain, and bogs also impact an army’s ability to move and Headquarters often are placed on high ground (so the
fight, so you should mark their locations as well. generals can see what’s going on) and near roads (so mes-
Manufactured Structures: Now that you’ve created sengers can deliver orders quickly). Some armies might use
the battlefield’s natural features, it’s time to build things magic to monitor the battle and communicate with their
on it. First, consider what buildings might exist on the troops, so they can afford to keep their HQs in secure,
battlefield, whether they’re simple farmhouses, secretive hidden places.
wizard colleges, or elf tree-house villages. Sometimes these Few armies put their entire strength on the front lines
structures are the prize that the two armies are fighting over, at the beginning of a battle. Most keep a quarter or more of
but other times they just represent the home of an unlucky their strength as a strategic reserve that they only commit
farmer whose fields are now a military encampment. at the critical juncture, whether good or ill. If the enemy
19
blasts a gap in your front lines, it’s time to commit the circle gains fast healing 1. Control of the circles becomes
reserves to plug the gap. If you’ve fought your way to the an important key to winning the battle, because battered
doors of the castle you’re assaulting, commit the reserves units can more quickly restore themselves and rejoin
to break through the doors after the main assault has worn the fray.
down the defense. A portal between an underground realm and the
Before that critical juncture, the reserves are usually Elemental Plane of Earth might draw the attention of
lurking somewhere behind the front lines, often on or warring dwarf clans, both of whom will stop at nothing to
near a road that gives them quick access to the battlefield, claim the portal and start mining gems from the caverns
near the headquarters, or atop a hill or other terrain feature of the Plane of Earth. The inky-black pit surrounded
that lets them monitor the course of events. Mark their by crumbling rock is the focal point of the battle, and
ADVENTURES
CHAPTER 2
location on your battlefield map. whichever army seizes and holds it wins the battle.
BUILDING
pqqqqqqqqqqqqqqqqqqqqrs
MOVEMENT ON THE BATTLEFIELD MAP Because of the small scale of the battlefield map, it’s easiest
One convenient aspect of the 200-feet-per-square scale is that to just count up the number of ways movement is impeded, and
200 feet happens to be how far an armored foot soldier will cut the unit’s speed in half for each one. Simpler is better on
march in a minute’s time, given good terrain. That makes it the battlefield map, because you’re just trying to get to the next
easier to figure out how long it takes to get from one part of the encounter—and hence the next fun playing experience.
battlefield to another. All the following conditions cut movement on the battlefield
Troops can hustle, of course, but they’ll also have to contend map in half:
with all the terrain features you drew that slow movement, • Significant terrain in the square, such as forests or hills. Count
such as forests, bogs, and so on. One of the most important each terrain element separately; a square with both forest and
“terrain features” troops must contend with is the presence hills will reduce movement to one-quarter normal.
of other friendly troops. Unlike the tactical scale, which allows • Friendly units in the square.
creatures to move through friendly squares unhindered, the • Significant fortifications in the square.
battlefield map scale imposes a half-speed penalty for moving • Unit is trying to move stealthily.
through a friendly unit. No matter how well organized they • Unit is moving in the dark (even if it has light sources or dark-
are, it takes time for two crowds of people to move through vision; it’s hard to navigate when you can see only a few score
each other. feet in front of you).
pqqqqqqqqqqqqqqqqqqqqrs
20
infiltrate across no-man’s-land, but orc patrols catch them. But if the PCs are part of the elite elf cavalry, they’d have
Six hours after the battle begins, the orcs finally get their a very different flowchart—one that showed how their
siege engines set up, and they begin a withering bombard- decisions about speed and stealth determined how many
ment of the elf lines. The orc infantry charges the elves encounters they had during their encirclement of the orc
during a break in the bombardment at the 8-hour mark, horde, and whether they reach the orc HQ before dawn.
and the elves only barely repulse the charge. So far, you’ve
drawn maps for the battle start, the 2-hour mark, the 6-hour MAKING MEMORABLE
mark, and the 8-hour mark. ENCOUNTERS
The orcs make a few probing attacks during the night, At its heart, a battlefield adventure is a collection of tacti-
but the elves know they won’t withstand the more serious cally interesting and dramatically suspenseful encounters.
ADVENTURES
CHAPTER 2
assault that’s sure to come in the morning. So they send (The same is true of standard D&D adventures, by the
BUILDING
their elite cavalry around to attack the orc rear at dawn. way.) Before you start drawing the lines that connect the
This surprise attack is spectacularly successful, and the orc boxes in your flowchart, come up with as many interesting
army has to withdraw in disarray after most of its supplies situations as you can. In other words, fill up the boxes in
are captured and its headquarters destroyed. Now you’ve your flowchart with cool stuff before you draw the lines
drawn two more maps: a nighttime one showing the path connecting them.
of the orc probes and the elf cavalry ride, and a battle’s end Don’t design each encounter completely—that comes
map showing the direction of the cavalry charge and the later. But think of a short phrase that answers the question
orc retreat. “What is this encounter about?” Depending on the battle
Your time-lapse maps don’t need to be things of beauty. you’re fighting and the PCs’ roles within it, you might come
The maps exist so you’ll have an answer when the PCs up with encounters such as “a night fight in a network of
climb a hilltop and ask what’s going on across the river. trenches,” “a combat with heavily armored ogres,” “a search
Time-lapse maps also give you a degree of control over for a hidden sniper,” and “a chance for the PCs to rally some
the pacing of the adventure. If the PCs are attached to an demoralized friendly troops.”
elf infantry unit, you know how much time they have to To assist in your brainstorming, here are some elements
prepare between orc charges. that can make for memorable encounters. Not every
encounter should have every element, because most of the
THE ADVENTURE elements discussed below add both interest and complexity
to an encounter. Make sure you don’t put so much into an
FLOWCHART encounter that it becomes unwieldy and isn’t fun for you
Now that you know the course of the overall battle, it’s to run (or the players to play) at the gaming table.
time to figure out the PCs’ role. Depending on the PCs’ Terrain: No matter where the battlefield lies, it has all
position in their army, they might be assigned any number sorts of cover, concealment, and difficult terrain that the
of missions during the battle. The success or failure of PCs must contend with—and turn to their advantage.
their first mission affects their subsequent actions on Even if the battle is taking place on a plain, give the PCs
the battlefield, and those actions in turn lead to more some varied terrain to work with. A farmer’s field will
possibilities. Whether the PCs’ army wins or loses the have hedgerows that provide cover, plowed earth that’s so
battle, the characters themselves will be busy until the soft it counts as difficult terrain, and unharvested crops
last blow falls. that offer concealment to those who hide among the corn
The easiest way to manage the myriad possibilities on rows. In general, the more diverse the terrain, the better
the battlefield is to create a flowchart showing how the the game.
success or failure of the PCs—and the decisions they Varied Enemies: Just as PC groups benefit from spe-
make after each victory or loss—leads to further missions cialization (fighters are good at melee, clerics heal, wizards
and encounters. throw fireballs, and rogues sneak), so too do enemy units
Such a flowchart becomes your adventure map. The improve when not everyone is good at the same thing. An
characters will move from encounter to encounter on your encounter with hobgoblin warriors gets more interesting
flowchart, choosing directions when they face strategic if they’re accompanied by a hobgoblin cleric to heal their
dilemmas and hoping to pick up as many victory points wounds or a bard to inspire them in battle. The PCs now
and recognition points as possible along the way. have to assess which hobgoblins are the greatest threat
The flowchart you create is a combination of the overall throughout the combat rather than simply wading into
battle, which you’ve mapped out, and the PCs’ role in battle and lashing out at the nearest monster.
the friendly army. To use the above example, characters It’s easy to go too far, however. If you create widely diver-
attached to elf infantry would have a flowchart in which gent statistics for every hobgoblin in the squad, you’ll be
the orcs’ charges figure prominently. Each orc charge is an flipping between statistics blocks throughout the combat,
important box with various lines leading from it depend- and the pace of battle will slow to a crawl. Two or three
ing on whether the characters turned back the charge (and different kinds of NPCs per encounter (a basic trooper, a
whether they chased the retreating orcs) or whether the specialist of some kind, and a leader) is enough to provide
orcs forced the PCs and nearby allies to retreat. variety without making your head explode.
21
Monsters on the Battlefield: A steady diet of human- it in the process, for example. Perhaps the PCs are ordered
oid spear-carriers doesn’t make for an exciting battlefield to seize prisoners for interrogation, forcing them to win
adventure—even if it’s “realistic” that such rank-and-file a fight but pull their punches to leave as many enemies
encounters comprise most of the PCs’ fighting. Some mon- alive as possible. And what if the PCs are chasing retreat-
sters make terrific (not to mention terrifying) opponents ing enemies northward when they see a single enemy flee
on the battlefield. Unlike their real-world counterparts, westward on horseback? Whom do they chase?
fantasy armies must face such varied threats as boulder- Timed Elements: Many military plans rely on a specific
throwing giants (artillery), doppelganger infiltration sequence of events: Unit A has to seize the hill before Unit
teams, and dragons flying close air support. B moves through the valley to distract the enemy cavalry
It’s particularly striking to take monsters out of their so Unit C can charge the enemy’s lines. More complicated
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usual environment and “repurpose” them for the battle- plans require simultaneous movement among different
BUILDING
field. Maybe an army puts barding on trained carrion units, so the PCs must not only overcome the challenge
crawlers and sends them toward enemy lines prior to a but must do it at a specific time.
major assault. Perhaps another army loads its catapults For example, say the characters are defending a castle’s
with magic urns that each contain a gray ooze that eats main gate from the battlements overhead. When a platoon
away at the stockade walls when the urn breaks. of gnolls charges with a battering ram, the PCs can’t
Magic Elements: Most armies use magic to give them afford to take their time picking off the gnolls. They’ve
an advantage on the battlefield, and the PCs will have to got only a few rounds to kill enough gnolls to render the
contend with enemy magic as they employ spells of their battering ram ineffective. The PCs know that the clock
own. A battle against a squad of undead troopers becomes is ticking, so they’ll choose tactics that maximize their
more difficult when they’re within a desecrate effect; do effectiveness for a few rounds (such as jumping off the
the PCs attack the undead directly or try to remove the battlements and engaging the gnolls in melee), even if
desecration first? Or perhaps the PCs must ambush an those tactics wouldn’t be the best in the long term (because
enemy convoy—a task made much easier if they’re attack- now the PCs are outside the walls and more vulnerable to
ing from within hallucinatory terrain. attack themselves).
Not every encounter needs a magic element, because You can also put the PCs “on the clock” for multiple
the PCs bring a lot of magic to the table themselves. If you encounters in a row. If they have to clear out a mountain
include one or two encounters where a pervasive magic watchtower by sunset, for example, they might have to
element has an important influence on the outcome, you’ll rush past hobgoblin sentries on the trail, an ogre trying to
stretch the players’ strategic thinking and emphasize start avalanches from the base of the watchtower, and then
that they’re playing a high fantasy game, not a medieval the bugbears in the watchtower. The time pressure isn’t as
warfare simulation. intense—it’s not an “every round counts” situation—but
Environmental Effects: Even a routine battle becomes the players will feel a sense of urgency as their characters
more tactically challenging when it takes place in the rush up the mountain.
dark, in driving rain, or during a catapult bombardment.
If the PCs adapt to the environmental effects you describe, ENCOUNTER PACING
they can get an edge on the battlefield. They can hide in As you build encounters for your flowchart, consider
the morning fog, for example, advance between volleys of adding some boxes that let you slow down the pace of
arrows from a nearby unit, or sneak behind enemy lines encounters in game-world terms. If you have a typical
during the dark. Environmental effects can add dramatic group of PCs, the spellcasters will be out of spells after
tension, too, as high winds stymie the PC ranger’s sniping a half-dozen encounters. Depending on their access to
efforts or rain turns the battlefield so muddy that the PCs healing magic, the PCs might be badly wounded or in
can’t retreat fast enough to avoid a trebuchet barrage. perfect health.
Complex and Multiple Objectives: When the PCs If you don’t take an active hand in controlling the
have more complex goals than “overcome the enemies,” pacing of your battlefield adventure, PCs left to their own
they have a greater tactical challenge. It’s harder for high- inclinations can wind up in trouble because there are
level PCs to seize a tower if they aren’t supposed to destroy always more enemies to fight. If the fighters are healthy
pqqqqqqqqqqqqqqqqqqqqrs
BATTLEFIELD ENCOUNTERS
Chapter 3 details a number of encounters that are ready-made If you use these encounters in a battlefield adventure that’s part
for a box on your flowchart. of your ongoing campaign, you might want to replace the enemy
forces described on pages 46 through 53 with ones of similar
• Cut supply line • Left behind Encounter Levels that are more appropriate for the fantasy army
• Reinforcements • Take out the trebuchet the PCs are fighting.
• Destroy artillery • Get ’em out alive To design your own fantasy army, see the relevant section on
• Prisoner exchange • King of the hill page 24.
pqqqqqqqqqqqqqqqqqqqqrs
22
but the wizards are tapped out, some of your characters bide their time for several hours before the army needs
will go for action while others recommend rest—a recipe their services again.
for splitting the party. And if the campaign stakes for the Grunt Labor: Even elite troops sometimes have to dig
battle are high (a titanic battle between good and evil, their own trenches. If another front desperately needs
for example), the PCs might feel compelled to continue a supply wagon but the drivers are casualties of war, the
fighting even after expending all their resources. In a PCs might get pressed into service as teamsters. You can
typical dungeon, characters can often come and go as provide in-battle downtime by giving them orders that
they please, so they have control of their game-world don’t necessarily involve combat or NPC interaction but
pacing. But the battle itself won’t be around forever (in still take up game-world time.
most cases), so PCs in the adventure you’re creating don’t Environmental Delays: When thunderstorms gather
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have that luxury. across the battlefield, the weather makes communication,
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In-Battle Downtime: You can avoid depleting the PCs’ fighting, resting, and reconnaissance more difficult and
strength and resources to a perilous level by creating in- often results in delays in the plans of both armies. Bad
battle downtime for them—time away from the fight while weather is a chance for PCs to rest and make further battle
the battle continues. This concept is similar to strategic plans—and you get the side benefit of using the storm
downtime (discussed in Chapter 1), differing in the degree to account for changes in the terrain (a mud-soaked field
to which the characters remain directly connected to the can be much harder to cross than dry earth) and possible
events of the adventure while taking a break from the changes in the enemy army (the arrival of new troops, a
actual fighting themselves. During strategic downtime, the stealthy retreat of an outnumbered army, or the like).
PCs might leave the vicinity of the battle and do something One obvious environmental delay is nightfall. If neither
besides fight the enemy; during in-battle downtime, they army has many soldiers with low-light vision or darkvision,
remain close to the action but aren’t currently engaged it’s almost impossible to organize much more than spo-
with the enemy themselves. radic skirmishes at night. Besides, most humanoid armies
You can set up both short in-battle downtimes (in which need to sleep periodically to be at their best. And even
the PCs have up to an hour or two between encounters) low-light vision and darkvision aren’t as good as the sort
and long downtimes (enough time for spellcasters to rest of vision allowed by ordinary daylight. Imagine yourself
and prepare spells). Doing so gives the PCs a fair shot at sneaking around a lightless battlefield, able to see only
overcoming repeated challenges without punishing the enemies and landmarks that happen to be within 60 feet
spellcasters or forcing the PCs to fight beyond the limits of you. Even dwarf or orc armies fighting on the surface
of their endurance. curtail their activities at night, because it’s too easy to
In-battle downtime works best as a DM’s tactic when lose contact with your comrades in the darkness. The
you explain the slowing of the game-world pace with only armies that push on despite darkness are the truly
a reason tied to the game world. Here are some ways to desperate and those armies that can see in the dark and
justify in-battle downtime. never need to sleep, such as undead armies or forces made
Awaiting Orders: If the PCs are taking orders from up of constructs.
higher-ups, they might have to wait for further orders Travel across the Battlefield: It might seem simple to move
after an encounter—especially an encounter that suc- from a stationary army’s right flank to its left flank, but
ceeded or failed spectacularly. If a runner has to make her doing so can be time-consuming. The rear echelon of an
way through a tangle of friendly troops, find the correct army can be a chaotic place, with supply trains moving
headquarters tent, and wait for the commander to decide in and out, patrols questioning everyone for passwords,
what to do next before returning to the PCs, it might be and old fortifications hindering movement. If the PCs
hours before they get new instructions. Even if the PCs are traveling to join a unit that is itself on the move, the
can communicate magically with their commanders, they journey can take even longer because it’s hard to find a
might have to wait a long time for new orders. The com- specific unit amid the tumult of battle.
mander might be pondering a strategic dilemma, waiting Only in a rare battle will such travel take more than a
for something to happen elsewhere, or simply too busy to few hours, so this is a better justification for short down-
issue new orders to the PCs right away. times than long downtimes. (It’s hard for spellcasters to
Ordered to Hold: No army is perpetually in motion, rest while they travel in any case.) But travel behind the
mainly because it’s much harder to keep track of moving lines typically involves neither combat, NPC interaction,
units than it is to command stationary lines. PCs who do nor tough decisions on the PCs’ part, so it’s a good way
particularly well might have to hold their positions until to provide some downtime and then get back to the
the rest of the army catches up (in either a geographic or action quickly.
strategic sense of the term). Unless an army has an over- Assigned to the Reserves: Particularly if the PCs have elite
whelming reason to hurry, most commanders will take status within their army, they might get assigned to be part
care to consolidate gains made on the battlefield, make of the army’s reserves. Commanders generally commit
sure supply and reinforcements are ready for the next their reserves only when the situation is critical—on
phase, and keep the various units that comprise the army either the verge of a breakthrough or the brink of disaster.
working as a cohesive whole. That means the PCs might This arrangement ensures that any task the PCs undertake
23
is infused with drama, because commanders don’t give DESIGNING A
routine tasks to their reserves. Finally, this justification FANTASY ARMY
is a good way to keep the PCs guessing about their role When you design a fantasy army, it’s generally a waste of
in the unfolding battle; they don’t know whether they’ll time to create complete statistics for every soldier. Even
be attacking or defending, and as reserves they’re almost the busiest group of PCs will come into contact with
always charging into a fluid situation on the battlefield. only a tiny fraction of an army during a given battle. That
Guard Duty: Every aspect of the allies’ army, from its tiny fraction is all you need to worry about. You can just
front-line troops to its rear supply wagons, is a target for describe the rest in general terms.
the enemy. That means that almost everything needs to be The central task in creating a fantasy army is designing
guarded. Many missions in wartime can be boiled down the maneuver element: a cohesive group of soldiers that
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to “Make sure this spot stays in our hands.” If you want to move around the battlefield together. If the army you create
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give the PCs some simple downtime, have a commander has interesting maneuver elements, it’ll be fun for the PCs
task them with guarding something important—then to interact with, whether as enemies or allies.
don’t have the enemy attack.
The siege of a castle is a good example of a battle that THE 60-MINUTE ARMY
could include a lot of guard duty. If the PCs are defending It might be tempting to design every last detail of a fantasy
the castle, they have downtime whenever the enemy isn’t army, developing a comprehensive force structure, list-
pressing the attack. They can sally forth on counter-raids, ing every last bit of equipment carried by every kind of
but doing so is much more dangerous than simply accept- soldier, and describing the heraldry of each unit down to
ing the downtime and later continuing the fight from the last chevron.
behind the safety of the castle’s fortifications. Don’t bother. Such details are usually lost on your play-
Telegraphing Downtime Length: Sometimes it can ers, and that’s time you could instead spend on creating
be a good idea to let the PCs know roughly how long a fun encounters and compelling adventures. Instead, spend
particular period of in-battle downtime will last. If you’re only a few minutes designing the parts of the army you’ll
using an environmental delay, a PC ranger (or allied NPC) actually use. By following these guidelines, you’ll have an
can tell with a DC 15 Survival check that the bad weather army outlined in an hour or less.
will last all night. If the PCs are guarding a position, you Develop Maneuver Elements (20 minutes): The most
can have a commander tell them that intelligence indicates important task when creating a fantasy army is to come up
the enemy won’t attack it until tomorrow at the earliest. with interesting groups for the PCs to fight (in an enemy
But you don’t always have to tell or hint at how long a army) or otherwise interact with (in a friendly army). In
downtime will last, and don’t give away the length of a rest this step, you’ll create maneuver elements—small groups
period if it isn’t truly downtime. If the PCs have sentry of enemy soldiers that move and fight together.
duty in the trenches during a night when an orc raid is The same design principles that work in standard D&D
expected, they should anticipate getting into a fight within adventures work when you’re designing a maneuver ele-
a few hours. ment for a fantasy army. You want enough creatures on
Don’t Play out Downtime: When you build downtime the battlefield to make for a tactically interesting fight,
into your battlefield adventures, make sure it’s truly down- but not so many that the combat becomes unwieldy for
time, not something that will take up time at the game you or the players.
table. If you assign the PCs to guard duty, make sure the A maneuver element usually contains between six and
players don’t spend a half-hour of real time deciding what twelve creatures, although fewer is possible if the creatures
the watch schedule will be. You can just get a quick sense are large or powerful monsters. Avoid creating maneuver
of what each character is doing during the downtime, elements that have more than a dozen creatures, because
then announce, “The walls are quiet until shortly after the extra creatures are just more work for you to keep
nightfall, when . . .” Remember, you’re trying to advance track of and don’t make the encounter more fun. If you
the game-world timeline and give the player characters a want to run a fight against hordes of opponents, throw a
chance to rest. The players themselves don’t get a rest; you maneuver element of eight to twelve creatures at the PCs,
want them to stay immersed in the action. then introduce another enemy maneuver element a few
rounds later.
FILLING IN THE BOXES Remember that in a battle, more than eight monsters
Now that you know what each box in your flowchart rarely make a challenge any harder, so you’re justified in
contains in general terms, it’s time to get specific. You need capping the experience point award at what it would be
to detail the opposition, provide maps where necessary, for defeating eight foes. Especially in the war genre, where
and figure out how you’ll reward PCs after each challenge morale rules make it more likely for surviving enemies to
they successfully overcome. Once you’re done filling in flee the battlefield, PCs don’t expend significantly more
the boxes, you’ll link them together in a simple flowchart, resources in defeating twelve gnolls than they would in
and you’re ready for adventure. defeating eight gnolls.
Two example flowcharts are provided on page 25 and It’s also tempting to individualize the enemy troops you
page 26 to show how the technique works in practice. design, creating a group where every member is a specialist
24
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25
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26
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of some kind. Especially among humanoid armies, adding If the PCs are low-level, you can skip this step, because
different classes is a good way to establish roles within the the maneuver elements you created are probably the rank-
maneuver element. An orc warband leader who is a bard, for and-file elements of your fantasy army.
example, will behave very differently from one who is a rogue Outline the Force Structure (5 minutes): Even a raging
or a wizard. But you should limit your maneuver element to horde of orc barbarians or a shambling column of hungry
two or three different kinds of creatures. It’s hard to keep ghouls has a semblance of organization. Spend a few min-
track of everything in a fight when you’re juggling four or utes sketching a rough outline of how your army organizes
more different statistics blocks—and the extra complexity itself—information such as “Sergeants command eight
will probably be lost on the players in any case. warriors each, lieutenants give orders to three sergeants,
You can differentiate creatures within a maneuver element captains have three lieutenants plus staff” is a good start.
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by adding levels of different classes (such as a band of war- Come up with names and brief descriptions of some leaders,
BUILDING
riors with an accompanying cleric) or by mixing different even if the PCs are unlikely to meet them face to face—it’s
creatures together (such as a mind flayer leading a force of always good to have a name or two ready if the PCs decide
grimlocks). You can also equip the members of a maneuver to engage in battlefield interrogations.
element differently (for example, giving the sergeant a magic List the Ranks and Decorations (5 minutes): Most
weapon and better armor than the rest of the troopers) or modern-day armies have adopted a European system of
give them different feats (say, a group of archers in which ranks, the familiar private-to-general hierarchy. But there’s
half are long-range snipers with Far Shot and the other half no reason why fantasy armies can’t have different titles for
are infantry support with Precise Shot). their ranks. As described on page 75, most fantasy armies
The simplest maneuver element, and one of the most have ranks that correspond to commander ratings from
common, consists of a a number of identical minions led 1 to 7. Create a rank for each commander rating. Call it
by a single boss creature (often of higher rank). The orc “captain,” “chieftain,” “honored marshal,” “eye of the god-
barbarian who leads a number of orc warriors presents a dess” or whatever you like, but don’t refer to it merely as
greater challenge than the rest of his ilk, and he reminds “commander rating 4.”
the players that not all monsters are created equal. The boss- When designing an army the PCs will be fighting
and-minion arrangement also gives the PCs an opportunity alongside (rather than opposing), spend some time creating
to employ tactics useful against a number of lower-level a system of decorations as described in Designing Your
opponents (such as Whirlwind Attack) as well as techniques Own Decorations, page 90.
for fighting single foes (such as hold person). Describe the Heraldry and Standards (5 minutes):
A second arrangement common in maneuver elements Start with the maneuver elements you’ve created—what
is a rider with a battle-capable mount. PCs will often target insignia do they have that identifies them to their comrades
the steeds rather than the knights atop them, so you’ll need and strikes fear in the hearts of their enemies? Who carries
to be familiar with what the mounts can do. Worg-riding the flag or other standard, and how important is it? You
goblins, elf paladins astride unicorns, and dragon-riding don’t need to come up with a comprehensive identification
githyanki all fall into this category. Because the interac- system, but it’s worth noting that in this army elite troopers
tion between rider and mount can be complex, it’s okay to always have red shields, for example, or that the standard-
make mounted maneuver elements smaller than infantry bearer in a particular unit is almost always a bard.
maneuver elements. Three to five mounted opponents are Create Some Commanders (10 minutes): Eventually
plenty for a good D&D battle, especially if the mounts are the PCs will come into contact with an army’s command-
likely to keep on fighting after their riders fall. ers, whether they’re fighting alongside or against an army.
When you begin your design work, create an infantry This step can take less time if you’re designing a friendly
maneuver element that’s strong in melee combat (but army. For allies, you need only create some sample names
perhaps has a ranged capability as well). Then design a and ranks, figure out what classes and levels they have,
cavalry unit, which will often be mounted riders but might and develop the statistics that PCs will actually test (such
also consist of single creatures that are naturally fast. As as Sense Motive modifiers and Will saves). Unless the
your time allows, design a maneuver element specialized allied commander is likely to fight shoulder-to-shoulder
in ranged attacks, then others such as shock troopers, with the PCs, you don’t need to create his complete
commandos, or the crew of a siege engine. statistics block.
Describe the Rank and File (5 minutes): You’ve However, you should be prepared for the PCs to fight
already designed the maneuver elements that the PCs enemy commanders—the headquarters attack is a staple
will spend most of their time interacting with, but it’s also of the genre. Let your adventure flowchart dictate which
useful to know what the average trooper of your fantasy commanders you spend time developing. As a rule of
army can do. If mid-level PCs are up against a goblinoid thumb, give the highest-ranked enemy commander the
horde, they’ll probably spend most of their time facing PCs are likely to meet a Challenge Rating 1 or 2 higher
off against bugbears, hobgoblin fighters, and the ogre than the PCs’ average level.
mercenaries the goblin warchief hired. But it’s worth a Sketch out a Fortification or Siege Engine (5 min-
few minutes to decide how the rank-and-file goblin and utes): This rough map gives you an extra encounter site
hobgoblin are armed. if the PCs explore someplace you weren’t expecting, and
27
it gives you an idea of what more elaborate sites are like. and otherwise improving their ability to fight there. When
Depending on the army, you might sketch out a watch characters change the terrain around them, they are
tower, a crenellated wall, an elephant-drawn battering literally helping you shape the world, and they are more
ram, or a trio of self-propelled, animated ballistae. invested in the outcome of the next fight.
Extra Elements (5 minutes): Finally, take a bit of time One particularly effective way to reuse a map is to have the
to create something specific for the army you’re designing. PCs visit an encounter site, then revisit it later in the battle.
If the army is invading a kingdom known for its network When the bucolic village they defended on the first day of
of castles, decide which siege engines the army employs the battle is a crater-filled smoking ruin on the second day,
to knock down walls. If the army relies heavily on magic, the PCs see the horrors of war firsthand. The players are
figure out how it protects the spellcasters in its ranks. familiar with the layout of the place from their first visit,
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Or, spend this time familiarizing yourself with D&D so their characters are able to fight there more effectively.
BUILDING
rules that your fantasy army will use a lot. If you’re design- And just by drawing some craters and piles of rubble on
ing an undead army, for example, you’ll want to know the your first encounter map, you get a second encounter map
turning rules, and you’ll want to figure out the effects of with only a little more work.
unhallowed or desecrated areas on the army.
TERRAIN
BUILDING BATTLEFIELD The primary terrain of a battlefield has a dramatic effect
on the encounters that take place on it. Various terrain
ENCOUNTER MAPS features can help or hinder troops, providing significant
In a fantasy world, nearly any location can become a advantages to those who know how to exploit them.
battlefield, from the heart of a teeming metropolis to the
farthest ends of the polar frontier. This section identifies Forest Battlefields
the features PCs will be hiding behind, climbing over, Conflicts in forested terrain are more likely to be isolated
and spilling blood to defend no matter where their battle skirmishes rather than massive armies lined up for battle.
takes place. For important encounters in your battlefield Undergrowth hampers movement, and thick trees make
adventure, you’ll want to prepare maps with the same care it difficult to maintain orderly formations. Line of sight is
you use when you design dungeon rooms. limited, which hinders a commander’s ability to direct (or
Not every encounter on your flowchart need have a rally) troops. The foliage provides plenty of opportunities
detailed map, especially if you’re comfortable sketching for a defending force to lay traps and ambushes, hiding
interesting terrain right before the encounter begins. It’s camouflaged. The trees provide cover, so ranged attacks
simply not realistic to map the whole battlefield at a 5-foot and artillery have significantly reduced effectiveness.
scale and, depending on the freedom of movement the PCs The abundance of available wood in a forest lends
have, you might not know exactly where the encounter itself to the creation of fortifications. Many other manu-
will take place anyway. factured features might litter a potential battlefield site
But if you know certain battlefield sites will be impor- in such a sylvan setting, including pit traps, covered
tant to the PCs, each site is worth a 5-foot-scale encounter stakes, or wooden palisades. The defending force usually
map. Your battlefield map tells you the dominant terrain has an advantage, supplementing the natural obstacles
type and what structures exist at the site. Chapter 3 gives of the forest with structures placed to funnel troops
you many of the building blocks you need (everything through choke points or into lines of fire. A garrisoned
from crenellated walls to piles of corpses) to fill your troop might clear away sections of the forest nearest
encounter maps with interesting elements for PCs to fight the walls of their building to provide a better view of
in, on, and around. approaching attackers.
Reusing Maps: One of the benefits of a battlefield
adventure is that it’s easier to use the same map for multiple Marsh Battlefields
encounters. The time you take to make a cool encounter The mud and muck of marsh terrain slows armies consider-
map pays a bigger dividend as you use it more. The PCs ably, and the dangers inherent in traversing such terrain
will probably only visit a particular dungeon room once encourage commanders to avoid marshlands. When battles
or twice, but in a given battle they could easily have a do occur in such terrain, they can be even more dangerous,
half-dozen encounters as they defend the same tower from since an injury that would otherwise cause unconscious-
various enemy attacks. ness proves deadly when the soldier disappears beneath a
Not only does reusing the same map help you, but it bog and quickly drowns.
provides a useful sense of familiarity for the players. They Fortifications in marshes are uncommon, because find-
feel smart once they learn that there’s a particular spot ing a foundation is difficult. On occasion, ruins of former
where an archer has line of sight to the entire canyon structures that were built before the ground became too
entrance, or when they see firsthand how treacherous the waterlogged can provide solid footing. Murky water or
scree on the mountain slope is. If the PCs know they’ll be loose topsoil offers many opportunities to lay triplines,
spending some time in a particular location, they’ll start spikes, or other such traps; creatures that swim or don’t
digging trenches, gathering undergrowth for camouflage, require air might also hide in the depths.
28
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Hill Battlefields
Many battles occur around hilltops, since these are usually
the most advantageous positions to build a fortress or a keep
that can maintain a vantage point. Armies assault or lay siege
to these key objectives as a matter of course. Sometimes a
great battle might be waged in a shallow valley between
two hillocks, where the commanders can both look down Hill giants use their
upon the melee as it unfolds. Rugged hills offer plenty of rock throwing to hold
hiding places, even for entire regiments, so skirmishes or the high ground
small battles could result from ambushes.
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A battlefield in the hills could have any number of for-
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tifications, earthworks, or other terrain features, created
by either the attackers or the defenders. Higher ground
offers a significant advantage for an army, doubly so if it
also occupies a stronghold atop a hill. Ruins of previous
structures might provide low walls for cover. Natural
features such as undergrowth, streams, and the occasional
tree are also scattered about most hills terrain.
Mountain Battlefields
Massive conflicts in mountain terrain usually occur in
alpine meadows. Only in such places is there enough open
space for armies to gather into any sort of formation. Cliffs,
chasms, and rubble make it difficult to muster a force
of significant size in rugged mountains, and most
Illus. by W. Reynolds
great battles in (and over) forbidding mountains are
usually of the aerial variety.
Desert Battlefields
The shifting dunes of a sandy desert quickly over-
come any attempt at fortification. Trenches fill
in with sand, walls become buried under sand
dunes, and earthworks simply blow away.
Rocky deserts and tundra both hamper the
creation of structures due to a lack of avail-
able material. Desert battlefields
most often have just natural
terrain features and few, if
any, manufactured ones.
Plains Battlefields
Large meadows or tracts of
farmland are perfect stages
for clashes between massive
armies, making plains ter-
rain the most common
site of battlefield
31
adventures. The Dungeon Master’s Guide (page 91) even lists Fences: Fences provide barriers that hamper the move-
“battlefield” as a category of plains terrain. ment of oncoming soldiers. They might be erected as part
While some plains are devoid of natural structures, nearly of a war effort, or they might have been built in peacetime
any manufactured feature can exist on a plain. Fences and by a farmer or other inhabitant of the area. Fences are
cottages are common in farmland regions, while defensive usually made of wood or stone. It costs 1 extra square of
fortifications can be built anywhere war is expected. movement to cross a fence. A creature can make a DC 20
Jump check to cross a fence without impeding movement,
Aquatic Battlefields and a mounted character must succeed on a DC 15 Ride
On the surface of the sea, great ships might pound each check to keep from being thrown during the jump.
other with artillery, attempting to gain supremacy over Wooden fences have hardness 5 and 15 hit points per 10-
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trade lanes or waterways. But within the water, sahuagin foot section. Stone fences, whether made of stacked rocks
BUILDING
might mass against tritons, or merfolk could try to over- or bonded by mortar, have hardness 8 and 30 hit points per
throw an aboleth and its minions. Battles underwater more 10-foot section. Fences might provide a measure of cover
closely resemble aerial combat than land melee: Troops as well, depending on their construction (for example, a
attack from above or below, without much terrain in the wooden rail fence versus a solid stone wall) and height.
way. In some cases, an underwater volcano, a kelp forest, Parapet: A parapet is a low stone wall on the edge of a
or a sunken city might be the site of a battle. raised platform, wall, or roof. On a battlefield a parapet might
Most of the features and fortifications described in the be constructed atop a rampart to provide additional cover
following sections do not have an underwater analogue. for defending troops. As a low wall, a parapet provides cover
Visibility is, however, a greater concern underwater, since and has hardness 8; each 10-foot section has 45 hit points.
the blood that escapes from wounded combatants clouds Walls: Walls can be made of wood or stone. The game
the water like smoke (as well as attracting unwanted statistics for walls can be found in Table 3–9: Walls, page
complications, such as swarms of sharks). 60 of the Dungeon Master’s Guide. Stone walls on a battlefield
usually follow the rules for masonry walls, although the
Underground Battlefields walls of a fortification might be superior or even reinforced
Large-scale battles in subterranean areas take place in masonry. Wooden walls that surround structures are
massive caverns or great tunnel complexes. The presence called palisades.
of a natural ceiling usually precludes the use of high-arcing When time allows, walls constructed on battlefields are
artillery, and the environmental features lend themselves built with battlements, allowing troops to stand atop the
to defense and the creation of defensive fortifications. wall and fight. Troops on a battlement have cover against
Most structures are manufactured from stone, given the any foe attacking from below and gain the benefit of higher
dearth of available lumber in the depths of the world. Light, ground when making melee attacks on those scaling the
or the lack of it, is a factor for most races; even drow can wall. Climbing over a battlement without the aid of a rope
only see out to 120 feet in complete darkness, far shorter or a ladder requires a DC 25 Climb check.
than line of sight on the surface world. Special Walls: Though most battlefield walls are con-
structed by manual labor, the presence of spellcasters on a
Urban Battlefields fantasy battlefield might result in magical walls of varying
When the outer defenses fall, the battle might move into types. In some cases a wall might be a natural feature of
a city’s streets. Buildings, back alleys, and sewers provide a battlefield, such one made of ice (whether natural or
many ways for a defending force to move about unseen or magical) in a very cold region. Various kinds of special
for an invading army to infiltrate. Narrow thoroughfares walls, most of them magical ones, are briefly discussed
reduce an army’s ability to outflank opponents, and most below; see the spell descriptions in the Player’s Handbook
fighting is reduced to skirmishes between units or house- for other particulars.
to-house battles. Fire: A wall of fire blocks line of sight but does not impede
While earthworks might only exist in parklike areas or movement. A creature takes damage passing through the
within the grounds of a manor, barricades and other debris wall. Cold damage destroys a wall of fire.
might litter an urban battlefield. The buildings themselves Force: A wall of force does not block line of sight, but it
provide a unique terrain feature, and offer cover for archers does provide total cover. Such walls are impassable and
or other harrying forces. cannot be climbed.
Ice: An ice wall has hardness 0 and 3 hit points per inch
BARRIERS AND OBSTACLES of thickness for each 10-foot section. Fire attacks do full
Some terrain features serve as obstacles and barriers that damage to an ice wall, whether manufactured or magical
hinder or obstruct movement. Most barriers must be (that is, one resulting from a wall of ice spell). Climbing an
crossed, climbed, or destroyed by advancing troops. Other ice wall bare-handed requires a DC 30 Climb check; using
obstacles must be avoided in order to circumvent some spikes or crampons reduces the DC to 20.
negative effect, usually damage. Some of the following Iron: An iron wall has hardness 10 and 30 hit points
terrain features are also discussed in Chapter 3 of the per inch of thickness for each 10-foot section. Magical
Dungeon Master’s Guide. iron walls (such as those created by a wall of iron spell) are
32
CHAPTER 2
33
BUILDING
ADVENTURES
smooth and cannot be climbed. Manufactured iron walls 5 feet of the barrier’s width. A creature must succeed on
are made from sheets of metal riveted together, providing a DC 15 Spot check in order to notice the spikes before
enough handholds for a character to scale the wall with a entering the area. If a creature is unaware of the spikes, it
DC 25 Climb check. is denied its Dexterity bonus to Armor Class.
Stone: A 10-foot section of a stone wall has 15 hit points Pit: A pit dug into a battlefield functions just like a pit
per inch of thickness and hardness 8. If a stone wall is in a dungeon setting (use the statistics for pit traps start-
breached, the square breached and all adjacent nonwall ing on page 70 of the Dungeon Master’s Guide). A pit can be
squares become heavy debris (see page 37). The DC of camouflaged or covered, or have spikes or spears set in the
the Climb check to scale a stone wall ranges from 15 for a bottom. Pits might also contain snakes or other dangerous
rough natural stone wall to 25 for a natural rock or brick creatures, or be partially filled with water to drown heavily
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CHAPTER 2
created by a wall of stone spell can be as rough or as smooth Crevasse: A crevasse or chasm is a steep, deep crack
as the caster wishes. in icy or rocky terrain. It functions as a pit (see above). A
Thorns: The effect of a wall of thorns spell provides total cover crevasse is typically 2d4×10 feet deep, 5 to 20 feet across,
for those on one side of it against those on the other side. and at least 20 feet long. Climbing out of a chasm requires
Creatures inside the wall have cover against adjacent creatures a DC 15 Climb check.
adjacent to the wall and total cover against all others. Rock Formation: The following rock formations have
Barricade: A barricade is usually constructed across a hardness 8 and 250 hit points.
roadway or in a city street to block passage by troops. Bar- Stalagmites: Stalagmites are cone-shaped rock formations
ricades are essentially piles of rocks, tables, chairs, wagons, that stick up from the ground. They are almost always
and anything else that can be stacked up to create a makeshift found in underground terrain, having been formed by
wall. A barricade on an encounter map takes up one or mineral deposits left by water dripping from the ceiling.
more 5-foot squares and is usually 5 or 10 feet deep. A stalagmite provides cover to those behind it.
Though it is made of many individual components, treat Stalactites: Stalactites hang from the ceiling in under-
a barricade as a wall with hardness 8 and 120 hit points ground caverns. They provide cover against ranged attacks
per 5-foot square. Attacks against a specific square of a if they hang in the path of the missile.
barricade do half their usual damage, but area attacks (such Column: Columns are formed when stalactites and sta-
as fireball) deal full damage to every square they affect. lagmites meet and merge. Most are functionally identical
There are abundant handholds on a barricade, allowing to pillars (see page 64 of the Dungeon Master’s Guide).
movement over and through it by anyone who makes a River: A river is a fast-moving body of water, usually greater
DC 10 Climb check. A separate check is required for each than 5 feet in depth and/or more than 20 feet across. Creatures
5-foot square to be traversed in this fashion. moving through a river are carried downstream a distance
Abatis: Similar in function to a barricade, an abatis is equal to the speed of the river, usually 10 to 40 feet per round
a wall constructed of felled trees laid atop each other. An for slow rivers and 60 to 90 feet per round for fast rivers. A
abatis is typically 2 to 3 feet thick, has hardness 5, and has DC 10 Swim check is required to move at half speed through
300 hit points for each 10-foot section. Climbing over an a slow river, and a DC 15 Swim check allows movement at
abatis requires a DC 10 Climb check. half speed through the rough waters of a fast river.
Many abatis are built with sharpened branches pointing See Flowing Water, page 92 of the Dungeon Master’s Guide,
toward the direction of an expected attack. Any creature for more details on rivers.
that attempts to climb a spiked abatis takes 1d4 points of Stream: A stream is typically 5 to 10 feet wide and less
piercing damage each round spent climbing. than 5 feet deep. Movement in a space occupied by a stream
Fraise: A fraise is a barrier of sharpened stakes, driven costs 2 squares, as do attempts to climb out of a streambed
into the ground and pointed upward at an angle. The onto the banks. A streambed might be dried up, in which
angled stakes are a hazard to troops moving toward the case it can be treated as a trench.
defensive position and present even more danger to charg- Streams (also known as creeks, brooks, and bayous) are
ing troops. A unit can move at up to half speed through a common in most terrains, especially forests, hills, and
fraise without any ill effect, with movement costing double mountains.
when opposite to the direction the spikes are pointing. Undergrowth, Light: Nearly every terrain has some
A creature moving forward through a fraise at more than measure of undergrowth, from the roots and vines of a
half speed runs the risk of impaling itself on the stakes. forest to the tall grasses of the plains. A space covered with
Such a creature might be hit by 1d4 spikes each round. light undergrowth costs 2 squares of movement to move
The spikes have a +10 attack bonus and deal 1d8 points of into and provides concealment. Undergrowth increases
piercing damage (×3 critical multiplier). Against charging the DC of Tumble and Move Silently checks by 2 because
opponents, the attack bonus is the same, but the damage the foliage gets in the way.
is doubled (or quadrupled on a critical hit). A rider and A creature with a slashing weapon can clear a square of
mount can be attacked by separate spikes. light undergrowth with a full-round action.
A fraise can be camouflaged to appear as light under- Undergrowth, Heavy: Heavy undergrowth costs 4
growth. Doing this requires 10 minutes of work for each squares of movement to move into and provides concealment
34
with a 30% miss chance (instead of the usual 20%). It and less wood. As a structure, a building offers cover to
increases the DC of Tumble and Move Silently checks all inside.
by 5. Heavy undergrowth is easy to hide in, granting a
+5 circumstance bonus on Hide checks. Running and EARTHWORKS
charging are impossible. Generals might order their soldiers to build elaborate
A creature with a slashing weapon can clear a square of defensive fortifications on a battlefield. Wizards might
heavy undergrowth with four full-round actions. employ powerful spells to help in the construction. But in
Hedgerow: Commonly found in moors and some- most cases, these structures are built with the most readily
times between fields or pastures in settled agricultural available resource: piles of dirt. The resulting constructions
communities, a hedgerow is a tangle of stones, soil, and are collectively referred to as earthworks.
ADVENTURES
CHAPTER 2
thorny bushes. Berm: A berm is a low earthen wall that slows movement
BUILDING
Narrow hedgerows function as low walls; it takes 15 feet and provides cover. A berm on a battle map is represented by
of movement to cross them. two adjacent rows of steep slope, with the edges of the berm
Wide hedgerows are more than 5 feet tall and take up on the downhill side. A creature moving over a berm that is
entire squares. They provide total cover, just as a wall does. 2 squares wide travels uphill for 1 square, then downhill for
It takes 4 squares of movement to move through a square 1 square. A 2-square-wide berm provides cover equivalent
with a wide hedgerow; creatures who succeed on a DC 10 to a low wall for anyone standing behind it.
Climb check need only 2 squares of movement to move It takes a creature 1 hour to create a 5-foot-long berm,
through the square. provided the creature has digging tools or can naturally
Tree, Normal: A tree occupies a square on a battle map. dig, and the ground can be excavated.
A creature standing in the same square as a tree gains a +2 Foxhole: A foxhole is a shallow pit or bowl, no more
bonus to Armor Class and a +1 bonus on Reflex saves (these than a few feet across and 2 to 5 feet deep. Foxholes are dug
bonuses don’t stack with bonuses for cover that derive from out by soldiers to provide protection when they are faced
other sources). The presence of a tree doesn’t otherwise with a long sojourn on a battlefield. A crossbowman could
affect a creature’s fighting space, because it’s assumed that lie nearly prone in a shallow foxhole, still be able to fire
the creature is using the tree to its advantage when it can. and reload, all the while benefiting from improved cover
The trunk of a typical tree has AC 4, hardness 5, and 150 (+8 to Armor Class) against attacks from any opponents
hp. A DC 15 Climb check is sufficient to climb a tree. not adjacent to the foxhole. Though still vulnerable to
Tree, Massive: This tree takes up an entire square and indirect fire, a Medium creature could crouch down in
provides cover to anyone behind it. Such a tree has AC 3, a 5-foot-deep foxhole and gain total cover against ranged
hardness 5, and 600 hp. Like its smaller counterpart, it can attacks. Note that this cover might not apply against a
be climbed on a DC 15 Climb check. foe at higher elevation—for example, a winged enemy
Acid Pool: An acid pool can be as small as a puddle or as hovering overhead.
large as a lake. These dangerous pools of liquid are usually Foxholes can be dug deeper or wider, providing protec-
found underground or in regions of geologic upheaval, tion for more than one creature. In some cases, trenches
such as volcanic or geothermal areas. Creatures in a square might connect foxholes to each other.
containing an acid pool take 2d6 points of acid damage Crater: Common in volcanic terrain or on battlefields
each round they remain in the pool. that have seen much destructive magic, a crater is a wide,
Hot Spring: This benign-looking pool of water can be shallow bowl in the ground with a ridgelike lip around
scalding to the touch. A creature who enters a square contain- the edge. The lip acts as a berm, and the steep slope facing
ing a hot spring takes 1d6 points of damage from the heat. the center of the crater usually takes up at least 2 squares.
Geyser: A geyser is a natural hot spring that gushes water The center of the crater is normally flat but could contain
and steam into the air at intervals. A typical geyser occupies a geyser, hot spring, or acid pool.
a 5-foot square and erupts once every 2d6 rounds. A creature Rampart: A rampart is a broad embankment made of
within 10 feet of an erupting geyser must make a DC 15 earth, with steep slopes on either side that lead up to a
Reflex save or take 1d6 points of damage from the expelled flat but narrow plateau. In most fortifications, a rampart
steam. A creature in the same square as a geyser when it is constructed as the base of a wall. On a battlefield, an
erupts takes 2d6 points of damage, with no saving throw. earthwork rampart will typically have a parapet (see page
Farm Buildings: Battles bring the war to the back- 32) along the top.
yards of many, sometimes quite literally. Battlefields in A typical rampart stands 10 feet high, with steep slopes
any settled region are almost certainly going to include extending for 2 squares on either side of a 10-foot wide
buildings of some sort in or near the site. A typical farm walkway.
in an outlying area might have one or two small cottages Ramp: A ramp is a gradual slope, not steep enough to
(the residences) and several outbuildings, such as a silo, affect movement. Ramps might be built leading down from
stable, or barn. a rampart or up from trenches, to allow troops to move
Most buildings in the countryside are constructed of quickly into position. Ramps built as part of fortifications
wood and/or stone, with thatched roofs. More expensive are usually well defended, with a parapet or rampart provid-
constructions might have tiled roofs and use more stone ing cover fire over the ramp.
35
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CHAPTER 2
BUILDING
Illus. by R. Marchesi
Earthworks and other fortifications litter the battlefield with even more obstacles
Steep Slope: Movement of troops can be restricted and of stairs, moving out of a deep trench requires a DC 15
hampered by building steep slopes up which the enemy Climb check.
must climb. Some attacking soldiers carry 8-foot-long planks, which
Characters moving uphill (to an adjacent square of are laid across shallow trenches to allow the rest of the
higher elevation) must spend 2 squares of movement to force to pass unimpeded.
enter each square of steep slope. Characters running or On occasion, a trench might be filled with pitch and
charging downhill must succeed on a DC 10 Balance set on fire. In addition to the movement challenges, a
check upon entering the first steep slope square. Mounted creature jumping through the flames or falling into a
characters make a DC 10 Ride check instead. Characters burning trench takes 2d4 points of fire damage. A character
who fail this check stumble and must end their movement attempting to coerce a mount through the flames must
1d2×5 feet later. Characters who fail by 5 or more fall prone succeed on a DC 20 Ride check, or the mount balks.
in the square where they end their movement. If soldiers are able to prepare the battlefield unnoticed
A steep slope increases the DC of Tumble checks by 2. by the enemy, they might dig foxholes and trenches
Trench: A trench is a ditch, usually dug by soldiers throughout part of a battlefield, then cover them with
before a battle. Tranches are defensive in nature, and camouflage. These foxholes could hide a strike team and
either provide a refuge for troops or an obstacle to slow these trenches an entire army, if extensive enough; ramps
oncoming enemies. Shallow trenches are typically 5 feet and ladders that allow hidden troops to charge up and
wide and 3 to 4 feet deep; deep trenches are 10 feet across ambush an unsuspecting enemy.
and 8 to 10 feet deep. A shallow trench provides cover to
those inside it, unless the opponent is adjacent or attack- OTHER HAZARDS
ing from the air. It costs 2 squares of movement to leave Once battle begins, many fortifications, siege engines, and
a shallow trench. troops become casualties of war but continue to impact
Deep trenches might be dug by armies who intend the landscape of the battlefield. Various traps could also
to stay for a while. Such trenches provide total cover to be scattered about the battle site.
their occupants unless the opponent is adjacent to the Debris, Light: Light debris might be the remains of a
trench or attacking from above. Without the benefit shattered ballista, a broken low wall, or splintered trees.
36
Light debris does not provide cover or concealment. 2d6 points of damage and can attempt a DC 20 Reflex save
Although light debris doesn’t affect normal movement, for half damage.
it increases the DC of Tumble and Move Silently checks Fire: Battlefield features that catch fire provide an
by 2. Any creature attempting to run or charge over light additional hazard to combatants. Any wooden or oil-coated
debris must succeed on a DC 10 Balance check. terrain feature can also be burning, and the battle map
Debris, Heavy: A broken siege tower, a breached stone should indicate which squares are aflame.
wall, and fallen trees are examples of heavy debris. Heavy In addition to the smoke generated by a fire, a solid
debris is usually stacked high enough or has pieces large structure such as a building or wooden wall fully ablaze
enough to provide cover. Occasionally heavy debris might gives off a tremendous amount of heat. A creature standing
be burning or smoldering, which poses additional hazards within 10 feet of a flame-enveloped structure takes 1d4
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CHAPTER 2
(see below). points of fire damage.
BUILDING
It costs 2 squares of movement to move into an area covered In some cases, the burning squares might contain debris.
by heavy debris, and the DC of Tumble and Move Silently In addition to any movement restrictions provided by the
checks is increased by 5. Heavy debris is easy to hide in, terrain (see above), a creature moving through a burning
granting a +5 circumstance bonus on Hide checks. Running square takes 2d6 points of fire damage and must succeed
or charging through heavy debris is impossible. on a DC 15 Reflex save or catch fire.
Debris, Dangerous: Discarded weapons, broken glass, Smoke: Objects burning on the battlefield are usually
or splinters of wood can pose a danger to those moving accompanied by smoke. A moderate breeze will blow
through debris. While most debris has a few sharp or smoke away from the battlefield, but even in a breeze the
pointy edges to stay away from, dangerous debris has smoke will billow out from the flaming source, providing
enough that a creature simply moving through the area a thick cloud that could settle over a part of the battlefield.
might take damage. Clouds of smoke obscure all sight beyond 30 feet, including
A creature moving through dangerous light debris takes darkvision. Creatures in a smoke cloud have concealment;
1d4 points of damage unless it makes a DC 15 Reflex save. creatures separated by more than 30 feet of smoke have
A creature moving through dangerous heavy debris takes total concealment with respect to one another.
Illus. by R. Marchesi
focation, page 304 of the Dungeon Master’s Guide). remnants of ancient conflicts can still litter the field. Time
BUILDING
Bodies, Scattered: Corpses of fallen soldiers make and nature will reclaim or destroy much of what was left
terrain more difficult to move through. Areas that contain behind by invading or retreating troops. Some dangers,
scattered bodies are treated as light debris (see above). In however, can persist for generations, lying in wait for some
certain circumstances a character might disguise himself unlucky traveler to come along and disturb the relics of
as a corpse in order to hide among scattered bodies; see a long-forgotten war.
the discussion of the Disguise skill on page 94. The number and condition of obstacles left behind after
Bodies, Piled: A stacked pile of corpses can provide a battle depends on how much time has passed since the
cover or can even offer a grisly place to hide, but any unit war raged on that land. A few decades is enough time for
coming within 30 feet of such a pile during a battle must nature to turn a stone road built to move siege engines into
make a morale check (see page 72). nothing more than a dirt path. By contrast, a ruined keep
Bodies, Semianimate: Any time a battle involves necro- could easily stand witness to the devastation of a bloody
mancy on either side, fallen corpses might become partially battle for centuries.
animated. Scattered, semianimate bodies are considered light
debris (see above), and the horrible sight of corpses moving Mundane Hazards
their arms and legs in ghastly fashion forces a morale check Many mundane hazards and obstacles described previously
for any units that come within 30 feet of the bodies. in this chapter can still pose problems up to several decades
Creatures moving through an area with semianimate after a battle. Light and dangerous debris, scattered bodies,
bodies are grabbed at by the arms and tripped by the minefields, razor-wire, parapets, walls, barricades, and abatis
legs. For every 5-foot square of movement adjacent to can all survive for many years. See the earlier descriptions
such an area, the creature must make a DC 10 Strength of each of these items for more information.
check. Failure means the creature has been grabbed and However, as the years pass these items will deteriorate,
its movement stopped. In each round when a creature become overgrown by vegetation, or get lost under accumu-
actually occupies or moves through a square occupied by lated soil as the earth tries to reclaim the ravaged landscape.
semianimate bodies, it must also make an additional DC Add 1 to the DC of any skill check (such as Spot, Search,
10 Strength check or Dexterity check (player’s choice) or Wilderness Lore, Disable Device) used to locate or avoid
be tripped and fall prone. such hazards for every decade that has passed since the
Deadman Trigger: Some corpses that litter the battle- battle took place.
field still have a death grip on the weapons they used. In Sinkholes: Trenches, craters, and foxholes could be left
rare cases, a crossbow might not have fired and might be behind. Grass, bushes, and trees will eventually sprout
triggered if the body is disturbed. A quick search reveals from these depressions, perhaps concealng their presence
the danger; once noted, it is easy to stay out of the way of from the unwary. These holes in the ground might also fill
the bolt. But a creature that does not notice the loaded up with compost over the years or might have been poorly
crossbow might get hit. Treat as a trap: CR 1/2; mechani- backfilled by a retreating army, leaving an unstable area
cal; location trigger; no reset; Atk +0 ranged (1d8/19–20); of ground that can become a sinkhole.
Search DC 15; Disable Device DC 15. Any creature falling into a sinkhole takes 1d6 points of
Minefield: These areas contain blast disks (see page 131) damage from the fall and must be dug out within 4 rounds
or spells such as glyphs of warding. Creatures moving into or suffer the effects of drowning as described on page 304
minefield squares might be affected by the items or spells, of the Dungeon Master’s Guide. Treat a sinkhole as a CR 6
as appropriate. trap that cannot be disabled. Sinkholes are essentially a
Tripline: A tripline is a loose rope stretched across a combination of the CR 2 well-camouflaged pit trap and
section of the battlefield and anchored to trees or boulders. the CR 5 flooding room trap, described on pages 71 and
The line is usually covered with grasses or other camou- 72 of the Dungeon Master’s Guide.
flage (Spot DC 15 to see the line). Any creature that runs Scorched Earth: A defeated army might try to inflict
or charges over a tripline falls prone in the square beyond as much damage as possible on the victors before surren-
the tripline (Reflex DC 15 negates). A riding character can dering, setting fire to croplands, forests, and even whole
instead make a DC 20 Ride check to prevent her mount from towns as they retreat. Truly evil races might salt the earth
tripping. Triplines are set to help prevent devastating charges to prevent crops from growing for years thereafter. While
38
this activity poses more of a problem for residents than Weapons Cache: In addition to the treasuries found
for travelers, scorched earth can provide an impetus for inside ruined keeps and castles, PCs also might come across
adventure ideas—a town in such an area trying to rebuild buried weapon caches left behind by invading armies, or
after a war might need help acquiring food, or the residents even hidden stockpiles from ancient times. Perhaps the
could ask PCs to find a way to revitalize the landscape. PCs have been sent out to search for rumored weapons
In addition, some scorched-earth agents such as acid caches from a decades-old war in preparation for new hos-
can make traveling across the area treacherous, even years tilities. Or they might simply stumble across an iron door
after a war. Fumes might rise up to choke travelers (see inexplicably set into the ground between two boulders.
Noxious Fumes, above), and the chemicals in the soil can Perhaps the entrance to a cache is uncovered while digging
accumulate on the soles of boots or feet, causing leather out a comrade who has fallen through a sinkhole into an
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CHAPTER 2
to deteriorate and skin to burn. abandoned trench.
BUILDING
Each hour a creature spends traveling over an area of The main danger of a weapons cache is traps left upon
scorched earth, it takes 1d6 points of acid damage. For the entrance or perhaps on a set of stairs leading down to
those wearing boots, the acid will first eat through the the buried chamber. Any door, lock, or stair traps described
soles of the boots before damaging the creature’s feet. in the Dungeon Master’s Guide could be left behind to pro-
Leather boots have hardness 2 and 3 hit points. tect the weapons. In addition, the previous rulers might
Ruins: The remains of a castle, keep, or town destroyed have left behind guards to protect especially valuable
during a long-forgotten siege present a number of opportu- caches. These protectors could take the form of undead,
nities, obstacles, and hazards to those who stumble across golems, mimics, or even shield guardians.
the place years later. A weapons cache can be anything from a single dirt
Ruined keeps and castles are excellent settings for adven- chamber shored up with rotting timbers (which could
ture scenarios and can even be used as the starting point pose its own dangers) to an intricate maze of chambers
for an entire campaign. The flooded dungeons beneath a carved into the bedrock that might once have held alchemi-
castle might contain a hidden cache of magic items and cal laboratories and smithies as well as storehouses for
weapons, or might hide a terrible cursed item that is now weapons, armor, and food. It would be unlikely for such
causing havoc in the countryside. A tribe of humanoids an elaborate complex to be empty. It might now be a lair
might have taken up residence within the protection of for a tribe of humanoids or some even more dangerous
the crumbling walls of a ruined city, or the evil mohrg of monsters, or the resting place of those slaves and guards
a long-dead, genocidal ruler might still haunt the rubble who once dwelled there and never left.
of his decimated keep.
Whatever the reason, PCs are bound to enter the ruined Magical Hazards
remains left behind from an ancient war at some point Wizards, sorcerers, and priests bring a whole new dimen-
during your war campaign. In addition to the mounds of sion to fantasy warfare. Magic can provide power through
rubble they’ll have to climb over to gain access to the ruins, long-range offensive spells, tactical advantages through
PCs could find any number of obstacles inside: missing enhanced weapons and armor, intelligence on enemy
floors and stairways, jammed doors, blocked passageways, troop movements through scrying, and even on-the-spot
even flooded basements and dungeons. healing to keep soldiers on their feet and fighting.
Some of these obstacles can become hazardous to PCs But adding magic to a battle also adds magical hazards
who make their way through the ruins. Unstable floors to the battlefield. And unlike wooden siege engines and
inside buildings can collapse, dealing 1d6 points of damage even stone embankments, magical hazards can be virtually
for every 10 feet fallen by an affected creature. Spikes from permanent, creating perils that last for centuries.
rotting timbers can puncture a creature’s foot, dealing As with natural hazards, magical hazards become increas-
1d4 points of damage. Rocks from a crumbled castle wall ingly difficult to detect with each passing year, adding 1 to
can roll down upon creatures, like a CR 1 rolling rock the DC of any skill check (such as Search, Spot, or Disable
trap. Entire walls of a stone house or a keep can fall over Device) used to locate or avoid such hazards for every decade
as either a CR 4 collapsing column trap or a CR 10 crush- that has passed since the battle took place. In addition,
ing wall trap. Blocks from a stone ceiling can fall on the spellcasters using detect magic will not automatically detect
unwary and deal damage as anything from a CR 2 bricks magical auras of spells or items that have been buried by
from ceiling trap or a CR 5 falling block trap all the way the years but must succeed on a DC 10 Spot check (+1 for
up to a CR 9 dropping ceiling trap. See pages 71–74 of the each decade since the battle) to notice buried auras.
Dungeon Master’s Guide for details on these trap types. Permanent Spells: In addition to magic traps, there are
Many other possibilities exist for peril within a ruined a number of spells that could affect an area long after the
keep, including undead warriors and other monsters, battle ends. Some of these, such as continual flame, magic
which are discussed in the Encounters section below. The mouth, and the permanent illusions, are fairly innocuous
area might also contain traps specifically left behind by but can serve as red herrings or give PCs a scare. Others,
the inhabitants to safeguard their treasure or placed by such as binding, soul bind, and flesh to stone, can make great
the conquering army to prevent future generations from adventure starters or quests for the PCs. More offensive
disturbing the defeated evil that lays dormant inside. spells such as fire trap and the various symbol spells can
39
present a real danger to an unwary traveler. The most likely An area contaminated by magic leakage can give off a
leftover spells found on an ancient battlefield are listed in variety of strange effects, most of which cannot be seen
Table 2–1: Leftover Permanent Spells. but will be felt by all who enter the area. A typical magic
leakage area is a 20-foot-radius sphere, extending 20 feet
Table 2–1: Leftover Permanent Spells into the air and 20 feet below the ground as well. Some
Spell Name Spell Level have been known to grow as large as 100 feet in radius.
Arcane mark Sorcerer/wizard 0 Use Table 2–2: Magic Leakage Effects to create a magic
Binding Sorcerer/wizard 8
leakage area for placement in an ancient battlefield. The
Consecrated battlefield* Cleric 4
Continual flame Cleric 3, sorcerer/wizard 2 save DC for magic leakage effects (including spell effects)
Desecrated battlefield* Cleric 4 is at least 15, though leakage effects from tremendously old
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CHAPTER 2
Fire trap Druid 2, sorcerer/wizard 4 battlefields could have higher save DCs. The caster level
BUILDING
Flesh to stone Sorcerer/wizard 6 of such effects is twice the level of the spell.
Forbiddance Cleric 6 Each magic leakage area is unique and static. That is to say,
Illusory wall Sorcerer/wizard 4 the effect that manifests in an area does not change over time,
Magic mouth Bard 1, sorcerer/wizard 2
Permanent image Bard 6, sorcerer/wizard 6
and all creatures that enter a particular magic leakage area
Programmed image Bard 6, sorcerer/wizard 6 are affected by the same magical effect. Such effects can’t be
Soul bind Cleric 9, sorcerer/wizard 9 perceived from outside the area they occupy except by effects
Symbol of death Cleric 8, sorcerer/wizard 8 that detect magical auras (such as the detect magic spell).
Symbol of fear Cleric 6, sorcerer/wizard 6
Symbol of insanity Cleric 8, sorcerer/wizard 8 Encounters
Symbol of pain Cleric 5, sorcerer/wizard 5 The carnage left on a battlefield tends to attract certain
Symbol of persuasion Cleric 6, sorcerer/wizard 6
Symbol of sleep Cleric 5, sorcerer/wizard 5 types of creatures once the battle ends.
Symbol of stunning Cleric 7, sorcerer/wizard 7 Scavengers: Scavenging creatures flock toward the
Symbol of weakness Cleric 7, sorcerer/wizard 7 stench of rotting corpses in the first few weeks after a
Temporal stasis Sorcerer/wizard 8 battle. Some stay in the area for generations, well after the
Transmute mud to rock Druid 5, sorcerer/wizard 5 last body buried in a mass grave has been picked clean.
Trap the soul Sorcerer/wizard 8 In addition to rats, vermin, and vargouilles, which no one
Wall of iron Sorcerer/wizard 6
would be surprised to see hanging around a place of death,
Wall of stone Cleric 5, druid 6, sorcerer/wizard 5
* New spell described in Chapter 6. adventurers can also find creatures such as will-o’-wisps that have
come to feed on the anger of the battle, ankhegs and bulettes
Magic Leakage: While scroungers and war profiteers that tunnel up to feed on mass grave sites, and even the odd
will eventually scavenge all usable weapons, armor, and gray ooze sitting in the bottom of a long-forgotten foxhole.
magic items left after a battle, broken pieces of equipment In addition to flesh-eating scavengers, some creatures
are left to rot on the field, including broken magic items. come looking for treasure. Dragons have been known to
Sometimes these items have residual magic left in them, take up residence near battlefields after scavenging the
which can leach into the soil and contaminate the area best armor and weapons from fallen soldiers for their
for decades or even centuries. Magic leakage effects take lairs. What doesn’t get taken by dragons and war profiteers
at least ten years to manifest. could end up as food for rust monsters, which glean broken
weaponry scattered on the field of battle and seek out
Table 2–2: Magic Leakage Effects weapon caches on the sublevels of ruined keeps.
d20 Effect Save
1 antilife shell None Table 2–3: Ancient Battlefield Scavengers
2 antimagic field None CR Creature
3 bear’s endurance Will negates (harmless) 1/3 Dire rat
4 bless None 2 Giant bombardier beetle
5 bull’s strength Will negates (harmless) 2 Rat swarm
6 cause fear Will partial 2 Vargouille
7 cloudkill Fortitude partial 3 Ankheg
8 confusion Will negates 3 Rust monster
9 dancing lights None 3 Xorn, minor
10 deeper darkness None 4 Gray ooze
11 dispel magic Special 4 Otyugh
12 entangle Reflex partial 6 Digester
13 hypnotic pattern Will negates 6 Xorn, average
14 invisibility sphere Will negates (harmless) 6 Tendriculos
15 lesser globe of invulnerability None 6 Will-o’-wisp
16 obscuring mist None 7 Bulette
17 reverse gravity None 8 Xorn, elder
18 silence None 12 Purple worm
19 waves of fatigue None Varies Dragons
40 20 roll twice, combine results —
Undead: Whether they were animated and sent into REWARDS
battle or brought into being by some horrific death, undead In a battlefield adventure, you have four key ways to reward
wander battlefields searching for rest or for more souls to the characters for overcoming challenges and contributing
swell their ranks. Skeletons, zombies, ghouls, and ghasts are to the outcome of a battle: experience points, treasure,
often found on ancient battlefields, while ghosts searching recognition points, and victory points.
for their bodies (or their killers) are not uncommon. Evil Experience points function just as they do in standard
rulers or generals slain in battle can rise again as wights, D&D adventures. PCs earn experience points for the foes
wraiths, and mohrgs. they overcome, whether those foes die with their boots
on or flee the field of battle. In a battlefield adventure, the
Table 2–4: Ancient Battlefield Undead PCs are more likely to face multiple lower-level enemies,
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CHAPTER 2
CR Creature so you need to make sure that the PCs are actually
BUILDING
1/3 Skeleton, human warrior challenged. It might be fun to wade through rank after
1/2 Zombie, human commoner
rank of ordinary goblins, but it’s not necessarily worth
1 Ghoul
3 Ghast experience points.
3 Wight Treasure likewise works just as it does in standard
5 Wraith D&D adventures, unless your campaign relies more on
7 Spectre a friendly army issuing equipment to the PCs and less on
8 Mohrg looting the bodies of the fallen. It’s incumbent on you to
11 Dread wraith keep a close eye on PC wealth. Monsters are rarely encoun-
Varies Ghost
tered in their lairs during a battlefield adventure, but the
battlefield is positively crawling with classed NPCs, and
Controlled Creatures and Constructs: The last class players know that NPCs with class levels often have the
of monsters commonly found on ancient fields of battle best treasure.
are creatures and constructs brought to the battle by spell- The allocation of recognition points, described in
casters or as cavalry mounts. Chapter 4, is straightforward once you’ve constructed your
Monsters such as hell hounds, howlers, and demons that flowchart. Just look at the boxes on your flowchart, decide
outlived their masters through the battle can roam the which ones meet the criteria for recognition points, and
area long afterward, terrorizing local residents. Constructs assign recognition point values to them.
such as golems that fought in the war, shield guardians and
mimics left behind to guard weapons caches, and even THE VICTORY POINT FRAMEWORK
animated objects created to make the war more bearable Chapter 4 describes ways that PCs can earn victory points,
might spend centuries simply attempting to carry out their a measure of how their personal successes translate into
last orders. better outcomes for their army. It’s a relatively simple
Lastly, mounts such as worgs, dire wolves, and winter matter to look at the boxes on your flowchart and assign
wolves, once ridden into battle, might have made the victory point awards to the relevant encounters. During the
battlefield their home after their masters died. Now, their battle, the players will be doing the same thing—using the
descendants control the area, defending their homes with victory point system to help them decide whether it’s better
bestial fury. to hold the bridge or chase the enemy supply train.
But you’re also responsible for coming up with the
Table 2–5: Ancient Battlefield Controlled Monsters victory point framework: the list of possible outcomes for
CR Creature the battle at large. Building the victory point framework
1/2 Animated object, Tiny requires a series of structured judgment calls. No system
1 Animated object, Small
can mechanically determine for you the outcome of a
2 Animated object, Medium
2 Worg battle involving tens of thousands of NPCs. But that’s
3 Dire wolf okay, because you’re designing a role-playing adventure,
3 Hell hound not a wargame.
3 Howler The first question you need to answer is “If the PCs do
4 Gargoyle nothing extraordinary, what’s the outcome of the battle?”
4 Mimic The time-lapse battlefield maps you created should give you
5 Winter wolf
7 Invisible stalker
a good idea of how the battle goes up until the climactic
8 Gorgon moment. How it might unfold after that point is entirely
8 Shield guardian up to you (although the players might change the outcome
9 Nessian warhound when they actually go through the adventure).
11 Golem, stone For now, write down in general terms what the battle’s
13 Golem, iron nominal outcome will be—perhaps something like “The
16 Golem, greater stone human army holds the bridges all day long, but an orc
Varies Demons
push at sunset breaks through the human lines. Because
the orcs can see better in the dark than the fleeing humans
41
can, many human soldiers don’t get across the river; fully When this happens, you have a number of tools to bring
one-quarter are killed or captured.” them back into encounters you’ve prepared—or you
The second question you need to address is “To what can have fun improvising as characters wander around
degree can the PCs realistically alter the outcome?” This the battlefield.
is a judgment call based on what you know about the PCs’ Especially for players accustomed to dungeons and
abilities and those of their foes. other site-based adventures, the temptation to just wander
If you’re unsure how much influence the PCs can have around the battlefield slaying everything in sight is pal-
over the battle as a whole, give them the benefit of the pable. For the first time ever, the PCs are in close proximity
doubt. Even low-level PCs aren’t just extras—they’re the to hundreds or thousands of enemies, and they have carte
protagonists of the story you’re telling. Not every mass blanche to hold nothing back in combat. But even players
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CHAPTER 2
battle should hinge on the PCs’ actions, but it’s perfectly experienced in battlefield adventures sometimes decide
BUILDING
acceptable to say that the PCs can have a demonstrable that best battle plan involves nothing on your flowchart,
influence on the battle’s outcome, even if they’re ostensibly so they make plans of their own.
just part of the rank and file. When the PCs are about to leave your flowchart behind,
Create three more possible outcomes now—one that’s here are some things you can do.
a little better than the nominal outcome, one that’s a lot Order Them Back on Track: The most obvious
better than the nominal outcome, and one that’s worse than solution—and it’s one steeped in the war genre—is to
the nominal outcome. The more influence you think the have a commanding officer give the PCs a direct order
PCs can wield over the battle as a whole, the more these that leads them into an encounter on your flowchart.
three outcomes will diverge from the nominal outcome. If Even if the rank-and-file soldiers have a “better” idea,
the PCs are just cogs in a vast war machine, the outcomes the commanders are the ones who get to set the course
might all be similar, and you’ll describe the differences of battle.
in smaller terms (such as how well the PCs’ platoon does, But PCs are a stubborn bunch, and players tend to
rather than how well the whole army does). But if the PCs resent being railroaded into a course of action they don’t
are the linchpin of their army, their success or failure can like. Before you have an NPC commander order the PCs
change the outcome quite a bit. to undertake a particular mission, consider how likely
Keep in mind that PC actions don’t always equal overall the PCs are to balk completely, potentially setting up
victory, no matter how many victory points they earn. an insubordination or desertion crisis in the middle of
If the PCs’ army is completely overmatched, then a less the battle. It’s often better if a commander appeals to a
precipitous loss might be the best the PCs can hope for. known motivator for the PCs, such as bravery, loyalty,
Against a massive orc horde, for example, the best possible or pride.
result might be “The human army holds off the orcs well For example, say the characters get the idea that they’d
into the night, enabling most of the defenders to escape like to sneak behind enemy lines and take out the enemy
safely to the far side of the river before the bridges are general. However, your adventure relies on them protect-
destroyed to slow the orcs’ advance.” ing a keep from wave after wave of enemy attacks. Rather
You should have four outcomes now. Arrange them from than having the PCs’ commanding officer order them to
best to worst, then look at how many victory points are stay put and forbid them from going general-hunting, she
available on the most common paths of your adventure could do any of the following:
flowchart. Then make your third judgment call: Decide • Appeal to the PCs’ bravery, noting that she’s assigning
how many victory points the PCs will have to earn to get them this defensive position because the rank-and-file
each result. troops are too quick to retreat.
As a rule of thumb, the PCs should get the worst result • Point out the keep’s strategic importance (implying that
if they earn 25 percent or less of the available victory a lot of victory points are at stake if the PCs can hold
points on the likely flowchart path, the nominal result if the location).
they earn between 26 percent and 50 percent, the good • Mention the opportunities for plunder (well-equipped
result if they earn between 51 percent and 75 percent, and mercenaries will be the attackers) or glory (implying
the great result if they earn more than 75 percent. Adjust that a lot of recognition points are at stake).
the percentages as you see fit, and you’ve constructed the • Observe that the enemy’s command structure can
framework that will guide you as you describe the battle’s certainly withstand the loss of a single general, but that
overall outcome to the players. holding on to the fortifications on the battlefield is the
key to winning the day.
WHEN THINGS GO Real-life commanders rarely have to explain their orders
OFF THE CHART or appeal to their soldiers’ honor and good nature. But
PCs are notoriously independent, so they don’t always your fictional counterparts should do so because it gives
follow the carefully crafted battleplans of their com- the players control over their PCs’ destiny—even if you’re
manders. The character’s actions will certainly veer off nudging them in a particular direction.
your carefully constructed flowchart from time to time.
42
Up the Ante: If the PCs are going to go their own way on Redraw the Flowchart: Even if the players confound
the battlefield, take a moment to ask yourself why they’re the links on your flowchart, you’ve still got a bunch of
rejecting the choices you presented them (the paths on well-designed encounters you can throw at them. Don’t
your flowchart). If the players don’t realize the options be shy about changing the links and presenting those
they have, you can make them more obvious, or even have encounters in a different context. If the PCs ignored the
an NPC advise them of what their options are. retreating enemy cavalry, for example, you can use that
It’s more likely that the players aren’t taking certain encounter later by having the cavalry unit charge the PCs.
actions because they don’t think the ratio of reward to risk If the PCs head into no-man’s-land rather than assist in the
is high enough. If that’s the case, you can either increase defense of the trench network, you can stage an encounter
the reward or reduce the perceived risk. in an abandoned trench network near the enemy lines,
ADVENTURES
CHAPTER 2
You can make a particular course of action more tempt- using the trench map you’ve already prepared. As long
BUILDING
ing by offering more victory points, recognition points, or as the PCs are running around the battlefield having fun
potential wealth. If the characters are reluctant to chase encounters, you’re doing your job as DM, and you’ve got
down the retreating drow, for example, you can mention all the tools you need (victory points, recognition points,
that they seem to be forming up around a particular XP, and gold) to reward the characters.
cave entrance (one that leads to an underground tunnel Let Them Go: You’ve already established the overall
network, making it an important maneuver point). flow of battle, you’ve got a series of battlefield maps,
You can also up the ante by reducing the perceived risk and you know the general makeup of both armies. That
of a course of action. For example, characters worried about means you’ve got all the tools you need to improvise a
attacking an enemy stockade might think better of the idea battlefield adventure. If you’re comfortable designing
if you describe drowsy guards or an unobserved approach interesting encounters on the fly, let the characters do
to the walls. One way to reduce the PCs’ perception of risk what they want, even if their actions don’t appear on
is to have a friendly unit arrive and offer to assist the PCs. your flowchart.
Getting to the stockade is easier if griffon-riding allies To throw together a quick encounter, sketch out an
swoop overhead to distract its defenders. encounter map based on where the PCs are on your
Provide Intelligence: Many times characters will get battlefield map. Then come up with an enemy maneu-
stuck on the battlefield because they don’t know how to ver element with an EL appropriate for the PCs’ level.
proceed. Worse, players will have their PCs argue with each Quickly assess how many victory points and recognition
other over the best course of action, and your battlefield points are at stake. Then spend a moment to think of a
adventure turns into a debate competition. Obviously, it’s wrinkle: something positive or negative to spring on
okay if the PCs spend noncombat time discussing strategy, the PCs during the fight. Reinforcements could join
but you don’t want the conversation to drag on beyond the one side or the other, the whole battlefield could get
point where everyone’s having a good time. bombarded, or a random event could occur (such as
If the players honestly don’t know how to proceed, you ankhegs emerging from underground and attacking
should provide them with more information or, better yet, everything indiscriminately).
the opportunity to uncover intelligence for themselves. Finally, think of something you can do at the end of
The PCs might spot enemy cavalry bearing down on a an encounter that will guide the PCs’ next actions. For
friendly supply train that’s unaware of the danger. They example, you could have a surrendering enemy trooper
could discover war plans on the corpse of an enemy they’ve blurt out some valuable intelligence. Maybe the PCs spot
just defeated. They might attain a vantage point from some activity elsewhere on the battlefield that requires
where they can see how the battle is unfolding, with the their attention. Or perhaps the sky grows just a little darker
left flank of their own army about to collapse. over the watchtower on the nearby hill.
Reconnect Them Later: If the PCs look like they’re
going to head down an unforeseen path, you can let
them do so, give them a fun encounter, then reconnect RANDOM ENCOUNTERS
them to your adventure. If high-level PCs take off in pur- Regardless of how closely or loosely the PCs adhere to the
suit of low-level enemy men-at-arms, you can give them flowchart you’ve built, you’ll find a good random encounter
the encounter they seem to want: a blowout in which table to be a useful tool during a battlefield adventure.
they wreck an enemy unit at little risk to themselves. A random encounter table isn’t intended to be demograph-
(Players like to be challenged, but they also enjoy the ically accurate. It should provide interesting encounters
occasional cakewalk.) of an EL appropriate for your PCs, not an accounting of
Afterward, give the PCs plenty of opportunities to what units are most likely to be found on the battlefield. A
get back onto the flowchart in the form of skirmishes random encounter table for high-level PCs, for example,
they see elsewhere on the battlefield, friendly units will feature high-level opposition even if the two armies
asking for help, and commanders checking on them. involved have mostly low-level troopers.
You’re giving the characters a sense of independence, In a particularly large battle, you might want to design
but you’re also showing them the way back to the chal- several random encounter tables based on geography (one
lenges you’ve prepared. table for the underground tunnels, another for the surface
43
battlefield) or timing (one table for the start of the battle, Sometimes the PCs are in dire straits themselves, so
another table for after the cultists open the gate that brings the second kind of friendly encounter would be more
in the demon army). But in most battles a single encounter than welcome. Whether it’s archers who cover the PCs’
table will suffice if you construct it carefully. retreat or an allied cleric who tends to the PCs’ wounds
During a typical battle, the PCs might spend some time before the next gnoll assault, such encounters are a
behind friendly lines, some time in contested ground, good way to keep the PCs adventuring longer in game-
and some time behind enemy lines. A 40-20-40 random world terms.
encounter table can serve all three areas. To build such Not every allied unit is necessarily friendly. The PCs
an encounter table, have the first 40 percent of the table might have to handle obstinate subordinates, units that
(results 01–40) consist of enemy units. The next 20 percent mistake them for enemies, and allied commanders that
ADVENTURES
CHAPTER 2
of the table (results 41–60) are neutral parties, environ- have turned crazy, cowardly, or traitorous. This third
BUILDING
mental elements, and battlefield events such as artillery kind of “friendly” encounter is a good way to provide
bombardments. The final 40 percent of the table (results NPC interactions that don’t immediately lead to combat,
61–100) are friendly units. giving PCs a chance to employ their social skills on the
Once you’ve built a 40-20-40 table, you use it by rolling battlefield. The characters might have to convince a general
d% whenever the PCs are in territory contested by both that their original mission is more important than the
sides. When the PCs are behind enemy lines with no suicidal charge he’s planning—or better yet, talk him out
friendly troops nearby, reroll any result of 61 or higher. of it and save the fellow soldiers who have already been
If the PCs are in the rear echelon, not currently engaged drafted for the charge.
in fighting, reroll any result of 40 or lower, so that the The middle section of the random encounter table is
encounter is either friendly or neutral. where you can connect the battle to the rest of the cam-
What to Put on the Table: For the enemy and friendly paign world. It’s where the PCs meet civilians, wandering
units that make up the lowest and highest sections of the monsters, and others swept up in the tide of war.
table, use the maneuver elements appropriate for that Here are some encounters you can include in the middle,
army. (To build those maneuver elements, see Designing or neutral, section of a random encounter table.
a Fantasy Army, page 24.) • Bombardment from friendly or enemy siege engines.
In the 40 percent of the table devoted to enemy units, • Deserting units from either side.
twenty of the possible results should be tied to maneuver • Units from ostensibly neutral armies or political factions
elements with an EL equal to the PCs’ average level. Four of that have been sent to observe, gather intelligence, or
the possible results should be tied to easy encounters with serve some darker purpose.
enemy units of an EL lower than the party’s average level. • Bandits, marauders, and other neutral units seeking
The same goes for tough units, of an EL 1 to 4 higher than plunder and riches on the battlefield.
the PCs’ level, and overwhelmingly powerful enemy units • Monsters that inhabited the area before it became a
with an EL 5 or more higher than the PCs. The remaining battlefield. Refer to the tables beginning on page 96 of
eight possible results should either be more enemy units the Dungeon Master’s Guide for a list of monsters appropri-
at the PCs’ average level or tougher encounters in which ate to the climate and terrain.
smart PCs can find and exploit a weakness in their foe • Monsters drawn to the battlefield, often seeking corpses
(such as enemy cavalry encountered near terrain where to eat or reanimate.
horses can’t go). • Civilians caught in the crossfire of battle trying to
You should adjust the enemy ELs upward if the PCs hunker down and survive.
are going to have significant NPC assistance, then • Weather and magical effects that can pop up sporadi-
award experience points based only on what the PCs cally, such as cloudbursts or unhallowed ground.
themselves overcome.
For the friendly units that populate the highest 40 How Often to Check: Your own sense of pacing should
percent of the table, you’re less interested in the EL of the guide how often to check for random encounters. If the
unit because the PCs probably won’t be fighting these guys. PCs are heading directly toward the battle’s climactic
Instead, you want to focus on interesting encounters that encounter, there’s little sense in spending real-world
do one of three things: give the PCs a chance to help others, time on a minor skirmish when the climax is looming.
give NPCs a chance to help the PCs, or set up a conflict Conversely, if the PCs are doing routine tasks or simply
with a “friendly” unit that might require negotiation to watching a battle unfold, you can jolt them into action by
avoid coming to blows. throwing a random encounter at them.
Demoralized units are a classic example of the first If you’re otherwise happy with the pacing of your
kind of friendly encounter. The PCs get a chance to try adventure at present, consider rolling on your random
to earn some recognition points for rallying the troops, encounter table once per hour (if the PCs are stationary)
you get a chance to pass along information about how the or once for every 5 squares they traverse on the battlefield
larger battle is going, and the characters feel more like map (if they are traveling). You could increase the likeli-
they’re a useful part of the larger army, not just a band of hood of random encounters near a battle’s key maneuver
independent soldiers. points, and decrease it on the fringes of the battle.
44
Illus. by D. Kovacs
layer characters can encounter almost any Objective: The PCs’ goal. Many battlefield encounters
monster on the battlefield, if for no other have primary and secondary objectives.
reason than the fact that a battle can spring Allied Forces: Additional troops or reinforcements
up almost anywhere. Many of the PCs’ hostile available to the PCs undertaking the mission.
encounters will simply be with members of the Enemy Forces: The foes the PCs will face in the
enemy army. encounter. These creatures are described either in the
You can use the following encounters in three ways. It’s Monster Manual or in the appendices of this book (or
easy to integrate them into a battlefield adventure you’re both). Depending on the encounter and the situation,
planning (see Chapter 2). If you want to give PCs a taste the PCs might be aware of some, all, or none of these
of the battlefield, you can include these encounters as a foes before the encounter begins.
sideline in a traditional D&D adventure that takes place Terrain Features: Any significant features of the
near a battle or at the behest of an army. And if you just landscape that could affect the outcome of the encoun-
want an evening’s entertainment, you can run any of the ter, such as hills, undergrowth, or fortifications.
following encounters as stand-alone scenarios. Tactics: Options available—whether to the PCs
Here is the format for battlefield encounter descriptions. and their allies, their enemies, or both—and what
effect such tactics have on the encounter.
BATTLEFIELD ENCOUNTER NAME Aftermath: Effects of a successful or unsuccess-
(CHARACTER LEVEL) ful operation by the PCs.
Description of the encounter setup in plain language. XP Adjustment: In addition to the normal
Character Level: The optimal average character level reduction of XP awarded after a battlefield
for the encounter. Characters of the indicated level are encounter that features allied NPCs fighting
expected to expend 20% to 25% of their resources in such alongside the PCs, some encounters afford
an encounter, much as if they were engaged in an encoun- the PCs even greater support before, during,
ter of an EL that matched their character level. Note that or after the battle. In such cases, reduce the XP
the actual EL of the opponents in the encounter tends to reward granted to the PCs by the indicated per-
exceed this value, since it takes into account allied forces centage. This concept is detailed more fully in
aiding the PCs. the XP on the Battlefield section (see page 61).
45
In cases where this circumstance does not apply, the
entry is absent.
Scaling This Encounter: Advice on how to adjust
the encounter’s difficulty for a wider range of character
levels.
SAMPLE BATTLEFIELD
ENCOUNTERS
The following encounter can serve either as set pieces or
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
friendly forces in a nearby citadel. Tactics: The duke’s troops fan out and take up positions
Secondary: Gather intelligence about the enemy army’s at the edge of the trees to cover the PCs as they move
disposition while sneaking through it. through the sleeping horde. If the characters are spotted
Allied Forces: The duke can spare a single squad of by a patrol, the duke’s troops open fire with their ranged
soldiers, who will accompany the PCs out through the weapons. The PCs need to concentrate on stealth—while
escape tunnel and cover them as they make their way they might be able to handle a single patrol, they will
through the sleeping horde. This squad then retreats back quickly be surrounded and overwhelmed if a general alarm
into the escape tunnel, collapsing the tunnel behind them is raised.
if their presence has become known. Aftermath: If the PCs make it through the horde, they
will be able to make it to a nearby castle or city within a
• 10 human regulars (page 142) few days, where they might need to use Diplomacy to gain
• 2 human cleric corporals (page 142) access to the local nobility or Gather Information to find
• 1 human soldier sergeant (page 142) out the location of the nearest battalion of the queen’s
regiment. They can then return with an army and join
Enemy Forces: The goblinoid horde is made up of the battle to save the keep. In this case, see the Take out
goblins, hobgoblins, and bugbears living in tents out the Trebuchet scenario (page 50), scaling that encounter
past the range of the keep’s siege weapons. Squads patrol as necessary.
the horde camp. A typical squad has the following If the PCs are captured, they will have to escape to
composition: complete their mission. If they cannot find reinforcements
in time, they can delay the attack by sabotaging the siege
weapons being constructed.
Scaling This Encounter: For a 2nd-level group, the
duke provides a smaller squad of allied troops, which
consists of 5 human regulars and 1 human cleric corporal
of 2nd level.
The enemy squads consist of 6 goblins and 2 bugbears.
For a 6th-level group, the duke provides a squad of elite
troops, which consists of 5 human soldiers (page 142), 2
human cleric lieutenants (page 142), and 1 human knight
captain (page 143).
The enemy squads consist of 8 gnolls (Monster Manual
page 130), 2 bugbears, 1 hobgoblin soldier captain (page
149), and 2 ogres.
to protecting the artillery, and they assist a squad of trying (unsuccessfully) to stack rocks for optimal load-
orc engineers with the catapult operations. The war- ing speed.
riors are led by an orc captain and his two sergeant If the PCs are stealthy, they might not rouse any of
underlings. A squad of ogres has been recruited to help the main force. Any orc or ogre that is attacked will
move catapult ammunition. yell out unless the foe is taken down with a single
At night, the enemy is resting but wary. Ten orcs and an quick strike or measures are taken to prevent the sound
ogre are assigned patrol or watch duty at any given time, from traveling.
and the patrols rotate every 2 hours. The rest of the orcs The sounds of combat or screaming orcs will bring
have set up camp about 50 feet behind the catapults; usu- the patrolling orcs within 3 rounds. The nearby camp
ally half of them are sleeping while the other orcs cavort will sound the alarm, begin waking all sleepers,
about small bonfires. and prepare for battle. Five rounds after the alarm is
sounded, a platoon of 20 orcs starts marching (two
• 1 orc captain (page 152) move actions per turn) toward any combat. The ogres
• 2 orc sergeants (page 152) follow 3 rounds later, and the rest of the orcs 2 rounds
• 40 orc regulars, hp 5 each (Monster Manual page 203) after that.
• 10 orc engineers (page 152) Within minutes after the start of any major combat, a
• 5 ogres (Monster Manual page 199) contingent of orc scouts and warriors arrives to determine
the cause of the noise. The whole orc army will be roused,
Terrain Features: Each emplacement is surrounded on and more orcs start pouring into the area.
three sides by a rampart, atop which is a wooden parapet. Stealthy PCs, and the elf commandos, should be able to
evade the orc troops by staying hidden and moving silently,
perhaps drawing the orcs toward one emplacement while
they disable the catapults in the other.
A heavy catapult is primarily made of wood (hardness
5, 60 hit points).
Aftermath: The PCs are successful if they destroy or
disable at least four of the catapults. Any catapults sabo-
taged with the Disable Device skill could be fixed by any
surviving orc engineers with a DC 20 Craft (siege engine)
check, but repairing a single catapult takes 1d6 hours, so
the weapons might not be repaired before the dawn assault.
Catapults that were destroyed cannot be repaired before
the upcoming battle.
The orcs won’t pursue fleeing foes further than 150 feet
from the emplacements.
Scaling This Encounter: For parties of 4th-level
characters, remove the squad of ogres.
For parties of 8th level, replace the ogres with ogre brutes
(page 146) and have the orc patrols stay near the catapult
emplacements, with a pair of lightning ballistae (page 136)
mounted on the ramparts.
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
shape to fight; if freed, she simply attempts to flee.
PCs on guard duty who succeed on an opposed Listen
check (against the enemy’s party’s Move Silently check)
receive 2 rounds of preparation prior to the attack.
Characters who succeed on an opposed Spot check
(against the enemy party’s Hide check) receive 1 round
of preparation.
Aftermath: If the PCs defeat the ogres and gnolls
without losing their ogre mage prisoner, they can con-
tinue on to the prisoner exchange as planned, which
goes off without a hitch (the ogres are now cowed by
the group’s prowess).
If the ogre mage or the chest of gold (or both) are lost
during the ambush, the PCs can either try to recover the
lost goods or try to rescue the prince on their own. If they
chopose the latter course, see Get ’em Out Alive! (page 51)
and scale as necessary for your group.
Scaling This Encounter: Against a 4th-level group
them to safeguard the ransom and the prisoner—an assisted by 2 elite soldiers, the ambush consists of 2 ogres
unruly ogre mage—to the rendezvous point, a clear- and 6 gnolls.
ing in neutral territory two day’s ride away through a Against an 8th-level group assisted by 4 elite soldiers
nearby forest. and a human sniper major (page 143), the ambush consists
If the PCs are expecting an ambush at the rendezvous of 1 ogre mage (Monster Manual page 200), 3 ogre brutes,
point, they’re wrong. The ambush happens the first night. and 6 ogres.
Just as the PCs are bedding down to sleep, they are attacked
by ogres and gnolls. LEFT BEHIND (8TH)
Character Level: This encounter is designed for char- The PCs are part of an advance scouting force consist-
acters of 6th level. ing of regulars, archers, and scouts, when an avalanche
Objectives: Primary: Get the prince back to friendly or other event cuts off the passage back to the primary
territory. force. A sending spell informs the PCs that the army
Secondary: Deliver the ogre mage safely to the rendez- will take the long way around, and meet up with them
vous point. in two days. In the meantime, the lich leader of the
Allied Forces: The queen provides an additional Unliving Legion has scryed the location of the advance
escort from her elite guards to help safeguard the gold force and sent a strike force of ghouls and ghasts to
and the prisoner. deal with them. If that attack fails, the lich sends a
horde of undead, led by clerics of Nerull, to finish off
• 4 human elite soldiers (page 143) the intruders.
Character Level: This encounter is designed for a party
Enemy Forces: The ambush consists of ogres and gnolls of 8th-level characters.
led by an ogre brute. Objectives: Primary: Repel the attacks by the undead
horde.
• 1 ogre brute (page 146) Secondary: Keep at least half of the troops alive until the
• 3 ogres (Monster Manual page 199) rest of the army rejoins them.
• 6 gnolls (Monster Manual page 130) Allied Forces: The advance force is a platoon consist-
ing of a scout squad of elf commandos with their own
Terrain Features: The ambush takes place in a small sergeant, a squad of human soldiers, and a squad of human
clearing in a deciduous forest at night. The PCs’ campfire, snipers. Each human squad is led by a sergeant and has a
if they have one, provides illumination in a 20-foot radius. pair of human cleric corporals.
49
Tactics: The ghouls and ghasts attack the closest living
enemies. If an enemy falls, there is a 50% chance that
any adjacent ghoul will stop and feed (dealing automatic
damage each round) unless attacked.
The clerics of Nerull in the second wave of attacks
will begin by bolstering the undead against turning
attempts as the forces march into battle. Once battle is
joined, the Nerullites cast first desecrate and then prayer
into the areas of thickest fighting. The cleric colonel
then seeks out the PCs, targeting them with unholy blight
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
• 4 bugbears (Monster Manual page 29) Alive, below, and scale as necessary). Alternatively, the
• 2 ogres (Monster Manual page 199) PCs might be able to talk the general into letting them
• 2 ogre brutes (page 146) try to take the keep back through subterfuge, using a
secret entrance situated within a grove of trees nearby to
Terrain Features: The terrain around the duke’s keep infiltrate the fallen keep.
is rolling fields dotted by clumps of trees. A river flowing Scaling This Encounter: For a 2nd-level group, the
down from the distant hills stands between the battalion general provides a small infantry squad of 5 human regu-
and the horde. lars (page 142) and 1 human cleric corporal (page 142).
Tactics: The general’s troops keep the majority of the The enemy horde is protecting a light mangonel, which
humanoid army occupied while the PCs and the elite takes 100 points of damage to destroy.
infantry squad try to get to the trebuchet. Alternatively, Defenders: 6 goblins (Monster Manual page 133), 6 hob-
the PCs could attempt to use stealth if they arrive at night goblins (Monster Manual page 153), 2 bugbears (Monster
or decide to wait until after dark to make their attack. The Manual page 29).
general will advise against waiting, however, and there is Mangonel Crew: 2 hobgoblins (Monster Manual page 153),
a 5% cumulative chance per hour that the trebuchet will 1 bugbear (Monster Manual page 29),
breach the keep walls before nightfall.
The defenders will fight to the death to protect the For a 5th-level group, the general provides a small squad of
trebuchet. If the general’s troops begin to lose ground, elite troops: 5 human elite soldiers (page 143) and 1 human
more squads can come to the aid of the siege engine. cleric lieutenant of 4th level (page 142).
The enemy is protecting a heavy mangonel, which takes
150 points of damage to destroy.
Defenders: 8 bugbears (Monster Manual page 29) and 4
ogres (Monster Manual page 199).
Mangonel Crew: 4 ogres (Monster Manual page 199) and
1 ogre brute (page 146)
Enemy Forces: The POW camp consists of three the highest hill is 150 feet from camp but only 50 feet
wooden buildings, each 30 feet by 60 feet, laid out in a higher in elevation.
triangle around three 10-foot-by-10-foot huts. Two of the Tactics: If the PCs are not spotted as they approach
buildings are practically empty, holding little more than the camp, they can determine the routine of the guards
bunks and a central table. The third building is partitioned as outlined above by watching the camp for several
into three rooms: a bunk room with four beds and a table, hours. Allow PCs to make a DC 15 Wisdom check
a more lavish bedroom, and an office. The large buildings each hour (with a bonus of +2 per hour watched).
house the following troops. Divination spells such as clairaudience/clairvoyance could
also help the PCs determine the camp’s complement
• 12 gnolls (Monster Manual page 130) and routine.
• 8 ogres (Monster Manual page 199) However, all guards get Spot checks to notice the PCs
• 5 ogre brutes (page 146) each hour that the characters spend in the hills above
• 1 ogre mage (Monster Manual page 200) the camp. Once the PCs are noticed, an alarm is raised
that brings all active guards running. One round after
Six of the gnolls, traveling in pairs, are on guard duty the alarm has been raised, guards dining in the barracks
on the outskirts of the camp at all times. In addition, rush out to join the melee. Two rounds after that, the
2 ogres and 1 ogre brute guard the small huts at all sleeping guards also join the battle. The ogre mage is
times. The rest of the troops are resting in the three eating during the first nighttime watch and asleep during
large buildings. Half of these are sleeping and half are the last two watches. If the battle begins to go poorly for
eating or relaxing. The ogre mage is either outside or in the ogres, the ogre brutes attempt to set fire to the small
huts before fleeing.
Aftermath: The three small huts contain two pris-
oners each. If the PCs get to the huts without raising
the alarm, it takes a move action to unbar and open the
door. The prisoners are at 0 hit points and can take only
single actions until healed. If the ogres set fire to the
huts, PCs have 5 rounds to open the doors to the huts
and get the prisoners out before they die from the heat
and smoke.
If the PCs should lose the battle, they will be beaten to 0
hit points and locked into the huts with the other prison-
ers. They have two days to escape before being transferred
to the main ogre village.
Scaling This Encounter: For a 7th-level group accom-
panied by 4 human elite soldiers (page 143), the camp
contains the following enemies, half of which are on duty
at all times: 12 orcs (Monster Manual page 203), 8 gnolls
(Monster Manual page 130), 4 ogres (Monster Manual page
199), 2 ogre brutes (page 146).
52
KING OF THE HILL (10TH)
Several hill giants are throwing rocks from a rocky knoll
on the battlefield, surrounded by enemy troops. The PCs
must take the hill, then defend it from further incursions
while the main force pushes forward.
Character Level: This encounter is designed for char-
acters of 10th level.
Objectives: Primary: Defeat the forces atop the hill.
Secondary: Hold the hill against attacks by trolls, ogre
brutes, and fire giants.
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
Allied Forces: A squad of dwarf berserkers is eager
to accompany the PCs. An army wizard employs a
wand of fly on the berserkers and any PCs who might
require it.
Some of the scouts and soldiers that make up the Army of Nature’s Wrath
still the armies would cut and burn, until Freuntin realized Command Retinue
that in order to prevent further destruction the armies EL 12: Freuntin and his entourage monitor a battle
must be repelled by force. closely, though they will not hesitate to join the combat if
The druid beseeched the woodland denizens for their skills are required. The druid is attended by a treant
representatives to create Nature’s Wrath, the army of and one of the lizardfolk chieftains; a shambling mound
the forest, and he was successful in creating a force of is usually hiding nearby. In battle, Freuntin uses call
moderate strength that should be sufficient to repel lightning to blast troops and bolster his shamblers, while
invaders. The bulk of Nature’s Wrath consists of warriors the treant animates trees in the midst of the enemy. The
from lizardfolk tribes, with ranged support coming lizardfolk captain protects Freuntin, staying nearby and
from squads of centaur archers. A grace of unicorns engaging any who threaten the druid. If hard-pressed, the
provides quick-strike troops, and a treant ally brings lizardfolk chief calls for his brethren to assist, bringing
his animated trees into battle alongside shambling a squad of 10 lizardfolk infantry led by a lieutenant in
mounds. Though the druid can use his magic to garner 1d6 rounds.
much information from woodland creatures and the Freuntin, Druid of Obad-Hai: hp 75; page 144.
forest itself, Nature’s Wrath employs an eyrie of giant Lizardfolk Captain: hp 77; page 150.
eagles to assist the centaurs with traditional scouting; Shambling Mound: hp 60; Monster Manual page 222.
the eagles double as bombardiers. A recent addition is a Treant: hp 70; Monster Manual page 245.
pair of dwarf werebears, who fled into the forest to avoid Lizardfolk Infantry (10): hp 11 each; Monster Manual
persecution from society. The werebears have befriended page 169.
brown bears in the forest and lead them in strike teams Lizardfolk Lieutenant: hp 49; page 150.
on hit-and-run raids.
If given time to prepare a battlefield, Freuntin will place Scout Team
holly berry fire seeds in appropriate locations while the EL 9: Nature’s Wrath patrols the forest floor with
shambling mounds find places to hide. Between commune squads of centaurs, while giant eagles circle the skies
with nature and the vigilant giant eagles, Nature’s Wrath looking for any signs of an opposing force. If not terribly
is almost always aware of the location of forces within or outnumbered, the centaurs encircle the enemy, taking
near the forest. a shot every round while maintaining distance from
their foes. The eagles notice any combat, and large rocks
54
falling from the sky herald their arrival 1d4+2 rounds PELARCH’S UNLIVING LEGION
later. The eagles can find and carry rocks or trees that Centuries ago, the cleric Pelarch made a pact with the
weigh between 200 and 300 pounds and drop them from powers of death and evil, transforming himself into a
a height of 100 feet, dealing up to 10d6 points of damage; lich in exchange for bringing death and undeath into the
see the aerial bombardment rules in Chapter 4. It takes a world. In the intervening years, he has bided his time,
giant eagle 1d4 rounds to find another payload to drop, 1 plotting and planning the battles to come. Now he has
round to pick it up, and 1 round to get into position again, determined that the time is right, and he has raised up
so an eagle can only attempt an aerial bombardment every his undead horde to wage war.
1d4+2 rounds. Pelarch’s first victory was not on the battlefield but
Centaur Scout Squad (5): hp 26 each; Monster Manual instead involved one man. Basarab Voivode was a noble
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
page 32. paladin who lost his family while he was away at war.
Giant Eagle Bombardiers (3): hp 26 each; Monster Manual Over the span of a decade, Pelarch slowly corrupted
page 93. the paladin, eventually turning him to the path of
the blackguard. Once his field general was secure, the
Shock Troop lich began gathering his army by recruiting clerics of
EL 7 or 8: When battle is joined, the attack is spear- Nerull to his cause. The legion’s first assault involved
headed by lizardfolk warriors, led by a lieutenant underling the capture of an onyx mine, where undead miners
of the chieftain. They initiate the conflict with a volley or continue to produce onyx for the animation of more
two of javelins before charging in with club and claw. In zombies and skeletons. Eventually Pelarch was able to
swampy terrain they might try to hide in a bog, emerg- coerce more free-willed undead under his banner; he
ing with surprise to attack the enemy. Some lizardfolk especially coveted these creatures due to their ability to
infantry are supported by shamblers, or can call for one create additional spawn.
if the situation is dire. In such cases, a shambling mound Now a throng of undead marches to battle, supported
arrives in 1d6+1 rounds. by a small cult of Nerullites. Skeletons and zombies
Lizardfolk Infantry (10): hp 11 each; Monster Manual make the bulk of the army, with low-level clerics bolster-
page 169. ing the ranks. Cleric lieutenants make use of animate
Lizardfolk Lieutenant: hp 49; page 150. legion spells (see page 124) to temporarily animate fallen
Shambling Mound: hp 60; Monster Manual page 222. enemies, or channel negative energy to repair the undead
horde. Wights can turn the tide of battle quickly, as they
Reserve create spawn from lesser troops to supplement their own
EL 8: The unicorns are initially kept in reserve, as numbers, and packs of ghasts and ghouls provide more
Freuntin waits to see where they might best bolster the subtle but just as deadly strike teams. With every battle,
troops. Their speed allows them to join battle quickly, the numbers of Pelarch’s Unliving Legion swell, and if
and if a particularly dangerous enemy or group of they are ever defeated and scattered to the winds, Pelarch
enemies makes their presence felt Freuntin will direct will re-form the force and spend centuries planning
the unicorns to teleport into a position from which they his revenge.
can unleash a devastating charge. They might also be
used to help injured troops as well, teleporting into Command Retinue
the midst of the melee and using their healing magic EL 16: Pelarch is accompanied by his field general,
on the wounded. blackguard Basarab Voivode, and two Nerullite cleric
Unicorns (6): hp 42 each; Monster Manual page 249. colonels. Pelarch is extremely patient, and content to
let his undead horde do battle; after all, they are easily
Strike Team replaced. Basarab is more restless and will eventually
EL 9: The werebears and their ursine allies form a power- charge off into the battle if he gets bored. If an enemy
ful but mobile strike team. Those unfortunate enough to be unit or foe seems particularly strong, Pelarch will send
the target of these troops are usually quickly overpowered one of his colonels or Basarab to deal with them. The
by the sheer strength and ferocity of the lycanthropes. The lich only enters combat himself if directly confronted
werebears typically attack in hybrid form. Their tactics or if he deems that Basarab cannot handle it. Once he
are straightforward: They head toward their objective, begins to fight, however, Pelarch uses the most direct and
destroying any who get in their way. If the normal bears damaging spells at his disposal, targeting good-aligned
become significantly injured, with one-quarter or fewer clerics or wizards first with multiple destruction spells
hit points remaining, then the strike team will make and using harm on warriors or rogues. Pelarch knows
a fighting withdrawal, with the werebears protecting his physical shape will reform if he is “killed,” so he has
the retreat. no fear of being destroyed. Basarab focuses his attacks
Brown Bears (3): hp 51 each; Monster Manual page 269. on those attacking Pelarch, setting himself up for sneak
Werebears, Dwarf Warrior (2): hp 32 each; page 146. attacks and using his smite ability when appropriate.
In the meantime, the clerics will employ their spells
to increase their Armor Class and melee abilities, then
55
throw themselves into combat. They might use inflict bothering to kill them all. Of course, most ghouls will
spells on the lich but won’t heal each other since even if stop for a snack if one presents itself, so the orders are
they die, death is victorious. sometimes unheeded, but the ghouls are still effective
Pelarch, 13th-Level Human Lich Cleric: hp 90; page 151. as a strike team. In combat, the ghouls mass toward the
Basarab Voivode, Blackguard: hp 98; page 151. nearest foe, while the ghasts try to pick out wizards
Cleric of Nerull Colonel (2): hp 57; page 151. or others who might be more easily paralyzed. Due to
their standing orders, a ghoul has a 50% chance of leav-
Shock Troop ing fallen foes alone instead of feasting, while a ghast
EL 7: Leading the charge of the Unliving Legion will ignore paralyzed or fallen creatures until the end
is a gang of wights. Sometimes they march in the of the combat. When their task is done, the ghasts will
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
midst of the skeletal horde, but they prefer to move sometimes pick a tasty looking foe to carry back and
out ahead of the troops, trying to stay hidden until devour later.
they are upon the enemy. If they can catch a group Ghouls (12): hp 13 each; Monster Manual page 119.
of soldiers unaware, they might be able to slay many Ghasts (3): hp 29 each; Monster Manual page 119.
of them very quickly. Within minutes the slain foe rise
again as wights, giving them a new force numbering in Infantry
the dozens. The new, larger group then splits up into EL 7: The backbone of the Unliving Legion is the
smaller gangs, to more quickly spread death and undeath skeleton and zombie horde. Each unit of skeletons or
among the enemy. zombies is tended by a Nerullite lieutenant, who orders
Wight Gang (4): hp 26 each; Monster Manual page 255. the mindless mob about. The cleric usually bolsters
the undead with a rebuke attempt as the troops ap-
Strike Team proach battle, and then tries to keep the unit together
EL 8: Pelarch knows that a pack of ghouls can quickly as long as possible, using her spells when necessary
demoralize a foe as they spread disease through their to defeat her foes. While the skeletons and zombies of
victims. In order to proliferate ghoul fever, the ghouls the horde are mindless and replaceable, the clerics do
Illus. by W. England
are ordered to injure as many enemies as possible without not have that same view of themselves, and might rout
A cleric of Nerull leads sketeton warriors of Pelarch’s Unliving Legion into battle
56
An aerial assault by vrocks spearheads if their charges fare poorly, leaving
the advance of the Tanar’ric Horde the undead at the line. Some units
march under a banner of the unliving
(see page 133).
Cleric of Nerull Lieutenant: hp 36; see page 151.
Human Commoner Skeletons (25) or Zombies
(12): see Monster Manual pages 226
and 266.
TANAR’RIC HORDE
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
A demonic army is a fearsome
sight, and few are brave enough
to stand in their way. Fortunately,
armies of demons are seldom seen
on the Material Plane. On the Outer
Planes, a tanar’ric horde might march
into battle against celestial hosts or devilish
brigades. Battles could be fought on any of the
Outer Planes, and war eternal is waged on the
Infernal Battlefield of Acheron. A typical tanar’ric
horde is led by a marilith; a balor commands mul-
tiple hordes in larger battles. The natural chaotic
tendencies of demons do not allow for much of a
command structure beneath the leader.
The tanar’ric horde presented here consists
Illus. by F. Vohwinkel
primarily of masses of dretches, herded toward the
enemy by massive hezrou. The marilith commander
watches the battle unfold, sending vrock aerial assaults
and babau gangs toward the places where they can cause
the most damage. Tanar’ric hordes are far from uniform:
Two hordes might bear virtually no resemblance, other
than the appetite for death and destruction. Nalfesh-
nee and glabrezu sometimes lead a horde. The most
dangerous hordes use hezrou for rank-and-file instead
of dretch.
Command Retinue
EL 17: The commander of this horde is a marilith.
She neither trusts nor desires any bodyguard or sup-
port troops, since any demon would be better put to
use on the front lines. Unless she is somehow caught
unawares, any encounter with the marilith would
be one that she initiated, and she uses her greater
teleport ability to choose her battles. If hard-pressed,
she will try to summon a glabrezu or nalfeshnee to
finish off her foes, but she hates to show weakness in
such a manner.
Marilith: hp 216; Monster Manual page 45.
Air Assault
EL 14: A squad of vrocks maintains air support,
attacking foes from above. Some vrocks swoop down
into the melee and attack with beak and claw, while
others prefer to use their telekinesis spell-like ability
to lift a 300-pound object high into the air and drop it
repeatedly on their foes. Once battle is joined, a vrock
squad might be directed to land behind enemy lines
and engage in a dance of ruin. This aptly named dance
57
will destroy most enemies along a great swath of the their wake, laying about with unholy blight or chaos ham-
front line, so opposing commanders would be wise mer in an attempt to break open holes in the enemy line.
to always be on the lookout for cavorting vrocks and After a few minutes chaos has usually taken hold, with
disrupt them as quickly as possible. the demons fiercely attacking any nondemons in the area
Vrocks (6): hp 115 each; Monster Manual page 48. (except for the hezrou, who occasionally take out a dretch
with a wild swing).
Strike Team Dretch Mob (10–40): hp 13 each; Monster Manual
EL 11: Extremely stealthy, gangs of page 42.
babau make excellent strike teams. Hezrou: hp 138; Monster Manual page 44.
With their ability to use greater tele-
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
powers only as a last resort, to avoid indebting themselves supplemented with representatives from the dwarf, elf,
to other devils. and halfling lands, each providing specialized troops. Led
Horned Devils (Cornugons) (2): hp 172 each; Monster by General Haus Ballard, the alliance forces employ dwarf
Manual page 55. engineers, halfling outriders, and elf commandos as well
Ice Devil (Gelugon): hp 147; Monster Manual page 56. as traditional soldiers, archers, and cavalry.
Due to the diverse nature of the troops at his disposal,
Scout Troops General Ballard can alter his tactics to suit the battle at
EL 8 or 12: The striking, winged erinyes are the far- hand. The Army of the Alliance is capable of striking
seeing eyes of the Baatezu Brigade. They usually fly solo, swiftly, with commandos and cavalry hitting the enemy
looking for the enemy’s strengths and weaknesses and quickly, or of staging a long siege, with artillery and sap-
keeping an eye out for anything out of the ordinary. When pers wearing down defenses. Typical tactics involve initial
encountered, an erinyes first tries to use charm monster on artillery and arrow volley strikes preceding the advance of
her opponent, resorting to ranged attacks if that fails. If the infantry. Heavy or light cavalry ride out to the flank,
outmatched, the erinyes telepathically contacts a nearby while strike teams bolster the weakest points of the line.
hamatula, who teleports in 1d4 rounds later and join the Of course, many other missions are carried out during
fray. If a hamatula is not in range of telepathy, the erinyes and before the battle—including raids on supply lines,
uses greater teleport to find one and returns with its ally in sabotage of enemy siege engines, and the like. Naturally,
1d4+1 rounds. the presence of battle mages and clerics have significant
Erinyes: hp 85; Monster Manual page 54. influence on the outcome.
Barbed Devil (Hamatula): hp 126; Monster Manual For the most part, these are the allies that PCs will
page 51. usually have on the battlefield. Squads or platoons might
accompany the PCs on missions, or they might provide
Shock Troops the backdrop to the action immediately surrounding the
EL 11: Leading the initial assault, teams of barbazu serve PCs. Many of the units listed below could also be used as
as shock troops for the brigade. They work themselves into components of an opposing army as well, to challenge PCs
a battle frenzy as they reach the enemy, charging forward and their allies.
with their glaives.
Bearded Devil (Barbazu) Squad (8): hp 45 each; Monster Infantry
Manual page 52. The rank and file troops of the army are usually simply
warriors, unless the army has a significant number of
Strike Team conscripts, but some infantry units are more heavily
EL 15: When the head is cut from the body, the body armed and more experienced, as well. The majority of
will die. That is the credo behind the Baatezu Brigade the troops are referred to as regulars, and they march into
strike teams. Once the command group is identified by battle with sword or spear, lightly armored and carrying
the erinyes scouts, the strike team is deployed, imme- a wooden shield. Professional soldiers are typically of the
diately teleporting to the enemy location. It generally fighter class, and are better equipped, sometimes with
comes as quite a shock for the opposing commander to masterwork weapons. A few units of elite soldiers also
see deadly fiends appear out of thin air, unmolested by her fight with the Army of the Alliance, noticeable due to
troops. A gelugon leads the attack, directing his barbazu their full plate armor and occasional magic item. Each
squad to attack. By the time the strike team arrives, it squad of soldiers is led by a more experienced officer,
already has a good description of who is in charge, and it and some squads might even have clerics or wizards
focuses its efforts on that target. Osyluths try to keep the filling a support role.
target from escaping, using dimensional anchor to prevent EL 5: Human regular squad, consisting of 1st-level war-
teleportation and wall of ice to limit escape routes before riors led by a 2nd-level fighter.
it, too, engages in melee. When the first target is dead, Human Regulars (10): hp 5 each; page 142.
the strike team shifts focus to any significant remaining Human Soldier (Sergeant): hp 22; page 142.
opponents, until the erinyes inform the team that it can EL 9: Human soldier squad, consisting of 2nd-level
return to the command post. fighters and a 3rd-level cleric led by a 4th-level fighter
59
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
Illus. by M. Nelson
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
Human Elite Cavalry (4): hp 37 each; page 143. The giants presented in the Monster Manual (pages
Warhorse, Heavy (4): hp 30 each; Monster Manual page 273. 119–125) can serve as a starting point for giant forces.
By adding character classes to the base giants, even ogres
Recon Troupe can continue to challenge PCs into high levels. Giants
With their keen eyes and ears, elves make excellent scout presented in this book include brutes and soldiers.
troops. Elf commandos are tasked with patrolling the Brutes are giants with two or three levels in the barbar-
perimeter and scouting the enemy’s location. Commandos ian class, whereas soldiers have taken a couple fighter
are useful on missions that require stealth and can provide levels. See the individual statistics for ogre brutes, hill
ranged support for other troops as well. A typical recon giant brutes, and fire giant soldiers in Appendix II:
troupe consists of elf rangers led by a high-level sniper Sample Soldiers.
captain. In battle, the rangers strike from concealment,
camouflaging themselves in natural terrain and rapidly GOBLIN RAIDERS
raining arrows down upon their foes. Goblins might be considered a nuisance, but an army
EL 7: Elf commando squad, consisting of 2nd-level of such creatures is a force to be reckoned with. Goblin
rangers led by a 5th-level ranger. armies are typically formed when tribes unite to defeat a
Elf Commandos (4): hp 14 each; page 146. common enemy.
Elf Sniper Captain: hp 36; page 146. The most dangerous goblin army is the one the PCs
underestimate. An army led by an inept goblin chieftain
Strike Force might not survive a battle, but an army organized by greater
The Army of the Alliance employs many types of strike barghests, trained by hobgoblins, and supplemented by
teams, from freelance commandos or adventuring worg-riders could surprise a foe with its competence.
companies to envoys from barbarian tribes. The strike Most goblins in an army are simply warriors, though
teams take on a wide range of missions including cutting some are rogues who work as scouts. Hobgoblins tend
supply lines, assaulting key defenses, and engaging the to be fighters or rangers (with elves or humans as their
enemy’s commander. favored enemies). Individual statistics have been provided
A contingent of dwarf berserkers represents the stout for worg-riders (page 148), and fighter NPC statistics from
folk in the Army of the Alliance; they love nothing more page 117 of the Dungeon Master’s Guide can be used for
than to charge madly into battle against evil. These hobgoblin captains.
troops are fearless and will fight to the death if need
be. Their mere presence can help bolster the morale of
nearby troops, but the most effective ability of these XP ON THE BATTLEFIELD
dwarf barbarians is their knack for placing their waraxes Encounters on a battlefield are often much like those in a
in opponents. traditional D&D adventure. The PCs face a small group of
EL 12: Dwarf berserker squad, consisting of 5th-level foes, and the encounter ends when one side flees or dies.
barbarians. If the PCs overcome the challenge that the encounter
Dwarf Berserkers (10): hp 53 each; page 146. presents, they earn experience based on the Challenge
Rating of each creature they defeated. This system holds
Other Troops true on the battlefield as well—with a few twists to reflect
In addition to the listed troops, the army employs dwarf the unique nature of adventures on the battlefield.
engineers, elf battle mages, halfling quartermasters,
clerics devoted to war and healing, and so on. Use the IS IT A CHALLENGE?
statistics for NPCs presented in the Dungeon Master’s First, it’s likely that PCs will encounter many enemies
Guide (pages 110–128) to fill out the ranks of the Army who individually would be no match for them. A typical
of the Alliance. fantasy battle has thousands of soldiers on a side, many of
them unable to tackle mid- or high-level PCs even given
AGAINST THE GIANTS the advantage of numbers.
Many lands are in constant war against giants. In some Most DMs design dungeons or other site-based adven-
cases the giants simply raid once or twice a year, but tures to have discrete encounters featuring monsters of
61
an appropriate CR for the PCs. For example, an adventure Minor Support (–10% XP)
might have three trolls outside the cave entrance, then an • Minor medical aid (low-level cleric or druid supplying some
antechamber with six ghouls, and finally a crypt with an healing)
evil cleric and two rogue bodyguards. The DM makes sure • Suppressive fire from artillery or archery (arrow volley keeps
enemies from advancing)
that the rooms’ challenges are neither too hard (a high-level • Magical or fantastic insertion (giant eagles drop the PCs
lich in the crypt) nor too easy (a pair of skeletons in the behind the wall of the castle)
antechamber). • Magical or fantastic extraction (army-issued scroll of
But on a fluid battlefield where the PCs have greater teleport)
freedom of movement, they’ll often encounter enemy • Magically altered advantageous terrain (entangle spells)
foot soldiers that simply can’t touch powerful PCs.
BATTLEFIELD
ENCOUNTERS
CHAPTER 3
When awarding experience for an encounter, remem- Major Support (–25% XP or more)
ber what the “C” in CR stands for: challenge. In other • Major medical aid (mid-level cleric providing extensive
words, the PCs earn experience points only if the battle healing and other restorative powers)
• Damaging artillery or archery (siege engines or fireballs
was a challenge for them. If you have to throw more
raining down on enemies)
than eight to ten creatures at a group of four PCs, watch • Magical terrain alteration capable of damaging enemies
the ensuing combat closely. If the PCs aren’t taking any (Evard’s black tentacles)
damage and they aren’t expending significant resources
to overcome the enemy, that melee isn’t worth experi-
ence points. Those lists intentionally don’t include one common
Just because you aren’t awarding experience points for form of support: NPCs who fight alongside the PCs. It’s
a battle doesn’t mean you should discourage characters generally easier to describe NPC-versus-NPC attacks in
from wading into the enemy ranks. Battlefield adven- general terms, rather than rolling for each blow; as a
tures have other rewards besides experience—victory DM, you have enough to keep track of just interacting
points and recognition points, for example. And don’t with the PCs. Whenever you spend time at the table
underestimate the vicarious thrill of laying waste to figuring out what happens when one NPC interacts
horde of enemies. As long as you give the players plenty with another NPC, none of the player characters have
of opportunities to choose meaningful, challenging the spotlight. Avoid leaving the PCs out of the action
encounters, it’s okay to let them blow off steam against whenever possible.
enemy grunts from time to time and show off a little. If It’s easier to just describe how the NPCs are faring
you’re seeing smiles around the table, you’re doing your during the battle, updating the players every round (or
job as DM. more often if the PCs are watching events closely). If the
PCs have charged into the orc army lines along with a com-
XP IN SUPPORTED ENCOUNTERS pany of human knights, you might say, “The orc troopers
Another difference between adventures in a dungeon are wavering under the cavalry assault, and a few of them
and on a battlefield is the amount of support the PCs break ranks and flee.” A few rounds later, you might say,
receive. In most dungeons, the PCs are on their own, “A few orcs remain in melee combat with you, but the rest
exploring at their own pace and fighting with only are running, and the cavalry is giving chase.”
their own resources. But on the battlefield, PCs are part At the end of the encounter or game session, you need to
of a larger organization. If their mission is important, account for the PCs’ allies. The presence of friendly NPCs
they’ll often get covering fire from nearby archers, a reduces the number of enemy NPCs “overcome” by the PCs
barrage from friendly catapults, or even the prover- on a CR-by-CR basis. Then calculate the PCs’ experience
bial cavalry to rescue them from a horde of enemies. point award based on the reduced number of NPCs. For
Tangible support from NPCs makes the PCs’ jobs example, if four 5th-level PCs charge into battle alongside
easier, so they’re able to take on tougher challenges. four 2nd-level fighter NPCs, slaying bugbears left and right,
Accordingly, getting help from the rest of the army you can figure that each of the NPC fighters is roughly as
affects the experience point award for overcoming a effective as a bugbear (a bugbear and a 2nd-level fighter
particular challenge. are both CR 2). During the battle, don’t roll for attacks
Because support can take many forms, it’s better for between the fighters and the bugbears; simply describe
the DM to make a judgment call rather than rely on a two of the bugbears and two of the NPC fighters falling
hard and fast rule. In most cases, support is either minor in battle (or more, or less, as you like). When you calculate
or major. Minor support reduces the XP award for a the experience point award for the encounter, reduce the
battlefield encounter by 10%. Major support reduces number of bugbears by four to account for the presence
the XP award by 25% (or more, at the DM’s discretion). of the NPC fighters.
Basically, if the support gives the PCs a small advantage, In short, use the lists above when the PCs get tangible
it’s treated as minor support; if it has the capability of support that doesn’t involve actual combatants on the PCs’
dealing (or healing) significant amounts of damage, it’s side. If the PCs get help from NPCs who fight at their
major support. Some examples of each kind oif support side, reduce the number of enemies they get credit for
are provided below. overcoming in order to compensate for the help.
62
Illus. by D. Kovacs
battlefield game incorporates a variety of new trebuchets). The first two provide access to a castle for
or adjusted rules germane to the genre. With invading troops. Catapults, contrary to popular belief, are
these rules, player characters have a significant not normally used to knock down castle walls (though
ability to influence the outcome of the battle many of them are quite effective at this task). Instead,
raging around them, whether by rallying their catapults are throwing machines used as artillery to lob
fellow troops or by seizing objectives important to the projectiles over castle walls to damage the structures
overall cause. Moreover, the PCs’ efforts don’t go unno- and troops inside.
ticed. Over the course of a war, the PCs have chances to The Dungeon Master’s Guide provides rudimentary
earn medals and promotions. information on siege engines (see pages 99–100).
This chapter explains how siege engines and other While that material is sufficient for an occasional
battlefield attacks function, how morale works on the encounter featuring a ballista or a battering ram, a
battlefield, how the PCs’ actions both before and during campaign that prominently features siege engines
combat influence the course of the battle as a whole, requires more detail. For that reason, the informa-
what effects commanders have in a battle, and how the tion in this chapter augments and supersedes the
PCs gain recognition for their heroic actions on behalf information in the Dungeon Master’s Guide.
of their army. All statistics for the siege engines in this chapter
assume they are designed for Medium creatures.
Adjust as appropriate for siege engines designed
SIEGE ENGINES for smaller or larger creatures. Creatures smaller
Siege engines are large weapons, structures, and machines than Small typically do not use siege engines.
that armies use to lay siege to a castle, fortified town, or Unlike other ranged weapons, siege weapons
other kind of fortress. Their main function is to gain deal full damage to objects.
entrance to or bypass the defenses of a defended castle Building Siege Engines: It’s rare that PCs
or keep. will build their own siege engines if they’re part of
The three basic types of siege engines are battering a standing army. But during a long siege, it’s possible
rams, siege towers, and catapults (a category that includes that the defenders will need to take matters into
a wide range of throwing machines, from ballistae to their own hands. Craft (siege engine) is the relevant
63
Scorpion
CHAPTER 4
Ballista
RULES OF
WAR
Trebuchet
Mangonel
Illus. by W. England
skill, and the DC for constructing or repairing a siege construction. If that’s not the case, divide the progress
engine is DC 20. Construction follows the rules for craft- accordingly (by half if only one laborer is available, and
ing items found on pages 70–71 of the Player’s Handbook. by one-quarter if you’re doing it by yourself).
Each week you’ll make (check result × 20) gp worth of Setting up and Moving Siege Engines: It takes a
progress. (Because siege engines are so expensive, you minute to set up or take down a ballista and 10 minutes to
measure progress in gold pieces, not silver pieces.) set up or take down anything else. To figure out how fast a
The construction times assume that the lead crafts- siege engine moves, look up the weight in the siege engine
man has at least three unskilled laborers to assist in description, figure out the strength of whatever’s pulling
pqqqqqqqqqqqqqqqqqqqqrs
CATAPULTS
Although the specific siege engine most people picture when Catapults can propel very large objects over incredibly long
they hear the word “catapult” is more properly called the man- distances (up to 1,500 feet). Common projectiles include stones
gonel (see page 66), in this book the term applies to any type of weighing from 40 to 150 pounds, massive javelinlike bolts, and
throwing machine that uses torsion power or counterweights to even pots of burning oil and alchemist’s fire, which can burn
throw large objects hundreds of feet through the air. down wooden structures within the stone walls, gutting a castle
Torsion-powered catapults, such as the ballista, mangonel, from the inside.
and scorpion, use skeins—that is, bundles of twisted ropes often Troops have been known to load their catapults with anything
braided from hair or tendon—to fling one or two wooden arms available, including loose rubble, chains, discarded weapons,
forward, sending a projectile into the air. odds and ends of armor, dead mounts, the severed heads of
Counterweight catapults, such as the trebuchet, power a fallen enemy soldiers, and even live captives. Often this bom-
swinging arm with a huge counterweight attached to one end. bardment will deal more psychological than physical damage to
The weight is hauled up into the air by a winch or a team of sol- the castle and its inhabitants.
diers and latched into place. The team then places a projectile Stone-throwing catapults can also propel bags of “shot.”
in a sling on the other end of the swing arm. When the latch is These are tightly packed sacks of small rocks and pebbles that
released, the counterweight falls, flinging the sling-end up into literally explode upon impact, shredding everything within a
the air and sending the projectile flying. small area in a lethal spray of rock fragments.
pqqqqqqqqqqqqqqqqqqqqrs
64
it, then consult Table 9–1: Carrying Capacity, page 162 of range increment penalties (since this is a direct attack, no
the Player’s Handbook. Divide the siege engine’s weight by Intelligence modifier applies, unlike with those catapults
four if the siege engine has wheels (most do). that make indirect attacks). Unless the crew chief has the
Ballista: This torsion-powered catapult looks rather Ballista Proficiency feat (see page 96), he takes a –4 penalty
like a huge crossbow that launches large harpoonlike bolts on the attack roll. Additional members of the crew can use
through the air. the aid another action to grant the crew chief a +2 bonus on
Firing a ballista requires an attack roll by the crew the attack roll by succeeding on a DC 10 Profession (siege
chief, using the crew chief’s base attack bonus and any engineer) check. Unlike most other catapults, a ballista
pqqqqqqqqqqqqqqqqqqqqrs
CHAPTER 4
If the targeted square is not in line of sight but can be seen
RULES OF
OPERATING A CATAPULT
by an observer communicating with the crew, the bonus for suc-
WAR
Most catapults do not use the normal combat rules for determin-
cessive attempts against the same target starts at +1 and can
ing the success of their attacks, because typically a catapult is
improve to as much as +5 (after five straight misses). Each of
fired not at a particular creature but rather at a specific square
these attack rolls also takes the –6 penalty that applies because
on the battlefield. (Ballistae are an exception to this rule, so
the crew cannot see the target.
they use the normal combat rules for determining the success
If the attack roll succeeds, the catapult’s payload hits the target
of their attacks.)
square. A stone deals the indicated damage to any object or char-
First, the catapult crew must aim the catapult at a target
acter in the square. A load of shot deals only half the indicated
square. Doing this requires a DC 15 Profession (siege engi-
damage (see Table 4–1) but deals this damage to all creatures or
neer) check by the crew chief (the lead operator of the catapult)
objects in or adjacent to the target square. A creature can attempt
and one or more full-round actions taken by the crew of the
a DC 15 Reflex save to avoid the damage from a stone or to reduce
catapult. Multiple crew members can perform these full-round
the damage from shot by half. Some special forms of ammunition
actions at the same time, reducing the time it takes to aim the
have their own rules (see Magic Siege Engines, page 133).
catapult. The number of rounds required varies by the weapon.
Once a catapult successfully hits the target square, all subse-
Other crew members can assist this skill check by making a DC
quent shots automatically hit the same square with no attack roll
10 Profession (siege engineer) check, as described under Com-
needed, until the catapult is aimed at a different square.
bining Skill Attempts, pages 65–66 of the Player’s Handbook;
Attacks that Miss: If the attack misses the target square, roll
success on this check this grants the crew chief a +2 bonus on
1d8 and consult the diagram below to determine the deviation
his check.
of the throw. The ammunition lands 3 squares away from the
Next, the catapult must be loaded. As with aiming, loading
target square for every range increment of the attack.
a catapult requires one or more full-round actions taken by the
crew members. As before, multiple crew members can perform
these full-round actions at the same time, reducing the time it
takes to load the catapult (for example, if the catapult requires
four full-round actions to load, a crew of four can load it in a
single round). The crew chief must succeed on a DC 15 Profes-
sion (siege engineer) check, and at least one member of the
crew must succeed on a DC 10 Strength check. Other members
of the crew can assist with either of these checks by using the
aid another action but must choose which check to aid (that is,
the same crew member cannot assist in both rolls). Large or
larger creatures load a catapult in half the given time, while Small
creatures require twice the given time. Tiny creatures can’t load
a catapult.
Finally, the crew chief makes a special attack roll to fire the
catapult. He rolls 1d20 and adds his base attack bonus, his In-
telligence modifier, any penalty for range increments (see Table
4–1), and any other modifiers that apply (see the remainder of
this sidebar). A square on the battlefield is treated as having AC
15 against a catapult’s attack. This attack is a standard action,
and the attack roll can’t be assisted by the crew.
Catapults (other than ballistae) hurl their ammunition in a
high arc. A catapult requires vertical clearance equal to half
the range to the target to operate, so subterranean races rarely
use such devices. Because of this high arc, catapults can strike
squares that aren’t in line of sight of the crew, though at a –6
penalty on the attack roll.
If the attack fails to hit a target that is in line of sight of the
crew, and the catapult’s next shot targets the same square, the
crew chief gains a +2 bonus on his special attack roll. If succes-
sive shots at the same square continue to miss, this bonus im-
proves by 2 on every additional attempt to hit the same square,
up to a maximum of +10 (after five straight misses).
pqqqqqqqqqqqqqqqqqqqqrs
65
aims at either a creature or an object (such as a section of
wall) rather than a square.
Loading a light ballista requires two full-round actions
(that is, two crew members can load it in a single full
round). Loading a heavy ballista requires four full-round
actions. A ballista need not be reaimed; each attack suc-
ceeds or fails independent of previous attack rolls.
A light ballista takes up a 5-foot square, while a heavy
ballista takes up a 15-foot-by-15-foot space.
Battering Ram: The battering ram is a simple device
CHAPTER 4
CHAPTER 4
Mangonel, light 550 gp — — 150 ft. 75 ft. 750 ft. 2 5 400 2,000 lb. Large
RULES OF
Shot 3 sp 2d6 ×2 — — — — — — 30 lb.
WAR
Stone 1 gp 4d6 ×2 — — — — — — 40 lb.
Scorpion 1,250 gp — — 200 ft. 100 ft. 1,000 ft. 2 5 400 2,000 lb. Large
Shot 5 sp 3d6 ×2 — — — — — — 50 lb.
Stone 2 gp 6d6 ×2 — — — — — — 75 lb.
Siege tower 2,000 gp — — — — — 9 5 1,8001 5 tons Gargantuan
Trebuchet, heavy 3,000 gp — — 300 ft. 150 ft. 1,500 ft. 8 5 7,500 10 tons2 Colossal
Shot 1 gp 7d6 ×2 — — — — — — 100 lb.
Stone 4 gp 14d6 ×2 — — — — — — 150 lb.
Trebuchet, light 1,500 gp — — 250 ft. 125 ft. 1,250 ft. 6 5 3,200 4 tons2 Gargantuan
Shot 7 sp 5d6 ×2 — — — — — — 75 lb.
Stone 3 gp 10d6 ×2 — — — — — — 100 lb.
1 A siege tower that takes damage exceeding half its hit points is inoperable.
2 Includes counterweight (roughly 75% of total weight).
A siege tower can be pushed by the nine creatures on Trebuchet: A trebuchet uses a heavy counterweight to
the lower level at a speed of 10 feet (siege towers cannot fire heavy projectiles an extraordinary distance. The great
run). The nine creatures on the lower level have total cover. trebuchet uses a 30-foot-long swing arm on a fulcrum with
Those on higher levels have improved cover and can shoot twin buckets filled with rubble attached to one end and a
through arrow slits. sling for the ammunition attached to the other end. The
counterweight buckets are hauled into the air by a winch
system and held in place by a latch. The light trebuchet, by
contrast, uses a bulb-shaped counterweight built into the
swing arm. This arrangement makes the light trebuchet
significantly easier to use than the heavy trebuchet but
limits its range and can make the engine unstable if it’s
not winched or loaded properly.
Loads of shot launched by a heavy trebuchet deal damage
to all creatures within 2 squares of the target square.
Loading a light trebuchet requires three full-round actions.
Loading a heavy trebuchet requires six full-round actions.
Reaiming a trebuchet requires four times as long as loading
it, and the weapon cannot be reaimed while it is loaded. If the
check to load a light trebuchet fails by 5 or more, the weapon
tips over, dealing 4d6 points of damage to all crew members
(as well as any other creatures adjacent to it). Righting a
fallen trebuchet requires an hour of work by its crew.
A light trebuchet takes up a 20-foot-by-20-foot space, and
a heavy trebuchet takes up a 25-foot-by-25-foot space.
AERIAL BOMBARDMENT
Many siege weapons hurl large objects, such as boulders,
through the air to smash down upon the enemy. However,
armies that deploy airborne troops can transport weighty
objects into the air and drop them more directly upon
foes. These bombardments follow the rules for falling
objects given on page 303 of the Dungeon Master’s Guide.
Aerial bombardiers might be creatures such as giant eagles
67
is treated as a charge, imposing a –2 penalty to the diving
creature’s AC. Flyers with clumsy or poor maneuverability
need to remember to leave themselves enough maneuver-
ing room to avoid crashing into the ground or target (see
page 20 of the Dungeon Master’s Guide).
VOLLEY OF ARROWS
In most battlefield situations, archers don’t pick par-
ticular targets for their shots. Instead, large groups of
CHAPTER 4
trained for such missions, troops under the effects of a fly veteran soldier, who need not be one of the archers himself)
spell, or a creature flying with a stack of rocks on a carpet makes a special attack roll against AC 15, using only his
of flying. An object might also be sent aloft by a telekinesis base attack bonus, Intelligence modifier, and any range
spell or similar magic. Creatures defending a wall or cliff increment penalty. If the attack hits, arrows land in the
might push or drop objects over the edge. target area, which has the same shape as the archers in the
A creature that has a fly speed can move at full speed group. For example, if two rows of five archers hit with an
while carrying aloft an object that does not exceed its arrow volley, arrows land in a 2-square-by-5-square area.
light load (if carrying a medium or heavy load, its speed is An arrow volley that misses its intended target still
reduced by one-third). Heavier objects deal more damage, lands somewhere. Refer to the diagram on page 158 of
and the damage increases with the distance the object the Player’s Handbook to determine the misdirection of the
falls. However, bombardment from higher altitudes is less
accurate. The range increment of a dropped object is 50
feet. Objects dropped from altitudes higher than 250 feet
are always considered indirect hits (see below).
Attack Rolls: The creature dropping an object makes
a ranged attack roll against AC 5 to hit a square directly,
applying any penalty for range increments and a –4
penalty for using an improvised weapon. In addition, the
creature’s maneuverability may provide a penalty: –2 for
average maneuverability, –4 for poor, or –6 for clumsy. An
attack that misses hits a nearby square; see Missing with
a Thrown Weapon, page 158 of the Player’s Handbook).
Damage: The damage dealt by a dropped object is based
on the weight of the object and the distance the object
falls, as noted on page 303 of the Dungeon Master’s Guide.
A creature can avoid damage from the attack by making
a DC 15 Reflex save.
Dive Bombing: A diving creature gains more control
over the trajectory of its payload and gets a +2 bonus on the
attack roll. Range increment penalties, if any, are calculated
from the point where the object is released, but for the
purpose of determining damage, the length of the dive is
added to the distance the object has fallen. Dive bombing . . . make life tough for enemy soldiers
68
attack. Since the target area is larger than a single square, CONCENTRATED VOLLEY
the archers’ commander must designate one square at or Archers who perform an arrow volley can focus their
near the center of his formation to correspond to the target attention on a smaller area than normal. This kind of attack
square in the diagram. It is entirely possible for an arrow is called a concentrated volley and is capable of dealing a
volley to be slightly off target yet still hit a portion of the significant amount of damage.
target area because the area in which the volley lands may To produce a concentrated volley of arrows, up to ten
overlap the intended target. contiguous archers focus their fire on a particular 5-foot
Any creature in a square where an arrow lands takes square. Each archer makes a full attack, firing as many
damage from the arrow unless it makes a DC 15 Reflex save. arrows as he chooses (and is capable of firing).
Modifiers might apply to the save DC, as noted in Table The leader of the volley makes a special attack roll (as
CHAPTER 4
4–2 below. Each arrow deals normal damage, including noted above) against AC 20. (It is not possible to score a
RULES OF
Strength modifiers if appropriate. critical hit with this special attack.) Success means the
WAR
volley hits the target square; failure means it hits some other
Table 4–2: Arrow Volley Save DC Modifiers square (again, see page 158 of the Player’s Handbook). All
Situation DC Modifier creatures in the target square take damage as if they were
Enhancement bonus of arrow +bonus* hit by one-fifth of the arrows fired (1d6 points of damage per
Every range increment after the first –2
five arrows fired from shortbows, or 1d8 points of damage
between target and most distant archer
At least half the archers don’t have –2 per five arrows fired from longbows). If the arrows don’t
line of sight to target square all deal the same damage—because they are fired from
*Apply the lowest bonus among all the arrows. different bows or because of damage modifiers that apply
to some but not all attackers—use the damage dealt by the
For example, ten 1st-level warriors wielding longbows each most arrows in the volley as the default damage value.
fire a single masterwork arrow as part of a volley against A target that makes a DC 15 Reflex save takes half
a target area 150 feet away from the most distant archer. damage. Modifiers can adjust this save DC, as noted in
Assuming the commander makes her attack roll to hit the Table 4–2 above.
designated area, each creature in the target square takes 1d8 For example, ten 1st-level human warriors with the
points of damage, with a DC 14 Reflex save to avoid this Rapid Shot feat each fire two masterwork arrows from a
damage (base DC 15, –2 because the square is two range longbow at a designated square within line of sight, 150 feet
increments away from the most distant archer, +1 for the away from the most distant warrior. If the attack succeeds,
enhancement bonus from the masterwork quality). each creature in the target square takes 4d8+4 points of
damage (one-fifth of twenty arrows is four arrows), with
INDIRECT FIRE VERSUS DIRECT FIRE a DC 14 Reflex save to reduce this to half damage (DC 15,
A typical volley of arrows is fired in a high arc, rather than –2 because the square is more than one range increment
directly at the target square. This kind of attack requires from the farthest archer, +1 for the enhancement bonus
additional vertical clearance to accomplish, making a from the masterwork quality).
volley difficult or even impossible in most dungeon The type of damage dealt by the volley is normal for the
environments. The top of the arc reaches a height of 10 projectiles being fired (typically piercing, for arrows). If all
feet per range increment (or fraction thereof) of the volley. arrows share the same enhancement bonus, magical prop-
A volley of arrows fired from longbows at a target 450 feet erty, or other special ability that applies on damage rolls,
distant reaches a height of 50 feet (since 450 feet is more add this to the damage dealt by each arrow in the volley. For
than four range increments for a longbow). example, if all arrows fired in the volley described above
Because of this arc, an indirect volley can ignore cover were +1 flaming arrows fired from a composite longbow (+1
(even total cover) between the archers and the target, as long Str bonus), the damage would be 4d8+8 piercing plus 4d6
as the arc is high enough to clear the cover. For instance, a fire (Reflex half).
20-foot-high wall midway between volleying archers and a Special properties that don’t directly affect the arrows’
target square 300 feet away offers no protection against the attack rolls or damage have no effect on a volley. For
volley. A volley cannot ignore total cover within 10 feet of instance, a volley of ten +1 seeking arrows would add +1 to the
the nearest archer or within 10 feet of the target square; Reflex save DC and +1 to the damage roll (as normal for +1
such cover prevents a volley attack entirely. arrows), but the seeking property would have no effect.
It’s possible to fire a volley of arrows as a direct fire It doesn’t do any good to have more than ten archers
attack, rather than an indirect fire attack. Such an attack focus on a single square in a single attack. Typically, larger
is not capable of targeting areas behind the enemy’s front groups of archers divide their efforts to target additional
line and may not ignore any cover between the archers squares (in teams of four or more archers per square), or
and the target area. split up their attacks to focus on the same square on sepa-
Archers delivering a direct fire volley can target a square rate initiative counts. For instance, a group of fifty archers
only if each character participating in the volley can draw can target the same square with concentrated volleys on
at least one straight line between his square and the target five different initiative counts, or they can split up to cover
area without being blocked by cover. five different squares with concentrated volleys.
69
STRATEGIC ADVANTAGES
Armies receive strategic insight from a number of sources,
including leadership, divination, scouting, and various kinds
of intelligence information about the enemy. In this way, the
general’s advisors become just as much a part of the battle-
planning as she is because of the strategic advantage they
provide. Some terrain features can also provide a localized
strategic advantage, for those attacking or defending.
In game terms, a strategic advantage does what its name
suggests: It gives an advantage to one side in a battle.
CHAPTER 4
of victory points (see page 78) before the start of battle. Most
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by a concentrated volley, reduce the effective number of successful strategic planning leads directly to adventures;
arrows in the volley by twice the number of arrows the for example, if the PCs use scrying on an enemy general to
character can deflect or block each round. Thus, a fighter reveal that he is traveling to the Abyss to make a pact with
with Block Arrow targeted by a concentrated volley of demons, they might be able to follow him and break up
eight arrows takes damage as if only six arrows were such a bargain before it is struck.
fired. An epic-level character with the Infinite More often, strategic planning provides countless
Deflection feat (see page 60 of the Epic Level mundane benefits to the army, such as
Handbook) takes no damage from the knowledge
concentrated volleys. that “There’s
70
They shot their arrows into the air . . .
no good line of sight into the bottom of that valley” or Below are some examples of situations in which a success-
“The enemy’s White Tiger Regiment is too fatigued to ful Knowledge check provides a strategic advantage. If
fight well.” one or more of these situations here happens to apply to
Although strategic advantages might represent spe- your battlefield adventure, then you already know what
cific factors, the game abstracts the concept for ease of sorts of Knowledge checks have the potential to provide
play. For every strategic advantage possessed by the PCs, a strategic advantage in your game. Otherwise, use these
award them 10 victory points for the upcoming battle. examples as guidelines to tailor certain Knowledge skills
Victory points, described later in this chapter, represent to other situations. For example, you could decide that
how the PCs’ actions influence the battle’s outcome. Knowledge (the planes) is also useful if the enemy force
Because victory points measure only the PCs’ influence, on a Material Plane battlefield includes any creatures from
CHAPTER 4
there’s no change in victory points when NPCs perform other planes.
RULES OF
these functions.
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In addition to the options presented in this section, other • Arcana: The opposing force is led by a powerful spell-
possibilities for strategic advantages will undoubtedly appear caster or otherwise heavily reliant on magic.
in your battlefield campaign. Use the guidelines presented • Architecture and Engineering: The battle involves
here to help determine whether a particular action or ability attacking, defending, or laying siege to a fortification or
of some other kind could provide a strategic advantage. other large structure.
• Dungeoneering: The battlefield is underground or in
BARDIC KNOWLEDGE a dungeonlike environment.
Many bards know songs and tales of legendary battles. • Geography: The battlefield contains notable terrain
Some bards understand the history behind the lyrics and features (such as a marsh or a hill).
know that hidden in those tales are bits of information • History: The battlefield has been the site of previous
relevant to how those battles were won. Reflecting on battles of note.
the meaning of these legends, a bard might piece together • Local: The opposing force is native to the immediate
clues that might lead to victory. area.
A bardic knowledge check (or a lore check, such as • Nature: The weather during the battle is unusual or
that made by the loremaster prestige class) result of 25 or particularly harsh.
higher while planning will grant your force a strategic • Nobility and Royalty: The opposing force is led by a
planning advantage. member of a noble house or royal family.
If battle is already joined, a bardic knowledge check • Religion: The opposing force is led by a high priest,
result of 30 or higher is required to acquire the same theocrat, or otherwise highly religious individual.
strategic planning advantage. • The Planes: The battlefield is on a plane other than the
Material Plane.
DIVINATION SPELLS
Powerful divination spells can provide a key to victory, LEADERSHIP
especially those spells that communicate with extraplanar The leader of an army provides strength to his or her
entities. If a spellcaster successfully casts commune, com- forces. She might be a mighty and grand general, marshal-
mune with nature, or contact other plane and asks questions ing her troops forward. Or he might be an orc warlord,
about an upcoming battle, she can provide her force with a leading simply because he hasn’t been killed yet. But
strategic advantage. Victory points can only be earned this a truly great leader is one who commands his or her
way once, regardless of the number of times these divina- army through many victories. A strategic advantage for
tions are cast or how many characters cast such spells. leadership should be awarded only if a player character
A successfully cast legend lore or vision can also be used is leading the army and has a Leadership score of at
to grant a strategic advantage in the place of geographic least 10.
knowledge or historical knowledge, if the upcoming battle A character’s Leadership score equals his or her level or
has a connection to a legendary one. Hit Dice plus any Charisma modifier, +1 for each leader
These divinations are typically performed on the eve of feat the character has taken (see page 96). A character can
battle, though vision can be cast during the battle. substitute his or her commander rating (see page 75) in
place of the Charisma modifier when determining his or
KNOWLEDGE SKILL her Leadership score.
A PC who supplies his side with knowledge relevant to the This advantage is determined when battle commences.
upcoming battle (by succeeding on a DC 20 Knowledge If a PC takes over for the overall commander in the middle
check) gains a strategic advantage. This benefit might rep- of the battle, that leadership provides no automatic victory
resent knowledge of a particular choke point in the local point award.
terrain, recollection of prior battles fought in the area, or
even specific knowledge of enemy commanders. SCOUTING
Each category of knowledge applies to different kinds Spies, spellcasters, or scouts can impart a firsthand
of situations and produces a different sort of information. account of an enemy’s army, which can be invaluable
71
when planning a battle. In populated areas, refugees PCs confront a big group of low-level enemies—the morale
and locals might provide clues as to the nature of an check allows you to simulate the swinging fortunes of
opposing force. battle quickly and effectively.
Spies and scouts who avoid being caught can grant a Because the PCs are the protagonists and the focus of
strategic advantage to a force if they have seen the bulk the game, they don’t ordinarily make morale checks. The
of the opposing force, including major siege weapons decision to retreat and fight another day is for the players to
or elite forces. Spellcasters might try to use scrying on make and shouldn’t be forced by a die roll (unless everyone
an enemy commander or advisor, or use spells such as has agreed to use this rule; see the sidebar on page 75).
prying eyes (if they can get into range) or arcane eye to gain However, their NPC allies must make morale checks just
visual information. as the enemy does.
CHAPTER 4
enemy force, which also provides the same strategic You can also take these rules beyond the battlefield if you
advantage. wish, using them in dungeon-based adventures, urban
All scouting that contributes to a strategic advantage settings, or elsewhere. In most cases, using the morale
must be completed prior to the battle, since the informa- rules means that monsters run away more often than they
tion is used during the planning phase. do in a typical D&D adventure. That situation is common
in organized warfare, but rare in a dungeon because the
TERRAIN AND FORTIFICATIONS monsters are found in their lair and have nowhere else
Some places on the battlefield are easy to defend or to to go. In contrast, a smart commander encourages her
attack from, making a general’s job easier. If the PCs units to retreat (or at least make a strategic withdrawal)
have personal control of such a key structure (it’s their when they’re overmatched or needed elsewhere. If you
stronghold, for example), they earn 10 victory points for use these morale rules in a traditional D&D adventure,
their army because they know its details inside and out. make sure you account for the greater likelihood of
See Terrain, page 28. NPCs retreating.
CHAPTER 4
of the enemy army (usually a squad or a platoon of soldiers make it panicked, it becomes crazed instead.
RULES OF
numbering in the tens). Just because two thousand orcs
WAR
marched onto the battlefield one morning doesn’t mean THE RALLY CHECK
they don’t make morale checks until one thousand of them Once morale begins to degrade, the best course of action
are dead or dying. is for a charismatic character to rally the troops with a
For the purpose of making a group morale check, the few stirring words. This is accomplished by making a
unit’s Will save modifier is the average of the individual rally check, which requires a move action by any crea-
Will save modifiers of each soldier. If the group consists ture that currently has a morale condition of normal
of essentially identical creatures, this value is the same or better.
as any single creature’s Will save modifier. In groups of To make a rally check, a character rolls 1d20 and adds
differing creatures, add together the Will save modifiers her Charisma modifier and her commander rating, if any
for all creatures in the group and divide the result by the (see page 75). A single check allows a character to try to
number of creatures in the group. If you anticipate using rally any comrades within line of sight and earshot (see
this short cut, you should figure out this value before the the description of the Listen skill, page 78 of the Player’s
gaming session begins, to save time at the table. Handbook). This is a language-dependent effect.
A creature can be subject to only one rally check attempt
Morale Check Effects per round (measured from the beginning of that creature’s
If the morale check succeeds, the creature can act normally. turn to the beginning of the creature’s next turn). Unsuc-
Each time a creature (or unit) fails a morale check, the cessful rally attempts make that target more difficult to
morale condition of that creature (or the creatures of that rally (see Rally Check Modifiers, below).
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MORALE CONDITIONS to make additional morale checks. A creature that becomes
The following morale conditions are organized from highest panicked due to a failed morale check improves to frightened 10
morale to lowest morale, with the special morale condition of minutes after the battle ends (or 10 minutes after it has fled the
“crazed” listed at the bottom. Unless otherwise noted, all condi- battlefield), becomes shaken 10 minutes after that, and returns
tions last for the duration of the battle or until the character’s to normal 10 minutes after that.
morale condition changes as the result of another morale check Crazed: If a creature rolls a 1 on a save that would make him
or a rally check. panicked, he assumes one of the following conditions, deter-
Heartened: A heartened character has been encouraged mined randomly, instead of becoming panicked. This condition
and is confident of victory. Heartened characters gain a +1 overrides the effects of the character’s normal morale condition.
morale bonus on Will saves against fear effects (including It remains for the duration of the battle plus one hour, or until
morale checks). the creature’s morale improves to shaken (or better). If a crazed
Normal: The typical state of a combatant at the beginning creature’s condition is removed through some other effect, treat
of battle. the creature as panicked. Crazed creatures count as panicked for
Shaken: A shaken character takes a –2 penalty on attack the purpose of rally check DCs.
rolls, saving throws (including subsequent morale checks),
skill checks, and ability checks (see page 301 of the Dungeon d% Crazed Effect
Master’s Guide). This condition lasts for 10 minutes after the 01–20 Berserk: the character makes a melee or ranged attack
battle ends. against the nearest living creature, or closes with that
Frightened: As shaken, but a frightened character must try creature if he cannot attack (if two or more creatures
to flee as best it can. If unable to flee, it will fight (see page are equidistant, choose the target randomly).
301 of the Dungeon Master’s Guide). A creature who becomes 21–40 Cowering: frozen in fear, takes no actions, –2
frightened due to a failed morale check improves to shaken 10 penalty to AC, loses Dex bonus.
minutes after the battle ends (or 10 minutes after it has fled the 41–60 Dazed: takes no actions.
battlefield) and returns to normal 10 minutes after that. 61–80 Deafened: cannot hear, –4 initiative, no Listen
Panicked: As frightened, but a panicked creature drops every- checks, 20% spell failure on spells with verbal
thing and runs at top speed away from danger (see page 301 of component.
the Dungeon Master’s Guide). If cornered, a panicked creature 81–100 Nauseated: unable to attack, cast spells, concentrate,
cowers and does not attack. A panicked creature does not need or take any action other than a single move action.
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73
Use Table 4–4 to determine the effectiveness of a Rally Check Modifiers
rally attempt. The numbers in the table indicate the Situation Modifier
rally check result required to achieve the new morale At least one failed rally check within last minute –2
Rallying character is at half hit points or below –2
condition. In some situations, modifiers might apply to
Enemy troops within line of sight are fleeing +2
the rally check. Rallying character has 5 or more ranks
For example, troops that are panicked can be made in Diplomacy or Intimidate +2
frightened with a successful DC 20 rally check. Those No enemies within line of sight +5
same troops can then be made heartened in a later round
with a DC 30 rally check. Rallying Against Other Fear Effects: Characters
can make rally checks to rally creatures that are shaken,
CHAPTER 4
Table 4–4: Rally Attempts frightened, or panicked due to effects such as a dragon’s
RULES OF
Initial Morale New Morale Condition (DC to achieve) frightful presence or spells such as fear. Because the
WAR
Condition Frightened Shaken Normal Heartened morale effect has a magical origin, it’s much more persis-
Panicked 20 25 30 40
tent than garden-variety fear of dying on the battlefield.
Frightened — 20 25 30
Shaken — — 20 25 Rally attempts against magical fear only last for 1 round
Normal* — — — 20 (measured from the beginning of the shaken, frightened,
*Can only be attempted before the battle (see below). or panicked character’s turn), so the leader must repeat
the rally check every round to keep nearby comrades in
the battle.
The Prebattle Rally Check: Before the battle begins,
the leader of a military unit can make a rally check to
improve the troops’ morale condition. This is similar to a
normal rally check but takes at least 1 minute to deliver.
(The most stirring example of this is the “Band of Brothers”
speech in Shakespeare’s Henry V.)
Illus. by R. Marchesi
This rally check affects everyone who can see and hear
the leader. It cannot be retried, either by that leader or
another character. In other words, a leader only gets
one chance to inspire the troops with a speech. That’s
why armies with charismatic generals try
to get as many soldiers as possible to
listen to a single speech.
CHAPTER 4
benefits that go along with its responsibilities.
RULES OF
COMMANDER RATING Access to Information: The higher a character’s rank,
WAR
Any character with a rank higher than private (or its fan- the more information he’ll get in formal briefings and other
tasy equivalent) has a commander rating. Table 4–5 lists meetings before a battle begins. Such information helps
the range of values, along with some sample rank names him understand the overall strategic situation, which in
applicable to those ratings. Commander rating acts as a turn helps him make better choices on the battlefield.
bonus on the rally checks a character make to attempt to A lowly private might just be told “Seize that hill.” But a
rally demoralized troops (see Morale Checks, page 72). lieutenant accompanying the unit seizing the hill knows
For example, a lieutenant trying to rally shaken troops that the army hopes to deploy siege engines to that hill
gets a +3 bonus on the rally check; even if they’re demoral- later in the day, and the major who orchestrated the attack
ized, most soldiers have a degree of respect for the rank on the hill knows that those siege engines will be trained
the lieutenant has attained. on the road south of the hill, an important line of retreat
for the enemy. The general hopes that the presence of siege
Table 4–5: Commander Ratings engines on that hill will convince the enemy to retreat
Commander Sample Troops through the valley instead—and into a trap (those woods
Rating Rank Name Commanded are full of hidden archers).
0 Private n/a
Commander Aura: Each commander has the ability
1 Corporal 1–4
2 Sergeant 6–12 to grant certain benefits to nearby allies. See Commander
3 Lieutenant 15–25 Auras, below, for more details.
4 Captain 30–100 Entry Requirements: Some prestige classes, organiza-
5 Major 100–500 tions, and feats might have rank as a requirement.
6 Colonel 500–5,000 Pulling Rank: A commander can issue orders to
7 General 5,000 or more soldiers of lower rank, and they’ll usually obey. When
a commander makes an Intimidate check to coerce a
Not every army uses the same rank structure, of course— lower-ranking soldier to comply with a command, he
one army’s captain is another’s warchief is another’s lord gains a bonus on Intimidate checks equal to the difference
knight. Regardless of the name by which a rank is known, between his commander rating and the lower-ranking
all characters of a certain rank have more or less the same character’s rating.
amount of responsibility.
The sample ranks summarized in Table 4–6 are typical COMMANDER AURAS
of different fantasy armies. As a character’s commander rating improves, he gains
Regardless of rank, not every officer is in command, access to gain special abilities that he can share with his
making decisions and issuing orders. Every officer has allies. These abilities are called commander auras. Despite
lower-ranking officers whose job it is to offer advice, being a reward for military rank, these auras are beneficial
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VARIANT: PC MORALE CHECKS If your players are amenable and enjoy pretending to be scared
One of the fundamental concepts of the Dungeons & Dragons on occasion, you can extend the morale rules to cover PCs as well.
game is that player characters are heroes. While they might be Thus, any time a PC’s hit points fall to 50% or less of his full normal
subject to a number of fear-based effects, requiring PCs to make total, that character must attempt a morale check, as described
morale checks takes away some of the control and decision- above. In addition, if the PC’s unit—that is, the player characters
making inherent in being a player. plus cohorts plus other significant allies such as animal compan-
On the other hand, dealing with the fear prevalent on the ions but not including followers or other low-level NPCs—takes
battlefield might add a sense of realism to your campaign. In 50% casualties, each PC must attempt a morale check.
any case, PCs have access to a number of spells, feats, classes, As with any variant rule, you must make sure that everyone at
and items that can mitigate or even eliminate fear-based effects. the table agrees before implementing the rule. All players should
Paladins of 3rd level or higher, for example, can’t fail a morale be familiar with the morale rules (particularly including the rules
save because they’re immune to fear. for making rally checks) before this variant is used.
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75
Table 4–6: Sample Ranks
Rank (rating) Chivalric Army Barbarian Horde Tyrannical Army Elf Army Mystical Army
Private (0) Foot soldier Warrior Shield Ache (“Warrior”) Warrior acolyte
Corporal (1) Knight of the lance Brave Whip Theniak (“Watcher”) Weaponmaster
Sergeant (2) Knight of the trumpet Warmaster Master of chains Sauliak (“Guardian”) Ordermaster
Lieutenant (3) Lord of the charge Warchief Battle commander Artuliak (“Sustainer”) Prayermaster
Captain (4) Horselord Battle chieftain Fealty commander Gutheliak Warrior-priest
(“Implementer”)
Major (5) Brigadier lord Clan chieftain Regiment Shanduriak Battle-brother/sister
commander (“Choice-maker”)
Colonel (6) Battle commander Tribal chieftain Division Alanethiak Master of blades
CHAPTER 4
General (7) Sovereign lord Horde king Army commander Shausekeliak High master of
WAR
to almost any group of adventurers (or, in the hands of Benefit: Allies within 30 feet of you gain a +1 morale
NPC enemies, to the foes the PCs face). bonus on ranged attacks. Add 1 to the save DC of any volley
Unless otherwise noted, a commander aura provides of arrows (see page 68) that you direct.
its benefit only to allies with an Intelligence score of 3 or
higher within 30 feet of the commander. Characters can Bloodthirsty Commander
benefit from more than one commander aura simultane- You are most effective when you direct your troopers to
ously. Commander aura benefits never stack. finish off wounded enemies.
Commander auras do not provide any benefit to char- Prerequisite: Commander rating 3, any evil alignment.
acters whose commander rating is equal to or higher than Benefit: Allies within 30 feet of you gain a +1 morale
the commander who has the aura. Thus, a commander can’t bonus on damage rolls against wounded creatures.
ever benefit directly from his own commander aura.
A character selects his first commander aura upon Deathslayer Commander
gaining rank 1 (corporal or the equivalent). Each time the Your allies battle undead with exceptional fervor.
character’s rank improves, he can either keep his current Prerequisite: Commander rating 2, any good align-
commander aura or replace it with any other commander ment, ability to turn undead.
aura for which he qualifies. No character can ever have Benefit: Living allies within 30 feet of you deal an extra
more than one commander aura unless specifically allowed 1d6 points of damage on melee attacks made against undead
(such as by a prestige class feature). creatures. This benefit is considered a morale bonus.
If a character’s commander rank is reduced, he may not
replace his commander aura unless he no longer qualifies Defensive Commander
for the one he possesses (in which case he must immedi- The orders you give in combat always keep the safety of
ately replace it with one for which he is qualified). your troops paramount.
Prerequisite: Commander rating 2, lawful good
Animal Commander alignment.
You are adept at using warbeasts to assault your foes—and Benefit: Allies within 30 feet of you gain a +1 morale
bringing them back alive when the battle is done. bonus to Armor Class.
Prerequisite: Commander rating 1, any neutral align-
ment, wild empathy class feature. Doublestrike Commander
Benefit: Animal and magical beast allies within 30 feet You direct your troops to press the advantage against
of you gain a +2 morale bonus on saving throws. This aura enemies they have wounded.
affects allies with Intelligence scores of 1 or higher. Prerequisite: Commander rating 5, chaotic good
alignment.
Archery Commander Benefit: If an ally within 30 feet of you rolls a natural 20
You have a knack for directing arrows from the archers on a melee attack, that ally can immediately make another
in your command. melee attack with the same weapon or natural attack, using
Prerequisite: Commander rating 2, any chaotic align- the same attack bonus.
ment, Point Blank Shot.
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the roleplaying game. If you choose to adapt other commander
COMMANDER AURAS AND D&D MINIATURES effects from the miniatures rules for use as commander auras,
The commander auras presented here are derived from the make sure to compare them to those presented here. If the effect
D&D Miniatures game. While the benefits of these auras closely seems significantly more powerful than those presented here,
resemble some of the commander effects in the D&D Miniatures you should probably reduce its effect to avoid giving out too
game, they have been altered to better mesh with the needs of much power.
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76
Dwarf Commander Benefit: Any ally who starts her turn within 30 feet of
You are adept at inspiring your troops to stand fast against you and moves at least 10 feet gains a +2 morale bonus on
giants and other foes of the dwarf people. the next melee attack roll she makes during her turn.
Prerequisite: Commander rating 3, dwarf, lawful good
alignment. Melee Commander
Benefit: Dwarf allies within 30 feet of you gain a +2 You are most effective when inspiring your soldiers to take
morale bonus to Armor Class, or a +4 morale bonus to AC the fight to the enemy in hand-to-hand combat.
against giants. Prerequisite: Commander rating 3, any lawful align-
ment, base attack bonus +2 or higher.
Elf Commander Benefit: Allies within 30 feet of you gain a +1 morale
CHAPTER 4
You are particularly good at safeguarding the elves under bonus on melee attack rolls.
RULES OF
your command.
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Prerequisite: Commander rating 3, elf, chaotic good Mobile Commander
alignment. Your troops are exceptionally fleet of foot.
Benefit: Elf allies within 30 feet of you gain a +2 morale Prerequisite: Commander rating 3, any chaotic
bonus on saving throws. alignment.
Benefit: Any ally who begins his turn within 30 feet
Feral Commander of you gains a 5-foot bonus to his speed. This benefit is
You can whip animals under your command into a blood- considered a morale bonus.
thirsty frenzy.
Prerequisite: Commander rating 3, any neutral align- Necromantic Commander
ment, Handle Animal 5 ranks. Your unliving allies battle the living with exceptional
Benefit: Animal and magical beast allies within 30 feet fervor.
of you gain a +2 morale bonus on attack rolls. This aura Prerequisite: Commander rating 2, any evil alignment,
affects allies with Intelligence scores of 1 or higher. ability to command or rebuke undead.
Benefit: Undead allies within 30 feet of you that have an
Giant-Killer Commander Intelligence score of 1 or higher deal an extra 1d6 points
You can direct your troops to bring down enemies bigger of damage on melee attacks made against living creatures.
than they are. This benefit is considered a morale bonus.
Prerequisite: Commander rating 2, Small or smaller
size, any good alignment. Opportunistic Commander
Benefit: Allies within 30 feet of you gain a +2 morale You can direct your soldiers to take advantage whenever
bonus on melee attacks against creatures at least two size your enemies are distracted or overwhelmed.
categories larger than they are. Prerequisite: Commander rating 1, any chaotic
alignment.
Goblinoid Commander Benefit: Allies within 30 feet of you deal an extra 1d6
You bring out the bloodthirsty, savage nature in your points of damage on any successful attack of opportunity.
goblinoid troops. This benefit is considered a morale bonus.
Prerequisite: Commander rating 3, goblinoid, lawful
evil alignment. Orc Commander
Benefit: Goblinoid allies within 30 feet of you gain a You can hone the fighting instincts of the orcs under your
+2 morale bonus on melee attack rolls. command.
Prerequisite: Commander rating 3, orc, chaotic evil
Healing Commander alignment.
Your healing touch can inspire your troops to charge back Benefit: Orc allies within 30 feet of you deal an extra
into battle. 1d6 points of damage on melee attacks. This benefit is
Prerequisite: Commander rating 3, any good alignment. considered a morale bonus.
Benefit: Whenever you use a spell or effect to heal
damage taken by an ally, you can attempt a rally check as Orderly Commander
a free action to improve that ally’s morale. You are adept at getting your soldiers back into the fray
quickly.
Maneuvering Commander Prerequisite: Commander rating 2, any lawful
You keep your soldiers always on the move, looking for alignment.
the weakest points in your enemies’ defenses. Benefit: Any ally rallied by you gains a 10-foot bonus
Prerequisite: Commander rating 2, chaotic good to its speed for 1 round. This benefit is considered a
alignment. morale bonus.
77
Protective Commander Prerequisite: Commander rating 5, lawful good
Your allies benefit from your protective guidance. alignment.
Prerequisite: Commander rating 1, any lawful Benefit: Allies within 30 feet of you gain a +2 morale
alignment. bonus to Armor Class against foes who move at least 5 feet
Benefit: Allies within 30 feet of you gain a +1 morale before attacking.
bonus on saving throws.
Tyrannical Commander
Pursuing Commander Your soldiers are more afraid of you than they are of the
You direct your soldiers to chase down any cowards who enemy.
dare try to escape your iron grip. Prerequisite: Commander rating 5, lawful evil align-
CHAPTER 4
Benefit: Allies within 30 feet of you deal an extra bonus on morale checks but automatically become
1d6 points of damage against foes who are frightened or panicked if they fail a morale check.
panicked. This benefit is considered a morale bonus.
CHAPTER 4
The PCs collectively earn victory points; NPCs never again when a screen spell cast by a PC spellcaster hides the
RULES OF
earn them. Victory points represent the PCs’ ability to archers from marauding worg-riders, and a third time
WAR
change the overall outcome of a battle, and NPCs’ efforts when the characters rally the archers after a particularly
are already accounted for in the different battle outcomes bloody orc assault.
you created when designing the battlefield adventure.
ATTACK ENEMY SIEGE ENGINES
ASSIST FRIENDLY TROOPS 10 to 60 victory points
1 victory point per ten soldiers assisted (see adjustment below); Few elements of an enemy army inspire as much fear as
maximum 50 points siege engines: battering rams, siege towers, and catapults.
On most battlefields, it’s a simple matter to take the fight By destroying them, PCs reduce the enemy’s ability to
to the enemy. Still, sometimes it’s more important to help attack—and help their comrades breathe a little easier.
the soldiers on your side. Elite troops can spend all day To earn the victory points, the characters must render an
successfully hunting down enemy units, but if the rest of enemy siege engine (or, better yet, several of them) unus-
the army is overrun and decimated while they are doing able. They earn the victory points whether they destroy the
so, they haven’t won any sort of meaningful victory. siege engines or capture them. If the engines are captured,
To earn the victory points, PCs must provide tangible aid PCs earn the points when they turn the weapons over to
to a unit of allied troops. Such aid can consist of instruc- a friendly unit.
tion (“Here’s how you load that catapult you captured”), Examples: You must decide how much a particular
healing (“Heironeous offers succor in your time of need”), siege engine is worth, using the following as a guideline.
other magic (“Give our wizard a minute, then get behind In general, a light catapult is worth 10 victory points, a bat-
the stone wall he conjures up”), or rallying demoralized tering ram or siege tower is worth 10 or 20 victory points,
troops (“The cavalry’s arrived . . . who’s with me?”). and a heavy catapult is worth 30 victory points. Magic siege
Examples: Helping typical soldiers is worth 1 victory engines are worth twice as much, provided the magic has
point per ten soldiers, so rallying a group of twenty archers a significant impact on their effectiveness. For example, a
is worth 2 victory points. trebuchet that fires hellwasp shot (see page 136) is worth a
If the PCs are helping a unit whose individual members double victory point award, but a simple +1 ballista isn’t. A
are significantly more powerful than the usual low-level particular siege engine, or a group of them, might be worth
troopers, adjust the victory point award upward. There’s no more than normal if destroying or capturing the weapons
hard and fast rule for victory point awards, but 1 victory is of crucial strategic importance in the battle.
point per 10 points of CR of the unit the PCs are helping Adjustments: If the PCs capture a siege engine while
is a good starting point. For example, setting up sniper the weapon is still functional, they earn an extra 10 victory
blinds for five 6th-level elf archers (each CR 6) is worth 3 points when they turn the weapon over to a friendly unit
victory points. that can use it.
Adjustments: The formula of 1 victory point per ten
soldiers assumes that the PCs are helping the friendly DEFEAT ENEMY UNITS
unit by providing tactical assistance (“Fire your bows at (EL of enemy unit × 10) victory points
the cavalry; they’re the greatest threat”) and/or morale This award represents the most basic battlefield mission,
assistance (their presence prevents the friendly unit from and the essential reason the two armies are here. By killing
fleeing, as described in the Morale section earlier in this enemy soldiers, rendering them unable to fight, or forcing
chapter). If the PCs provide significant healing or protec- them to surrender or flee, the PCs make it easier for their
tive magic, increase the total award by 50% (the maximum army to achieve its objectives and harder for the enemy
award remains 50 points). army to reach its goals.
If the characters are providing tactical or morale assis- To earn the victory points, the characters must disable
tance, they earn the victory points only if they’re still or kill enemy units, or cause them to retreat in disarray.
around when the unit is actually involved in significant Merely forcing an enemy squad to make a fighting with-
fighting. If they provide tactical advice but aren’t around drawal isn’t worth victory points, although the PCs might
to see it employed, they earn only half the victory point earn victory points for seizing a location that the enemy
award; their advice is less useful because they aren’t there has withdrawn from.
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Examples: The PCs are sneaking across no-man’s-land DISRUPT ENEMY
in the middle of the night when they encounter four elf COMMUNICATIONS
commandos led by an elf sniper captain (see page 146). The (EL of enemy unit × 2) victory points for small groups
enemy elves are trying to do same thing as the PCs—sneak 2 to 50 victory points for larger units
across to the other side and engage in night sabotage and The PCs might be able to intercept a runner heading
reconnaissance. If the PCs defeat the elves, they earn 70 from the front lines to enemy headquarters, or capture
victory points because the elves are an EL 7 encounter. the wand of whispering wind that the enemy listening
Adjustments: Some enemies are more precious to post was using. Whenever they disrupt the enemy’s
their commanders because they’re particularly versatile ability to communicate, they slow the reaction time
or effective on the battlefield. Defeating enemy cavalry of their foes and make it easier to outfight and out-
CHAPTER 4
fast creatures such as giant eagles) is worth an extra 10 To earn the victory points, the characters must disrupt
WAR
victory points. Elite or well-known enemies (such as a enemy communications to the point where a particular
band of mercenary ogres hired by a goblin army) are worth enemy group isn’t communicating with its fellow units
an extra 10 to 20 victory points. Enemies with significant or with its leadership.
spellcasting at their disposal are worth an extra 10 victory Examples: Disrupting communication to and from a
points, because they’re versatile—their commanders can unit of less than twenty enemies doesn’t do much—unless
have them prepare different spells depending on what they the enemies are elite or otherwise valuable out of propor-
anticipate the day of battle will bring. tion for their numbers. Isolating a squad of eight 1st-level
dwarf warriors, for example, is worth 10 victory points.
DISRUPT ENEMY COMMAND Preventing a group of four 5th-level dwarf fighters from
1 victory point per ten soldiers under command (maximum getting new orders is a bigger deal, earning the group 18
100 points) victory points.
Attacking enemy commanders can be an efficient way Large units of low-level enemies don’t have ELs because
to win a battle—the PCs are essentially beheading the the PCs don’t really encounter them all at once. Cutting
enemy and rendering its other advantages moot. But the off communication to large groups of this sort is worth
enemy knows how valuable its commanders are, and every 1 victory point for every ten enemies in the group, to a
army protects its command structure as well as it can. maximum of 50 victory points for a group of five hundred
To earn the victory points, the characters must render enemy soldiers.
some part of the enemy leadership unable to command the Adjustments: The above awards assume that after the
rank and file. Usually this means killing a commander, characters disrupt communications, it takes hours for
but if they capture one, force the commander to flee, or the enemy to figure out what’s going on and reestablish
otherwise sever the commander’s contact with the troops contact. If the communications blackout lasts longer,
under his or her command, that’s good enough to earn increase the victory point award by 5 to 20 points. If the
the victory points. The PCs also earn victory points for communications blackout doesn’t last for at least an hour,
defeating the commander as an enemy, and they’ll prob- it’s probably not worth any victory points.
ably get still more victory points for defeating the enemy If the characters think to replace the enemy communica-
guards and seizing the headquarters if it’s an important tions with false messages of their own, this tactic is worth
defensive point. an extra 10 victory points, or 20 if the ruse lasts throughout
Examples: You decide how much a particular com- the battle and is particularly convincing.
mander is worth. In general, a commander is worth 1 If the PCs intercept an enemy courier, that creature
victory point for every ten low-level soldiers under his might have intelligence useful to their army. If that’s the
or her effective command, to a maximum of 100 victory case, they’ll also earn victory points as described in Provide
points. A soldier is considered to be under effective com- Intelligence (see page 82).
mand if he has responded to this commander’s orders
(directly or indirectly) within the last hour or so. DISRUPT ENEMY SUPPLY
If the commander is in charge of units significantly 10 to 50 victory points
more powerful than the usual low-level troopers, adjust Few armies can survive for long without periodic resup-
the victory point award upward. There’s no hard and fast ply. If the characters can take away replacement weapons,
rule for this victory point award, but 1 victory point per food, and other necessities, they hamper the enemy’s
10 points of CR under command would be a good starting fighting capability.
point. Thus, the commander of a squad of twenty hill giants To earn the victory points, the PCs must seize a signifi-
(each CR 7) is worth 14 victory points. cant amount of enemy supplies—at least a wagon train’s
Adjustments: If the enemy army can quickly replace worth. They earn the points whether the supplies were
the disrupted commander with a subordinate or another stockpiled for later use (in an armory, perhaps) or en route
officer, cut the victory point award in half. The new com- to the front lines.
mander isn’t as practiced as the old one was but can still Examples: You decide how much a particular supply
give orders and try to win the battle. attack is worth, making that decision based on how soon
80
a lack of supply will cripple the enemy army. Capturing Adjustments: If the enemy is able to damage the
a food convoy is typically worth only 10 victory points, defensive value of the point during the fight, the victory
because the enemy army might still be able to fight for point award is reduced by 5 or 10 points. If the characters
days or even weeks without an external source of food. improve the defensive qualities of the point while they
Destroying the water cisterns behind enemy lines could are there (for example, by digging pits to trap charging
be worth as much as 30 victory points, because the enemies, or foxholes to protect defending troops), they
enemy soldiers will die of thirst after a few days without earn an extra 10 victory points.
water. A supply train carrying arrows and healing magic
might be worth 50 victory points, since the archers who PROTECT INTRINSIC POINT
would have received the supplies will be useless once 10 to 100 victory points
CHAPTER 4
deprived of ammunition, especially if they are already The enemy might try to take some point away from the
RULES OF
badly wounded. PCs’ army despite the location’s lack of direct strategic
WAR
Adjustments: If the characters seize supplies (without significance—for instance, a cathedral could be the target
destroying them) that are useful to their army, it’s worth of an enemy force that wants to carry away the relics
an extra 10 victory points when they turn them over to inside it. In such a case, the PCs could be ordered to blunt
friendly units that can add the captured matériel to their the assault.
own supply chain. To earn the victory points, the characters must repulse
If the PCs disrupt the enemy’s supply lines without an enemy attempt to seize or destroy an intrinsic point.
actually destroying or capturing the supplies themselves, They also earn victory points for defeating the enemy units
they earn half the victory point total they otherwise would. involved in the assault.
For example, if they drive off a wagon train bearing food Examples: You decide how much a particular intrinsic
for enemy units, they get 5 victory points. That food will point is worth, depending on its symbolic significance
eventually reach the mouths of the enemy, but it won’t to both armies. The victory point reward should be the
arrive on time, and the enemy army will have to make new average of how each army values the intrinsic point. If
plans and expend extra effort to redirect the food where only one army cares a lot about controlling the point, it’s
it’s needed. worth less than a point prized by both sides (even if they
seek control of it for different reasons).
PROTECT DEFENSIVE POINT Assuming both armies value the intrinsic point equally,
10 to 80 victory points a site of limited significance (such as a small shrine to a
Sometimes an enemy horde assaults the walls, and god of warfare) is worth 10 victory points. A site of moder-
the PCs are charged with helping to repulse the attack. ate significance (the entrance to a gold mine) is worth 30
This sort of mission is safer than many others, because points. As the intrinsic value of a site or the potential power
characters can use the defensive point’s protective value vested in it increases, so does the victory point award. A
to keep their own skin intact. site where magical healing is empowered could be worth
To earn the victory points, the characters must pre- 50 victory points. A portal to another plane could be worth
vent the enemy from seizing the defensive point for 70 victory points (presumably one army wants to open
itself. The PCs also earn victory points for defeating it, and the other wants to keep it closed). The sepulcher
the enemy units. of a crusading king might be worth 90 victory points
Examples: You decide how much a particular defensive or more.
point is worth, based roughly on how much defensive Adjustments: If the enemy damages the intrinsic point
advantage it provides or how valuable the location is in the before the PCs defeat them, its victory point reward is
context of the battle. Typically, the successful defense of a reduced by 10 points. If they ruin the intrinsic value of
low wall or a series of trenches is worth 10 victory points or the point completely, the PCs earn no victory points.
less. A timber-walled stockade is worth 20 victory points.
A stone tower is worth 40 victory points. A walled keep PROTECT MANEUVER POINT
is worth 60 victory points, and a floating castle is worth 10 to 70 victory points
80 victory points or more. When the enemy tries to take roads, bridges, and passes
The above figures assume that, all other things being away from the PCs’ army, it is trying to restrict their
equal, the defensive point has a value roughly equivalent maneuverability while improving its own. If the characters
to the amount of protection it provides. If a certain kind can hold a key maneuver point from enemy attack, they’ll
of location is more or less important in the context of make the friendly commanders’ jobs a lot easier.
the battle, reduce or increase the victory point award To earn the victory points, the characters must defeat the
accordingly. For instance, a timber-walled stockade atop enemy force intent on seizing the maneuver point, while
a mountain ridge might be the only barrier that keeps preserving the point’s value for friendly maneuvers. In
the enemy from streaming into the valley below and other words, if the PCs repulse the enemy after it blows
overwhelming the friendly troops located there. The vic- up the bridge, they don’t get the victory points. They also
tory point award for holding the stockade could easily be earn victory points for defeating the enemy units trying
twice or three times the usual 20 points. to seize the maneuver point.
81
Examples: You decide how much a particular maneu- because those catapults would otherwise have been aimed
ver point is worth. In general, a key section of road is elsewhere (and an allied commander somewhere might
worth 10 victory points, and a fordable spot in a river have been counting on that catapult support). However, if
between two armies is worth 30 victory points. A stra- the offensive point is merely high ground, or if the friendly
tegically important mountain pass is worth 50 victory units aren’t otherwise occupied, the victory point award
points. The sole bridge between the army and its objective is not reduced.
is worth 70 points. If the offensive point also has aspects of a defensive point
Adjustments: If the maneuver point is particularly (such as the clifftop catapult example above), it’s easier
fragile, such as a rickety wooden bridge, it’s worth 10 vic- to protect and thus worth 10 points less. If the defensive
tory points to reflect the greater difficulty of protecting aspects of a point have a significant impact on the struggle
CHAPTER 4
it. If the PCs can make the maneuver point more effective to control it, calculate victory points as if the location were
RULES OF
or more easily usable (for example, by clearing debris off a defensive point.
WAR
a road or building a defensive structure at the location), If the PCs improve the ability of the site to project attacks
they earn an extra 10 or 20 victory points. at the enemy, that’s worth 10 victory points. For example, a
PC spellcaster could use mirage arcana to enable the archers
PROTECT OFFENSIVE POINT on a hillock to ambush passing enemies.
20 to 100 victory points
The enemy is often smart enough to target archers PROVIDE INTELLIGENCE
occupying the high ground, catapults behind the battle 10 to 50 victory points
lines, and other points of offensive value to a friendly army. An army without good intelligence is like a boxer who
In such a situation, the PCs might be entrusted with the has been blindfolded. It can deliver a powerful punch,
task of protecting a point that has offensive value. but it poses little threat because it can’t put the punch
To earn the victory points, the characters must repulse where it’s needed. An army that knows its enemy’s
an attack from enemy units while keeping the offensive location, future plans, strengths, and weaknesses can
value of the point intact. That often means protecting the concentrate its efforts at key points, enabling it to defeat
friendly units at the point. If they keep the high ground a much larger enemy. Whether the PCs’ reconnaissance
but all the friendly archers who occupied it die in the patrol spots enemy campfires or a PC’s charm person
process, they don’t get victory points. spell gets an enemy prisoner to talk, the PCs aid their
Whether or not the PCs successfully protect the point’s army whenever that information gets into the hands
offensive value, they earn victory points for defeating the of their army’s decision-makers, because it helps the
enemy units trying to seize it. commanders make smarter decisions that can turn the
Examples: You decide how much a particular offensive tide of battle.
point is worth. Generally, the value of an offensive point To earn the victory points, the characters must discover
depends on the quality of the attacks emerging from it. useful information about the enemy army and then deliver
A low hillock occupied by friendly archers is worth 20 the information to the friendly chain of command so it
victory points. A ridge with snipers on it is worth 40 vic- can be acted on.
tory points. A clifftop with friendly catapults is worth 60 Examples: You decide how many victory points a
victory points. certain piece of information is worth, depending on
Adjustments: If the PCs turn the offensive potential what kind of information it is and how many enemy
of the point on the attacking enemy, impose a –20 victory units it pertains to. In general, intelligence about enemy
point reduction if their actions divert friendly attacks that units is worth 10 victory points if it applies to less than
would otherwise have gone elsewhere. For example, if the one hundred enemy soldiers, 20 points if it pertains to
PCs commandeer a pair of friendly catapults and fire them one hundred or more, and 30 points if it applies to one
at orcs trying to seize the point, they lose 20 victory points thousand or more.
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WHAT KIND OF POINT? plans, then it’s an offensive point. If one army needs to cross the
A keep with sturdy walls is clearly a defensive point—except river to win the battle, then it’s a maneuver point. If the whole
that this keep is firing catapult stones across a vast plain. And battle is about who will ascend to Vorkon’s old throne, then it’s
it’s next to the river at the only ford for miles. And it’s the burial an intrinsic point.
place for Vorkon the Mighty, an ancient king revered by one of Don’t get caught up in the categories. What’s important is the
the armies in the battle. So is it a defensive point, an offensive victory point value you give the site, and what the PCs have to do
point, a maneuver point, or an intrinsic point? to earn the victory points. The PCs might not know themselves
The answer depends on the situation. Ask yourself this basic what kind of point a particular location is. They might seize the
question: Why are soldiers stationed there? If they’re huddled keep for the purpose of shutting down the catapults, then be
within the keep because they need its protection, then it’s a de- surprised to find a richly appointed crypt for Vorkon in the base-
fensive point. If the catapults are important to the army’s overall ment of the structure.
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82
Detection: The detection of previously undiscovered To earn the victory points, the characters must clear the
enemy units is worth victory points. If the enemy units defensive point of any enemies and turn it over to friendly
are on the move and the PCs report their direction and troops. They also earn victory points for the enemy units
speed, they earn an additional 10 victory points. If they see they defeat while seizing this point.
a platoon of twenty enemy archers hustling north along a Examples: You decide how much a particular defensive
forest path, that information is worth a total of 20 victory point is worth, based roughly on how much defensive
points (10 for the detection of the unit and 10 more for the advantage it provides or how valuable the location is in
information about its present movement). the context of the battle. In general, it’s more difficult to
Plans: If the PCs capture written orders or otherwise seize a defensive point than it is to protect one. Thus, using
discover what enemy units are going to do later in the the same examples given in Protect Defensive Point (page
CHAPTER 4
battle, they earn victory points. If the enemy’s plans 81), seizing a low wall or a series of trenches is usually
RULES OF
are particularly unusual, the information is worth an worth 20 victory points. A timber-walled stockade with
WAR
additional 10 victory points because the friendly chain of a guard tower is worth 40 victory points. A stone tower
command wouldn’t otherwise have been able to anticipate or small keep is worth 60 victory points, as are natural
the enemy’s moves. For example, if the characters learn terrain elements that provide similar benefits, such as a
that a company of three hundred enemy troopers are high cliff. A walled keep is worth 80 victory points, and
intentionally weakening their own castle walls so that something fantastic such as a floating castle is worth 100
the walls will collapse onto attackers, they earn a total of victory points.
30 victory points. Adjustments: If the point’s defensive value is less
Weaknesses and Strengths: If the characters learn about important considering the direction the PCs’ army is
a previously unknown weakness or strength that enemy moving (such as a guard post that looks only to the
units have, they earn victory points. If the weakness is so east when the army is traveling westward), its victory
severe that foreknowledge of it makes the enemy unit’s point award is reduced by 5. If the characters damage
defeat almost automatic, the intelligence is worth 20 the defensive value of the point when they seize it (by
victory points. If the PCs discover that the two hundred blowing big holes in the walls, for example), the victory
soldiers in the enemy castle have run out of water and will point award is reduced by 10. If they ruin the point’s
be unable to fight in three days’ time, that information is defensive value (by destroying the walls with a transmute
worth 40 victory points. Conversely, if the enemy units’ rock to mud spell, for example), the victory point award is
hidden strength is so overwhelming that only special reduced by 20.
countermeasures will give the PCs’ army a chance, they
earn an extra 20 victory points. SEIZE INTRINSIC POINT
Terrain and Logistics: If the characters find a previously 10 to 90 victory points
unknown offensive, defensive, maneuver, or intrinsic point Some points on the battlefield are important not because
on or near the battlefield, it’s worth one-quarter of the vic- of their offensive, defensive, or maneuver value but because
tory points they would get if they had seized the point in they are somehow valuable to one or both armies. A shrine
battle (or one-half the victory points if the enemy doesn’t devoted to a patron deity, a village full of noncombatants,
know about it either). For example, finding a new place to a zone where mysterious magic occurs—any of these are
ford a river is worth 15 victory points if the enemy doesn’t intrinsic points worth seizing.
know about the site yet. To earn the victory points, the characters must defeat
Adjustments: Add 10 victory points if the enemy units are any enemy units present at the point and otherwise make
elite, spellcasting, or faster-moving than typical low-level the location safe before they turn it over to friendly units.
soldiers, because the PCs’ commanders are particularly They also earn victory points for the enemy units they
interested in keeping track of those sorts of units. defeat while seizing the point.
If the characters acquire intelligence about enemy units Examples: You decide how much a particular intrinsic
without those units knowing that they have it, the PCs point is worth. These victory point awards are generally
earn an additional 5 victory points, or 10 victory points the same as those described in Protect Intrinsic Point (see
if the enemy commanders are relying on the element of page 81).
surprise in their plans. Adjustments: If the PCs damage the intrinsic point in
If the enemy gets the PCs to pass along false informa- the process of seizing it, its victory point reward is reduced
tion, not only do they not earn any victory points, but by 10. If they ruin the intrinsic value of the point com-
they lose 10 or more victory points if they had previously pletely, subtract the value that the friendly army placed on
acquired any. the point from the averaged total. This calculation might
produce a negative result, which represents a monumental
SEIZE DEFENSIVE POINT screw-up on the part of the PCs. Or it might have little
20 to 100 victory points effect, if the friendly army didn’t care about the point but
The enemy has taken cover atop or behind some location the enemy army did.
that has protective value, and it’s the PCs’ mission to root
them out.
83
SEIZE MANEUVER POINT RECOGNITION POINTS
10 to 70 victory points Almost every military organization has a way of recogniz-
Maneuver points are places on the battlefield that an ing members for their contributions. From the lowliest
army must move through to get somewhere else important. private whose only duty is to obey orders up to a brigadier
They are often based on natural features like river fords, general who commands thousands or tens of thousands
mountain passes, and canyons. If the enemy is holding a of soldiers, a mere look at a soldier’s attire often reveals
maneuver point, the PCs might be charged with seizing it where he or she stands in the organization.
so that friendly units can move through the location and The symbols and medals worn on the chest and arms of
take the fight elsewhere. a soldier’s garb usually indicate one of two things: rank or
To earn the victory points, the characters must defeat decoration. Rank is a measure of status and responsibility
CHAPTER 4
the enemy units holding the maneuver point and make in the military. At its most basic level, a character’s rank
RULES OF
the location safe for friendly units to move through. They determines who must follow that character’s orders.
WAR
also earn victory points for the enemy units they defeat Decorations—often in the form of medals and ribbons—
while seizing the point. describe where a character has been, what she has done,
Examples: You decide how much a particular maneuver and how well she did it. Decorations cover accomplish-
point is worth, depending on how much the army’s move- ments ranging from mere survival or the completion of
ments are restricted without access to it. These victory elite training to the utmost act of bravery and heroism in
point awards are generally the same as those described the face of overwhelming opposition.
in Protect Maneuver Point (see page 81). A character earns both rank and decoration by doing
Adjustments: Unless the PCs were specifically directed good things when others are watching. In game terms,
to render the maneuver point unusable (destroying a bridge, a PC earns recognition points during a battle whenever
for example), damaging the maneuver point reduces the vic- she does something worthy of notice and commendation.
tory point award by 20. Conversely, if the PCs can improve When the battle is over, the DM converts the recognition
the value of the maneuver point (by casting wall of stone points a PC has accumulated into rank and decorations.
to put a bridge at the site of a ford, for example), they earn Then a higher-ranking officer or noble comes up to the
an additional 10 or 20 victory points. Building defensive character and pins a medal on her chest or introduces her
structures to make the maneuver point easier to hold is to the unit she will now command.
likewise worth 10 victory points.
EARNING RECOGNITION POINTS
SEIZE OFFENSIVE POINT In an ideal army, the same accomplishments that earn
10 to 50 victory points characters victory points would also earn them recognition
The enemy occupies ground that’s an advantageous place points, so the perfect army would reward its soldiers in
from which to attack. The PCs’ job: take the location from exact proportion to how much they help win battles.
the enemy before more of their comrades are killed. Of course, no real-world or fantasy army is that effi-
To earn the victory points, the characters must defeat or cient. Some crucial elements of a military victory (such
drive off any enemy units occupying the offensive point, then as espionage and reconnaissance) happen behind the
turn it over to friendly troops. They also earn victory points scenes, and other elements (such as building fortifica-
for the enemy units they defeat while seizing the point. tions and gathering supplies) are unglamorous, however
Examples: You decide how much a particular offensive necessary. Conversely, defeating an enemy champion
point is worth. These victory point awards are generally or capturing an enemy standard might not have a big
the same as those described in Protect Offensive Point impact on the battle’s overall outcome, but these are
(see page 82). the sorts of deeds that spread through the rank and file
Adjustments: If the offensive point is useless to the like wildfire.
army seizing it because of the direction it faces (such as a That’s why recognition points are tracked separately
cliff that faces the sea the PCs’ army just came from), its from victory points. As characters travel from mission
victory point award is reduced by 5. to mission on the battlefield, they might face a choice
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ENEMY COUNTERMEASURES
If the PCs start seizing key points on the battlefield, killing enemy that army. A barbarian horde, for example, might not realize
commanders, and frightening off enemy units, the enemy army how much of a nuisance the PCs have become because the
will eventually notice and try to put a stop to their efforts. When barbarians’ unit commanders don’t communicate with each
the characters reach certain victory point thresholds, enemy other much. In contrast, an army of devils that can scry and
units—often elites of some kind—will be dispatched to find communicate telepathically might respond quickly to the
them and thwart their further efforts. characters’ success, putting out an “all points bulletin” to
How soon the enemy responds and what units it responds nearby units and using teleport spells to instantly confront
with depends on the organization and overall strength of the PCs.
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84
between a mission that’ll earn them victory points (such in disarray. Furthermore, a friendly unit that isn’t directly
as getting some captured supply wagons back to a friendly involved in the battle must witness the PCs’ victory.
logistics unit) and a mission that’ll earn them recognition Examples: Defeating an elite squad of eight bearded
points (such as climbing to the top of a nearby hillock and devils known as the Tormentors of Minauros is an EL 11
planting their army’s standard). encounter, so it’s worth 11 recognition points. However,
Chapter 2 of this book includes advice to the DM on how defeating another squad of eight bearded devils isn’t worth
to take recognition points into account when planning a any recognition points—they weren’t particularly well-
battlefield adventure. The basic award structure—and how known or feared as the Tormentors were.
PCs can spend those recognition points—is presented Adjustments: If the notable unit is able to regroup and
here so players can get a sense of how their choices will make a significant contribution later in the battle, only
CHAPTER 4
impact the recognition points they earn. half the normal recognition point award is given out.
RULES OF
Only PCs earn recognition points. NPCs earn promo-
WAR
tions and medals when other NPCs see fit to award them Fight in Famous Battle
(in other words, whenever the DM believes it fits the 3 to 5 recognition points
ongoing narrative). Discussed below are several examples Some battles, whether won or lost, have a special reso-
of activities that would make characters eligible for recog- nance among the soldiers who fought in them. If you’ve
nition point awards. survived the catapult barrages of Rorak’s Point or the
ghoulish hordes during the Second Battle of Gethasee
Capture Enemy Standard Fields, you’ll never forget the experience, and you’ll feel a
(EL of enemy unit × 1/2) recognition points kinship with comrades who fought at your side.
It’s considered bad luck to have your standard captured, This kinship extends beyond those who actually fought
and the pennants of enemy units are therefore prized in the famous battle. Civilians and soldiers who are else-
trophies. It cheers the heart of a soldier to see an ally where, if they’ve heard tales of the famous battle, will be
galloping toward friendly territory, holding a captured fascinated by those who were actually there.
enemy standard upside down. To earn the recognition points, the characters must play
To earn the recognition points, the PCs must take a meaningful part in a battle important enough to occupy
possession of an enemy standard and then return it to a a prominent place in history. Whether a particular battle
commander behind friendly lines. Simply grabbing an is noteworthy enough to earn recognition points for its
enemy’s national flag or army insignia doesn’t count. They participants is a matter for historians and storytellers
have to steal a distinctive standard that identifiably belongs to decide, so the recognition points are awarded at the
to a specific enemy unit. If they take multiple standards DM’s discretion.
from the same unit, they don’t earn the recognition award Examples: Many of history’s famous battles are resound-
multiple times. ing successes or tragic failures and are named accordingly.
Examples: The value of the enemy standard varies If the characters survive a battle that is afterward referred
depending on the effectiveness of the enemy unit display- to as “Last Stand of the . . .” or “Final Triumph at . . .” they
ing it. If PCs take the pennant from a group of six human might be entitled to a recognition point award. Typically,
knights (CR 1 each), they earn 3 recognition points when over the course of a military campaign, only a few battles
they get it back to headquarters. (maybe one in five) are noteworthy enough to warrant a
Adjustments: Some standards might have a recogni- recognition point award.
tion point value that’s higher or lower than average. If the To use some real-world examples, the Battle of Gettys-
standard belongs to a once-proud unit whose ranks are now burg, Custer’s Last Stand, the trench warfare on the
filled with green replacement troops, it’s worth more than Western Front in World War I, and the Normandy
the low EL of the unit would indicate, for example. invasion on D-Day are famous enough to warrant a recog-
nition point award, but the Battle of Pea Ridge, the Battle
Defeat Notable Unit of Fallen Timbers, the Gallipoli campaign, and Operation
(EL of enemy unit) recognition points Torch (the Allied landing in North Africa) from those
The enemy leadership esteems some of their units same wars are not. Although each is a significant battle
more highly than others. If the PCs render such a prized that greatly influenced the eventual outcome of the war,
unit unable to fight, that would be a stinging blow to the these battles simply aren’t as well known among the
enemy—and a sure way for the characters to get noticed by general populace.
their own leadership. Such notable units often have elite sol- Adjustments: Sometimes a battle’s importance isn’t
diers within them, but notoriety doesn’t always correspond obvious right away, in which case you are justified in with-
to fighting prowess. Some elite units aren’t well known holding the recognition points until the battle actually
within their own army, much less to the enemy. Other becomes famous. If the PCs engage in a bitter skirmish in
units are famous simply because they hail from a particular a remote province that later leads to a full-scale war, you
place or because they have a famous commander. can later award them recognition points. The retroactive
To earn the recognition points, the characters must dis- award represents all the people who are impressed that
able, kill, or capture the enemy unit or cause it to retreat the PCs were there “when it all began.”
85
If the PCs earn recognition points by participating in a As with those earned by taking part in famous battles,
famous battle, they have an additional way to spend those PCs can spend these recognition points on special
points—service decorations that commemorate their decorations that indicate they are veterans of a famous
participation in the battle (see page 89). Perhaps every sur- campaign.
viving worg-rider who made the final charge in the Battle
of Kereindeau wears a red ribbon to honor those who fell. Plant Standard
Or perhaps those who defended the sacred city of Garintell 3 recognition points when planted; then +(EL of enemy unit)
to the bitter end wear a necklace made of a chunk of white recognition points for each subsequent attack repulsed
marble taken from the rubble of the Garintell palace. Those Due to the limited availability of magical forms of
familiar with military history will see the ribbon or the observation and communication, flags and other stan-
CHAPTER 4
marble necklace and know where the wearer has been. dards are the primary way that military units identify
RULES OF
CHAPTER 4
If the PCs can inspire bravery—or at least duty—in their less drills and exercises. Only a few of these efforts are
RULES OF
fellow soldiers, they’ll get a reputation as great leaders (or noteworthy enough to earn recognition points for their
WAR
at least individuals with leadership potential). participants, and the type of training varies from army to
To earn the recognition points, three events must occur. army. In an elf army, undergoing treetop sniper training
First, the characters have to be fighting in the presence of might be worth recognition points. By contrast, a human
a unit with at least half its surviving members in a morale army might esteem riders who succeed on the “Four
condition of frightened or worse (see page 73). Next, the Stations Gallop,” a journey that only the best equestrians
PCs must make enough successful rally attempts that can complete within the four-week training period.
less than one-quarter of the unit ends up running away. Adjustments: As with recognition earned from famous
Soldiers can flee for a round or two before being rallied, battles and famous campaigns, the recognition points
but they have to return to the fray before the combat is received from training can be converted to a special
over in order for the rally attempt to count. Finally, the decoration: one that indicates the wearer completed the
PCs have to win the current combat, killing their enemies training. The Wind Archers of Kelanon, for example, give
or forcing them to flee. green gloves to everyone who completes their mounted
Examples: The characters come upon a squad of seven archery training, while the orcs of Palnanak etch symbols
elf rangers (CR 2 each), five of whom are frightened into their tusks if they survive the “Winter of Blood”
because they just failed a morale check. (There were scouting regimen.
originally fifteen rangers, but eight were killed, thus
forcing a morale check on the survivors.) The PCs’ rally Replace Fallen Leader
attempts bring four of the five back into the combat, but (commander rating of fallen leader × 2) recognition points
the fifth one flees out of their sight. If the characters win In a pitched battle, officers are in at least as much danger
the immediate combat that led to the archers’ breaking as rank-and-file soldiers. When a leader falls, the soldiers
ranks, they earn 6 recognition points because four CR immediately look for someone else to give orders. If a PC
2 archers would be an EL 6 unit. jumps into the breach and takes over the responsibilities
Adjustments: If multiple PCs make successful rally of leadership, then acquits himself well in the subsequent
attempts on the same unit, they must come to agreement combat, he earns respect and acclaim from both the
on which of them gets credit for the rally (such credit is chain of command above him and the soldiers he led
often noted in the after-action reports that an organized into battle.
army writes, or in the spontaneous conversations and inter- To earn the recognition points, a character must take
views of an irregular force). When it comes to leadership over command of a unit whose leader has fallen in combat
issues, military types of every stripe like the simplicity of or fled and then win at least one combat while leading the
saying, “This guy turned us around,” and they get suspi- unit. Furthermore, the unit itself must survive as an orga-
cious whenever two leaders try to take credit for the same nized group until the end of the overall battle (although
rally. If the PCs can’t come to agreement, no one gets the obviously all the unit’s members didn’t).
recognition points. Well-organized armies have strict procedures for replac-
ing officers at each point in the chain of command so that
Receive Elite Training subordinates know where to turn when their commander
3 to 5 recognition points goes down. Of course, the situation is less clear among
Some military organizations have training regimens so barbarian hordes and other irregular forces, in which a
difficult or prestigious that soldiers earn acclaim simply leader’s demise can set up a personality struggle in the
for completing them successfully. Real-world soldiers middle of the battle.
who have completed airborne training have earned such Examples: The more important the leader a PC replaces,
recognition, for example, because it’s fundamentally impres- the bigger his recognition point award. If he replaces a
sive to others when someone intentionally jumps out of a sergeant (+2 rank bonus), for example, he would earn 4
perfectly good airplane. recognition points if the unit goes on to win a combat and
To earn the recognition points, the characters must keeps its cohesiveness throughout the overall battle.
successfully complete training that somehow confers elite Adjustments: In rare circumstances, a character might
status on them. Unless you have a barracks adventure earn this award if he replaces an incompetent, shell-shocked,
87
or otherwise ineffective officer. Such events are always level, this is the recognition point award characters get for
controversial, however, because military adherence to the surviving a suicide mission.
chain of command runs deep. Examples: If the PCs are part of a beleaguered rebel
army surrounded by the force of a tyrannical warlord,
Rescue Endangered Unit they could earn the recognition points if they are part of
(2×ELoffriendlyunit’ssurvivingmembers)recognitionpoints a delaying force that engages the warlord’s units while the
Sometimes a friendly unit is cut off from the rest of the rest of the rebels withdraw.
army, or multiple enemy units converge on one part of the Adjustments: This recognition point award is based
army’s lines. Characters can earn great acclaim if they can only on combats against foes of a higher EL than the aver-
get to the endangered unit and either relieve the pressure age level of the PCs. Characters don’t get recognition points
CHAPTER 4
on it, help the unit get to relative safety, or destroy all the for run-of-the-mill challenges they overcome while they’re
RULES OF
enemies nearby. undertaking the suicide mission, only the challenges posed
WAR
To earn the recognition points, characters must get the by particularly dangerous foes.
relevant unit out of immediate peril. That might mean
defeating the enemy units threatening it, creating a diver- OTHER WAYS TO EARN
sion elsewhere that draws the enemy’s attention away, or RECOGNITION POINTS
using magic to enable the endangered troops to retreat. If PCs from other walks of life answer a call to arms and join
When a battle rages, every unit on or near the battlefield is the army, it’s certainly appropriate to make a one-time award
endangered to a degree. Characters earn recognition points of recognition points that reflects their status as adventurous
for rescuing a unit only when the situation is dramatic, dire, civilians. If they’re already heroes of a realm when suddenly
and well known to at least the commanders involved. If the thrust into war, you should give them enough recognition
dangerous situation and the nature of the rescue are the sort points so that they have military rank commensurate with
of thing the army will be talking about long after the battle their status as well-known, capable civilians.
is over, the PCs will earn recognition points. However, if the Likewise, in a D&D campaign that includes both
activity is just a garden-variety example of one unit covering battlefield adventures and more traditional fare, you should
another, it won’t be worth recognition points. reward PCs who do good work on the army’s behalf, even
Examples: A platoon of dwarf sappers was digging a if such missions don’t take place on the battlefield. If the
tunnel toward enemy lines when the passageway collapsed queen orders the PCs to leave their units, disguise them-
between the dwarves and the rest of the army. If the PCs selves as courtiers, and steal the war plans of a rival noble,
can reach the dwarves and get them out of the remaining they should get a recognition point award (probably 5 to 10
tunnel section before the enemy’s trained umber hulks points) when they successfully complete their mission.
find them, they’ll earn recognition points—and probably
a debt of honor from the dwarves. SPENDING RECOGNITION POINTS
Adjustments: The recognition point award could be At the end of each battle, characters convert the recogni-
increased beyond the standard amount to account for tion points they have earned into two rewards: decoration
special circumstances of the battle being fought. For points and promotion points. The two rewards function
instance, if the dwarf sappers in the example above were differently. Decorations are based on the battle the char-
the only such units remaining in the friendly force and acters just fought in, and are acquired on the spot—or as
their survival is essential to ultimate victory in the battle, soon as the army leadership gets around to giving them
the accomplishment of rescuing them could be magnified out. Promotion points, on the other hand, are an ongoing
accordingly by those who live to tell the tale. reward. A character accumulates them from battle to battle,
and becomes eligible to be promoted to a higher rank when
Survive Overwhelming Odds he reaches certain thresholds.
5 × (EL of each significant combat – average PC level) After a battle, the recognition points a character has
Sometimes an army sacrifices specific units so that the rest earned is split evenly between decorations and promotions.
of the army can benefit. While such sacrifices are tragic for If a character receives an odd number of recognition points,
the members of the destroyed unit, they are an important the player can put the extra point wherever desired.
part of military strategy. If the army decides to sacrifice Bucking for Promotion or Decoration: A character
the PCs’ unit and they accept this role, they can earn great can try to influence whether his commander rewards his
laurels if they somehow survive to fight another day. valor with a promotion or a decoration. Doing so means
Characters don’t get this recognition point award for that the character must expend some of the goodwill
missions that are merely dangerous, nor for missions that and acclaim he has earned. If a character decides to do
turn out to be more hazardous than expected. To earn the this, three-quarters of the recognition points (rounded
recognition points, they must know ahead of time that they down) that he has just received are converted into either
have been ordered to sacrifice themselves for the greater promotion points or decoration points (as prefrerred), and
good; the army must get the benefit it needed from that the remainder of the recognition points are lost.
sacrifice; and then the PCs must somehow stagger back For example, if a character receives 11 recognition points
to friendly lines when the battle’s done. At its most basic from one battle, he would normally get 5 promotion points,
88
5 decoration points, and 1 point that the player can assign wearer of that decoration gains the indicated bonus on
to either category. If the character decides to buck for checks made to influence that NPC. In general, the more
promotion, he instead gains 8 promotion points and no significant the decoration, the more likely it is that NPCs
decoration points (3/4 × 11 = 8.25, rounded down to 8). will recognize it—with the exception of the widely seen
1-point wound decoration, which is familiar to many indi-
Decorations viduals regardless of their expertise (but which provides
Every army has a different system of decorations, from no circumstance bonus in any event, simply because it is
the simple (barbarian hordes who wear body parts of so common).
the foes they slay) to the complex (national armies with
multiple medals, each with one of several ribbon colors Table 4–7: Decorations and NPC Interaction
CHAPTER 4
for specific occasions). When you design an army, one of Knowledge
RULES OF
the features you can construct is a system of decorations Automatically (history) DC
WAR
Decoration Bonus Affected to identify
that the army gives to soldiers who show excellence of one
1-point wound — Virtually everyone 10
kind or another on the battlefield. 2-point training +1 Soldiers in same army 20
Table 4–7, below, presents a hierarchy of decorations of (specific type)
particular point values and the benefits those decorations 2-point service +1 Soldiers in same army 18
provide. Use your own unique names in place of the generic (specific battle)
titles on the table—after all, no army offers a “10-point 4-point service +2 Soldiers in same army 15
decoration”; it offers the “Conduct in Crisis badge,” “mem- (specific campaign)
5-point +2 Soldiers in same army 12
bership in the Order of the Stag,” the “gold crescent with 10-point +2 Soldiers in same army; 10
honor tassels,” or “the brand of Myrvak’s favor.” The form political and religious
and history behind an army’s decorations says a lot about leaders in army’s territory
what virtues that army values and what kind of soldier it 20-point +3 Everyone in army’s territory 10
idealizes. Making distinctive decorations is one of the best 40-point +4 Everyone in army’s territory 10
ways to make a fantasy army come to life at the gaming table. 80-point +5 Everyone in army’s territory 10
(See Table 4–8, below, for some suggestions.) and neighboring territories
Within the game rules, however, all decorations function
the same way. Almost all of them provide a circumstance Circumstance bonuses from multiple decorations ordi-
bonus on Diplomacy checks made to adjust an NPC’s reac- narily stack with each other as long as each decoration
tion and on Intimidate checks made to change an NPC’s represents a different circumstance (generally meaning
behavior. However, the bonus only applies if the NPC in that it was earned in a different battle or campaign). Keep
question knows what the decoration signifies. track of which other medals you possess, however, because
An NPC knows what a decoration signifies if that char- it’s possible that an NPC will recognize a well-known
acter qualifies for inclusion in the “automatically affected” minor decoration but not an obscure service decoration.
column on Table 4–7, or if the character establishes the
ability to identify the decoration by succeeding on a Sample Decorations
Knowledge (history) check (using the DC found in the Table 4–8: Sample Decorations uses the same point structure
table). If an NPC knows what a decoration represents, the for several hierarchies of decorations, but the decorations
pqqqqqqqqqqqqqqqqqqqqrs
WRONG MEDALS AND FAKE MEDALS False Decorations: A character can wear a decoration he hasn’t
On the surface, the use of decorations seems simple: wear them earned—perhaps a genuine one acquired from someone who
and bask in the notoriety. However, not all notoriety is positive, did earn it, or perhaps a fake created for the purpose of deceiving
and not all notoriety is earned. those who view it.
Unpopular Decorations: Decorations are impressive to If a character wears a genuine decoration he didn’t earn, he
those you fought together with and those you fought on behalf still gets the circumstance bonus on interactions involving view-
of. Of course, if you strut around the communities of your ers who don’t know the truth of the matter. Only an especially
enemies, they regard your decorations as badges of shame, not knowledgeable NPC will be able to tell that the PC didn’t earn
of honor. the medal. Often this boils down to a Bluff check on the part of
Few people know what the decorations of enemy nations the PC, opposed by the NPC’s Sense Motive check.
mean, so their negative effect on interactions isn’t as great. If a character wants to use a fake decoration, in most cases
Add 5 to the Knowledge (history) check DC given in Table 4–7 doing so requires a Disguise check (opposed by the viewer’s
to determine the nature of a decoration from any army other Spot check), although written proclamations would require a
than the one that’s ordinarily responsible for the local area. If Forgery check (opposed by a Forgery check by the viewer). If
an NPC succeeds on this check, her initial reaction to the PC (as the character succeeds on the check, he gets the circumstance
described on page 72 of the Player’s Handbook) is one category bonus on interactions with that NPC. But if he fails, the NPC’s
worse than it would otherwise be. Likewise, the circumstance reaction worsens by at least two categories, and that NPC will
bonus on interactions becomes a penalty instead. probably try to expose the character’s chicanery to others.
pqqqqqqqqqqqqqqqqqqqqrs
89
themselves have different names and take different forms into the Riders of the Hopeful Chalice, the queen’s elite
from one kind of army to another. pegasus-riding cavalry.
The most basic function of a decoration is to mark its
Designing Your Own Decorations wearer as special and worthy of respect; that’s why it
If you’re designing a fantasy army, choosing decora- provides circumstance bonuses on social interactions.
tions consists of nothing more than inventing a name However, at your discretion, a few decorations might do
and distinctive look for each of the decoration types more than just impress the locals.
on Table 4–7. If you want to take matters a step further, Magic Decorations: Some decorations can be magic
you can add more character to the decorations by items in and of themselves. Because this situation amounts
developing the history and the customs that surround to just handing treasure to PCs, most DMs will use it with
CHAPTER 4
them. For example, a decoration called “The Spiked caution. As long as you’re keeping an eye on the anticipated
RULES OF
Cluster” might have originally been designed to honor character wealth per level, there’s no reason why a magic
WAR
a melee drill instructor who used a spiked chain as item can’t serve as a decoration in addition to its magical
her weapon. purpose. The heraldic crests in Chapter 6 are an example
You can also change the recognition point totals to of this; see page 130.
customize the decorations of a particular army, or change For example, you won’t unbalance the game if you give
who knows about the decorations. 9th-level characters the Ruby Ring of Heroes’ Blood (a
Example 1: If an army discourages individualism, it ring of protection +2). However, such a decoration in the
might not offer decorations for any achievement earning hands of 1st-level characters is too good. Worse, in games
less than 20 recognition points. that allow free buying and selling of magic items, they’ll
Example 2: An army that spends most of its time keep- be tempted to sell off their decoration, which defeats the
ing trade routes clear of bandits might find that merchants item’s primary purpose of marking its wearer as worthy
know the system of decorations as well as anyone in the of respect. Don’t give away magic decorations if you think
military; thus, the “automatically affected” category should the characters will turn around and sell them.
include all merchants in the region. Magic decorations work best when they’re given by
an army or unit that’s closely associated with the item,
Other Functions of Decorations such as an elf army that gives its best warriors a cloak of
The amulet that Queen Noortaka gives her champions is elvenkind with boots of elvenkind to match. The item should
more than just a silvery beetle—it’s a periapt of Wisdom +2 either be of an obviously military nature (such as a +1 shield
that helps her favorite soldiers tell the just from the unjust. emblazoned with a symbol of national pride), or it should
If you aren’t wearing the Silvery Beetle, you’ll never get otherwise have a symbolic connection to the nation or
90
� �
CHAPTER 4
RULES OF
WAR
�
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Illus. by W. England
Chivalric army decorations: Colors of Renincourt Peak (1); Silver Horseshoe (2); Valor’s Blood-drop (3); Red Knight of Merit (4);
Blue Knight of Distinction (5); Green Knight of Puissance (6); Colors of the Northern Crusade (7)
army (such as a marble elephant figurine of wondrous power decoration, every Death Dealer knows that every other
from a culture that esteems elephants). Death Dealer stood by her allies when the chips were
If possible, a magic decoration should be usable by down, and every member of the mercenary group has
characters of all classes—or at least of all classes likely at least a degree of loyalty to the national army in the
to earn the decoration in the first place. If a wizard PC realm of Naurak.
earns a magic decoration that includes or is embodied in
full plate armor, that decoration will at best gather dust PROMOTIONS
somewhere in the wizard’s tower. The most common form of advancement for most PCs in
Decorations as Entry Requirements: Because they a military campaign is advancement by deed. Advance-
explicitly recognize achievement, specific decorations ment by deed occurs when a character earns a promotion
are a good requirement for entry into a prestige class or through hard work or brave deeds—the sorts of acts that
organization. If PCs know about the decoration require- earn recognition points, which in turn can be spent on
ment ahead of time, their desire to get into a particularly promotion points.
compelling prestige class might lead them to acts of However, this is far from the only method of advance-
great courage on the battlefield. The entry requirement ment. Advancement by attrition occurs when a character
also ties the members of the group or prestige class is moved up in the command structure because a higher-
together in a meaningful way; the members know that ranking officer left or died. Attrition also covers those
their comrades all have shown good qualities when promotions based solely on a character’s ability to survive
tested in the past. longer than everyone else around. Most lower-ranking
For example, a mercenary group called the Death leaders, past and present, have earned their ranks by either
Dealers of Naurak have decided to make first earning, deed or attrition.
then sacrificing, a jade heart decoration a requirement Advancement by title occurs when a character is granted
to join their ranks. During the initiation ceremony, the a rank based on his title outside the military. Officers
new Death Dealer shatters the jade heart she earned, were historically members of the royalty such as dukes
symbolizing her break with the national army and her or clan chiefs, or those who bought their commission
new life as a mercenary. Even in the absence of the with currency, land, or soldiers.
91
In the modern armies of the real world, promotions the character’s commander rating, which typically goes
are earned primarily by deed. However, a measure of hand-in-hand with a new rank title.
advancement by title still exists in the modern military.
A modern soldier with the rank of sergeant (an enlisted Table 4–9: Promotions
noncommissioned officer, or NCO) is rarely promoted Promotion Commander
directly to the rank of lieutenant (a commissioned officer) Points Rating Rank Name
9 or less 0 Private
without first being sent to an officer candidate school.
10–24 1 Corporal
While officers in the modern world might not rely on 25–74 2 Sergeant
receiving a commission from the ruler (a typical method 75–149 3 Lieutenant
of appointment for characters in a medieval fantasy world), 150–249 4 Captain
CHAPTER 4
they are still separated from NCOs by education or lineage 250–399 5 Major
RULES OF
92
Illus. by C. Lukacs
y their nature, D&D characters are right at confidence does not necessarily last long, and your words
home on the battlefield. They’re accustomed might be quickly forgotten if the tide of battle turns
to violence, they’re well armed, and they have against the troops.
an astonishing degree of flexibility when faced Check: Your successful Bluff check opposed by your
with a challenge. Fighting on a battlefield isn’t troops’ Sense Motive check (consider a group of new
necessarily different from exploring a dungeon: In either recruits to have a +1 Sense Motive modifier for this
environment, you’ll face wave after wave of creatures trying purpose) provides the affected targets a +2 bonus on
to kill you or drive you away. their next morale check. However, those same troops
However, unlike a dungeon, the battlefield isn’t a con- have a –2 penalty on every subsequent morale check
trolled environment. Depending on the ebb and flow of in that battle. The –2 penalty endures past the current
battle, PCs might encounter dozens or even hundreds of battle if the same commander is left in charge of
enemies at a time. Accordingly, the smart player might the unit.
want to adjust his or her character choices to take advantage Veteran troops (those of 2nd level or higher) are
of conventions in the warfare genre. resistant to pep talks, having already experienced
the reality of the battlefield. Such troops have a +6
modifier on their Sense Motive checks to oppose
SKILLS your Bluff check.
The following skill descriptions supplement those found This ability affects up to ten characters for
in the Player’s Handbook. every rank you have in the Bluff skill. If both new
recruits and veterans are present, make a separate
BLUFF check for each. For example, if you wish to bolster
Use this skill to create a sense of confidence in your the morale of a company of 60 soldiers (40 new
troops. You can make a group of soldiers believe they are recruits and 20 veterans), you must have at least
stronger than they actually are, bolstering their morale 6 ranks in Bluff and would make two checks, one
temporarily. You can also convince them that an enemy for the new recruits and another for the veterans.
force is not quite as powerful as they believe it to be, or that Characters of your level or higher are immune to
a mission is less dangerous than it truly is. This bolstered this effect.
93
Circumstance Sense Motive Modifier Creating Fake Corpses: You can attempt to disguise your-
The target wants to believe you. –5 self and others in order to appear to be dead bodies. You
“You have trained for this. You are ready. cannot use the Disguise skill in this manner while being
They’ll never know what hit them.” observed, and you cannot move at all while so disguised.
The bluff is believable. +0
“Orcs don’t fight well in sunlight! Your Disguise check is opposed by the Spot check of
We can take them!” anyone who might see you.
The bluff is a little hard to believe. +5 Blending in with a group of other corpses is relatively
“Ogres aren’t that much taller than you! easy. If the actual corpses in the immediate vicinity out-
Just gang up on them!” number the disguised characters by at least three to one,
The bluff is hard to believe. +10 you gain a +2 bonus on the Disguise check.
THE MILITARY
CHAPTER 5
THE MILITARY
CHAPTER 5
CHARACTER
bunkers, clouds of smoke, and so forth. Using the Hide area of knowledge. As always, the DM is the final arbiter
skill in this type of terrain is no different from hiding in of this issue.
other environs—you need cover or concealment in order Action: Using Knowledge to gain a strategic advantage
to attempt a Hide check. for a battle requires 1 hour of planning during the plan-
Special: Camouflage netting (see the sidebar) allows ning stage.
a character to attempt a Hide check in a particular kind Try Again: No. The check represents how your knowl-
of terrain without having either cover or concealment, edge applies to the situation, and thinking about it a second
as long as the character remains stationary. It also allows time doesn’t grant you any additional insight.
characters to hide objects.
PROFESSION
INTIMIDATE For some, war is a disaster. For you, it’s a job.
You can use Intimidate to boss around lower-ranking Check: Aiming an indirect-fire catapult such as a tre-
soldiers. In addition, characters with a commanding buchet, scorpion, or mangonel requires a Profession (siege
presence can more easily sway troops to follow them engineer) check; see the description of specific catapult
into battle. types beginning on page 63 for DCs and details.
Special: When using Intimidate against a lower-ranking
character (that is, against a character whose commander SPEAK LANGUAGE
rating is lower than yours), you can add the difference in Battle signals are a relatively simple form of sign language
commander ratings to your Intimidate check. See page 75 allowing rapid and silent communication on the battle-
for more information on commander ratings. field. A character can learn how to use and interpret battle
Synergy: If you have 5 or more ranks in Intimidate, you signals by spending 1 or 2 skill points on this application
gain a +2 bonus on rally checks (see page 73). of the Speak Langage skill.
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CAMOUFLAGE NETTING
On the battlefield, characters are often required to conceal • Cold plains
themselves from sight—sometimes without a handy rock or • Temperate deserts
tree to hide behind. Camouflage netting is specially crafted to • Temperate forests
allow characters to accomplish exactly this task. It is basically • Temperate hills/mountains
a large blanket mottled in colors appropriate to the climate • Temperate marshes
and terrain, sometimes incorporating foliage, branches, and • Temperate plains
other materials. • Warm deserts
Camouflage netting is made in a specific size and to match a • Warm forests
specific climate/terrain type. It allows a character of the specified • Warm hills/mountains
size or smaller to attempt a Hide check in the specified climate/ • Warm marshes
terrain type even though the character does not have cover or • Warm plains
concealment. It only functions as long as the character remains • Aquatic
stationary—moving even as little as 5 feet negates the netting’s • Underground
effect. It also allows an object of the specified size or smaller to The weight and price of camouflage netting depends on the
be hidden (an object’s base Hide check modifier is –5 plus any largest size of creature the netting can accommodate.
modifier for size; see page 76 of the Player’s Handbook). Camou-
flage netting used in a climate/terrain combination that it isn’t Size Weight Price
designed for has no effect. Tiny or smaller 1 lb. 5 gp
The possible climate/terrain combinations for camouflage Small or Medium 3 lb. 25 gp
netting are as follows: Large 10 lb. 100 gp
• Cold deserts Huge 30 lb. 200 gp
• Cold forests Gargantuan 100 lb. 500 gp
• Cold hills/mountains Colossal 300 lb. 1,000 gp
• Cold marshes
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95
Sending a communication via battle signals requires at fifty individuals, you can estimate their numbers to
least one free hand. Most orders that can be communicated the nearest hundred. For example, a group of eighty-six
using battle signals are relatively straightforward, such as gnolls would be estimated as ninety, and a horde of four
“Attack now,” “Stay here,” “Go over there,” or “Surround hundred twenty-seven barbarians would be counted as
that target”; the language is incapable of more complex four hundred.
communication. You can’t, for example, use battle signals This skill use only applies to groups of one thousand
to convey more than one order at a time to a certain target individuals or less.
(such as “Climb that hill and then defend the spot”) or to Locate Commander: You can pick out an officer or com-
communicate a conditional instruction (such as “Attack mander with a DC 20 Spot check.
only if you see orcs”). Locate Artillery: A DC 25 Spot check gives you the
THE MILITARY
CHAPTER 5
CHARACTER
An intended target of the communication must be approximate range (within 30 feet) to any sort of artillery
within 120 feet and be able to see the character using battle firing into the battlefield, whether the source is a siege
signals in order to understand him. engine or a spellcaster. The DC of this Spot check is not
Even those who do not know battle signals can make a modified by distance.
DC 15 Intelligence check to understand any simple com-
mand (of up to three words in length) communicated via
battle signals. FEATS
Battle signals have no alphabet or written form. This The new feats described in this section are generally useful
kind of communication transcends normal language in traditional D&D campaigns, but they truly shine when
barriers, though creatures must be vaguely humanoid in employed on the battlefield.
form to use it.
A semaphore version of battle signals exists, whereby BALLISTA PROFICIENCY
characters who know the signals can use flags or banners You have trained in ballista operation.
to communicate over longer distances. This counts as a Benefit: You do not take the normal –4 nonproficiency
separate language from the hand signals described above penalty when making an attack roll with a ballista (see
and can only be understood by those who have specifically page 65).
learned the semaphore version. Semaphore battle signals Special: A fighter can select Ballista Proficiency as
can be read from ten times farther away than hand signals one of his fighter bonus feats (see page 38 of the Player’s
(up to 1,200 feet); use of a spyglass doubles this range (up Handbook).
to 2,400 feet, or almost half a mile).
Action: Sending a communication by hand signals is BLOCK ARROW
a standard action. Communicating via the semaphore You can block incoming arrows with your shield.
version of battle signals requires a full-round action. Prerequisites: Dex 13, Shield Proficiency.
Special: A fighter can treat Speak Language as a class Benefit: You must be using a shield to use this feat.
skill for the purpose of learning battle signals. Once per round when you would normally be hit with
a ranged weapon, you can deflect it so that you take no
SPOT damage from it. You must be aware of the attack and not
Use this skill to quickly count the number of creatures flat-footed. Unusually massive ranged weapons, such
in a formation, to pick out a commander or officer during as boulders hurled by giants, siege weapon attacks, and
battle, or to determine the general position of artillery. ranged attacks generated by spell effects (such as Melf’s
Check: As noted in the Spot skill description in the acid arrow) can’t be deflected.
Player’s Handbook, each 10 feet of distance adds a –1 penalty Special: A fighter can select Block Arrow as one
to Spot checks. of his fighter bonus feats (see page 38 of the Player’s
Count Troops: With a DC 10 Spot check, you can Handbook).
make a rough estimate of the number of creatures in
a formation. If the group contains two hundred fifty COORDINATED SHOT
individuals or less, you can guess their numbers to the You are extraordinarily talented at making ranged attacks
nearest ten. If the group has more than two hundred past your allies.
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LEADER FEATS
This book introduces a new type of feat called leader feats. Since all leader feats include Leadership as a prerequisite,
Leader feats augment or alter the effects of the Leadership feat their presence in the game is subject to the DM’s approval. If the
(as presented on page 97 of the Player’s Handbook and described DM prefers not to include the Leadership feat in the campaign,
in more detail on page 106 of the Dungeon Master’s Guide). Typi- then all feats of the leader type are similarly off limits.
cally, a leader feat affects your cohort and/or your followers but In addition to their listed benefits, each leader feat taken by a
has no effect on other allies. character improves his Leadership score by +1.
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96
Table 5–1: Battlefield Feats
General Feats Prerequisites Benefit
Ballista Proficiency1 — No –4 penalty on attack rolls with ballistae
Block Arrow1 Dex 13, Shield Proficiency Deflect one ranged attack per round with shield
Coordinated Shot1 Point Blank Shot, Precise Shot Your ranged attacks ignore cover from allies
Courageous Rally Bardic music (inspire courage) class feature Make free rally check when you inspire courage
Expanded Aura of Courage Aura of courage class feature Your aura of courage expands to 60 feet
Expert Siege Engineer1 Profession (siege engineer) 8 ranks +2 bonus on attack and damage with siege engines
Guerrilla Scout — +1 bonus on initiative checks; Listen and Spot
ranks cost 1 skill point
Guerrilla Warrior — Reduce light or medium armor check penalty by 1;
THE MILITARY
CHAPTER 5
Hide and Move Silently ranks cost 1 skill point
CHARACTER
Mounted Mobility1 Mounted Combat, Ride 4 ranks +4 dodge bonus to AC against some attacks of
opportunity while mounted
Natural Leader Cha 13 +4 bonus on rally checks
Plunging Shot Dex 13, Point Blank Shot +1d6 damage against targets below you
Ready Shot Point Blank Shot Readied ranged attack deals +3d6 damage
Shield Wall1 Shield Proficiency Shield bonus increases by +2 when adjacent to
shield wielder
Veteran Knowledge1 Base attack bonus +2, +5 bonus on Knowledge checks made to gain
Knowledge (history) 1 rank strategic advantage
1 A fighter can select this feat as one of his fighter bonus feats.
Prerequisite: Point Blank Shot, Precise Shot. Prerequisite: Profession (siege engineer) 8 ranks.
Benefit: When making a ranged attack against a foe who Benefit: You gain a +2 competence bonus on attack
has cover due to the position of your ally or allies, your rolls and damage rolls made when using a siege engine.
ranged attacks ignore the Armor Class bonus granted to (Chapter 4 has rules for operating siege engines.)
the target because of that cover. Cover from other sources Special: A fighter can select Expert Siege Engineer as
is unaffected. one of his fighter bonus feats (see page 38 of the Player’s
Special: A fighter can select Coordinated Shot as Handbook).
one of his fighter bonus feats (see page 38 of the Player’s
Handbook). EXTRA FOLLOWERS [LEADER]
Your charismatic magnetism attracts even more followers
COURAGEOUS RALLY to your banner.
You can rally demoralized foes with your bardic music. Prerequisites: Cha 13, Leadership.
Prerequisites: Bardic music (inspire courage) class Benefit: You can lead twice as many followers as
feature. indicated for your Leadership score (see page 106 of the
Benefit: When you use bardic music to inspire Dungeon Master’s Guide). For example, a character with
courage, you can make a free rally check (see page 73) this feat and a Leadership score of 15 can lead forty
as part of the same action used to activate your bardic 1st-level followers, four 2nd-level followers, and two
music. You add a morale bonus on this rally check equal 3rd-level followers.
to the morale bonus granted by your inspire courage
class feature. GUERRILLA SCOUT
You know how to use your senses to greater effect.
EXPANDED AURA OF COURAGE Benefit: You gain a +1 bonus on initiative checks.
Your aura of courage protects more allies than normal. Listen and Spot ranks cost 1 skill point, even if these
Prerequisite: Aura of courage class feature. skills are cross-class for you. The maximum number of
Benefit: Your aura of courage now affects allies within ranks you can purchase in a cross-class skill remains
60 feet of you. the same.
Normal: Without this feat, your aura of courage only Normal: If Listen and Spot are cross-class skills for you,
works on allies within 10 feet. each rank you purchase in those skills without having this
feat costs 2 skill points.
EXPERT SIEGE ENGINEER
You are particularly skilled at operating siege weapons, GUERRILLA WARRIOR
such as catapults and battering rams. You know how to move stealthily, even when armored.
97
Benefit: When you are wearing light or medium on Will saves against fear effects, including morale
armor, reduce the armor check penalty of the armor by checks.) If your cohort or followers are already shaken
1 (minimum 0). or worse at the start of a battle, the benefit of this feat
Hide and Move Silently ranks cost 1 skill point, even if does not apply.
these skills are cross-class for you. The maximum number You also gain a +5 bonus on rally checks made to rally
of ranks you can purchase in a cross-class skill remains the cohort and/or followers you have gained from the
the same. Leadership feat.
Normal: If Hide and Move Silently are cross-class skills
for you, each rank you purchase in those skills without MOUNTED MOBILITY
having this feat costs 2 skill points. You are skilled at dodging past opponents while
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CHAPTER 5
CHARACTER
mounted.
IMPROVED COHORT [LEADER] Prerequisite: Mounted Combat, Ride 4 ranks.
You attract a more powerful cohort than you normally Benefit: If you are mounted, you and your mount
would. get a +4 dodge bonus to Armor Class against attacks of
Prerequisites: Cha 15, Leadership. opportunity provoked when your mount moves out of a
Benefit: The maximum level of the cohort you gain from threatened square.
the Leadership feat (see page 106 of the Dungeon Master’s A condition that makes you or your mount lose your
Guide) is one lower than your character level. Dexterity bonus to Armor Class (if any) also makes you
Normal: Without this feat, a cohort’s maximum level lose dodge bonuses. Dodge bonuses stack with each other,
is two levels below the associated PC’s level. unlike most types of bonuses.
Special: A fighter can select Mounted Mobility as
INSPIRATIONAL LEADERSHIP one of his fighter bonus feats (see page 38 of the Player’s
[LEADER] Handbook).
Your cohort and followers are exceptionally faithful to
your cause. NATURAL LEADER
Illus. by F. Vohwinkel
Archers with Ready Shot wait until the last moment to fire
98
PLUNGING SHOT
You can use the force of gravity to make your ranged
attacks deal extra damage if your target is below you.
Prestige Classes
The following prestige classes were designed with the
Prerequisites: Dex 13, Point Blank Shot. battlefield in mind, but they are widely applicable to D&D
Benefit: If your target is at least 30 feet lower than you, adventures in other genres.
you deal an extra 1d6 points of damage with a thrown
weapon or a projectile weapon.
COMBAT MEDIC
PRACTICED COHORT [LEADER] “Mymissionisprettystraightforward:Makesuretheyallcome
Your cohort works well as part of your team. back alive.”
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CHARACTER
Prerequisite: Cha 15, Leadership. —Cradle, a combat medic
Benefit: Your cohort gained from the Leadership feat
gains any teamwork benefit (see Teamwork Benefits, page On the front lines of battle, injury is inevitable. Where
115) for which you qualify, even if he or she doesn’t meet the carnage is at its worst, the combat medic can be found,
the team member prerequisite for the benefit. keeping her allies alive and tending to the fallen. For a
In addition, your cohort doesn’t count against the normal combat medic, the goal is not to kill the enemy but to
limit of eight members on a team, and his or her presence make sure the enemy does not kill her troops. Her ability
on the team doesn’t affect any other character’s ability to to keep forces fighting makes her invaluable to an army.
qualify for the teamwork benefit. She is entrusted with the care of the best forces available,
Normal: If you do not have this feat, every member sometimes even assigned to elite strike teams.
of a team must meet the team member prerequisite in
order for anyone on the team to enjoy the teamwork BECOMING A COMBAT MEDIC
benefit. Also, the maximum number of members in a Clerics of the gods of healing and war are the quickest to
team is eight. adopt the abilities of the combat medic, since clerics have
Heal as a class skill. The spontaneous healing ability she
READY SHOT gains from the cleric class allows her more opportunities
You can make devastating attacks with ranged weapons to use her new combat medic class features. Bards are also
against charging opponents. very good candidates for the combat medic class, because
Prerequisite: Point Blank Shot. they spontaneously cast spells as well. The bard’s support
Benefit: You can ready an action to fire a ranged weapon abilities mesh nicely with the abilities of the prestige class,
at a foe who charges you. You must wait until the target but a bard needs to multiclass into a class that offers Heal as
is within 15 feet before you attack. If you score a hit with a class skill if he wants to be a combat medic as a mid-level
this readied attack, your attack deals an extra 3d6 points of character. Healers (see the Miniatures Handbook) make fine
damage. Creatures immune to extra damage from critical combat medics as well. Rangers and paladins can pursue
hits are immune to this effect. the path of the combat medic, though they must sacrifice
some of their martial prowess to do so.
SHIELD WALL Wisdom is the key ability for most combat medics, since
You are skilled in using shields when in formation with it impacts their Heal skill modifier and (typically) their
other shield-bearers. spellcasting ability. Combat medics typically have a good
Prerequisite: Shield Proficiency. Dexterity score as well, since Armor Class is important
Benefit: When you and an adjacent ally are each using a for all who find themselves near a battle.
shield, your shield bonus to Armor Class increases by 2.
Special: A fighter can select Shield Wall as one of his Entry Requirements
fighter bonus feats (see page 38 of the Player’s Handbook). Alignment: Any nonevil.
Skills: Concentration 4 ranks, Heal 8 ranks.
VETERAN KNOWLEDGE Feats: Combat Casting, Dodge.
Spells: Ability to cast cure light wounds.
You are capable of seeing potential battlefield advantages
where others cannot.
Prerequisite: Base attack bonus +2, Knowledge (history) CLASS FEATURES
1 rank. As she advances in level, a combat medic gains abilities
Benefit: You gain a +5 bonus on Knowledge checks that enhance her healing skills. She also continues to gain
made to gain a strategic advantage (see Strategic Advan- spellcasting power.
tages, page 70). Spellcasting: As you attain more levels, you continue
Special: A fighter can select Veteran Knowledge as your training in your chosen spellcasting field. You get
one of his fighter bonus feats (see page 38 of the Player’s new spells per day, spells known, and an increase in caster
Handbook). level as if you had also gained a level in any one spellcast-
ing class that includes cure light wounds on its spell list,
provided you belonged to that class previously. You do not,
99
however, gain any other class feature Defensive Casting (Ex): Start-
a character of that class would have ing at 2nd level, you are capable
gained. This essentially means that of spellcasting even under the
you add the level of combat medic most dangerous circumstances.
to the level of whatever eligible You gain a competence bonus
spellcasting class you have, and then equal to your class level on Con-
determine spells per day and caster centration checks made to cast
levels accordingly. spells defensively.
If you had more than one eligible Field Healer (Ex): At 2nd level,
spellcasting class before becom- you become adept at administering
THE MILITARY
CHAPTER 5
CHARACTER
ing a combat medic, you must first aid quickly and while under
decide to which class you add duress. You can make a Heal check
each level of combat medic for to provide first aid as a move
the purposes of determining action (rather than a stan-
spells per day, spells known, dard action) and can take 10
and caster level. on such checks even when
Healing Kicker (Su): You stress or distraction would normal-
hate to see your careful work ly prevent you from doing so.
ruined by an attack made right Mobility: You frequently find
afterward. Thus, you can choose it necessary to dive into a pitched
to add a short-term protective effect to melee in order to heal a comrade.
your healing spells, allowing a healed As a result, you gain Mobility as a bonus
target to more easily survive the rigors feat at 3rd level.
of combat. Evasion (Ex): Beginning at 4th level, you can
Whenever you cast a conjura- avoid damage from certain attacks with a success-
Illus. by E. Polak
tion (healing) spell on an ally, you ful Reflex save. See the monk class feature, page 41
can choose to imbue the spell with of the Player’s Handbook.
a secondary effect as described below. You Spontaneous Heal: At 5th level, you gain the
can use this ability once per round, up to ability to “lose” any prepared spell or spell slot
a total number of times per day equal to Cradle Stalkingsdotter, of 6th level or higher in order to cast heal, even
your class level + your Wisdom modifier a combat medic if that spell is not normally on your spell list.
(minimum once per day). In each case, If you do not have the ability to cast 6th-level
the secondary effect lasts for 1 round unless otherwise spells, you can’t use this class feature. This ability otherwise
noted. Only one secondary effect can be imbued into functions identically to the cleric’s spontaneous casting
any single spell. You can’t apply this secondary benefit class feature (see page 32 of the Player’s Handbook).
to yourself.
At 1st level, you can imbue a healing spell with a sanctu- PLAYING A COMBAT MEDIC
ary effect (as the spell). The Will save DC to overcome this Nobody stays down, nobody gets left behind. The lives
effect is equal to 15 + class level + Wisdom modifier. of your comrades are in your hands, and each life is as
At 3rd level, you can grant the target of your healing important as your own. The longer your allies stay alive,
spell a competence bonus on Reflex saves equal to your the more war they can wage. You employ your skills and
class level. magic to help your comrades overcome their foes in battle,
At 5th level, you can imbue a healing spell with a maxi- but should one of your own be grievously wounded or fall,
mized aid effect (as the spell, but the quantity of temporary you shift your attention from the enemies at hand to the
hit points granted is equal to 8 + your class level). This true enemy—death.
effect lasts for 1 minute or until the temporary hit points Most combat medics begin their careers by volunteering
are depleted, whichever comes first. to serve in an army to support the troops. As an officer in
THE MILITARY
CHAPTER 5
CHARACTER
same principles to your comrades in arms while you merchant guilds, or simply good people who value their
adventure in a more traditional way. Nevertheless, when lives. They will never forget who saved them and will gladly
war is imminent, your mentor might call on you, enlisting help with favors in the future. (Consider their starting
your aid in the cause. attitude friendly; see page 72 of the Player’s Handbook.)
Your military connections can also provide information
Combat or leads on quests and the like. During missions sponsored
As a combat medic, try to stay close to your allies. Use by the military, you will usually be provided with wands
your spells defensively, to reduce the number of blows or scrolls of healing magic to aid you in achieving your
taken by your comrades. If you are primarily a cleric or objectives. A well-funded army or church might even
paladin who wears heavy armor, position yourself near the grant the use of a staff of healing or an equivalent item if
front ranks. If you are a lightly armored ranger or druid, your team or mission is of supreme importance.
stay behind the front ranks, attacking those foes who
break through. If you are a bard, provide support from a COMBAT MEDICS IN THE WORLD
more central position, where the largest number of your “I should be dead. At least twice. And that was just last week.
company is in range of your songs and spells. Constantly I owe all my lives to those combat medics!”
scan the battlefield, keeping track of the health of your —Lieutenant Wellast Huldane,
group. When you are entrusted to watch over a large of the Nyrondal Cavalry 1st Regiment
group in a pitched battle, move among them, trusting to
your defensive abilities while you tend to those that are A well-equipped army should have at least a few combat
injured or have fallen. medics, and PCs who fight in a few skirmishes or battles
As a combat medic, you are still an effective combatant, might benefit from readily available healing. If the PCs
especially when using your spells and abilities to enhance take on missions as mercenaries, the leaders might pro-
your combat capability. After all, if you reduce the number vide a combat medic to assist them if the mission is vital.
of attacking enemies, then that means fewer potential Combat medics are a good source of information about a
sources of damage. If your attack bonus isn’t that high, battle or a war, since they circulate through an army and
fight defensively or help out your allies by using the aid tend to gather up news from soldiers they treat.
another action while in a flanking position.
Organization
Advancement Combat medics are part of a military organization. Though
An army intent on getting the most out of its soldiers many of them are officers, few actually command troops
will assign acolytes of war or healing gods to each of its in battle. While an army might have many combat medics,
combat units. Just as heroism and victory are rewarded each typically works alone, with one combat medic support-
for soldiers, so too are the most skilled of these healers ing a group of up to fifty soldiers. High-level combat medics
rewarded for their success. When you start on the path of find themselves assigned to key forces, such as cavalry or
the combat medic, you have already shown your ability strike teams. During peacetime, combat medics like to
to keep your fellows breathing. You undergo training by travel with adventuring companies, to keep their healing
experienced officers and by war-trained clergy, and that skills honed. Nevertheless, they are quick to answer the call
training enhances your ability to respond to injury. if the military once again requires their services.
Initially, your experience as a combat medic is much As members of a military hierarchy, combat medics
like that of any other healer in battle. However, the defer to the chain of command. Within an army, the
groups you march with henceforth will tend to be more highest-ranking cleric is the Commander Hospitaler. In
experienced and usually have more tactical responsibil- addition to serving as the spokesperson for all combat
ity. Instead of walking through the aftermath of battles medics, the Commander Hospitaler assigns duties to the
looking for survivors, you will find yourself in the center combat medics and other clerics who might report to him
of the melee, providing support where the fighting is or her. Formally referred to as the Officers Hospitaler, this
thickest. You spend some of your time healing those who organization is charged with tending the wounded during
can continue the fight, and some of it wrapping bandages and after a battle. Orders of the Commander Hospitaler
about the fallen. Eventually you will be assigned to smaller, carry the same weight as orders from any superior officer,
101
but in matters related to healing they can override the the nearest post where a combat medic might be stationed,
orders of anyone but the general of the army. or a DC 25 check to find where a retired veteran combat
When an army is on the road, combat medics move medic might live. A PC already in a military organization
among the rank and file, using their skills to help make that includes Officers Hospitaler need not make any skill
travel easier for the weary soldiers. When battle is joined, checks and instead can request contact through his or her
they stand with their assigned troop and try to keep as chain of command. A DC 20 bardic knowledge check could
many alive as possible. In the aftermath of a battle, they be employed to recall tales of combat medics, perhaps even
search through the battlefield for survivors and set up field supplying the name of a prominent Officer Hospitaler,
hospitals to care for the wounded. The healing magic at while a DC 20 Knowledge (local) check reveals whether
their disposal can get most soldiers who survive the initial any combat medics call the area home.
THE MILITARY
CHAPTER 5
CHARACTER
THE MILITARY
CHAPTER 5
CHARACTER
detectmagic,detectpoison,guidance(DC14),mending(DC14), 17), remove fear (DC 17), shield of faith (DC 17); 2nd–bear’s
resistance(DC14);1st–bless,comprehendlanguages,deathwatch, endurance (DC 18), hold person (DC 18), lesser restoration
protection from evilD (DC 15), remove fear (DC 15), shield (DC 18), resist energy (DC 18), sound burst (DC 18), spiritual
of faith (DC 15); 2nd–aidD, bear’s endurance (DC 16), hold weaponD, status (DC 18); 3rd–dispel magic, invisibility purge,
person (DC 16), lesser restoration (DC 17), spiritual weapon; magic vestmentD (DC 19), prayer, remove curse (DC 19), sear-
3rd–dispel magic, magic circle against evilD (DC 17), remove ing light (+11 ranged touch); 4th–death ward (2) (DC 20),
disease (DC 18), searing light (+5 ranged touch); 4th–death divine powerD, neutralize poison (DC 20), restoration (DC
ward, holy smiteD, restoration. 20); 5th–break enchantment (DC 21), dispel evil (DC 21, +12
D: Domain spell. Domains: Good (cast good spells at +1 melee touch), disrupting weapon (DC 21), flame strikeD (DC
caster level), Healing (cast healing spells at +1 caster level). 21), true seeing (DC 21); 6th–find the path (DC 22), healD (DC
Possessions: +1 breastplate, periapt of Wisdom +2, wand of 22), undeath to death (DC 22), wind walk (DC 22).
cure light wounds (42 charges), 2 potions of cure moderate D: Domain spell. Domains: War (Weapon Focus as a bonus
wounds, heavy wooden shield, masterwork morningstar, feat), Healing (cast healing spells at +1 caster level).
healer’s kit. Possessions:+1fullplate,+1heavysteelshield,+1holylongsword,
ring of protection +1, belt of giant strength +4, cloak of Charisma
Ettin Skeletons (4): hp 65 each; see Monster Manual +2,gauntletsofDexterity+2,headbandofintellect+2,periaptof
page 227. Wisdom +4.
2nd +2 +0 +3 +0 Armored ease 2 you reduce the armor check penalty of any armor with
3rd +3 +1 +3 +1 Sudden strike +2d6 which you are proficient by 2 (to a minimum of 0). At 4th
4th +4 +1 +4 +1 Armored ease 4, level, this reduction increases to 4 points (to a minimum
stealthy movement of 0).
5th +5 +1 +4 +1 Sudden strike +3d6 Stealthy Movement (Ex): You learn to remain quiet
Class Skills (6 + Int modifier per level): Climb, Craft,
and hidden even while mobile. Beginning at 4th level, you
Disable Device, Disguise, Escape Artist, Hide, Jump, take no penalty on Hide or Move Silently checks while
Knowledge (geography), Listen, Move Silently, Open Lock, moving at up to your normal speed, and you take only a –10
Profession, Search, Spot, Swim, Use Rope. penalty on Hide and Move Silently checks when running
or charging (instead of the usual –20).
CLASS FEATURES
As he advances in level, a dread commando gains abilities PLAYING A DREAD COMMANDO
that steadily increase his effectiveness against unsuspecting Your mission is clear. You have to reach your objective as
foes, while at the same time increasing his maneuverability quickly as possible, perform your task, and get out alive. You
while armored. He becomes an even more capable infiltra- take on rescue missions, demolition missions, raids, scouting,
tor or member of a shock troop as he advances in level. or anything else that lets you do your work. Let the rank and
Sudden Strike (Ex): If you can catch an opponent when file slog it out on the front lines while you scale the castle
she is unable to defend herself effectively from your attack, wall and set fire to the enemy’s artillery. The best missions
you can strike a vital spot for extra damage. Whenever your for you are those that put you behind enemy lines.
target is denied her Dexterity bonus to AC against your A few dread commandos work alone, but most operate
attack (whether the target actually has a Dexterity bonus in teams consisting of other commandos. Away from the
to Armor Class or not), you deal an extra 1d6 points of hierarchy of an army, a dread commando might journey with
damage with your attack. The extra damage increases to a typical adventuring party, since the goals and methods of
2d6 at 3rd level and to 3d6 at 5th level. such groups fit the class’s mindset. Dread commandos are
Ranged attacks count as sudden strikes only if the target a bit more independent-minded than a typical soldier, but
is within 30 feet; you can’t strike with deadly accuracy you still report to, and receive your missions from, a ranking
from beyond this range. officer. Such missions typically have a simple goal, and how
You can only use sudden strike against living creatures you accomplish it is left for you to determine.
with discernible anatomies—undead, constructs, oozes,
plants, and incorporeal creatures lack vital areas to attack. Combat
Any creature that is immune to extra damage from critical You are most effective when you can attack first or from
hits is not vulnerable to sudden strike damage. You must hiding. As soon as you can afford it, invest in magic or
be able to see the target well enough to pick out a vital spot masterwork breastplate or scale mail (mithral is best).
and must be able to reach such a spot. You cannot make a You can then use your ranger or rogue abilities (such as
sudden strike while striking a creature with concealment combat style and evasion) while enjoying good protection,
or striking the limbs of a creature whose vitals are out with your armored ease ability reducing or negating any
of reach. armor check penalty. You’ll be more heavily armored than
You can’t use sudden strike to deliver nonlethal damage. a typical ranger or rogue, so you can survive a bit longer
Weapons capable of dealing only nonlethal damage don’t when foes rush into melee. If you have both the ranger’s
deal extra damage when used as part of a sudden strike. woodland stride ability and the Spring Attack feat, use
them together to leap out of undergrowth, attack, and
pqs
then rush back into concealment without allowing a full
SUDDEN STRIKE AND SNEAK ATTACK round of retaliatory attacks by your opponent.
For the purpose of qualifying for feats, prestige classes, and
similar options that require a minimum number of sneak attack Advancement
damage dice, treat the dread commando’s sudden strike ability When you begin the path of a dread commando, you have
as the equivalent of sneak attack. already spent time developing your hit-and-run skills. An
pqs army’s commander monitors the progress of each of her
104
scouts and determines which ones would work best as a be provided for scout missions. The very best is expected
member of an elite group. Once you are chosen, you are of you, and so the very best is supplied to you.
sent on missions that test your skill and ensure you fit the You might also receive gold or items as a reward for
mold. When you’ve taken 1st level in the dread commando a mission accomplished. In addition, your organization
class, you should feel ready for anything. could fund freelance activities, such as adventuring, if
Your first missions will be straightforward. Typically, they help increase your breadth of experience.
you are ordered to take out a fortification or artillery
emplacement while a battle is underway. These missions DREAD COMMANDOS
are especially dangerous because the enemy is alert and on IN THE WORLD
guard, but you can use the battle as a distraction, getting “Just before dawn that ballista battery went up in a ball of fire.
THE MILITARY
CHAPTER 5
CHARACTER
you closer to your goal. Those explosions removed the danger of artillery fire on the
As you advance in the dread commando prestige class, approach to the gatehouse and cleared the way for our troops,
your assignments become more covert and require you to giving us our only chance of victory.”
utilize the stealth and speed you’ve been developing. You —General Haus Ballard,
might be assigned to rescue a prisoner, sent to destroy a commander of the Army of the Alliance
heavily guarded depot, or tasked with obtaining maps
or plans from the enemy’s command tent. You will want Strike teams and covert forces are likely places to find
high modifiers in Hide and Move Silently to ensure that dread commandos. PCs working as mercenaries for a
you remain undetected until battle erupts. Open Lock, military force might be assigned a dread commando to help
Disguise, and Search are valuable if your missions focus guide them behind enemy lines or to toughen up their unit
on infiltrating enemy encampments. Disable Device not for work as a heavy strike force.
only helps you bypass traps but allows you to sabotage
siege engines. Organization
Gloves of Dexterity and items that provide a bonus Dread commandos work
to Hide or Move Silently, such as boots alongside, but slightly out-
Illus. by W. Reynolds
or a cloak of elvenkind, are ideal for side of, the standard military
a dread commando. Your constant structure, reporting to a chief
movement about the battlefield lieutenant of the army’s com-
increases the value of weapons that mander. While they might
deal extra damage, such as bane work with other troops and
weapons and holy weapons, so units of the army, they do not
you can maximize your effective- adhere to the typical chain of
ness with a single attack when you command. Each group of com-
don’t have time to take a full attack mandos adopts an evocative
action (Power Attack also helps name, such as the Rugged Rang-
in this regard). Your familiarity ers, the Wolfpack, Varduun’s
with armors makes mithral armor Company, or Grunnag’s Gang. In
particularly valuable: a high- many cases these outfits are not ac-
level dread commando with tually commissioned military units.
mithral full plate would have Instead, they are hired by an army
no armor check penalty and as a mercenary band would be,
could use up to a +3 Dexter- with the commandos’ leader tak-
ity bonus to AC. ing an advisory role to the general
or commander of the army.
Resources The leader of the commando
When you are given an as- forces in an army is a soldier
signment, your superiors who has survived many com-
supply you with as much mando missions, earning the
intelligence as they can re- respect of his colleagues and
garding your objectives. You his superiors. He outlines mis-
can expect to know guard Denkar, a dread commando sions for the dread commandos
schedules, typical foes, distanc- who serve under him and arranges
es to targets, and so on. for resources to help in mission completion. He is also
When the mission is important enough, your commander responsible for selecting strike teams for each mission,
will furnish you with gear appropriate to its completion. employing mercenaries as appropriate.
For example, when you are sent on a demolition mission, The Rugged Rangers are a prototypical organization of
you will typically have blast disks (see page 131) allocated to dread commandos and their compatriots. The Rangers
your team. In the same manner, potions of invisibility might are led by Denkar, the best of the best. Denkar keeps five
105
strike teams ready for action; each team consists of at least makes a skill check, read or paraphrase the following,
one dread commando along with others appropriate to the including information from lower DCs.
mission at hand. Denkar enlists the aid of the scouting DC 10: “Some armies have commando teams that can cover
corps (itself led by a former Rugged Ranger) for overland great distances even when heavily armed and armored.”
missions, but the Rangers have rogues and other specialists DC 15: “I heard a tale of a dread commando that snuck
available for urban undertakings. At any time, up to three past a picket line, knocked out the guards at the enemy’s
teams might be in the field simultaneously, completing command tent, stole the troop movement maps, and fled
missions both covert and overt. into the night. While wearing full plate. And when they
Gregor Antus is a rogue who received training as a tried to hit him with catapult shots as he fled, the weapons
dread commando. His specialty is eliminating enemy all misfired.”
THE MILITARY
CHAPTER 5
CHARACTER
siege engines. He claims to have pulled the wheels off a DC 20: Characters who get a result this high will learn
siege tower when it was being moved into position, and the names of prominent commando teams and the armies
he enjoys taunting enemy engineers after he has disabled they might work for.
their catapults. Most of the other Rugged Rangers enjoy DC 30: A character with this level of success learns the
hearing of his exploits but fear that eventually he’s going names of the leaders of commando troops who serve in
to make a mistake that could be costly for the team—and the region.
on the battlefield, the currency is blood. A PC with ties to the military can make use of her
In other less reputable organizations, Gregor might contacts within an organization to gain a +5 bonus on
eventually be sent on a mission from which he would be Knowledge checks related to dread commandos. Bards can
unlikely to return, a probability that would be increased also uncover the DC 20 and DC 30 information through
if key pieces of information were left out of the mission the use of bardic knowledge.
briefing. He would be sent out with a group of expendable
mercenaries and then forgotten. However, Denkar doesn’t DREAD COMMANDOS IN THE GAME
run his operation that way. He sees the value in every Dread commandos could be an existing institution in
commando, even those as brash as Gregor. your campaign world, one that the PCs are introduced to
Regardless of experience, most dread commandos when they begin working more closely with a military
within a group see each other as equals, elite brothers organization. Alternatively, dread commandos could travel
and sisters a step above members of more common in exclusive troops, such as the Rugged Rangers, who
classes. Separate outfits, however, could see each other as might coincidentally be arriving in the region to ally with
rivals. These groups sometimes try to outdo each other, local armies. A mentor of the PCs might have once been a
taking on ever more dangerous missions to show up the dread commando and now shares his secrets in the hopes
other team and in some cases even sabotaging their com- that a PC carries on the tradition.
petitors in various ways. In addition, subcommanders in This prestige class appeals to players who like their
the larger military force might disprove of the relative characters to sneak around a bit but also like to engage in
independence that dread commandos enjoy and so try pitched battles. The DM should allow a dread commando
to undermine them. Particularly ruthless officers might character plenty of opportunities to utilize his stealth
not be above taking actions likely to lead to the injury or abilities prior to the commencement of hostilities. If not
death of commandos when it means fewer losses among all the PCs are good at moving quietly, the party might be
their own troops. able to come up with a plan that allows the sneaky PCs to
move around to a rear or flank position while the others
NPC Reactions draw out the enemy.
Officers and other soldiers in the military tend to be
wary of dread commandos and have a starting attitude of Adaptation
indifferent toward them (particularly distrustful officers The dread commando is a heavily armored quick-strike
should be considered unfriendly). By contrast, locals at the specialist. For characters who are not strong enough to
tavern love to hear about the exploits of dread commandos avoid being encumbered by heavy armor, you could replace
because such tales are filled with harrowing escapes, the class’s armor abilities with a concealment progression,
spectacular battles, and odds-defying victories. in which dread commandos benefit from a cumulative
The enemies of the dread commandos are those on the 5% miss chance per level when in natural terrain. This
other side of the battlefield. Dread commandos form quick benefit allows unarmored or lightly armored commandos
and mobile strike teams, and any opponent who learns that an opportunity to join a quick-strike team and provides
these tactics are being implemented will surely organize a them a defensive benefit to make up for their lack of the
shock troop of their own to counter the commandos, who heavier armor.
become hunters and hunted all at once.
Encounters
DREAD COMMANDO LORE A group of PCs could work for an organization like the
Characters with Knowledge (history) can research the dread Rugged Rangers, or one of the PCs could be an aspiring
commandos to learn more about them. When a character dread commando looking to sign on with such a team. The
106
PCs might be partnered with a dread commando on a raid (1d8+4/× 3, +2 composite longbow); Full Atk +16/+11/+6
or encounter a team of commandos on the battlefield. melee (1d8+3/19–20, +1 longsword) or +19/+14/+9 ranged
(1d8+4/×3, +2 composite longbow) or +17/+17/+12/+7 ranged
EL 10: The PCs are enlisted by Denkar of the Rugged with Rapid Shot (1d8+4/×3, +2 composite longbow); SA
Rangers to assist Gregor Antus in a caravan raid. The favored enemy giants +4, favored enemy orcs +2, spells,
mission is simple: intercept and destroy the caravan. The sudden strike +3d6; SQ armored ease 4, half-elf traits,
caravan is apparently guarded by 4 ogre brutes, but 2 ogre low-light vision, stealthy movement, swift tracker, wild
mages are also following, invisible. empathy +8 (+4 magical beasts), woodland stride; AL NG;
SV Fort +9, Ref +15, Will +5; Str 14, Dex 18, Con 12, Int
Gregor Antus: Human rogue 7/dread commando 2; CR 10, Wis 13, Cha 10.
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CHAPTER 5
CHARACTER
9; Medium humanoid; HD 7d6+14 plus 2d8+4; hp 54; Init Skills and Feats: Climb +7, Diplomacy +2, Gather
+7; Spd 30 ft.; AC 20, touch 13, flat-footed 17; Base Atk +7; Information +2, Heal +9, Hide +20, Jump +7, Knowledge
Grp +8; Atk +9 melee (1d6+2/18–20, +1 rapier) or +11 ranged (geography) +6, Listen +13, Move Silently +20, Search +5,
(1d6+1/×3, +1 shortbow); Full Atk +9/+4 melee (1d6+2/18–20, Spot +13, Survival +12, Use Rope +9; Dodge, EnduranceB,
+1 rapier) or +11/+6 ranged (1d6+1/×3, +1 shortbow); SA sneak ManyshotB, Mobility, Point Blank Shot, Precise Shot, Rapid
attack +4d6, sudden strike +1d6; SQ armored ease 2, evasion, Shot B, Spring Attack, Track B.
team initiative bonus +2, trap sense +2, trapfinding, uncanny Favored Enemy (Ex): Bonus on Bluff, Listen, Sense Motive,
dodge; AL CG; SV Fort +4, Ref +11, Will +1; Str 13, Dex 17, Spot, and Survival checks, and on weapon damage rolls.
Con 14, Int 10, Wis 8, Cha 12. Half-Elf Traits (Ex): Immunity to magic sleep effects. For
Skills and Feats: Balance +8, Climb +6, Disable Device all effects related to race, a half-elf is considered an elf.
+12, Disguise +6, Escape Artist +8, Hide +17, Jump +8, Stealthy Movement (Ex): See prestige class feature
Listen +4, Move Silently +17, Open Lock +14, Search +12, description.
Spot +4, Survival –1 (+1 tracking), Tumble +12, Use Rope Sudden Strike (Ex): See prestige class feature description.
+8 (+10 bindings); Dodge, Improved Initiative, Mobility, Swift Tracker (Ex): Track at normal speed without penalty,
Spring Attack, Stealthy. or at double speed with –10 penalty.
Evasion (Ex): No damage on successful Reflex save. Team Initiative Bonus (Ex): See prestige class feature
Sneak Attack (Ex): Extra damage to flanked or flat-footed description.
target. PH 50. Woodland Stride (Ex): Move through natural overgrown
Sudden Strike (Ex): See prestige class feature description. areas at normal speed without damage. PH 36.
Team Initiative Bonus (Ex): See prestige class feature Ranger Spells Prepared (caster level 4th): 1st—delay poison
description. (DC 11), longstrider.
Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher Possessions: +2 composite longbow (+2 Str bonus), +1 long-
traps and magic traps. PH 50. sword, +2 mithral chainmail, +1 buckler, gloves of Dexterity
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- +2, amulet of natural armor +1, cloak of protection +1, ring of
footed or targeted by an unseen foe. PH 26. protection +2, 2 potions of cure moderate wounds, 2 potions of
Possessions: +1 chain shirt, +1 buckler, +1 rapier, +1 short- cure light wounds.
bow, 3 blast disks, potion of cure light wounds, potion of cure
moderate wounds.
LEGENDARY LEADER
Ogre Brutes (4): hp 50, 44, 46, 49; see page 146. “Hold your lance up, keep your shield steady, and follow me
to victory!”
Ogre Magi (2): hp 42, 40; see Monster Manual page 200. —Henrik Yensen, of Henrik’s Horseriders
One ogre mage has an amulet of health +2; the other wears
a ring of protection +2. Legendary leaders are the stuff of bards’ tales come to life.
Their heroic exploits bring followers to their side, and they
EL 13: Denkar is the leader of the Rugged Rangers. The create groups that embody their ideals. Members of this class
first time the PCs meet him, he will either be evaluating represent not only the knight in shining armor atop the
them or giving them their first assignment. In extreme battlefield hill but also the cunning prince of thieves leading
cases, when the threat of utter defeat is imminent, Denkar his own guild and the swashbuckling privateer captain with
might ask the PCs to help him directly in a mission he his hand-picked crew. Legendary leaders recruit like-minded
plans to undertake himself. In such a rare case, Denkar individuals to their cause and become familiar with the
will use all the resources of the Rugged Rangers to bolster politics and intrigue of running a small organization.
his chances of success.
BECOMING A LEGENDARY LEADER
Denkar: Half-elf ranger 8/dread commando 5; CR 13; Any character with an above-average Charisma score can
Medium humanoid (elf); HD 13d8+13; hp 75; Init +4; Spd enter the legendary leader prestige class at 7th level if he
30 ft.; AC 26, touch 16, flat-footed 22; Base Atk +13; Grp +16; has taken the Leadership feat at 6th level. A high Charisma
Atk +16 melee (1d8+3/19–20, +1 longsword) or +19 ranged increases a character’s Leadership score, allowing him to
107
recruit even more followers; hence, bard is an effective Natural Commander (Ex): As a legendary leader, your
entry path for becoming a legendary leader. Paladins commander rating equals your class level (unless your rank
and fighters also make good legendary leaders, gaining would normally grant you a higher commander rating).
a significant number of benefits for the sacrifice of a bit See page 75 for information on commander ratings.
of base attack bonus. Rogues are effective as well when Legendary Reputation (Ex): As you advance in the
focused on interaction skills such as Bluff, Diplomacy, prestige class, tales of your exploits begin to circulate.
and Sense Motive, but their ability to get past locks and When people match your face with your reputation, they
traps will suffer (spending skill points cross-class mitigates are more likely to be friendly toward you. You add your
the problem). A member of the marshal class (from the class level to any Diplomacy check you make to influence
Miniatures Handbook) also makes a fine legendary leader. the attitude of any NPC who is not already unfriendly
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CHAPTER 5
CHARACTER
Few spellcasters enter the class; the sacrifice of spell pro- or hostile.
gression is seen as too high a cost for most, even though Greater Command (Sp): Beginning at 2nd level, you
sorcerers make excellent leaders. can focus your powers of persuasion to use greater command
Charisma (for interpersonal skills and Leadership score) (as the spell) once per day (save DC 16 + Cha modifier).
is a key ability for the class, but the other high ability At 4th level and higher, you can use this ability twice
scores a legendary leader could have depends on the type per day.
of leader the character is best suited to be: the mighty Quick Rally (Ex): Starting at 2nd level, you can
warrior, the plotting master spy, the outgoing bard, and perform a rally check (see page 73) as a free action once
the wise mentor are all examples of legendary leaders. per round.
Bonus Feat: At 3rd level, you gain a bonus feat from
Entry Requirements among the feats with the leader type (see page 96). You
Feats: Iron Will, Leadership. must meet the normal prerequisites for the feat.
Special: Base Leadership score of 7 or higher. Heroic Success (Ex): When you reach 4th level, your
deeds become truly legendary, and you demonstrate your
Table 5–4: The Legendary Leader Hit Die: d8 ability to beat the odds even when the situation looks bleak.
Base Once per day, you can choose to automatically succeed on
Attack Fort Ref Will a single saving throw instead of rolling the dice.
Level Bonus Save Save Save Special
Additional Commander Aura (Ex): At 5th level, you
1st +0 +0 +0 +2 Fearless, hero’s luck +1,
natural commander, can select a secondary commander aura, which can be any
legendary reputation commander aura for which you qualify (see page 75 for
2nd +1 +0 +0 +3 Greater command more information on commander auras). Your followers
1/day, quick rally benefit from both commander aura effects, though any
3rd +2 +1 +1 +3 Bonus feat, bonuses granted follow the normal rules for stacking. If
hero’s luck +2 you further increase your commander rating at another
4th +3 +1 +1 +4 Greater command
2/day, heroic success
time and choose to gain a new commander aura, you can
5th +3 +1 +1 +4 Additional commander replace either of your existing commander auras.
aura, hero’s luck +3, To Hell and Back (Ex): Your followers will accompany
to hell and back you to the ends of the world, and beyond. When you reach
5th level, any followers or cohorts gained from your Lead-
Class Skills (4 + Int modifier per level): Bluff, Craft, ership feat are immune to fear effects (including morale
Diplomacy, Gather Information, Handle Animal, checks) when they have line of sight to you.
Intimidate, Knowledge (history), Knowledge (nobility and
royalty), Profession, Ride, Sense Motive.
PLAYING A LEGENDARY LEADER
As a legendary leader, you have many followers who look
CLASS FEATURES up to you and follow your example. As a result, you must
As legendary leaders advance in level, they gain abilities always attempt to maintain that ideal. When you take
that help them perform deeds worthy of the songs of bards. action, you proceed swiftly and decisively. Even when
The confidence a legendary leader exudes is manifested in you aren’t sure of yourself, it’s important that others
the loyalty of his allies. Many legendary leaders are more perceive that you know what you’re doing. You strive to
capable than other leaders and commanders in recruiting provide examples of acts and traits to which your disciples
cohorts and followers. should aspire, acts that are legendary in their own right.
Fearless (Ex): Because of their supreme confidence in Your cohorts and followers are your family, and you care
their own abilities, legendary leaders are not subject to for them as you would your brothers or sisters. You trust
effects that would shake others’ resolve. When you enter them with your life.
this class, you become immune to fear effects. Legendary leaders do not so much belong to an organi-
Hero’s Luck (Ex): Upon becoming a legendary leader, zation as they begin an organization. You are defined by
you gain a +1 luck bonus on all saving throws. This bonus how you lead others. From the moment your first cohort
improves to +2 at 3rd level and to +3 at 5th level. is recruited, you create a band of like-minded followers
108
who adhere to your principles. You At first, you have a single cohort who works with you,
aren’t restricted to any particular while you in turn work with a group of adventurers. As
ethos, and the group you lead could you gain more followers, you spend much of your spare
be a mercenary warrior troop, a time making sure they are all kept busy, setting tasks for
team on a religious crusade, or the new members of the organization, or finding sponsors
core of a new thieves guild. Many of who can provide work. You might even send groups of
your followers will be of your previ- your followers on adventures of their own, either to scout
ous profession, but nothing stops you potential adventuring sites or to follow up on loose ends
from recruiting new members from left after your own adventures.
other classes. As you gain more levels in the
THE MILITARY
CHAPTER 5
CHARACTER
class, you become more suited to the
Combat role of party spokesperson while still
Legendary leaders always strive to per- maintaining a high level of combat
form heroic acts in battle. You seek out prowess. You’ll want to focus on
the most powerful opponent in a fight Diplomacy and Gather Information,
or the most difficult task to perform— both of which aid your endeavors
within reason, of course. You are not when making contacts with NPCs
bound to any code of honor that or finding employment for your troop.
might require you to defeat a Tailor your skills to suit your role. If you
foe in single combat, so you are running a thieves guild, then Bluff
use the abilities at your dispos- and Intimidate might be paramount,
al to quickly eliminate the enemy, whereas if you are training a cavalry com-
whether through spells, uses of smite pany, you might instead focus on Handle
evil, sneak attacks, or some other ability. Animal and Ride. Choose feats appropri-
The benefits you gain from the legendary ate to your style, but consider taking
Illus. by E. Polak
leader prestige class can affect nearby al- Improved Cohort (see page 98) more
lies, so you should fight closely with your than once to gather a retinue of highly
cohorts. When the time is right, you gird skilled supporters.
yourself to perform a heroic exploit that
turns the tide of battle. Resources
As you advance, you can help your allies The resources you gain from your organization
even more. You can stand in the face of depend on the kinds of jobs your followers
fear and prevent the morale of your perform. You might have your thief
allies from flagging. Your cohorts followers steal key magic items, or
become more valuable as they keep you might receive a magic weapon
pace with your level, and you in payment for having your
should take advantage of their cavalry assist an army. As you
new abilities—for example, develop your extensive contact
setting up a rogue cohort with list, those contacts can feed
a flanking opportunity or stepping Henrik Yensen, a legendary leader you information about jobs, rumors,
aside so your halfling outrider can legends, or other news. The things you
make a spirited charge. learn could very well kick off a new adventure and more
Eventually, you can take your company of followers into opportunities for heroic exploits.
battle, safe in the knowledge that they will not be afraid
as long as you are there to lead them. Your heroic exploits LEGENDARY LEADERS
become legendary, and your cohorts gain some notoriety IN THE WORLD
in their own right. “I was sure we were dead, but Henrik got us through. Come to
think of it, he does that all the time!”
Advancement —Light Cavalry Sergeant Karsten,
Serving as a legendary leader simply requires the will and of Henrik’s Horsemen
dedication to see the task through. You start by finding
a like-minded individual who has heard tales of your In a war campaign, most legendary leaders the PCs
exploits, and you convince her to join you for a while. As meet will be leaders of mercenary companies, but such
those tales circulate, slowly becoming legendary, more characters are not restricted to the ranks of the military.
and more petitioners approach you with a desire to follow A legendary leader could be a monk establishing a new
you. You establish your organization, adopting a name, and monastery, a charismatic priest working within a church’s
seek out new deeds that can add to your legendary status hierarchy, or a wizard founding a new arcane college. Leg-
and draw more people to your cause. endary leaders might assist the PCs when their goals are
109
compatible, or the PCs might join the leader’s organization but instead opposes his suggestions or speaks out against
for a time and learn from his example. his actions in an attempt to undermine the support he
receives from their mutual benefactor.
Organization
The organizations of legendary leaders are as diverse as LEGENDARY LEADER LORE
the leaders themselves. The leader leads by example, and Characters with the Gather Information skill can research
the others follow because they respect his ideal or wish to a legendary leader to learn more about him. When a char-
help him attain their shared goal. Followers and cohorts acter makes a skill check, read or paraphrase the following,
work to impress the leader of the company; receiving including information from lower DCs.
praise validates the decisions they have made and the DC 10: This result provides only hints that a legendary
THE MILITARY
CHAPTER 5
CHARACTER
path they follow. leader has recently been nearby; any described exploits
The group’s mission, defined by the legendary could be those of any heroic adventurer.
leader, is clearly stated for all the followers. The DC 15: Characters with this level of success hear
leader usually adopts a name for tales of specific legendary leaders and
the group, often one that hints at its might discover the names of the organiza-
goals or purpose. A thieves guild might tions they run.
be called the Shadow Hands or the DC 20: The character learns that the
Silent Eye, while a mercenary com- legendary leader consistently performs
pany might choose an aggressive heroic exploits and that the loy-
name such as the Blades alty of the leader’s followers is
of Doom or Bearers of the reinforced by these actions.
Shining Light. Sometimes DC 30: With this measure of suc-
the band refers to the leader in its cess, a character can learn the story of a
name, such as Henrik’s Horsemen legendary leader, piecing together bits that
or Gunther’s Dragoons. comprise the tale, from his origins to his
Illus. by W. England
THE MILITARY
CHAPTER 5
CHARACTER
Adaptation Monk Band: 10 1st-level human monks led by a 2nd-level
If the DM would rather not dramatically increase the size human monk; see page 119 of the Dungeon Master’s Guide.
of the adventuring party by adding cohorts into the mix, he
can allow a legendary leader’s organization to run without EL 15: Henrik Yensen is the legendary leader of Henrik’s
the character always being there. In such a case, the class Horsemen. A practical man, he might enlist the PCs’ aid to
could be adapted by swapping in a couple of abilities that overcome a powerful adversary, such as a lich or a marilith,
would help the party—for example, by removing the quick in a battle that will indeed be legendary.
rally, greater command, and to hell and back features, and
instead giving the legendary leader the ability to inspire Henrik Yensen: Half-elf fighter 10/legendary leader 5;
allies in a fashion similar to bardic music. The legendary Medium humanoid (elf); HD 10d10+30 plus 5d8+15; hp
leader would need a Leadership score equal to the ranks 127; Init +0; Spd 20 ft.; AC 26, touch 11, flat-footed 26; Base
in Perform normally required for the bardic music effect Atk +13; Grp +18; Atk +20 melee (1d8+8/19–20×3 +2d6 holy,
to be usable, and he could emulate the bardic music effects +1 holy lance) or +21 melee (1d8+8/19–20, +1 adamantine
a number of times per day equal to one-half his level plus longsword); Full Atk +20/+15/+10 melee (1d8+8/19–20×3
his Charisma modifier. +2d6 holy, +1 holy lance) or +21/+16/+11 melee (1d8+8/19–20,
+1 adamantine longsword); SA greater command 2/day; SQ
Encounters commander rating 5, half-elf traits, fearless, hero’s luck +3,
EL 10: Byran Quickhand is trying to win the favor of heroic success 1/day, low-light vision, legendary reputation
the Army of the Alliance in the hope that his strike team +5, melee commander, orderly commander, quick rally, to
might be hired on as mercenaries. He might rush to join a hell and back; AL LG; SV Fort +12, Ref +8, Will +10; Str
battle in which the PCs are outnumbered, or perhaps they 20, Dex 10, Con 16, Int 12, Wis 9, Cha 14.
encounter him when he is in need of rescuing himself. Skills and Feats: Diplomacy +14, Gather Information
He is accompanied by his cohort Jeffers (a fellow monk) +10, Handle Animal +8, Knowledge (history) +5, Listen
and a band of low-level followers. +0, Ride +17, Search +4, Sense Motive +7, Spot +4; Extra
Followers*, Greater Weapon Focus (longsword), Improved
Byran the Quick: Human monk 6/legendary leader 3; Critical (lance), Iron Will, Leadership, Mounted Combat,
CR 9; Medium humanoid; HD 9d8+9; hp 53; Init +3; Spd Ride-By Attack, Spirited Charge, Trample, Weapon Focus
50 ft.; AC 20, touch 17, flat-footed 17; Base Atk +6; Grp (lance), Weapon Focus (longsword), Weapon Specializa-
+10; Atk +9 melee (1d8, ki strike [magic]); Full Atk +9/+4 tion (lance), Weapon Specialization (longsword).
melee (1d8, ki strike [magic]) or +7/+7/+2 melee (1d8, ki *New feat described on page 97.
strike [magic]); SA greater command 1/day; SQ commander Fearless (Ex): See prestige class feature description.
rating 3, melee commander, evasion, fearless, hero’s luck Half-Elf Traits: Immunity to magic sleep effects. For all
+2, legendary reputation +3, purity of body, quick rally, effects related to race, a half-elf is considered an elf.
slow fall 20 ft., still mind; AL LN; SV Fort +10, Ref +12, Heroic Success (Ex): See prestige class feature description.
Will +13 (+15 against enchantments); Str 10, Dex 16, Con Legendary Reputation (Ex): See prestige class feature
12, Int 9, Wis 14, Cha 15. description.
Skills and Feats: Diplomacy +14, Jump +14, Knowledge Melee Commander: Allies within 30 feet gain a +1 morale
(local) +3, Listen +8, Sense Motive +12, Spot +6, Tumble +9; bonus on melee attacks.
Deflect ArrowsB, Improved Cohort*, Improved DisarmB, Orderly Commander: Any ally rallied by Henrik gains
Improved Grapple, Improved Unarmed StrikeB, Iron Will, a 10-foot bonus to its speed for 1 round. This benefit is
Leadership, Stunning Fist B, Weapon Finesse. considered a morale bonus.
*New feat described on page 98. Quick Rally (Ex): See prestige class feature description.
Evasion (Ex): No damage on successful Reflex save. To Hell and Back (Ex): See prestige class feature
Fearless (Ex): See prestige class feature description. description.
Legendary Reputation (Ex): See prestige class feature Possessions:+3fullplate,+2heavysteelshield,+1holylance,
description. +1 adamantine longsword, belt of Strength +4, amulet of health
Melee Commander: Allies within 30 feet gain a +1 morale +2,ringofprotection+1,cloakofresistance+1,4potionsofcure
bonus on melee attacks. moderate wounds.
111
WAR WEAVER every creature in your eldritch tapestry as if the group were
“On my count, climb out of the trench and charge toward that a single creature. The maximum level of spell you can cast
hill. Don’t worry about the fire raining from the sky—I’ve got into an eldritch tapestry is equal to your class level. For
you covered.” example, a 5th-level wizard/2nd-level war weaver with an
—Arvena, war weaver Intelligence of 16 could cast a 2nd-level spell such as bull’s
strength and have it affect herself and the three allies con-
By weaving together strands of pure arcane power, the nected to her eldritch tapestry. Each of the four characters
war weaver becomes a force to be reckoned with on would gain a +4 enhancement bonus to Strength—at the
the battlefield. A war weaver can establish an eldritch cost of a single spell, not four separate castings.
tapestry among her comrades and quickly aid them with Only spells with the “harmless” designation in their
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CHAPTER 5
CHARACTER
her magic. saving throw entry or ones requiring willing targets can
be cast into an eldritch tapestry. In addition, spells with
BECOMING A WAR WEAVER a range of personal cannot be cast through an eldritch
Entering this prestige class is a relatively straightforward tapestry. If a spell has a costly material component or an XP
matter: The class is open to any 5th-level wizard who has cost, you must expend one casting’s worth of the material
made the appropriate feat and skill point choices. It’s a component or pay the XP cost for each creature targeted
little harder for sorcerers and bards to get into the class. by the spell (including yourself). For example, sharing a
Sorcerers don’t have as many feats as wizards, and bards stoneskin spell with four allies requires the expenditure of
don’t get access to 3rd-level spells until 7th level. diamond dust worth a total of 1,250 gp.
An eldritch tapestry doesn’t change the range of a spell.
Entry Requirements To cast bull’s strength, for example, you must touch all your
Skills: Craft (weaving) 6 ranks, Knowledge (arcana) 6 ranks allies. You can touch as many willing targets as you can
Feats: Enlarge Spell reach as part of the casting, but all targets must be touched
Spells: Ability to cast 3rd-level arcane spells
in the same round you finish casting the spell. You can
exclude specific creatures connected to an eldritch tapestry
CLASS FEATURES from a spell if you like.
As a war weaver, you gain abilities that allow your spells If the spell requires decision-making on your part, you
to affect multiple allies at once. must make the same decision for everyone the spell is
Eldritch Tapestry (Su): Upon entering the class, meant to affect. For instance, if you cast protection from
you gain an understanding of the rudiments of the war energy through the eldritch tapestry, you must choose the
weaver’s craft. You can thread together unseen strands of same energy type for everyone affected by the spell.
life force to connect willing allies in a magically resonant An eldritch tapestry doesn’t allow your spells to affect
network known as an eldritch tapestry. Doing so takes illegal targets. You can’t affect objects with spells cast into
10 minutes and requires a DC 15 Craft (weaving) check. your eldritch tapestry, even if those objects are held by
(Most war weavers take 10 on the check.) When you weave your allies (for instance, you can’t use eldritch tapestry to
an eldritch tapestry, you can connect a number of allies deliver a greater magic weapon spell).
equal to your bonus in your arcane spellcasting ability Quiescent Weaving (Su): Beginning at 2nd level, you
score (Intelligence for wizards, Charisma for sorcerers and can weave a single spell into your eldritch tapestry for later
bards). Creatures must be within line of sight to have their use. For each level you gain beyond 2nd, you can store one
life force woven into an eldritch tapestry, and they must additional spell as a quiescent weaving in your eldritch
be living creatures. An eldritch tapestry lasts for 24 hours tapestry. The maximum level of spell that you can weave
or until you weave a new one. You’re always connected to into your eldritch tapestry with this ability is equal to your
your own eldritch tapestry, and you don’t count against class level.
the limit of allies that can be connected. Quiescent weaving enables you to prepare beneficial
Once you have woven an eldritch tapestry, you can spells you know your allies will need in a crisis. You can
send your spells across the life-force strands to your allies. release the quiescent spells right away at the beginning of a
Although you cast but a single spell, you can have it affect fight, then commence with more offensive spellcasting.
Class Skills (2 + Int modifier per level): Concentration, Craft, Knowledge (arcana), Profession, Spellcraft.
112
To make a quiescent weave, you must designate the esoteric techniques of the eldritch tapestry so you can chan-
eldritch tapestry as the target for the spell as you cast it nel helpful magic to your comrades as efficiently as possible.
(regardless of what the spell’s normal target is). The spell Your magical assistance doesn’t necessarily make you any
is now woven into the eldritch tapestry in a dormant state; less effective at blasting the enemy, however. Because a
it doesn’t use up its duration or affect targets in any way. single bull’s strength from you can affect multiple allies,
As a move action, you can release all the spells in your you have more spell slots available for offensive magic.
quiescent weaving. They immediately and instantaneously The theory behind eldritch tapestries is well understood
take effect in the order they were cast. The same restric- by most powerful arcane spellcasters, but few take up the
tions apply to a quiescent weaving that apply to any mantle of the war weaver because it requires familiarity
other spell woven into an eldritch tapestry (they must be with real-world textile weaving. Your techniques don’t get
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CHAPTER 5
CHARACTER
“harmless,” cannot have a range of personal, and require a lot of respect from wizards who crave personal power at
separate expenditures of material components or XP for all costs, because you’re at your best when you have allies to
each target). The quiescent spells affect only legal targets connect to your eldritch tapestry. Selfish wielders of arcane
at the time you release them. For example, if you have magic would rather learn new spells for themselves than
bull’s strength and protection from energy in spend time studying techniques that help only others.
your eldritch tapestry as quiescent weav-
ings, you still have to touch your allies Combat
during the move action to target them In the early rounds of a typical fight,
with the spells. you’ll use your eldritch tapestry to cast
Spellcasting: At each level other beneficial spells on your allies
than 1st level, you gain new spells per while relying on them to pro-
day (and spells known, if tect you from enemy attacks.
applicable) and an increase Once your allies have received
in caster level as if you had your magical boosts and protections,
also gained a level in an ar- you’re free to let fly with the attack
Illus. by W. Reynolds
cane spellcasting class to spells in your repertoire.
which you belonged before Your ability to “buff” your allies
adding the prestige class level. gets even stronger once you gain the
You do not, however, gain any quiescent weaving ability. Quiescent
other class feature a character of weaving is ideal for spells with short
that class would have gained. If you durations, because the clock won’t start
had more than one arcane spellcast- ticking until battle is imminent.
ing class before becoming a war Rather than spending multi-
weaver, you must decide to which ple rounds casting beneficial
class to add each level for the pur- spells, then charging the en-
pose of determining spells emy, your team can charge right
per day, spells known, and away, relying on the spells in
caster level. the quiescent weaving to aid them.
Enlarged Tapestry (Su): You’re effectively packing multiple
At 5th level, you can stretch rounds of spellcasting into a single
your magic across your move action (potentially dozens of
eldritch tapestry beyond rounds of spellcasting once you
normal distances. Spells attain higher levels).
you cast through an eldritch Arvena, a war weaver While you might often want
tapestry have their range category in- beneficial spells in effect at the begin-
creased: touch spells become close range, close-range spells ning of a fight, you can instead save the spells in a quiescent
become medium range, and medium-range spells become weaving until a critical point in the battle. Just when your
long range. Long-range spells and spells with fixed ranges enemies think they have you and your allies figured out,
are unaffected. you can release a quiescent weaving and turn all your
friends invisible while giving them the ability to fly.
PLAYING A WAR WEAVER
The stereotypical battlefield wizard blasts his enemies Advancement
with fireballs and lightning bolts, and so do you. However, No globe-spanning organization of war weavers exists. You
you spend a round or two caring for your comrades first, probably learned the rudiments of eldritch weaving from
making them stronger, faster, and better able to survive one of countless arcane texts or from a helpful mentor.
the rigors of war. Through self-experimentation, you eventually learned to
That willingness to help others is what separates you twist the unseen strands of eldritch power into a tapestry
from your fellow arcane spellcasters. You have mastered the that would accept your spells.
113
As you attain more levels in the prestige class, you In general, the war weaver’s techniques are too esoteric
learn to manipulate those strands in more complex ways to draw much attention, good or bad, from other spellcast-
and eventually stretch them across greater distances. ers and those outside the military structures. Even enemy
You also start to collect spells (in your spellbook or your soldiers don’t have any particular ire for war weavers
spells known list) that work with an eldritch tapestry. In beyond the “get the wizard” attitude prevalent among
time, you become a repository of arcane knowledge about soldiers everywhere.
beneficial spells of all sorts.
For wizards, gaining access to tapestry-friendly spells is WAR WEAVER LORE
relatively easy—it’s just a matter of paying the inking costs Characters with Knowledge (arcana) can research the war
to have the spells put in your spellbook. However, if you weavers to learn more about them. When a character makes
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CHAPTER 5
CHARACTER
were a bard or a sorcerer before you became a war weaver, a skill check, read or paraphrase the following, including
spell choice becomes a trickier task. You must carefully information from lower DCs.
balance the “buff” spells on your spells known list with the DC 10: “War weavers are adept at quickly casting ben-
usual staples of a sorcerer or bard’s repertoire—evocations eficial spells on their comrades.”
and enchantments that affect enemies, not allies. DC 15: “War weavers can create something called an
eldritch tapestry that can store spells. It lets them cast
Resources a single spell on multiple allies at once.”
You might be able to cast beneficial spells much faster DC 20: “The eldritch tapestry works only on beneficial
than other spellcasters, but many of those spells have a spells. They’re called war weavers because multiple-cast
range of touch. Until you become a 5th-level war weaver, beneficial spells are more useful on the battlefield than
you’ll have to stay within a few paces of your allies to use anywhere else.”
your beneficial spells effectively. Accordingly, you’ll want Knowledge (history) checks can yield similar informa-
to invest in items that improve your maneuverability on tion, but because the war weavers are relatively obscure,
the battlefield (such as boots of striding and springing) and the DCs are 5 higher than those given above.
ones that protect you from enemy attack (anything that
improves your Armor Class, for example). WAR WEAVERS IN THE GAME
War weavers are easy to work into an ongoing battlefield
WAR WEAVERS IN THE WORLD adventures campaign. A would-be war weaver might unearth
“Arvena,ourwarweaver,istoocleverbyhalf,andthatcleverness the eldritch weaving techniques during training between
keeps us alive. I just wish she’d tell us what’s in the weaving battles. Or perhaps an enemy war weaver surrenders rather
ahead of time. It’s disconcerting when you’re suddenly 20 feet than fighting to the death, offering to teach a PC the secrets
up in the air.” of war weaving in exchange for her life. Once she has
—Grumaik, sergeant in Von Hault’s Sabers joined the prestige class, that war weaver is ready to add
members of her unit to her eldritch tapestry.
War weavers are a good addition to a warfare-based campaign Over time, the DM should enable a PC war weaver to
because their key power—the ability to benefit multiple gain access to enough beneficial spells to allow for multiple
allies at once—is extremely useful on the battlefield. clever combinations. The player of a war weaver will enjoy
the class more if she’s not casting the same spells into the
Organization eldritch tapestry each time. Encounters in which the PCs
There’s no cabal of war weavers anywhere in the world, can gain an advantage (such as higher ground or cover) if
but individual war weavers are keen to join organizations they act quickly make a war weaver feel important. The
of other kinds. They know firsthand that they’re at their other characters can rush headlong toward the objective,
best when they have allies (or minions, at least) on whom confident that the war weaver is already covering them
they can cast beneficial spells. with beneficial spells.
Many war weavers can be found attached to elite squads
within a national army—especially if such squads are spe- Adaptation
cialized for infiltration or fast-response missions. The size It’s easy to invent an organization of war weavers—perhaps
of the squad is often tailored to the war weaver’s relevant arcane spellcasters who venerate a god of war. Such an orga-
ability bonus. A war weaver who can include five people nization would have two faces: the war weavers who direct
in her eldritch tapestry, for example, is almost always put affairs and the minions that benefit from the war weavers’
in a squad with five soldiers. spells. The war weavers might have rank-and-file soldiers at
their command, or they might be monster collectors with
NPC Reactions strange creatures attached to their eldritch tapestries.
War weavers keep rank-and-file soldiers alive, so they’re One potential adaptation deserves a caution. The war
accorded great respect in most armies. NPCs in the same weaver isn’t balanced if you simply replace the arcane
army as a war weaver have a starting attitude of friendly (see magic requirement with a divine magic requirement.
page 72 of the Player’s Handbook) so long as they’re aware of Divine spellcasting war weavers can cast cure spells too
a character’s status as a war weaver. efficiently for the class to be balanced with respect to
114
clerics who don’t partake in the prestige class and other 16),seeinvisibility;3rd—clairaudience/clairvoyance,displace-
divine healers. ment (DC 17), haste (DC 17), heroism (DC 17); 4th—arcane
eye, hallucinatory terrain (DC 18), polymorph (DC 18).
Encounters Spellbook: as above plus 0—all except necromancy;
NPC war weavers aren’t flashy, and PCs run the risk of 1st—enlarge person, expeditious retreat, identify, mage armor,
underestimating them. When no fireballs emerge from the magicmissile,magicweapon,protectionfromchaos,protection
fingertips of the robed woman standing behind the enemy from evil; 2nd—blur, continual flame, darkvision, protection
soldiers, the PCs might take her for granted. Remember fromarrows,scorchingray,whisperingwind;3rd—blink,dispel
that characters with ranks in Spellcraft can identify a magic,fly,magiccircleagainstchaos;4th—stoneskin,scrying.
spell being cast (DC 15 + spell level). If a PC sees an enemy Possessions: bracers of armor +2, masterwork dagger, wand
THE MILITARY
CHAPTER 5
CHARACTER
wizard cast invisibility, then touch four allies and make of magic missile (CL 5th, 30 charges), cloak of resistance +1,
them disappear with her, there’s little doubt that a war ring of protection +1, scroll of prying eyes, spellbook.
weaver is responsible.
Conversely, a known NPC war weaver might draw a lot
of attention from player characters desperate to stop her TEAMWORK BENEFITS
before she releases her quiescent weavings or casts more Armies are constantly training. Their drills and exercises,
beneficial spells on the enemies facing them. Every round whether they are marching across a parade ground or
an NPC war weaver stays in the fight gives her a further using illusion magic to create a realistic mock battle, are
opportunity to assist the other NPCs, so the encounter gets an important aspect of the genre. PCs in the military take
tougher the longer the war weaver lasts. An undiscovered part in such training because it helps them hone their
war weaver might be ignored by the player characters, but abilities before the next battle.
a known war weaver among enemy forces should expect If you’re playing a war-based campaign, consider using
to face the brunt of the PCs’ attacks. the Gaining Class Benefits training rule on page 198 of the
Dungeon Master’s Guide. Because the characters are in the
EL 10: Arvena the war weaver and three human elite military, the training doesn’t cost anything. Such train-
soldiers (see page 143) oppose the PCs in a battlefield ing provides an additional benefit: a series of teamwork
skirmish. Arvena usually has heroism and bear’s endurance benefits that affect PCs who have trained together.
in a quiescent weaving, which she releases in the first Taking time out for training also provides a necessary
round of combat if possible. If defeat seems likely, Arvena break between battles for the opposing armies to resupply,
surrenders and tries to strike the best terms possible for gather intelligence, hatch new plans, and otherwise set up
herself and any surviving soldiers. conditions for the next battle. Time is one of the DM’s most
powerful tools, and whether or not the PCs spend time
Arvena: Female human wizard 5/war weaver 3; CR 8; improving themselves, their NPC allies and enemies will
Medium humanoid; HD 8d4+16; hp 37; Init +1; Spd 30 ft.; certainly seize the chance to improve themselves or for-
AC 14, touch 12, flat-footed 13; Base Atk +3; Grp +2; Atk mulate plots that come to fruition in future adventures.
or Full Atk +3 melee (1d4–1/19–20, masterwork dagger);
SA spellcasting; SQ eldritch tapestry, quiescent weaving; WHAT IS A TEAMWORK BENEFIT?
AL LN; SV Fort +5, Ref +4, Will +8; Str 8, Dex 13, Con 14, War is not an individual calling. Whether it’s the precise
Int 18, Wis 10, Cha 12. commands issued to a phalanx of heavy infantry or the
Skills and Feats: Appraise +4 (+6 weaving), Concentra- instinctive “stay out of each other’s way” teamwork of a hill
tion +12, Craft (weaving) +13, Knowledge (arcana) +13, giant horde, military efforts depend on cooperation and
Knowledge (history) +13, Knowledge (nobility and royalty) teamwork. Elf sentries focus their attention on discrete
+13, Spellcraft +15; Combat Casting, Dodge, Craft Wand, parts of the surrounding forest, together observing their
Enlarge SpellB, Mobility, Scribe ScrollB. surroundings in every direction. Mounted knights close
Eldritch Tapestry (Su): Arvena can cast a spell requiring their ranks to deliver a devastating charge with their steeds
willing targets or those with a saving throw entry of harm- galloping shoulder to shoulder.
less through an eldritch tapestry she creates when she PCs benefit from teamwork all the time. Whenever a
prepares her spell. When she does, the spell simultaneously wizard renders the party invisible, a fighter provides a
affects up to four allies she designated when she created flanking situation for a rogue, or a cleric heals a wounded
the eldritch tapestry. barbarian, everyone in the party benefits. In a battlefield
Quiescent Weaving (Su): Arvena can cast two spells of up situation, such teamwork is even more important, because
to 3rd level into the eldritch tapestry, where they remain the PCs’ enemies will certainly be using teamwork.
dormant until she releases them with a move action. Experienced D&D players understand the value of specific
Wizard (Diviner) Spells Prepared (caster level 7th; prohib- tactics that take advantage of teamwork. However, teamwork
ited school necromancy): 0—acid splash (+4 ranged touch), also has a more general benefit. Once you’ve trained with
dancing lights (2), detect magic, message; 1st—burning hands specific comrades, you’re attuned to the nuances of how
(DC 15), shield (2), sleep (2) (DC 15), true strike; 2nd—bear’s they fight, move, and communicate. Characters who have
endurance (DC16),bull’sstrength (2)(DC16),invisibility (DC spent time working as a team can derive a benefit simply
115
from having their comrades nearby. This teamwork ben- team has, so it earns a new teamwork benefit whenever that
efit grants an expanded use of a skill, a bonus on certain character attains a new level evenly divisible by 4. If that
checks, or a battlefield action otherwise unavailable to the character’s level later drops below the required level (due
team members. to energy drain or being brought back from the dead), the
To qualify for a teamwork benefit, PCs must meet two team retains all of its current teamwork benefits but doesn’t
broad categories of requirements: training time and gain a new one until the lowest-level character regains his
prerequisites. or her lost level(s) plus four more levels.
First, the characters seeking the benefit must jointly Any time a team gains a new teamwork benefit, it also
practice techniques relevant to the benefit for at least two has the option to swap out a previously known teamwork
weeks before acquiring the benefit. This two-week training benefit for a new one for which the team qualifies. In effect,
THE MILITARY
CHAPTER 5
CHARACTER
period must be repeated whenever a new character joins the team can elect to lose one teamwork benefit in order
the group, as the newcomer becomes accustomed to the to gain two others. This is most often done when the team
operating procedures of veteran team members. roster has changed in such a way as to make a previously
Second, some teamwork benefits have prerequisites such known teamwork benefit no longer useful.
as skill ranks, base attack bonus, or feats. A prerequisite Unless otherwise specified, each teamwork benefit can be
can take one of two different forms. taken only once. The teamwork benefit applies whenever the
Task Leader Prerequisites: These requirements must characters on the team can communicate with each other,
be met by at least one character on the team. If only one whether verbally, with gestures, or by magical means.
character qualifies, and that character leaves the team,
the group loses the teamwork benefit until the character THE TEAM ROSTER
returns or is replaced by another character who meets the Teamwork benefits are based on the notion that once
same prerequisites. The designation of task leader can vary you’ve spent time training with your comrades, you
from one benefit to another; a character who serves as the respond instinctively to subtle changes in body languages
task leader for the Infiltration teamwork benefit might be and can anticipate your comrades’ likely moves. A group
a different individual from the one who functions as the of people (PCs or NPCs) must train together for at least
task leader for the Heavy Cavalry benefit. In addition to the two weeks before all members of the group are eligible
indicated prerequisites, a task leader must have an Intel- to share the same teamwork benefits. If you’re starting
ligence score of at least 8. (While a task leader need not be a new campaign in which battlefield adventures will be
a genius, nor has he particular need of a strong personality, prominent, it’s okay to assume that the PCs have completed
he must be at least reasonably capable of communicating this two-week training period before their first battle. The
his thoughts to others.) PCs will undoubtedly occupy most of the positions on
Team Member Prerequisites: These requirements the roster, but cohorts, animal companions, paladin
must be met by every character on the team. Any character mounts, familiars, and recurring NPC allies can also be
who joins the team must meet the prerequisites in order members of a team.
for the team to enjoy the teamwork benefit. A team must have at least two members and no more than
For example, the Infiltration teamwork benefit has a eight. To join a team, a character must have an Intelligence
task leader prerequisite of 8 ranks in both Hide and Move score of 3 or higher. Creatures with an Intelligence score
Silently, and a team member prerequisite of 1 rank in Hide of 1 or 2 can be included on a team only if they learn the
or Move Silently. This means that at least one character in teamwork trick (see the Handle Animal skill description,
the group must have 8 or more ranks in each of the two page 94). Creatures that don’t have an Intelligence score
skills, while each other character in the team must have at can never be part of a team.
least one rank in either of the two skills. When the team To maintain their teamwork benefits, the characters on a
is sneaking around, the task leader directs her less adept team must train together for at least four one-week periods
comrades in stealth techniques, covering any extra noise per year. These training periods need not be consecutive
with environmental sounds, and so on. and can happen at the same time as training to earn the
A team (see The Team Roster, below) gets one teamwork new class features of a given level (as described above), so
benefit for every 4 Hit Dice the lowest-level member of the in most cases PCs won’t have to spend additional time to
keep their teamwork skills sharp.
pqs To add a new character to a team (often because a
previous character died or otherwise left the group), that
DESIGNING YOUR OWN TEAMWORK BENEFITS character must train with the other characters on the team
When designing your own teamwork benefits, ask yourself:
“Is this a specific tactic, or is it an accumulation of countless for at least two weeks, learning the nuances and standard
small benefits?” If the benefit you imagine is analogous to a operating procedures of the team. This training can occur
specific sequence of actions, it’s not a teamwork benefit, just a during the training time required to gain the benefits of
smart tactic. If the benefit emerges from familiarity among the a new level.
characters and a shared understanding of general techniques, A character can join an adventuring party without join-
then it’s a teamwork benefit. ing the team that includes other members of the party.
pqs In this case, he doesn’t gain any teamwork benefits, but
116
neither does his lack of prerequisites count against the Friendly Fire Evasion
team’s qualification for the benefits. By attuning yourself to minute, almost subliminal changes
A character leaves a team at his option or by consensus in your environment, you get just enough warning to avoid
of the other members of that team. damaging area spells cast by your allies.
Training: During the training procedure for this benefit,
TEAMWORK BENEFIT the spellcasters on your team cast lightning bolts, fireballs,
DESCRIPTIONS flame strikes, and other area spells in their arsenal, and other
Here is the format for teamwork benefit descriptions. team members stand on the fringes of the spells’ area, their
senses perked for the whiff of brimstone, the crackle of
Benefit Name static electricity, or the barely audible hum that occurs an
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CHAPTER 5
CHARACTER
Description of what the benefit does or represents. instant before such spells go off. Then you practice ducking,
Training: A brief discussion of the training procedure dodging, and covering so that you avoid the damage from
required to acquire the benefit. those spells.
Task Leader Prerequisite: A base attack bonus, a feat Task Leader Prerequisite: Spellcraft 4 ranks, eva-
or feats, a minimum number of ranks in one or more sion ability.
skills, a class feature, or some other requirement that at Team Member Prerequisite: Base Reflex save +2,
least one character on the team must have in order for Spellcraft 1 rank.
the team to acquire this benefit. This entry is absent if a Benefit: You gain the evasion ability (see page 41 of the
teamwork benefit has no task leader prerequisite. A benefit Player’s Handbook), but only concerning spells cast by your
can have more than one task leader prerequisite; all task team members.
leader prerequisites for a particular benefit must be met Tips: Use this teamwork benefit to keep tough charac-
by the same character. ters in the front line despite allied damaging spells raining
Team Member Prerequisites: These requirements must down around them. Of course, you still need a pretty good
be met by every member of the team in order for the team to Reflex save bonus to take full advantage of this benefit.
acquire this benefit. This entry is absent if a teamwork benefit
has no team member prerequisite. A benefit can have more Friendly Fire Evasion, Improved
than one team member prerequisite. If another teamwork You have further attuned yourself to the subtle precursors
benefit is given as a team member prerequisite, all members of the area spells your comrades cast, so you can usually
of the team must qualify for the prerequisite teamwork avoid their worst effects.
benefit before the new benefit can be acquired. Training: As described in Friendly Fire Evasion,
Benefit: What the teamwork benefit enables the team above.
members to do. Task Leader Prerequisite: Spellcraft 6 ranks, improved
Tips: Advice for players and DMs using this teamwork evasion ability.
benefit. Team Member Prerequisite: Friendly Fire Evasion
teamwork benefit, base Reflex save +3, Spellcraft 1 rank.
Fearsome Roster Benefit: You gain the improved evasion ability (see page
By taunting your enemies and projecting an air of menace, 42 of the Player’s Handbook), but only concerning spells cast
your team can send them fleeing from the field of battle. by your team members.
Training: Intimidating enemies is more than an indi- Tips: As with Friendly Fire Evasion, this teamwork
vidual effort once the members of your team have practiced benefit lets tough characters stay in the front line despite
together enough to earn this teamwork benefit. Even in allied damaging spells raining down around them. A good
a fight, your collective body language exudes dangerous Reflex save bonus isn’t as crucial to take advantage of this
menace, and each team member responds to comrades’ benefit, but it still helps.
telling blows with war cries and demoralizing taunts.
Task Leader Prerequisite: Intimidate 8 ranks. Heavy Cavalry
Team Member Prerequisite: Cha 13 or Intimidate Not only are you an accomplished equestrian, but your
1 rank. comrades are as well. You have extended your almost
Benefit: Enemies who can see at least two members of instinctive bond with your mount to the riders and steeds
your team take a penalty on morale checks equal to 1 + galloping at your sides. Your team can charge enemies
one-quarter of the Hit Dice of the lowest-level member of with your steeds running shoulder to shoulder. This tight
the team. formation often sends your foes scattering—if they don’t
Tips: If your team has acquired this benefit, you should panic and flee from battle entirely.
be keenly aware of the conditions that force your enemies Training: At first, would-be heavy cavalry team mem-
to make morale checks. Usually, individuals make morale bers simply practice running across an open field, four
checks when they fall to half their hit points or less, and abreast. But as the riders and mounts grow more accus-
the surviving members of units make morale checks when tomed to each other, they gradually reduce the space that
half their original numbers have fallen or fled. See Morale separates one steed and rider from another. Once they’re
Checks, page 72, for more information. galloping shoulder to shoulder, the team members practice
117
sweeping turns and maintaining their formation despite watch for enemies, then you cover your comrades while
difficult terrain. they advance. While this teamwork benefit doesn’t help
Training often concludes with practice in trampling much amid the tumult of a pitched battle, you’re able
enemies. Good-aligned heavy cavalry might practice by to sneak behind enemy lines to attack enemy leaders,
running down livestock, illusory enemies created by sabotage siege engines, and otherwise give your army the
friendly spellcasters, or wood-and-straw jousting dummies. upper hand before the trumpets sound.
Evil equestrians sometimes turn prisoners or slaves loose Training: Infiltration training involves hours of practice
as “trample practice” for heavy cavalry. sneaking as a group. Elves and other woodland denizens
Task Leader Prerequisite: Handle Animal 4 ranks, often play elaborate games of hide and seek (with the seeking
Ride 8 ranks, Mounted Combat, Trample. team getting useful practice as scouts). Subterranean races
THE MILITARY
CHAPTER 5
CHARACTER
Team Member Prerequisite: Ride 1 rank. The mem- stalk the caverns and tunnels of their realms, practicing the
bers’ mounts need not be members of the team. art of hiding in a pitch-black environment. With practice,
Benefit: To close their formation, the team members and members of an infiltration team get good at sharing hiding
their mounts first line up in adjacent squares, then move spaces, darting from cover to cover, and timing their move-
closer together so that each takes up a square half as wide ments to be as silent and stealthy as possible.
as usual. For example, a Medium character mounted on a Task Leader Prerequisite: Hide 8 ranks, Move Silently
horse or other Large creature normally takes up a 10-foot 8 ranks.
square, and a team of four such characters would occupy a Team Member Prerequisite: Hide 1 rank or Move
rectangle 40 feet wide and 10 feet deep. By contrast, if the Silently 1 rank.
same team had trained together and acquired this teamwork Benefit: Your team can move at full speed without
benefit, they could compress their line into a unit only 20 taking a –5 penalty on Hide and Move Silently checks.
feet wide and 10 feet deep, making it harder for anyone Other penalties (such as from difficult terrain) still apply,
they overrun to dodge between the horses’ hooves. and you take the normal penalties on Hide or Move
All team members must act on the same initiative count, Silently checks while attacking, running, or charging.
so some members must delay to match the initiative count Team members are always visible to each other despite
of the slowest member in the team. their Hide check results and the presence of anything
As long as the characters remain in a cohesive set of less than total concealment (although cover might still
squares and move at least their speed every round, they block line of sight between team members). If you move
gain the following benefits: to a position where none of your comrades can see or
• They don’t take the –4 penalty on attack rolls and to contact you, you lose the teamwork benefit at the start of
AC for squeezing (described on page 29 of the Dungeon your next turn and don’t count as part of the team until
Master’s Guide). you reestablish contact with at least one member.
• Opponents can’t avoid overruns from team members; Tips: If you’re part of an infiltration team, keep in mind
they must attempt to block. that you can take 10 on your Hide and Move Silently checks
• The team members’ mounts count as one size category whenever you aren’t being threatened or distracted. It’s often
larger for purposes of resolving overruns. For example, easiest to just tell your DM what the lowest Hide and Move
a horse counts as a Huge creature (+8 bonus to overrun) Silently check results on the team are. Those check results
rather than a Large creature (+4). set the DC for NPCs’ Spot and Listen checks.
For the purposes of area spells and determining posi-
tion on the battlefield, each Medium character on a Large Invisibility Sweep
mount is considered to be occupying a space 5 feet wide If you’re aware of the presence of an unseen enemy, you
and 10 feet long. can quickly move through an area and pinpoint your
Tips: If you have the heavy cavalry teamwork benefit, foe’s location.
you’ll want to know the mounted overrun rules (see Training: You practice finding invisible enemies
page 158 of the Player’s Handbook) backward and forward. by swinging your weapons through empty spaces and
Calculate the bonus for your Strength check in advance, making sudden movements that an invisible foe wouldn’t
keeping in mind that your mount gets an extra +4 bonus anticipate. More important, you quickly develop a short-
for counting as one size category larger than normal. In hand way of describing the location of an unseen enemy
addition, have that hoof attack ready to go—you’ll get lots you have pinpointed: “At my 4 o’clock—10 feet out,” for
of use out of it—and know what prone characters can and example. Eventually, members of your team can quickly
can’t do (see page 311 of the Player’s Handbook). If all goes and effectively target a specific (apparently empty) square
well, you’ll be facing a lot of prone enemies. based on your verbal description.
Task Leader Prerequisite: Blind-Fight.
Infiltration Benefit: Each team member can check for the pres-
You are adept at moving silently and unseen. You point ence of an invisible enemy by groping into four adjacent
out noisy ground to your comrades, identify good hiding 5-foot squares within reach, making touch attacks into
places for one another, and otherwise move as unobtru- those squares as described on page 295 of the Dungeon
sively as possible. You dart ahead while your teammates Master’s Guide. Doing so is a standard action. If one team
118
member pinpoints the location of an invisible enemy Task Leader Prerequisite: Improved Sunder.
(whether through groping, Spot and Listen checks, or Benefit: When your team is employing a ram to knock
other means), every other team member within earshot down a barrier or destroy another object, the ram deals an
also has that enemy pinpointed until that enemy moves extra 2 points of damage for each team member wielding
into a different square. (Pinpointed invisible enemies still the ram.
gain the benefits of total concealment; see page 152 of the In addition, if a team member is trying to break down
Player’s Handbook.) a door or perform a feat of strength similar to ramming,
she gains a +4 bonus on the check for every team member
Joint Grapple Escape who assists with the aid another action. The DM should
You use nonverbal cues to time your struggles against a set limits for how many team members can usefully help
THE MILITARY
CHAPTER 5
CHARACTER
grappling enemy, applying force and leverage at just the break down a particular door (typically two Medium
right moment to escape the clutches of your foe. creatures for every 5 feet of the door’s width).
Training: In a series of wrestling matches, you prac-
tice techniques of suddenly shifting your weight and Long-Range Archery
applying maximum effort just as a comrade outside the Because you’re attuned to the other archers on your team,
grapple makes a similar effort—or at least distracts your you learn from the mistakes they make when targeting a
opponent. Eventually, your timing improves to the point far-off foe.
where you and your comrades are working in concert with Training: When you collectively train on the archery
split-second timing. range, you spend time watching each other’s form and
Task Leader Prerequisite: Base attack bonus +4 or providing pointers. After enough practice, you can see
Improved Grapple. when your comrades miss a shot because they aimed too
Benefit: If you successfully use the aid another action high or too low, and you can use that information to make
to assist an adjacent team member’s next grapple check or your own shots more accurate.
Escape Artist check to escape from a grapple, you provide Task Leader Prerequisite: Far Shot.
your teammate with a bonus on that check equal to +4 or Team Member Prerequisite: Base attack bonus +1.
your Strength modifier, whichever is higher. Benefit: When a team member misses with a ranged
attack made against a target farther away than one range
Joint Bull Rush increment, subsequent ranged attacks any team member
Shoulder to shoulder with your allies, you can blast into makes against that foe take only half the penalty for range
the ranks of your enemies, knocking them back with your (–1 per range increment). If the foe moves more than 20
combined force. feet, this benefit does not apply until a team member shoots
Training: You and your teammates practice charging at and misses the foe again.
wooden tackling dummies all at the same time, moving Tips: If you have this teamwork benefit, consider
in lockstep and delivering a powerful push at the same ordering your ranged attacks so that the team member
moment. Eventually you get so good that you leave only who is least likely to hit fires before the more reliable
splintered and sagging dummies in your wake. attackers do. This tactic helps ensure that the benefit
Task Leader Prerequisite: Improved Bull Rush. will apply to later attacks. Also, having a more accurate
Benefit: To perform a joint bull rush, all the team attack follow a less accurate one almost always takes the
members involved must ready the bull rush action until enemy by surprise.
the turn of the member with the slowest initiative. Then
all the bull rushing team members move to their target Ranged Precision
at the same time and make a single bull rush attempt You know the timing of your comrades’ attacks so well
using the Strength bonus of the strongest team member. that you can shift to the side for a moment, letting ranged
Each additional team member involved in the joint bull attacks fly past you and into your enemies.
rush applies his or her Strength bonus (minimum +1). Training: You and the rest of the team watch each other
The team members must end their movement adjacent to shoot ranged weapons, memorizing how much time it
one another, and they all provoke attacks of opportunity takes to draw an arrow from a quiver, nock it, aim, and
from the defender (although the defender can only make shoot. Then you internally count to measure the time
a single attack unless he has the Combat Reflexes feat). between arrows, shifting yourself when you know an
arrow is being fired so you don’t get in the way.
Joint Ram Task Leader Prerequisite: Base attack bonus +4,
Your comrades and you are practiced at bashing things Precise Shot.
down, applying maximum force at the moment of impact. Team Member Prerequisite: Base attack bonus +2.
Training: To practice for this teamwork benefit, you have Benefit: The penalty for firing a ranged weapon into
to wreck stuff together, practicing your timing and making a melee is cut in half (from –4 to –2) if every ally in the
sure you’re applying the utmost leverage to the target. melee is on your team. The AC benefit your foe gets from
Eventually, you learn to break down doors and crumble cover is likewise cut in half (from +4 to +2) if that cover
walls that would be impervious to individual efforts. consists solely of team members.
119
Scouting The team member can intercept a number of attacks of
Your team is alert for the slightest disturbance in your opportunity equal to 1 + her Dexterity bonus. Resolve each
environment. While one of you watches straight ahead, attack as normal, using the interposing team member’s
another scans to the side, while a third pauses for a moment Armor Class. If the attack hits, it damages the interposing
to listen intently. By finding your enemies before they find character but doesn’t distract the spellcaster.
you, your team can dictate the terms of an engagement—or
perhaps avoid it entirely. Superior Flank
Training: Trainees divide their environment into arcs, Your team is good at harrying foes by surrounding them.
with one soldier looking straight ahead, another checking If two of you get into flanking positions, you can both time
to the left, a third watching the right, a fourth the sky, a your attacks to take maximum advantage of the enemy’s
THE MILITARY
CHAPTER 5
CHARACTER
fifth behind him, and so on. The soldiers concentrate their divided attention. Enemies get so distracted that every
senses on those arcs, doing their best to block out distrac- attacker benefits.
tions elsewhere. Eventually, each member of the team Training: This teamwork benefit happens only after
instinctively knows which arc he is responsible for and all the members of the team spend countless hours prac-
which arcs his comrades are covering, and he can switch ticing two-on-one, three-on-one, and other unbalanced
arcs subconsciously when his comrades stop scanning melee combats. Eventually the team members develop
for a moment. split-second timing and a keen perception of where the
Prerequisite: Listen 8 ranks, Spot 8 ranks. enemy is concentrating his defensive efforts.
Team Member Prerequisite: Listen 1 rank and Spot Task Leader Prerequisite: Sneak attack +4d6.
1 rank; or Alertness. Team Member Prerequisite: Base attack bonus +3.
Benefit: The team as a whole can make a free Spot Benefit: Whenever two members of your team flank
check and a free Listen check at the end of each round, the same enemy, all members of the team can make melee
regardless of whether any members of the team have attacks against that enemy as if they also flanked her.
already made such checks that round. Use the lowest Creatures that can’t be flanked are unaffected.
check modifier of any member of the team present, with a Furthermore, if at least two members of your team
+1 bonus for every team member beyond the first. In the are flanking a foe who has the improved uncanny dodge
middle of a combat when actions are precious, this team- ability, add together the rogue levels of all team members
work benefit gives the members detailed information engaged in melee with that foe to determine whether she
about their immediate environment that they otherwise can be flanked. If the sum of your teammates’ rogue levels
wouldn’t have. is four more than the foe has Hit Dice, all members of your
Tips: If your team has this benefit, have your team’s team can flank that foe.
Spot and Listen modifiers figured out in advance. It’s a Tips: If your team has this benefit, you get the +2 bonus
good idea to designate one character to make the Spot for flanking on your melee attacks more frequently. You’ll
and Listen checks at the end of each round; making it a want to study how to flank unusually large creatures (see
specific character’s responsibility means the group is less page 153 of the Player’s Handbook).
likely to forget it.
Team Rally
Spellcaster Guardian The members of your team are particularly good at setting
You have a keen sense of the timing of the spellcasters on a good example for other troops, supporting each other and
your team, so you can often protect them from enemies exuding an aura of competence and confidence.
when their spells are about to go off. Training: Most teams that acquire this benefit get it by
Training: Over a period of weeks, you closely observe acting as a cadre for less accomplished soldiers, teaching
your comrades as they cast spells, noting the exact ges- them the rudiments of military discipline and how to stay
tures and phrases they use when they are at their most cool under fire. After you’ve dealt with enough recruits,
distracted. You learn the idiosyncrasies of your allies’ you’re attuned to their fears and concerns. When recruits
spellcasting techniques so well that you know exactly see the members of your team acting in unison in the face
where they are in the spellcasting process just by watching of danger, they naturally try to emulate your bravery.
and listening to them, even if you don’t know what the Task Leader Prerequisite: Charisma 13, commander
words and gestures mean. rating 2 (see page 75).
Task Leader Prerequisite: Combat Reflexes, Spellcraft Team Member Prerequisite: Commander rating 1.
4 ranks. Benefit: Whenever a team member makes a rally check
Team Member Prerequisite: Dexterity 13 or Spellcraft (see page 73), she gains a +1 bonus on the rally check for
1 rank. each other team member the demoralized troops can see
Benefit: If a spellcaster on your team provokes attacks of or hear.
opportunity by casting a spell, a team member adjacent to If a team member is successfully rallied by another
the spellcaster can interpose herself between the spellcaster team member’s rally check, the morale of the rallied team-
and one or more attackers at the last moment, taking upon mate improves by two categories (such as from shaken
herself attacks of opportunity meant for the spellcaster. to heartened).
120
Illus. by D. Kovacs
ince the beginning of time, the demands of the The sending spell is ideal for reporting the results of
battlefield have shaped technological developments. scouting efforts, and an animal messenger can be just as
In the magic-filled world of D&D, both arcane effective in the delivery of a message, if a bit slower.
and divine magic can augment those machines The best animals to use as animal messengers are birds
of war. such as ravens or hawks; they can cover 4 or 6 miles
per hour, respectively.
SPELLS ON THE ARTILLERY
BATTLEFIELD The spell lists of the cleric and sorcerer/wizard are rife
Magic is very much a part of the fantasy battlefield. A with spells that are effective as long-range weapons,
wizard with a wand of fireball can be more effective as though most of those that affect more than one
artillery than a more traditional catapult barrage, while target are 3rd level or higher. Fireball is the most
clerics move through the melee, dispensing cure spells to common artillery spell used on the battlefield, with
the fallen. In addition to these relatively basic functions, its extreme range and large area. The Enlarge Spell
the spells available to spellcasters allow them a wide range metamagic feat is also commonly used with fireball,
of roles in planning and executing a battle. making the range of the spell approach or even
exceed a quarter-mile.
COMMUNICATIONS
The message spell is ideal for maintaining communication TROOP ENHANCEMENT
between a commander and her officers prior to a battle, Spells such as bless and prayer are ideal in battlefield
but once battle is joined, targets of a message spell must situations because they affect all appropriate
succeed on a DC 15 Listen check to hear the whispered creatures within a fairly large distance away
message over the din of battle. from the caster, instead of simply one creature
Resounding voice (a new spell described on page 127) per caster level.
can allow a leader to be heard clearly even in the midst Some spells might provide an advantage even if
of melee. they do not affect creatures directly. Illusions are
a prime example. A silent image spell can create
121
the illusion of up to four Medium creatures in each of the terrain, transmute rock to mud can create a large mud-filled
10-foot cubes of the spell’s effect. This illusion can make trench. Web can effectively block narrow valleys or tun-
a unit appear more numerous than it actually is, which nels. The effect of spike stones is even better than light
might in turn have an impact on morale checks. undergrowth, since it not only slows movement but might
A major image provides enough illusory sensory informa- also damage or even kill oncoming troops.
tion that it can seem to be a troop of its own. The troop Spike growth can be used to create spikes in the midst
appears to be four Medium creatures, plus four additional of an abatis (see page 34) in addition to the spell’s normal
creatures per caster level. While the illusion cannot fight effects. Animate plants or animate objects can also be used
effectively, the perception of a charging foe might trick on an abatis.
the enemy into making a tactical blunder. In addition to its overgrowth application, plant growth
CHAPTER 6
TERRAIN ALTERATION area as the overgrowth version; see page 262 of the Player’s
WAR
Many spells allow a caster to shape the battlefield itself, Handbook), provided that grasses and bushes are prevalent
changing terrain, creating terrain features, or creating in the terrain. Terrain that has been burned clean or that
the illusion of such changes. The various wall spells are does not have significant plant life, such as sandy desert,
perfect examples, but many other spells can be used in is unaffected by plant growth.
this way. In the same way, diminish plants can eliminate light or
The move earth spell can be used to create or destroy heavy undergrowth or can reduce heavy undergrowth to
most earthwork features, such as berms, ramparts, or light. It can also breach hedgerows or other barriers made
slopes (see Terrain, beginning on page 28), as well as dig primarily of living plants.
a string of foxholes or a moat or trench up to 10 feet deep Hallucinatory terrain can be used to conceal crevasses
with a single casting. and other natural hazards. Creatures failing to disbelieve
A number of spells can be used to make terrain more the illusion receive no Reflex saving throw to avoid
difficult to cross. A simple grease spell on a drawbridge can falling into a crevasse. If creatures in the front ranks of
make storming a keep a treacherous endeavor. Entangle an advancing force are injured or suddenly disappear as
Illus. by M. Nelson
significantly hampers movement in a large area. In rocky they fall into concealed chasms, any troops following
A halfling wizard uses magic to mold the battlefield more to his liking
122
them gain a +4 bonus on their Will saving throws to CLERIC SPELLS
disbelieve the hallucinatory terrain. Mirage arcane is even
more powerful and can be used to conceal all manner 2nd-Level Cleric Spell
of battlefield features, such as a fraise, dangerous debris, Resounding Voice: Your voice carries 100 ft./level.
or an animated abatis. Creatures can easily hide in
trenches or other fortifications that have been covered 3rd-Level Cleric Spells
by the illusion and remain unseen by the unsuspecting Battlemagic Perception: Sense and counter spellcasting
enemy. Creatures attacked by foes hiding in concealed within 100 feet.
battlefield features are denied their Dexterity bonus to Spiritual Charger: Horseman of force attacks enemy.
Armor Class, and attack rolls made by those within the
CHAPTER 6
concealed feature gain an additional +2 bonus (as if the 4th-Level Cleric Spells
MAGIC OF
attacker were invisible). Animate Legion M: Creates skeletons or zombies.
WAR
Battlefield Illumination: Improve light in 80-ft.-radius
OTHER SPELL USES cylinder.
Commune with nature allows a spellcaster to determine the Early Twilight: Reduce light in 80-ft.-radius cylinder.
size and location of an enemy force and could reveal ideal
ambush or battle locations. 5th-Level Cleric Spells
The landscape of a battlefield can be changed dra- Spiritual Cavalry: Horsemen of force attack enemies.
matically with control weather. A spellcaster can reduce Status, Greater: Monitors condition, position of many
visibility or movement with fog or snow; likewise, a allies.
spellcaster can cause tremendous damage with hail or
tornados, depending on the time of year. 6th-Level Cleric Spells
Some forces might try to use teleportation magic such as Consecrate BattlefieldM: Fills large area with positive
dimension door or teleport to try to kidnap key commanders energy, making undead weaker.
or rescue prisoners. To counter this, a spellcaster might use Desecrate BattlefieldM: Fills large area with negative
forbiddance to prevent such extradimensional movement energy, making undead stronger.
or dimensional anchor to prevent such abductions.
Wind wall can protect an entire unit from incoming mis- 7th-Level Cleric Spell
sile fire or can even be cast at range to render an opposing Animate Siege Weapon: Siege weapon attacks your
archer unit harmless, at least until the soldiers in the unit foes.
reposition themselves.
DRUID SPELLS
NEW SPELLS 2nd-Level Druid Spells
War college arcanists and clerics of war deities have Blaze of Light: 60-ft. cone of light dazzles creatures.
developed the following spells in response to the needs Trip Vine: Plants trip creatures entering area.
of the battlefield. Though they were developed in secret,
they have now spread across the campaign world so that 4th-Level Druid Spells
all armies have access to them. Battlefield Illumination: Improve light in 80-ft.-radius
Some of the spell entries below mention classes not cylinder.
found in the core rules. The healer appears in the Miniatures Hurtling Stone: Stone deals 6d6 damage, knocks
Handbook, while the hexblade is from Complete Warrior. targets prone.
falling prone.
MAGIC OF
CHAPTER 6
Divination
MAGIC OF
You imbue a siege weapon, such as a ballista or a battering Level: Cleric 3, sorcerer/wizard 3
WAR
ram, with mobility and the semblance of life. (See the Size Components: V, S
column on Table 4–1, page 67, to determine which siege Casting Time: 1 standard action
weapons can be affected by this spell.) The siege weapon Range: Personal
attacks whomever or whatever you initially designate, Target: You
continuing to do so as long as the spell lasts. You can give Duration: 10 min./level (D)
it a new command as a free action as long as you are within
range, and you can even command it to allow itself to be You gain a perception of the forces of magic and can sense
operated normally (in which case it gains none of the when magic is being manipulated by a spellcaster. You
benefits of this spell). gain a +5 competence bonus on Spellcraft checks made to
The siege weapon can operate itself as if it were crewed identify a spell as it is being cast.
by a normal complement of operators. It automatically If you have at least 5 ranks in Spellcraft, you are also able
succeeds on any checks required to operate it. It uses to sense the use of any spell or spell-like ability within
your caster level as its attack bonus when acting as a 100 feet, so long as you have line of effect to the caster.
siege weapon. With a Spellcraft check (DC 15 + spell level) you can even
ascertain the spell being cast.
BATTLEFIELD FORTIFICATION This determination happens quickly enough that you
Transmutation [Earth] can attempt to counter the spell as a free action. Counter-
Level: Sorcerer/wizard 4 spell attempts are otherwise handled normally, and you
Components: V, S can counter the spell even if you do not have line of sight
Casting Time: 1 round to the spellcaster. If you counter a spell in this manner,
Range: Close (25 ft. + 5 ft./2 levels) the battlemagic perception spell ends immediately.
Area: See text
Duration: Instantaneous BLAZE OF LIGHT
Saving Throw: None Evocation [Light]
Spell Resistance: No Level: Druid 2, paladin 1
Components: V, S
You shift earth to create a shallow trench or a berm, as Casting Time: 1 standard action
described on page 35. The trench or berm created is a Range: 60 ft.
straight line up to 5 feet long per two caster levels. A berm Area: Cone
created by this spell is 2 squares wide. Duration: Instantaneous
This spell has no effect when cast in an area of stone Saving Throw: Fortitude negates
such as an unworked cavern floor, a flagstone floor, or a Spell Resistance: Yes
cobblestone street.
A cone of bright light shines forth from just above the
BATTLEFIELD ILLUMINATION caster’s head. All creatures within the cone that fail a
Evocation [Light] Fortitude saving throw are dazzled for 1 minute. Sightless
Level: Cleric 4, druid 4, paladin 4 creatures are not affected by blaze of light.
Components: V, S A light spell (one with the light descriptor) counters and
Casting Time: 1 round dispels a darkness spell (one with the darkness descriptor)
Range: Long (400 ft. + 40 ft./level) of an equal or lower level.
Area: 80-ft.-radius cylinder, 40 ft. high
Duration: 10 minutes/level (D) BOILING OIL
Saving Throw: None Conjuration (Creation) [Fire]
Spell Resistance: No Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
125
Range: Medium (100 ft. + 10 ft./level) Components: V, S, M, DF
Area: 10-ft.-radius cylinder, 40 ft. high Casting Time: 10 minutes
Duration: 1 round and 1 round/three levels; see text Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Reflex half Area: 100-ft.-radius emanation
Spell Resistance: No Duration: 1 day/level
A torrent of boiling oil rains down in the area you specify. This spell imbues a large area with negative energy. This
Creatures in the area take 4d6 points of scalding (fire) functions as the desecrate spell (see Player’s Handbook page
damage from the oil. Creatures that fail their initial saving 218), except as noted here.
throw take an additional 2d6 points of damage in each each Desecrate battlefield counters and dispels consecrate and
CHAPTER 6
of 6 rounds at 18th level). Material Components: A vial of unholy water and 1 pound
WAR
The oil created by this spell is not itself flammable. of platinum dust (500 gp).
CHAPTER 6
Level: Bard 2, cleric 2
MAGIC OF
This spell creates a 50-pound stone that speeds away from Components: S
WAR
the caster in a straight line, dealing 6d6 points of damage Casting Time: 1 standard action
to each creature in its path. In addition, any Medium or Range: Touch
smaller creatures in its path are knocked prone. Target: Creature touched
Duration: 1 minute/level (D)
LEOMUND’S BILLET Saving Throw: Will negates (harmless)
Conjuration (Creation) Spell Resistance: Yes
Level: Bard 5, sorcerer/wizard 5
Components: V, S, M The subject becomes supernaturally loud, and his voice
Casting Time: 1 standard action carries over long distances. A creature speaking or singing
Range: Close (25 ft. + 5 ft./level) with the aid of resounding voice can be heard clearly up to
Effect: 20-ft.-by-80-ft. structure 100 feet away per caster level. Creatures within an area
Duration: 2 hours/level of magical silence cannot hear the subject, and a subject
Saving Throw: None within a silence effect cannot be heard at all.
Spell Resistance: No Resounding voice counters and dispels silence and is also
countered and dispelled by silence.
This spell creates a simple building similar to a Leo-
mund’s secure shelter (see Player’s Handbook page 247) that SHRIEKING BLAST
can be used to house up to forty troops. The billet has Evocation [Sonic]
a latched door at each end and two shuttered windows Level: Sorcerer/wizard 5
on each long side. These doors and windows can be Components: V, S, M
barred from the inside, but the billet does not provide Casting Time: 1 standard action
any magical protection. Range: Medium (100 ft. + 10 ft./level)
The billet contains forty bunks (stacked two high), Area: 40-ft.-radius burst
two trestle tables with ten stools each, and two fireplaces Duration: Instantaneous
with raging fires already burning and enough wood to Saving Throw: Fortitude partial; see text
last for one night. Twenty loaves of bread are stacked on Spell Resistance: Yes
each table, and a pot of hot gruel hangs on a hook over
each fire. A shrieking blast is a deafening explosion of sonic power.
Material Components: A rectangular chip of stone, Any creature in the area is permanently deafened and takes
crushed lime, iron filings, several splinters of wood, 8d6 points of sonic damage. A successful save reduces the
a pinch of flour, a sprinkling of water, and a sliver of deafness to 1 round and reduces the damage by half.
dried beef. Material Component: A small steel ball.
You launch a ball of molten rock that detonates, shower- As spiritual charger (see below), except that you create one
ing nearby creatures with red-hot stone and flames. The horseman for every four caster levels, up to a maximum of
127
CHAPTER 6
MAGIC OF
WAR Illus. by F. Vohwinkel
Spiritual cavalry
five horsemen at 20th level. No more than one horseman A spiritual charger deals 2d8 points of force damage, +1
can attack any single target. point per three caster levels (up to a maximum of 2d8+5
In addition to taking damage, any Large or smaller at 15th level). A spiritual charger threatens a critical hit
creature struck by one of your spiritual cavalry must on a natural 20 and deals triple damage on a successful
succeed on a Fortitude save or be knocked prone and critical hit.
trampled by the rider, taking an additional 1d8 points
of force damage. STATUS, GREATER
Divination
SPIRITUAL CHARGER Level: Cleric 5, healer 6
Evocation [Force] Components: V, S
Level: Cleric 3 Casting Time: 1 minute
Components: V, S, DF Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action Targets: Ten living creatures per caster level
Range: Medium (100 ft. + 10 ft./level) Duration: 1 hour/level
Effect: Magic horseman of force Saving Throw: Will negates (harmless)
Duration: Instantaneous Spell Resistance: Yes (harmless)
Saving Throw: None
Spell Resistance: Yes This spell is identical to status (see Player’s Handbook page
284), except as noted above.
A lance-wielding rider of pure force, bearing the symbol
of your deity, springs into being and immediately makes TRIP VINE
one attack against a target you designate within range. The Transmutation
rider’s attack bonus is equal to your base attack bonus plus Level: Druid 2, ranger 2
your Wisdom modifier. If the rider appears in a location Components: V, S, DF
at least 10 feet distant from its target, the spiritual charger Casting Time: 1 standard action
gains an additional +2 bonus on the attack roll because it Range: Medium (100 ft. + 10 ft./level)
is able to make a charge before attacking. Area: One 10-ft. square/level (S)
Duration: 1 hour/level
128
Saving Throw: Reflex negates; see text Standards Market Price
Spell Resistance: No Forgehome standard 4,000 gp
Banner of the goblin’s bane 8,000 gp
Banner of law 8,000 gp
Trip vine causes plants within the area to grow together to
Standard of the galloping steed 8,000 gp
form a tangle. Any creature entering an affected square Banner of the unliving 12,000 gp
must succeed on a Reflex save or fall prone. Any creature Healer’s standard 14,000 gp
charging into an affected square takes a –2 penalty on its Sign of the favored 16,200 gp
saving throw.
If this spell is cast on an area of undergrowth (see page MAGIC ARMOR SPECIAL ABILITY
87 of the Dungeon Master’s Guide), saves against the spell DESCRIPTIONS
CHAPTER 6
take a –2 penalty. These special abilities can be added to any suit of armor
MAGIC OF
that already has at least a +1 enhancement bonus.
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Easy Traveling: A suit of easy traveling armor makes
MAGIC ITEMS overland movement simpler to its wearer. The wearer
Most magic items are too costly to issue to every rank-and- can carry up to a medium load as if it were a light
file soldier. However, officers and elite troops have magic load (ignoring the maximum Dexterity bonus, check
weapons, armor, and other gear that’s just as effective as penalty, and reduced speed normally incurred by a
those that D&D adventurers carry. medium load). This applies only to the load carried by
the character, not to any reduction in speed caused by
Table 6–1: Magic Items the armor itself.
Armor Special Abilities Market Price In addition, the wearer is able to walk for up to 10 hours
Easy traveling +1,500 gp in a day before having to make Constitution checks
Retaliation +3 bonus
to avoid taking nonlethal damage (see page 164 of the
Specific Armors and Shields Market Price Player’s Handbook).
Overhead shield 24,170 gp Faint transmutation; CL 5th; Craft Magic Arms and
Armor of transport 25,300 gp Armor, bear’s endurance; Price +1,500 gp.
Retaliation: A suit of armor with this special ability
Heraldic Crests Market Price strikes back at foes who hit hard in melee. Each time the
Courage 4,000 gp wearer takes 10 or more points of damage from a single
Insight 5,000 gp
Ferocity 6,000 gp
melee attack, the armor deals 1d6 points of damage to
Valiant defense 6,000 gp the attacker. If the wearer is dropped to below 0 hit
Glory 11,000 gp points by a melee attack, the armor strikes the attacker
Honor 12,000 gp for 3d6 points of damage. The damage from retaliation
armor is treated as magic for the purpose of overcoming
Weapon Special Abilities Market Price damage reduction.
Chargebreaker +1 bonus Strong evocation; CL 9th; Craft Magic Arms and Armor,
Fury +1 bonus
Resounding +1 bonus symbol of pain; Price +3 bonus.
Stunning +1 bonus
Explosive +2 bonus SPECIFIC ARMORS AND SHIELDS
Subjugating +2 bonus The following specific armors and shields usually are
constructed with exactly the qualities described here.
Rods Market Price Armor of Transport: This +2 mithral breastplate is prized
Arming 15,000 gp
by quick-strike forces in battle. Once per day on command
Leadership 25,000 gp
the wearer can use dimension door, as the spell.
Wondrous Items Market Price Moderate conjuration; CL 7th; Craft Magic Arms and
Blessed bandage 10 gp Armor, dimension door; Price 25,300 gp; Cost 12,900 gp +
Everlasting rations 350 gp 976 XP.
Scrying beacon 750 gp Overhead Shield: This +2 large steel shield can provide
Blast disk 900 gp nearly complete protection against attacks originating
Drums of marching 1,000 gp
Camouflage paint 1,500 gp
from above. Once per day the bearer of an overhead
Healing salve 2,250 gp shield can raise it skyward and command a horizontal
Philosopher’s wool 3,000 gp wall of force into existence. The wall of force has a 20-foot
Horn, rallying 3,600 gp radius and hovers 5 feet above the wielder, remaining
Portable foxhole 5,000 gp above her as she moves. It blocks all attacks from above,
Daern’s instant tent 9,000 gp including catapult attacks and indirect volley fire. The
Horn of plenty 12,960 gp wall of force lasts as long as the wielder concentrates, up
Orb of showers 15,000 gp
Horn of the rider, lesser 18,000 gp to a maximum of 10 rounds. The bearer must also keep
her shield arm raised while the wall is active, so she
Horn of the rider, greater 60,000 gp
129
gains no benefit to AC from her shield while the wall Moderate evocation; CL 8th; Craft Magic Arms and
of force is present. Armor, order’s wrath; Price 12,000 gp.
Moderate evocation; CL 10th; Craft Magic Arms and Insight: This crest shows a soaring owl. The bearer
Armor, wall of force; Price 24,170 gp; Cost 12,170 gp + gains a +2 enhancement bonus on Spot checks. Once
480 XP. per day, on command, the shield casts see invisibility on
the bearer.
HERALDIC CRESTS Faint divination; CL 3rd; Craft Magic Arms and Armor,
A heraldic crest is a special magical property that can be see invisibility; Price 5,000 gp.
placed on any light, heavy, or tower shield with a +1 or Valiant Defense: This crest shows a stone tower. The
higher enhancement bonus. Each heraldic crest grants a bearer gains a +1 deflection bonus to AC at all times. Once
CHAPTER 6
minor benefit to the shield’s bearer so long as the bearer per day, on command, the shield casts shield other on a des-
MAGIC OF
meets one of the following criteria. ignated creature within 30 feet of the bearer (treat this as
WAR
if the bearer were the caster of the spell). While this effect
• Has the Leadership feat; or is active, the bearer loses the deflection bonus granted by
• Has one or more commander auras (see page 75); or the shield.
• Has been specially granted the right to use the heraldic Faint abjuration; CL 3rd; Craft Magic Arms and Armor,
crest by a lord, high priest, or similar ruler. The DM shield other; Price 6,000 gp.
is the final arbiter as to whether any character meets
this prerequisite. MAGIC WEAPON SPECIAL ABILITY
DESCRIPTIONS
Each shield bearing a heraldic crest has a more potent These special abilities can be added to any weapon that
ability that can be used once per day. Any character who already has at least a +1 enhancement bonus.
meets at least one of the prerequisites can activate the Chargebreaker: Only weapons that can be set to receive
magical power of the shield’s heraldic crest as a free action. a charge (such as a spear) can have the chargebreaker
Unless otherwise noted, the power affects the shield’s special ability. Any charging creature struck by a charge-
bearer only. breaker weapon must succeed on a DC 14 Fortitude save
No shield can bear more than one heraldic crest. If a or be knocked prone.
shield with a heraldic crest is imbued with a second crest, Faint evocation; CL 5th; Craft Magic Arms and Armor,
the first crest vanishes. daze monster; Price +1 bonus.
Explosive: This property can be added only to ammu-
Crafting a Heraldic Crest nition. The ammunition explodes upon hitting its target,
In addition to the normal prerequisites for crafting a magic dealing 1d6 points of fire damage to the target. Each
item, the creator of a heraldic crest must meet at least one creature within 10 feet of the explosive projectile when it
of the prerequisites given above for activating the crest’s explodes also takes 1d6 points of fire damage (Reflex DC
special power. 14 negates).
Courage: This symbol depicts a pouncing lion. The Faint evocation; CL 5th; Craft Magic Arms and Armor,
bearer gains a +1 morale bonus on initiative checks. Once fireball; Price +2 bonus.
per day, on command, the shield casts aid on the bearer. Fury: A weapon with this property deals an extra 1d6
Faint enchantment; CL 5th; Craft Magic Arms and points of damage when the wielder is raging.
Armor, aid; Price 4,000 gp. Faint enchantment; CL 5th; Craft Magic Arms and
Ferocity: This heraldic crest depicts a charging boar. Armor, rage; Price +1 bonus.
If the bearer has the rage class feature, its duration is Resounding: Only melee weapons can have the
extended by 1 round. Once per day, on command, the resounding special ability. A resounding weapon emits a
shield casts rage on the bearer (as the spell, with a duration deep, ringing chime each time it successfully hits a target.
of 5 rounds). The sound carries over the din of battle, encouraging the
Faint enchantment; CL 5th; Craft Magic Arms and wielder’s allies. When the wielder of a resounding weapon
Armor, rage; Price 6,000 gp. hits a foe with the weapon, allies within 30 feet gain a +1
Glory: This crest is emblazoned with a red sun rising morale bonus on attack rolls and on saves against fear
above a golden field. The bearer gains a +1 morale bonus on effects for 1 round.
melee weapon damage rolls. Once per day, on command, Strong enchantment; CL 11th; Craft Magic Arms and
the shield casts heroism on the bearer (as the spell, with a Armor, bless; Price +1 bonus.
duration of 5 minutes). Subjugating: A subjugating weapon damages an oppo-
Faint enchantment; CL 5th; Craft Magic Arms and nent’s morale in addition to dealing physical damage. Any
Armor, heroism; Price 11,000 gp. creature struck by a subjugating weapon must succeed on
Honor: This emblem depicts a noble stag. The bearer a DC 20 Will save or become shaken for 5 rounds. If the
gains a +1 morale bonus on saves against chaotic spells. creature is already shaken, it instead becomes frightened.
Once per day, on command, the shield casts order’s wrath, Multiple strikes by a subjugating weapon do not stack.
centered on the bearer. This property is a mind-affecting fear effect.
130
Moderate necromancy; CL 7th; Craft Magic Arms and of Small or larger size to enter that square (either on the
Armor, fear; Price +2 bonus. ground or airborne within 5 feet) sets off the blast disk.
Stunning: This property can be added only to ammu- That creature receives a –2 penalty on the save against
nition that deals bludgeoning damage, such as catapult the blast.
stones. Any target hit by stunning ammunition is stunned A blast disk can also be set to automatically explode up
for 1 round (Fortitude DC 13 negates). to 10 rounds after placement.
Faint evocation; CL 5th; Craft Magic Arms and Armor, Faint evocation; CL 5th; Craft Wondrous Item, fireball;
sound burst; Price +1 bonus. Price 900 gp.
Blessed Bandage: This piece of first aid equipment
RODS can be applied to a dying creature. Applying
CHAPTER 6
Arming: This adamantine rod allows the wielder a blessed bandage is a standard action that im-
MAGIC OF
to store a complete set of battle regalia and recall it mediately stabilizes the target (but heals
WAR
with a moment’s notice. When fully armed and ar- no damage).
mored, the bearer of this rod can instantly remove Faint conjuration; CL 3rd; Craft
her armor and weapons, storing them magically Wondrous Item, cure minor wounds;
within the rod. Anytime thereafter, the bearer can Price 10 gp.
use the power of the rod to put on her armor Camouflage Paint: This jelly-
and wield her weapons instantaneously. If like substance comes in a jar 3
the bearer is wearing armor or weapons when inches in diameter and 1 inch deep.
she calls armor back from the rod, Each jar has enough material
then that armor or weapons are for five applications. To apply,
swapped with those within the the user spreads globs of the
rod. Using the rod to store or substance across her face as a
retrieve armor and weapons is a standard action. Once applied,
standard action. camouflage paint changes the color
Illus. by W. England
Moderate transmutation; CL 10th; of the user’s skin, clothing, and gear
Craft Rod, shrink item; Price 15,000 gp. to that of her surroundings. This
Leadership: This mithral trun- effect provides a +5 circumstance
cheon is banded in gold. The bonus on Hide checks, but only when
possessor gains a +2 enhancement the user is stationary. The effects of
bonus to his Leadership score for camouflage paint last for 2 hours.
as long as he holds or carries the Faint transmutation; CL 3rd; Craft
item. Once per day he can gain Wondrous Item, disguise self; Price 1,500 gp;
a +5 bonus on an attempt to rally Weight 1/2 lb.
troops (see page 73). Daern’s Instant Tent: This item appears to
Once per week the rod can be used to create Blast disk be a strip of canvas, folded into a small triangle.
a command tent. The tent is 30 feet across, When activated by speaking the command
and the inside is protected from harsh weather condi- word, it grows to become a 20-foot-square tent. The inside
tions such as extreme heat, cold, wind, or rain. The tent of the tent is kept temperate, as the spell Leomund’s tiny
is furnished suitably for a military command post and hut. There are cots for up to eight Medium creatures
contains a map table upon which is a detailed map show- inside, and a lit firepit with a smokehole. The tent itself
ing the terrain within a ten-mile radius of the tent. The has resistance 10 to electricity, fire, and acid, as well as
tent lasts for up to 24 hours, at the end of which time it immunity to cold.
disappears along with anything (but not anyone) that was Moderate conjuration; CL 7th; Craft Wondrous Item,
inside it. Leomund’s tiny hut; Price 9,000 gp.
Strong conjuration, transmutation, and divination; CL Drums of Marching: This pair of drums includes a
12th; Craft Rod, eagle’s splendor, major creation, scry; Price harness that allows them to be strapped to the front of a
25,000 gp. humanoid creature. A character who plays these drums
during overland movement and succeeds on a DC 15
WONDROUS ITEMS Perform (percussion instruments) check grants those
Blast Disk: This item, resembling a jet-black plate with within 120 feet a +4 bonus on the Constitution check to
an 8-inch diameter, can be set to explode via proximity avoid nonlethal damage from a forced march (see page 164
or a timer. In either function, when the disk activates of the Player’s Handbook). Using the drums doesn’t affect
it explodes, dealing 5d6 points of fire damage to all the performer’s speed.
creatures and objects within 10 feet of the disk (Reflex Faint transmutation; CL 1st; Craft Wondrous Item,
DC 14 half). longstrider; Price 1,000 gp.
If set to explode via proximity, a blast disk must be set Everlasting Rations: This small leather pouch contains
down in a square on the battlefield. The next creature enough trail rations to feed a Medium creature for one
131
day. Every morning at sunrise the pouch magically creates based attacks. To apply, the user spreads the cream over
another day’s worth of rations. her face, neck, and any exposed flesh. Philosopher’s wool
Faint conjuration; CL 9th; Craft Wondrous Item, completely protects creatures from the ill effects of very
Leomund’s secret chest; Price 350 gp. hot weather (temperatures between 90° and 110° F) and
Healing Salve: This greasy, yellow, jellylike substance provides a +5 circumstance bonus to Fortitude saves made
comes in a jar 3 inches in diameter and 2 inches deep. when exposed to severe heat (temperatures above 110° F).
A single application smeared across a wound will cure In addition, these saving throws need only be made once
1d8+1 points of damage (as cure light wounds). A double per hour instead of every 10 minutes. Finally, philosopher’s
application will cure 2d8+3 points of damage (as cure wool protects a creature from up to 60 points of damage
moderate wounds). A triple application will cure 3d8+5 fromfire-basedattacks.Theeffects of philosopher’s woolwear
CHAPTER 6
points of damage (as cure serious wounds). No matter how off after 24 hours, or after the substance absorbs 60 points
MAGIC OF
much salve is used, each application takes a standard of damage from fire-based attacks. A 3-inch diameter,
WAR
action to apply. A single jar has enough gel for ten 1-inch deep jar of philosopher’s wool has enough cream for
single applications. five applications.
Faint conjuration; CL 5th; Craft Wondrous Item, cure Faint abjuration; CL 5th; Craft Wondrous Item, endure
serious wounds; Price 2,250 gp; Weight 1 lb. elements, protection from energy; Price 3,000 gp; Weight
Horn of Plenty: This horn can be blown once per 1/2 lb.
week to create a heroes’ feast, as the spell, for twelve Portable Foxhole: When placed on a flat surface, this
participants. circular piece of canvas creates a shallow pit 5 feet square
Strong conjuration; CL 12th; Craft Wondrous Item, and 3 feet deep. The foxhole provides cover against ranged
heroes’ feast; Price 12,960 gp. attacks. Items left in the foxhole when it is closed end up
Horn, Rallying: Twice per day, this horn can be on top of the flat surface, since the portable foxhole is not
sounded in an attempt to rally troops (see page 73). an extradimensional storage item.
Anyone wielding one of these horns gets a +10 bonus Faint transmutation; CL 5th; Craft Wondrous Item, move
on any rally check he attempts. earth; Price 5,000 gp.
Moderate enchantment; CL 10th; Craft Wondrous Scrying Beacon: This button-sized item is usually
Item, remove fear; Price 3,600 gp. crafted of ebony or jet. If a spellcaster spends 1 minute
Horn of the Rider: This curved horn bears engrav- attuning himself to the beacon, he can choose for the next
ings of armed men on horseback, charging into battle. clairaudience/clairvoyance spell he casts to be centered on
Three times per day, the user can attempt a DC 15 the beacon, as long as he is within one mile of it. Once this
Perform (wind instruments) check to create one or power has been used, the beacon becomes dormant until
more riders made of force energy. If the check fails, the caster attunes himself to it again.
no riders are created, but it still counts as one of the Faint divination; CL 5th; Craft Wondrous Item, clairaudi-
horn’s daily uses. ence/clairvoyance; Price 750 gp.
A lesser horn of the rider summons a single rider of
force (as the spiritual charger spell; see page 128). Each STANDARDS
rider has a +5 attack bonus and deals 2d8+2 points Standards (sometimes called banners) fly in the companies
of damage. of an army. This type of wondrous item provides benefits
A greater horn of the rider summons three horsemen (as to the unit that bears it. Unless otherwise noted, all allies
the spiritual cavalry spell; see page 127). Each rider has a of the standard-bearer within 30 feet of the standard
+11 attack bonus and deals 2d8+4 points of damage. receive the indicated benefit for as long as they can see
Moderate evocation (lesser) or strong evocation (greater); the standard.
CL 6th (lesser) or 12th (greater); Craft Wondrous Item, A standard requires two hands to use, so a two-armed
spiritual cavalry (greater) or spiritual charger (lesser); Price holder is unable to use a weapon or shield while carry-
18,000 gp (lesser) or 60,000 gp (greater). ing the banner. In some cases the standard is mounted
Orb of Showers: This 8-inch-diameter glass sphere on a weapon, and that weapon can be used normally
is similar to, but much weaker than, the orb of storms in combat.
described on page 263 of the Dungeon Master’s Guide. Once A standard is an important part of a military force. Even
per week, the possessor can call upon the orb to create a those that are not magical provide a sense of pride and
rain shower in a two-mile-radius circle around him (see loyalty to those marching under them. They also can have
page 94 of the Dungeon Master’s Guide for the effect of rain). important strategic value.
The rain shower lasts for 24 hours. The orb has no effect If a standard-bearer falls during combat, any magical
indoors or underground. benefits granted by the standard cease. If the standard is
In cold climates, the orb creates sleet instead of rain. not raised again by an ally within 1 round, all those who
Strong transmutation; CL 13th; Craft Wondrous Item, were benefiting from it must make a morale check (see
control weather; Price 15,000 gp. page 72). If the morale rules are not being used, then fol-
Philosopher’s Wool: This thick, milky cream protects lowers of a fallen banner become shaken if it is not raised
the wearer from the dangers of hot weather and from fire- by an ally within 1 round (Will DC 20 negates).
132
Banner of Law: Order reigns supreme under this can invoke a prayer to the depicted gods. The prayer
banner, and all nonchaotic allies within 30 feet are pro- grants allies within 30 feet a +1 luck bonus on attack
tected as if by a protection from chaos spell. Similar banners rolls, weapon damage rolls, saves, and skill checks for
protect against law, evil, or good. 5 rounds.
Moderate abjuration; CL 6th; Craft Wondrous Item, Faint enchantment; CL 5th; Craft Wondrous Item, prayer;
magic circle against chaos; Price 8,000 gp. Price 16,200 gp.
Banner of the Goblin’s Bane: Those with a mutual Standard of the Galloping Steed: This banner,
loathing of goblins march under this banner, which usu- emblazoned with the mark of a charging horse, is typically
ally depicts the hated foe in some manner of death or dire mounted on the end of a spear or lance; colorful streamers
injury. Allies within 30 feet gain a +2 bonus on damage unfurl during a charge. When charging, the bearer and
CHAPTER 6
rolls against goblinoids. any charging allies within 30 feet receive a +2 bonus on
MAGIC OF
Other banners exist that designate foes of a different their attack rolls.
WAR
type or subtype. Common foes include orcs, giants, and Moderate evocation; CL 8th; Craft Wondrous Item,
undead. mount; Price 8,000 gp.
Faint conjuration; CL 5th, Craft Wondrous Item, summon
monster I; Price 8,000 gp.
Banner of the Unliving: Depicting a bone-white MAGIC SIEGE ENGINES
skeleton on a field of midnight blue, this flag provides Siege engines can be enhanced by magic through the
+2 turn resistance to any undead allies within 30 feet. use of the Craft Magic Arms and Armor feat. Magic siege
This turn resistance stacks with any turn resistance the engines and siege ammunition can have enhancement
undead might already have. bonuses ranging from +1 to +5. These bonuses apply
Moderate necromancy; CL 9th; Craft Wondrous on attack rolls, as well as on skill checks for operat-
Item, desecrate; Price 12,000 gp. ing a catapult.
Forgehome Standard: Dwarves All magic siege engines are
are the typical followers of this also masterwork siege engines. The
Illus. by W. England
banner—particularly when they enhancement bonus from the master-
march to war against giantkind— work quality does not stack with any
but its benefits apply to all allies magical enhancement bonus.
within 30 feet. This banner In addition to an enhance-
grants a +2 dodge bonus to ment bonus, siege engines can
Armor Class against attacks have special abilities. Special abil-
made by giants; this bonus ities count as additional bonuses
stacks with the dodge bonus for determining the market value
all dwarves gain when fighting of the item, but they do not mod-
giants. The banner also gives ify attack bonuses or skill check
a +2 bonus to morale checks modifiers (except where noted). A
made when at least one enemy single siege engine may not have
giant is visible. a modified bonus (enhancement
Moderate enchantment; CL bonus plus special ability bonus
7th; Craft Wondrous Item, equivalents) higher than +10. In
creator must be a dwarf; Price order to have a special ability, an
4,000 gp. engine must have at least a +1 enhance-
Healer’s Standard: This flag de- ment bonus.
notes the noncombative nature of its Siege Weapon Ammunition: Un-
bearer and her comrades, typically like normal ammunition, magic siege
healers or combat medics. The weapon ammunition is priced indi-
bearer and any unarmed allies vidually (not in lots of 50).
within 30 feet receive the effects Left to right: Sign of the favored, The enhancement bonus from
of a sanctuary spell (see Player’s Handbook standard of the galloping steed, a siege weapon does not stack with the
page 274); any opponent that attempts healer’s standard enhancement bonus from ammunition. Only
to attack them must make a DC 16 Will the higher of the two bonuses applies.
save or be unable to attack. Ammunition fired from a siege weapon with an
Moderate abjuration; CL 7th; Craft Wondrous Item, enhancement bonus or an alignment is treated as a
Heighten Spell, sanctuary; Price 14,000 gp. magic weapon or an aligned weapon for the purpose
Sign of the Favored: This banner is of relatively simple of overcoming damage reduction, just as with other
design, usually in the colors of the nation or entity it ammunition.
represents and adorned with symbols for the gods of luck, After a piece of magic siege ammunition has been
valor, or war. Three times per day, the standard-bearer used, it loses any magical powers it had, regardless of
133
whether it hits or misses or if the ammunition can Moderate transmutation; CL 5th; Craft Magic Arms and
be recovered. Armor, ability to turn undead; Price +2 bonus.
Necromantic: In addition to dealing its normal
Table 6–2: Siege Engine Magical Bonuses damage, a projectile from a necromantic siege weapon
Weapon Bonus Base Price animates dead creatures within 60 feet of the impact
+1 2,000 gp spot, turning them into zombies for the next 10 rounds.
+2 8,000 gp
A single necromantic projectile can create up to 20
+3 18,000 gp
+4 32,000 gp HD of zombies. The undead created by a necromantic
+5 50,000 gp projectile are uncontrolled and will attack the nearest
+61 72,000 gp living creature.
CHAPTER 6
134
CHAPTER 6
MAGIC OF
WAR
Illus. by R. Marchesi
Three catapults with magic ammunition begin an assault on a fortress
Ballista Bolt, Adamantine: An adamantine ballista of a dragon’s head at the end of the throwing arm. Instead
bolt ignores hardness of less than 20 possessed by any of loading normal shot or stone, the operator can choose
object it strikes. to load a gemstone of the appropriate type and value listed
No aura (nonmagical); Price 3,001 gp. below. Activating the firing mechanism hurls the gemstone
Catapult Stone, Adamantine: Though most weapon- as if it were a stone appropriately sized for the catapult.
smiths would decry this as an inexcusable waste of precious When the gemstone strikes the ground, it explodes in
metal, there is no doubt as to the effectiveness of a huge a burst of energy. All nearby creatures and objects take
chunk of adamantine thrown from a catapult. An ada- damage as detailed below.
mantine catapult stone ignores hardness of less than 20 White: All within 5 feet of the target square take 2d6
possessed by any object it strikes. points of cold damage (Reflex DC 14 half). The gemstone
No aura (nonmagical); Price +100 gp/lb. (see Table 4–1, used must be a pearl worth at least 50 gp.
page 67) Black: All within 10 feet of the target square take
Dragonfire Ram: The head of this battering ram depicts 4d4 points of acid damage (Reflex DC 14 half). The
a fearsome dragon in mid-breath. The dragon’s mouth gemstone used must be a piece of obsidian worth at
flickers with fire, and each blow of the ram sends flaming least 100 gp.
embers flying. Each strike of the ram deals an extra 1d6 Green: All within 15 feet of the target square take 4d6
points of fire damage to any wooden or flammable object points of acid damage (Reflex DC 16 half). The gemstone
it strikes, ignoring hardness. If the ram breaks through used must be an emerald worth at least 400 gp.
the object it strikes, it immediately breathes a 30-foot Blue: All within 20 feet of the target square take 4d8
cone of fire through the opening, dealing 2d6 points of points of electricity damage (Reflex DC 16 half). The
fire damage (Reflex DC 15 half). It can breathe fire once gemstone used must be a sapphire worth at least 500 gp.
per day. Red: All within 30 feet of the target square take 4d10
Faint evocation; CL 3rd; Craft Magic Arms and Armor, points of fire damage (Reflex DC 18 half). The gemstone
scorching ray; Price 4,000 gp. used must be a ruby worth at least 1,000 gp.
Dragonshot Catapult: A dragonshot catapult appears Strong transmutation; CL 15th; Craft Magic Arms and
much like a typical catapult bearing an elaborate rendition Armor; Price +10,000 gp.
135
CHAPTER 6
MAGIC OF
WAR Illus. by W. England
Elemental Rockshot: This ordinary-looking catapult 2d4 points of damage to any such creature in an adjacent
stone can be fired from a scorpion or heavy mangonel. square. An unholy stone deals the same amount of damage
After it impacts (dealing damage as normal), elemental to good outsiders.
rockshot transforms into a Small earth elemental, attack- Lightning Ballista: This magic light ballista does not
ing nearby enemies for 5 rounds before crumbling use traditional ammunition. Instead, it fires a 60-foot line
into dust. of lightning when triggered. Creatures in the path of the
Faint conjuration; CL 5th; Craft Wondrous Item, summon bolt take 5d6 points of electricity damage (Reflex DC 14
monster III or summon nature’s ally II; Price 750 gp. half). A lightning ballista can be fired only once per minute
Hellwasp Shot: This ammunition resembles a (except in a stormy environment, where it can be fired
hardened mound of mud and can be loaded into any every other round). A lightning ballista requires no loading
stone-throwing catapult. On impact, hellwasp shot deals time or attack roll.
no damage but instead breaks open and spews out a Moderate evocation; CL 5th; Craft Magic Arms and
magically summoned swarm of hellwasps (see Monster Armor, lightning bolt; Price 15,000 gp.
Manual page 238). The swarm fills a 10-foot cube and Scorching Ballista: This magic light ballista does
attacks all creatures within that area for 10 rounds not use traditional ammunition. Instead, it fires a
before disappearing. If hellwasp shot lands in a unit of 60-foot ray of fire when triggered. The operator of a
creatures of 6 HD or less, it forces a morale check (see scorching ballista makes an attack roll as normal for
page 72). firing a ballista; however, he need only succeed on a
Moderate conjuration; CL 10th; Craft Magic Arms and ranged touch attack to strike his target. A target hit
Armor, summon monster V; Price 2,500 gp. by the ray takes 4d6 points of fire damage. A scorching
Holy/Unholy Stone: This spherical clay ball is filled ballista can be fired only once per minute but requires
with the equivalent of five flasks of holy or unholy water. no loading time.
It deals 1d6 points of bludgeoning damage to its target. Faint evocation; CL 3rd; Craft Magic Arms and Armor,
In addition, it breaks apart upon impact, allowing the scorching ray; Price 6,000 gp.
holy stone version to deal 4d4 points of damage to any Self-Launching Stone: A self-launching stone provides all
undead creature or evil outsider in the square it hits, and the benefit of a catapult, without the trouble of constructing
136
or maintaining a machine. On command, a self-launching APPENDIX I:
stone flies into the air and strikes as if fired from a light SAMPLE ARMIES
mangonel, automatically hitting the target square. A self- The following sample units are provided as a guide for
launching stone only functions once, just like other magic quick army assemblage. Use the NPC tables provided in
siege weapon ammunition. Chapter 4 of the Dungeon Master’s Guide (pages 113–127)
Moderate transmutation; CL 9th; Craft Magic Arms and and the monster entries in the Monster Manual when
Armor, telekinesis; Price 500 gp. creating these armies. Alternatively, many of these
Spider Shot: This clay pot is filled with hundreds of roles can be filled by the sample soldiers provided in
venomous spiders and sealed with a large cork stopper. Appendix II (beginning on page 142). For more on
It deals 1d6 points of bludgeoning damage to its target. ranks (private, corporal, sergeant, lieutenant, captain,
APPENDIX
In addition, the contents spread over a 10-foot-by-10-foot major, colonel, and general), see Table 4–5: Commander
square, creating a spider swarm (see Monster Manual page Ratings, page 75.
239). This swarm attacks all creatures in or adjacent to
its space but does not attack any creatures more than 5 HUMAN LARGE KINGDOM
feet away.
Tanglefoot Shot: This ammunition is essentially an Infantry
enormous tanglefoot bag. It deals no damage to its target. Squad 20 privates (fighter 1) plus 2 corporals (cleric
Instead, all creatures within 5 feet of the impact square are 2) led by sergeant (fighter 3)
affected as if they had come into contact with a tanglefoot Platoon 3 squads (60 pvt/6 cpl/3 sgt) plus 3 lieutenants
bag (see Player’s Handbook page 128); the creature in the (cleric 4) led by captain (paladin 5)
impact square takes a –5 penalty on its save to avoid being Company 2 platoons (120 pvt/12 cpl/6 sgt/6 lt/2 cap) led
glued to the floor. by major (fighter 7)
Regiment 2 companies (240 pvt/24 cpl/12 sgt/12 lt/4 cap/2
Table 6–5: Specific Siege Weapons and Ammunition maj) led by colonel (fighter 9)
Special Ammunition Price Weight Brigade 2 regiments (480 pvt/48 cpl/24 sgt/24 lt/8 cap/4
Acid stone1, 2 50 gp 10 lb. maj/2 col) led by general (fighter 11)
Alchemist’s stone 1, 2
100 gp 10 lb.
Catapult stone, adamantine +100 gp/lb. 40–150 lb.
Holy/unholy stone1, 2 125 gp 10 lb. Elite Archers
Tanglefoot shot2 250 gp 20 lb. Squad 10 sergeants led by lieutenant
Spider shot1, 2 300 gp 10 lb. Platoon 3 squads (30 sgt/3 lt) led by captain
Self-launching stone 500 gp 40 lb.
Elemental rockshot 750 gp 75 lb. Cavalry
Hellwasp shot2 2,500 gp 20 lb. Squad 5 corporals on light warhorses plus 10 sergeants
Ballista bolt, adamantine 3,001 gp 6 lb.
Dragonfire ram 4,000 gp 3,000 lb.
on heavy warhorses led by lieutenant on heavy
Scorching ballista 6,000 gp 400 lb. warhorse
Dragonshot catapult 10,000 gp 2,000 lb. Platoon 3 squads (15 cpl/30 sgt/3 lt) led by captain on
Lightning ballista 15,000 gp 400 lb. heavy warhorse
Battering ram, adamantine 16,000 gp 3,000 lb.
Elite Guards
1 In addition to any normal Craft (alchemy) check Squad 10 sergeants plus 5 cavalry sergeants led by
required to create the appropriate substance, each of
these items requires a DC 10 Craft (pottery) check to cavalry lieutenant
manufacture the vessel. Platoon 3 squads (30 sgt/15 cavalry sgt/3 cavalry lt) led
2 Unless otherwise noted, these items can be fired only by by cavalry captain
a catapult capable of firing stones or shot. Company 2 platoons (60 sgt/30 cavalry sgt/6 cavalry lt /3
cavalry cap) led by cavalry major
Tactics
A large human army tends to use its numerical advantage
in battle, relying on simple and straightforward tactics
to overwhelm opposing forces. Because of the large size
of the regiments, leaders cannot change orders quickly.
Therefore these armies march and attack in strict forma-
tions, using their archers first to deal long-range damage
and to give the infantry and cavalry cover as they charge
onto the field of battle. Platoons are often composed of
two infantry squads and a single squad of elite archers or
cavalry that can then be used in smaller skirmishes. Elite
archer sergeants have Weapon Focus (longbow). Cavalry
137
sergeants have Weapon Focus (lance). All other sergeants troops might be supplemented by platoons of cavalry and
have Weapon Focus (longsword). The elite guards are used archers during wartime.
to protect the ruler’s keep or castle. At least one company
of elite guards will be on duty at all times. The largest HUMAN CLAN STRUCTURE
kingdoms will have several companies of elite guards
stationed throughout the capital city as well as at least a Infantry
regiment of infantry. Squad 10 privates (fighter 1) led by corporal (cleric 2)
Platoon 3 squads (30 pvt/3 cpl) led by sergeant
HUMAN SMALL KINGDOM (fighter 3)
Company 2 platoons (60 pvt/6 cpl/2 sgt) plus 2 lieutenants
APPENDIX
APPENDIX
led by colonel (wizard 9) cavalry colonel
Brigade 2 regiments (360 pvt/48 sgt/24 lt/8 cap/4 maj/2 Company 2 platoons (60 sgt/30 lt/6 cavalry cap /2 cavalry
col) led by general (wizard 11) col) led by cavalry general
139
Tactics ORC
Dwarves like to fight in a straightforward manner. They
rush out to meet the enemy and swing their hammers Infantry
and axes until they are done. Dwarves rarely go to war Squad 10 privates (normal orcs) plus corporal (barbar-
on anyone else’s terms. They like to fight in mountain ian 2) led by sergeant (barbarian 3)
passes or in long tunnels where enemy archers, wizards, Platoon 3 squads (30 pvt/3 cpl/3 sgt) led by lieutenant
and cavalry are nearly useless. Dwarves are at their fiercest (barbarian 4)
when defending their homeland, which is also the terrain Company 2 platoons (60 pvt/6 cpl/6 sgt/2 lt) led by captain
that suits their style best; in close quarters, dwarf fighters (barbarian 5)
are second to none. When forced to fight on open plains, Battalion 3 companies (180 pvt/18 cpl/18 sgt/6 lt/3 cap)
APPENDIX
dwarf clans are likely to send in platoons of berserkers led by major (barbarian 7)
with Weapon Focus (greataxe), who can tear through a Regiment 2 battalions (360 pvt/36 cpl/36 sgt/12 lt/6 cap/2
company of regular infantry in a barbarian rage almost maj) led by colonel (barbarian 9)
before enemy officers have time to react. Closer to home, Brigade 3 regiments (1,080 pvt/108 cpl/108 sgt/36 lt/18
the elite guards protect dwarf mines and weapon stashes cap/6 maj/3 col) led by general (barbarian 11)
as well as the clan leaders, the berserker sergeants backed
up by cleric lieutenants to keep the berserkers on their Elite Guards
feet and in the battle. Squad 10 sergeants led by lieutenant
Platoon 3 squads (30 sgt/3 lt) led by captain
GNOME Company 2 platoons (60 sgt/6 lt/2 cap) led by major
Battalion 3 companies (180 sgt/18 lt/6 cap/3 maj) led by
Infantry 3 colonels and general
Squad 10 privates (rogue 1) led by sergeant (rogue 3)
Platoon 3 squads (30 pvt/3 sgt) led by captain (bard 5) Tactics
Company 2 platoons (60 pvt/6 sgt/2 cap) led by major Orcs’ tactics are simple: Charge into battle and attack
(bard 8) the nearest enemy. Orcs rely on their numbers and the
Regiment 3 companies (180 pvt/18 sgt/6 cap/3 maj) led strength of their mighty greataxes to cut most enemy
by general (bard 11) forces down to size. Even with a corporal and a sergeant
with Weapon Focus (greataxe) in every squad, orc armies
Guerrilla Forces have no discipline to speak of. Most soldiers enter a battle
Unit 5 sergeants plus 2 captains led by major frenzy at the first sign of a foe, which leaves them vulner-
Cell 3 units (15 sgt/6 cap/2 maj) led by general able if the battle last long enough or if it takes too long
get into the melee. Orc officers are just as undisciplined
Elite Guards as their troops, rushing headlong into battle before
Squad 10 sergeants led by captain sizing up the enemy. This chaos is an orc army’s greatest
Platoon 3 squads (30 sgt/3 cap) led by major asset and its greatest weakness. It is almost impossible
Company 2 platoons (60 sgt/6 cap/3 maj) led by general to plan for meeting an orc attack—but once it begins,
delaying tactics often work quite well. Orc homelands
Tactics are protected by elite guards who are all battle-hardened
Gnomes use tactics that rely heavily upon deception and but still impulsive, throwing themselves into combat
surprise. They use their skill at hiding and the officers’ with frightening zest.
illusion magic to gain surprise and then sneak attack
their enemies. After the initial attack, gnome soldiers GOBLINOIDS
attempt to flank as many opponents as possible for
further sneak attacks. If outnumbered, they retreat and Infantry
resort to hit-and-run maneuvers to deal as much sneak Squad 10 privates (normal goblins) led by corporal
attack damage as possible. Gnome guerrilla forces are (goblin rogue 2)
highly skilled at such maneuvers and use this tactic to Platoon 3 squads (30 pvt/3 cpl) led by sergeant (goblin
offset the disadvantage of often being outnumbered rogue 3)
(due to their small armies). Their best soldiers are kept Company 2 platoons (60 pvt/6 cpl/2 sgt) led by lieutenant
close to home in elite guards to protect their dwellings (hobgoblin fighter 4)
from attack. Gnomes rarely go out searching for war, but Battalion 3 companies (180 pvt/18 cpl/6 sgt/3 lt) led by
when it comes to them, they fight furiously to protect captain (hobgoblin fighter 5)
their homes. Regiment 2 battalions (360 pvt/36 cpl/12 sgt/6 lt/2 cap)
led by colonel (bugbear rogue 6)
Brigade 2 regiments (720 pvt/72 cpl/24 sgt/12 lt/4 cap/2
col) led by general (bugbear rogue 8)
140
Cavalry Company 2 platoons (30 sgt/30 lt/6 cap/2 col) led by
Squad 5 goblin corporals on wolves plus 5 goblin general
sergeants on worgs led by lieutenant on 5
HD worg Tactics
Platoon 3 squads (15 cpl/15 sgt/3 lt) led by captain on Lizardfolk armies are hampered by their small num-
6 HD worg bers.But in their homeland swamps, their hit-and-run
tactics and the harsh environment that only they can
Elite Guards easily command can be devastating to invading forces.
Squad 10 goblin corporals plus 5 goblin sergeants plus Lizardfolk armies literally rise up out of the swamp and
5 cavalry sergeants led by cavalry lieutenant attack before invaders even realize what’s happening.
APPENDIX
Platoon 3 squads (30 cpl/15 sgt/15 cavalry sgt /3 cavalry Many lizardfolk officers also have a certain command of
lt) led by cavalry captain nature that typically stops an enemy force in its tracks.
Company 2 platoons (60 cpl/30 sgt/30 cavalry sgt/6 Lizardfolk guerrilla units roam the swamps at all times,
cavalry lt/2 cavalry cap) led by colonel ready to repulse enemies of the tribe with their giant
lizard companions and druid magic. If an army does
Tactics manage to penetrate deep into the swamp, it will be met
Goblins are much more disciplined than orcs. They by squads of elite guards supported by infantry, giant
march in formation on the way to war, spread out across lizards, druids, and clerics. Lizardfolk sergeants have
the battlefield in even ranks and files, and advance or Weapon Focus (greatclub) while guerrilla force sergeants
retreat on command from their bugbear officers. The have Weapon Focus (javelin).
infantry often follows the cavalry into battle, picking
off soldiers downed by the initial rush of wolves and GIANT RACES
worgs before entering melee. When an entire goblin
nation decides to go to war, the army’s devastating num- Infantry
bers and disciplined tactics can challenge the largest Squad 5 privates (normal ogres) plus 1 corporal (ogre
human armies. mage) led by sergeant (troll)
Individual goblin tribes sport armies no bigger than a Platoon 2 squads (10 pvt/2 cpl/2 sgt) plus 2 lieutenants
single infantry company and a cavalry platoon. These are (hill giant) led by captain (stone giant)
often sent out as warbands against other tribes, nearby orc Company 2 platoons (20 pvt/4 cpl/4 sgt/4 lt/2 cap) led by
villages, or even small human kingdoms. When provoked major (frost giant)
or incited by a charismatic leader, tribes band together into Regiment 2 companies (40 pvt/8 cpl/8 sgt/8 lt/4 cap/2
a horde that marches out of the mountains to devastate maj) led by colonel (fire giant)
the countryside. Hobgoblin officers have Weapon Focus Brigade 2 regiments (80 pvt/16 cpl/16 sgt/16 lt/8 cap/4/
(longsword), while cavalry officers have Weapon Focus maj/2 col) led by general (storm giant)
(javelin). Elite guards defend goblin strongholds, but entire
elite guard companies are sometimes sent out as warbands Artillery
if the tribe is desperate. Squad 5 lieutenants led by captain
Platoon 3 squads (15 lt/3 cap) led by major
LIZARDFOLK
Elite Guards
Infantry Squad 5 sergeants led by lieutenant
Squad 5 privates (normal lizardfolk) led by sergeant Platoon 3 squads (15 sgt/3 lt) led by captain
(lizardfolk druid 2) and lieutenant (lizardfolk Company 2 platoons (30 sgt/6 lt/2 cap) led by major
barbarian 3)
Platoon 3 squads (15 pvt/3 sgt/3 lt) led by captain Tactics
(lizardfolk druid 5) Giant armies don’t have to be big because the soldiers are
Company 3 platoons (45 pvt/9 sgt/9 lt/3 cap) led by colonel Large (and even Huge). The giant races don’t often band
(lizardfolk barbarian 8) together to form an army, but when they do, it’s a dev-
Regiment 3 companies (135 pvt/27 sgt/27 lt/9 cap/3 col) astating force. Ogre infantry backed up by ogre mages
led by general (water naga) and trolls can wade into battle with multiple attacks,
spell-like abilities, and even regeneration. Content to
Guerrilla Forces fight head to head in open battle, giant armies rarely
Unit 5 sergeants led by lieutenant retreat even when facing overwhelming odds. When
Cell 3 units (15 sgt /3 lt) led by captain platoons combine into companies and larger groups,
infantry and artillery squads go hand in hand onto
Elite Guards the battlefield. Artillery officers lob rocks across the
Squad 5 sergeants plus 5 lieutenants led by captain battlefield to soften up the opposing military (targeting
Platoon 3 squads (15 sgt/15 lt/3 cap) led by colonel wizards and enemy siege engines whenever possible)
141
before the infantry moves in to methodically finish the Skills and Feats: Climb +0, Jump –6, Spot +3; Exotic
battle. A single company or even a platoon of giants can Weapon Proficiency (bastard sword), Power Attack, Tough-
ravage a small kingdom. ness, Weapon Focus (bastard sword).
Possessions: masterwork half-plate, masterwork heavy
APPENDIX II: steel shield, masterwork bastard sword, masterwork light
crossbow,20bolts,potionofendurance,potionofbull’sstrength,
SAMPLE SOLDIERS potion of cure light wounds.
Use these ready-made characters to shorten preparation
time when constructing battlefield encounters (see Chap- Human Cleric Corporal: Male or female human cleric
ter 3), either as foes the player characters must face or as 3; CR 3; Medium humanoid; HD 3d8+6; hp 23; Init –1;
APPENDIX
NPC allies who accompany them on a mission. Spd 20 ft.; AC 19, touch 9, flat-footed 19; Base Atk +2;
Grp +3; Atk +5 melee (1d8+1, masterwork morningstar);
Human Soldiers SA spells, turn undead 4/day (+1, 2d6+4, 3rd); SQ com-
Human Regular: Male or female human warrior 1; CR mander rating 1, protective commander; AL LG; SV
1/2; Medium humanoid; HD 1d8+1; hp 5; Init +0; Spd 20 ft.; Fort +5, Ref +2, Will +5; Str 13, Dex 8, Con 14, Int 10,
AC 16, touch 10, flat-footed 16; Atk +3 melee (1d8+1/19–20, Wis 15, Cha 12.
longsword) or +2 ranged (1d8/19–20, light crossbow); AL Skills and Feats: Concentration +8, Heal +8 (+10 with
varies; SV Fort +3, Ref +0, Will –1; Str 13, Dex 11, Con 12, healer’s kit), Spellcraft +6; Brew Potion, Combat Casting,
Int 10, Wis 9, Cha 8. Lightning Reflexes, Weapon Focus (morningstar) .
Skills and Feats: Climb –1, Jump –7, Spot +1; Weapon Protective Commander: Allies within 30 feet gain a +1
Focus (longsword), Weapon Focus (light crossbow). morale bonus on saving throws.
Possessions: scale mail, heavy wooden shield, longsword, Cleric Spells Prepared (caster level 3rd): 0—detect magic,
light crossbow, 20 bolts. detectpoison,guidance,resistance;1st—bless,magicweaponD,
removefear,shieldoffaith;2nd—bear’sendurance,holdperson
Human Archer: Male or female human warrior 1; CR 1/2; (DC 14), spiritual weapon D.
Medium humanoid; HD 1d8; hp 4; Init +1; Spd 30 ft.; AC D: Domain spell. Domains: War (Weapon Focus with
14, touch 11, flat-footed 13; Atk +2 melee (1d6+1/19–20, morningstar) and Healing (cast healing spells at +1
short sword) or +3 ranged (1d8/×3, longbow); AL varies; caster level).
SV Fort +2, Ref +1, Will –1; Str 12, Dex 13, Con 11, Int 10, Possessions: full plate, heavy steel shield, 5 potions of cure
Wis 9, Cha 8. light wounds, masterwork morningstar, healer’s kit.
Skills and Feats: Climb +2, Jump +2, Listen +1, Spot +1;
Point Blank Shot, Weapon Focus (longbow). Human Soldier Sergeant: Male human fighter 3; CR
Possessions: studded leather armor, short sword, longbow, 3; Medium humanoid; HD 3d10+6; hp 27; Init +1; Spd 20
25 arrows. ft.; AC 21, touch 11, flat-footed 20; Base Atk +3; Grp +5;
Atk +7 melee (1d8+2/19–20, masterwork longsword) or
Human Sniper: Male or female human fighter 2; CR +5 ranged (1d8+2/×3, masterwork composite longbow; SQ
2; Medium humanoid; HD 2d10+2; hp 13; Init +2; Spd commander rating 2, maneuvering commander; SV Fort
30 ft.; AC 17, touch 12, flat-footed 15; Atk +4 melee +5, Ref +2, Will +1; AL CG; Str 15, Dex 13, Con 14, Int 8,
(1d6+2/19–20, short sword) or +6 ranged (1d8+2/×3, Wis 10, Cha 12.
masterwork composite longbow); Full Atk +4/+4 ranged Skills and Feats: Handle Animal +3, Intimidate +5, Ride
(1d8+2/×3, masterwork composite longbow); AL varies; +5, Spot +2; Mounted Combat, Mounted Archery, Point
SV Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int Blank Shot, Precise Shot, Weapon Focus (longsword).
10, Wis 12, Cha 8. Maneuvering Commander: Any ally who starts her turn
Skills and Feats: Climb +5, Jump +6, Spot +1; Point within 30 feet of this sergeant and moves at least 10 feet
Blank Shot, Precise Shot, Rapid Shot, Weapon Focus gains a +2 morale bonus on the next melee attack roll she
(longbow). makes during her turn.
Possessions: masterwork chain shirt, masterwork Possessions: full plate, heavy steel shield, masterwork
buckler, short sword, masterwork composite longbow longsword, masterwork composite longbow (+2 Str bonus),
(+2 Str bonus), 25 arrows, potion of cat’s grace, potion of 20 arrows, light warhorse.
cure light wounds.
Human Cleric Lieutenant: Male human cleric 4; CR 4;
Human Soldier: Male or female human fighter 2; CR Medium humanoid; HD 4d8+8; hp 29; Init –1; Spd 20 ft.;
2; Medium humanoid; HD 2d10+4 plus 3; hp 22; Init +1; AC 18, touch 9, flat-footed 18; Base Atk +3; Grp +4; Atk +6
Spd 20 ft.; AC 19, touch 10, flat-footed 19; Atk +6 melee melee (1d8+1/19–20, masterwork longsword) or +3 ranged
(1d10+2/19–20, masterwork bastard sword) or +4 ranged (1d10/19–20, masterwork light crossbow); SA turn undead
(1d8/19–20, masterwork light crossbow); AL varies; SV 4/day (+1, 2d6+5, 4th); SQ commander rating 3, healing
Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, commander; SV Fort +6, Ref +2, Will +7; AL LG; Str 13,
Wis 12, Cha 8. Dex 8, Con 14, Int 10, Wis 16, Cha 12.
142
Skills and Feats: Concentration +6, Diplomacy +8, Heal Charge, Trample, Weapon Focus (lance), Weapon Spe-
+7, Knowledge (history) +1, Sense Motive +8, Spot +4; cialization (lance).
Combat Casting, Lightning Reflexes, Negotiator, Weapon Possessions: Masterwork full plate, masterwork large
Focus (longsword) B. steel shield, +1 lance, potion of bull’s strength, potion of cure
Healing Commander: Whenever this character uses a moderate wounds.
spell or effect to heal damage taken by an ally, he can
attempt a rally check as a free action to improve that Human Knight Captain: Female human paladin 5;
ally’s morale. CR 5; Medium humanoid; HD 5d10+10; hp 42; Init –1;
Cleric Spells Prepared (caster level 4th): 0—detect magic Spd 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +5; Grp
(2),guidance,light(2);1st—bless(2),causefear(DC17),magic +7; Atk or Full Atk +8 melee (1d8+2/19–20, masterwork
APPENDIX
weaponD, sanctuary (DC 17); 2nd—aid, bull’s strength, calm longsword) or +5 ranged (1d8+2/×3, masterwork composite
emotionsD (DC 18), silence (DC 18). longbow); SA smite evil 2/day, spells, turn undead 5/day
D: Domain spell. Domains: Law (cast law spells at +1 (+2, 2d6+4, 2nd); SQ aura of courage, commander rating
caster level), War (free Martial Weapon Proficiency with 4, detect evil, divine grace, divine health, lay on hands 10
deity’s favored weapon and Weapon Focus with deity’s points/day, melee commander, special mount 1/day (10
favored weapon). hours, heavy warhorse), special mount benefits; SV Fort
Possessions: half-plate, heavy steel shield, masterwork +8, Ref +2, Will +4; AL LG; Str 15, Dex 8, Con 14, Int 10,
longsword, masterwork heavy crossbow, 10 bolts, jar of Wis 12, Cha 14.
healing salve, silver holy symbol, light warhorse. Skills and Feats: Diplomacy +5, Handle Animal +9,
Heal +7, Ride +7; Mounted Combat, Ride-by Attack,
Human Elite Soldier: Male or female human fighter 4; Spirited Charge.
CR 4; Medium humanoid; HD 4d10+8 plus 3; hp 37; Init Aura of Courage (Su): Immune to fear, magical or other-
+1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Atk or Full wise. Allies within 10 feet gain +4 morale bonus on saves
Atk +9 melee (1d10+5/19–20, masterwork bastard sword) against fear.
or +6 ranged (1d8/19–20, masterwork light crossbow); AL Detect Evil (Sp): As the spell, at will.
varies; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Divine Health (Ex): Immunity to disease.
Int 10, Wis 12, Cha 8. Melee Commander: Allies within 30 feet gain a +1 morale
Skills and Feats: Climb +4, Jump –2, Spot +4; Cleave, bonus on melee attacks.
Exotic Weapon Proficiency (bastard sword), Power Attack, Special Mount Benefits: Empathic link, share spells.
Toughness, Weapon Focus (bastard sword), Weapon PH 45.
Specialization (bastard sword). Paladin Spells Prepared (caster level 2nd): 1st—magic
Possessions: masterwork full plate, masterwork heavy weapon.
steel shield, masterwork bastard sword, masterwork light Possessions: masterwork half-plate, masterwork heavy
crossbow, 20 bolts, potion of bear’s endurance, potion of bull’s steel shield, masterwork longsword, masterwork composite
strength, potion of cure moderate wounds. longbow (+2 Str bonus), 20 arrows, Quaal’s feather token
(bird),blessweaponoil(2),potionofdarkvision,potionofhaste,
Human Elite Archers: Male or female human fighter potion of cure serious wounds.
4; CR 4; Medium humanoid; HD 4d10+4; hp 30; Init +3;
Spd 30 ft.; AC 18, touch 13, flat-footed 15; Atk +6 melee Heavy Warhorse: Large magical beast; HD 6d8+18; hp
(1d6+2/19–20, short sword) or +9 ranged (1d8+5/×3, +1 45; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base
composite longbow); Full Atk +7/+7 ranged (1d8+5/×3, +1 Atk +4; Grp +12; Atk +7 melee (1d6+4 hoof); Full Atk
composite longbow); AL varies; SV Fort +5, Ref +4, Will +2; +7/+7 melee (1d6+4, 2 hooves) and +5 melee (1d4+2, bite);
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light
Skills and Feats: Climb +8, Jump +8, Spot +4; Point Blank vision, scent; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13,
Shot, Precise Shot, Rapid Shot, Ready Shot*, Weapon Focus Con 17, Int 6, Wis 13, Cha 6.
(longbow), Weapon Specialization (longbow). Skills and Feats: Listen +6, Spot +5; Endurance, Run,
*New feat described on page 99. Multiattack.
Possessions: masterwork chain shirt, masterwork buckler, Improved Evasion (Ex): No damage on successful Reflex
short sword, +1 composite longbow (+2 Str bonus), 25 arrows, save and half damage if the save fails.
potion of cat’s grace, potion of cure moderate wounds.
Human Sniper Major: Male human fighter 7; CR 7;
Human Elite Cavalry: Male or female human fighter 5; Medium humanoid; HD 7d10+14; hp 57; Init +1; Spd
CR 5; Medium humanoid; HD 5d10+5; hp 37; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base Atk +7; Grp
20 ft.; AC 21, touch 11, flat-footed 20; Atk or Full Atk +10 +10; Atk +12 melee (1d8+6/19–20, +1 longsword) or +10
melee (1d8+6/×3, +1 lance); AL varies; SV Fort +5, Ref +3, ranged (1d8+3/×3, masterwork composite longbow); Full
Will +1; Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 8. Atk +12/+7 melee (1d8+6/19–20, +1 longsword) or +10/+5
Skills and Feats: Handle Animal +7, Jump –1, Ride +12, ranged (1d8+3/×3, masterwork composite longbow); SQ
Spot +4; Mounted Combat, Ride-By Attack, Spirited commander rating 5, steadfast commander; SV Fort +7,
143
Ref +3, Will +2; AL LN; Str 16, Dex 13, Con 14, Int 8, Wis Archery Commander: Allies within 30 feet gain a +1
10, Cha 12. morale bonus on ranged attacks. This general adds +1 to
Skills and Feats: Diplomacy +2, Handle Animal +6, the save DC of any volley of arrows that he directs.
Intimidate +2, Knowledge (history) +1, Ride +7, Spot Possessions:+2fullplate,+1heavysteelshield,+2longsword,+1
+2; Leadership, Mounted Archery, Mounted Combat, composite longbow (+3 Str bonus), 20 arrows, Quaal’s feather
Point Blank Shot, Precise Shot, Weapon Focus (com- token(bird),potionofhaste,potionofcureseriouswounds,keen
posite longbow), Weapon Focus (longsword); Weapon edge oil, heavy warhorse.
Specialization (longsword).
Steadfast Commander: Allies within 30 feet gain a +2 Freuntin, Druid of Obad-Hai: Human druid 11; CR11;
morale bonus to AC against foes who move at least 5 feet Medium humanoid; HD 11d8+22; hp 75; Init +0; Spd 30
APPENDIX
before attacking. ft.; AC 19, touch 11, flat-footed 19; Base Atk +8; Grp +7;
Possessions: +1 full plate, heavy steel shield, +1 longsword, Atk +7 melee (1d6–1 quarterstaff); Full Atk +7/+2 melee
masterwork composite longbow (+3 Str bonus), 20 arrows, (1d6–1 quarterstaff); SA spells; SQ animal commander,
Quaal’sfeathertoken(bird),potionofhaste,potionofcureserious animal companion, commander rating 3, immunity to
wounds, heavy warhorse. poison, nature sense, resist nature’s lure, trackless step,
wild empathy +12 (+8 magical beasts), wild shape 4/day,
Human Soldier Colonel: Female human fighter 9; CR woodland stride; AL N; SV Fort +11, Ref +5, Will +13; Str
9; Medium humanoid; HD 9d10+18; hp 72; Init +1; Spd 20 8, Dex 10, Con 14, Int 12, Wis 19, Cha 13.
ft.; AC 23, touch 11, flat-footed 22; Base Atk +9; Grp +12; Skills and Feats: Concentration +14, Diplomacy +13,
Atk +14 melee (1d8+6/19–20, +1 longsword) or +12 ranged Handle Animal +13, Knowledge (nature) +15, Listen
(1d8+6/×3, +1 composite longbow); Full Atk +14/+9 melee +13, Ride +2, Spellcraft +12, Spot +13, Survival +15 (+17
(1d8+6/19–20, +1 longsword) or +12/+7 ranged (1d8+6/×3, aboveground natural environment); Augment Summon-
+1 composite longbow); SQ commander rating 6, melee ing, Combat Casting, Leadership, Natural Spell, Spell
commander; SV Fort +8, Ref +4, Will +3; AL NG; Str 17, Focus (conjuration).
Dex 13, Con 14, Int 8, Wis 10, Cha 12. Animal Commander: Animal and magical beast allies
Skills and Feats: Diplomacy +3, Handle Animal +6, with Int scores of 1 or higher gain a +2 morale bonus on
Intimidate +3, Knowledge (history) +2, Ride +8, Spot +1; saving throws.
Leadership, Mounted Archery, Mounted Combat, Point Resist Nature’s Lure (Ex): +4 bonus on saves against spell-
Blank Shot, Power Attack, Precise Shot, Weapon Focus like abilities of fey.
(composite longbow), Weapon Focus (longsword); Weapon Trackless Step (Ex): Leaves no trail in natural surroundings
Specialization (composite longbow), Weapon Specializa- and cannot be tracked.
tion (longsword). Wild Shape (Su): Change into a Tiny to Large animal and
Melee Commander: Allies within 30 feet gain a +1 morale back again, as polymorph. PH 37.
bonus on melee attacks. Woodland Stride (Ex): Move through natural overgrown
Possessions:+1fullplate,+1heavysteelshield,+1longsword,+1 areas at normal speed without damage. PH 36.
composite longbow (+3 Str bonus), 20 arrows, Quaal’s feather Druid Spells Prepared (caster level 11th): 0—cure minor
token(bird),potionofhaste,potionofcureseriouswounds,keen wounds(2),detectmagic,guidance,knowdirection,readmagic;
edge oil, heavy warhorse. 1st—cure light wounds (2), entangle (DC 15), faerie fire, long-
strider, shillelagh; 2nd—animal messenger, bear’s endurance,
Human Sniper General: Male human fighter 11; CR lesser restoration, summon swarm, warp wood; 3rd—call
11; Medium humanoid; HD 11d10+22; hp 87; Init +2; lightning(DC17),curemoderatewounds,plantgrowth,quench,
Spd 20 ft.; AC 24, touch 11, flat-footed 23; Base Atk +11; spikegrowth;4th—dispelmagic,flamestrike(DC18),icestorm
Grp +14; Atk +17 melee (1d8+7/19–20, +2 longsword) (DC 18), spike stones; 5th—call lightning storm (DC 19), cure
or +15 ranged (1d8+6/×3, +1 composite longbow); Full critical wounds; 6th—wall of stone.
Atk +17/+12/+7 melee (1d8+7/19–20, +2 longsword) or Possessions: +2 hide armor, +1 heavy wooden shield, ring of
+15/+10/+5 ranged (1d8+6/×3, +1 composite longbow) or protection+1,periaptofwisdom+2,cloakofresistance+2,pearl
+13/+13/+8/+3 ranged (1d8+6/×3, +1 composite longbow); of power 1, pearl of power 2, masterwork quarterstaff.
SQ archery commander, commander rating 7; SV Fort
+9, Ref +5, Will +3; AL CG; Str 16, Dex 14, Con 14, Int Drow Soldiers
8, Wis 10, Cha 12. Drow Sergeant: Male drow fighter 3; CR 4; Medium
Skills and Feats: Diplomacy +3, Handle Animal +6, humanoid (elf); HD 3d10+3; hp 24; Init +2; Spd 30 ft.; AC 18,
Knowledge (history) +4, Ride +9, Spot +2; Extra Follow- touch 12, flat-footed 16; Base Atk +3; Grp +5; Atk +6 melee
ers*, Leadership, Mounted Archery, Mounted Combat, (1d6+2/18–20, masterwork rapier) or +7 ranged (1d4/19–20,
Point Blank Shot, Precise Shot, Rapid Shot, Weapon masterwork hand crossbow); SA spell-like abilities; SQ
Focus (composite longbow), Weapon Focus (longsword), commander rating 2, darkvision 120 ft., drow traits, oppor-
Weapon Specialization (composite longbow), Weapon tunistic commander, spell resistance 14; SV Fort +4, Ref
Specialization (longsword). +3, Will +1 (+3 against spells and enchantments); AL NE;
*New feat described on page 97. Str 15, Dex 15, Con 12, Int 10, Wis 10, Cha 14.
144
Skills and Feats: Climb +4, Intimidate +6, Listen +2, Ride commander rating 4, darkvision 120 ft., drow traits, spell
+6, Search +2, Spot +2; Blind-Fight, Point Blank Shot, resistance 16; SV Fort +3, Ref +4, Will +5 (+7 against spells
Precise Shot, Weapon Focus (hand crossbow). and enchantments); AL NE; Str 8, Dex 15, Con 12, Int 18,
Drow Traits (Ex): Immune to magic sleep effects; able to Wis 10, Cha 14.
notice secret or concealed doors (PH 16); spell-like abilities Skills and Feats: Concentration +8, Decipher Script
(1/day—dancing lights, darkness, and faerie fire as the spells +11, Knowledge (arcana) +11, Knowledge (dungeoneer-
from a 3rd-level caster); light blindness (blinded for 1 ing) +11, Knowledge (history) +11, Listen +2, Search +6,
round by abrupt exposure to bright light, –1 circumstance Spellcraft +13, Spot +2; Combat Casting, Extend Spell,
penalty on all attack rolls, saves, and checks while operat- Scribe Scroll, Toughness.
ing in bright light). Bloodthirsty Commander: Allies within 30 feet gain a +1
APPENDIX
Opportunistic Commander: Allies within 30 feet deal morale bonus on damage rolls against wounded creatures.
an extra 1d6 points of damage on any successful attack Drow Traits (Ex): Immunity to magic sleep effects; able to
of opportunity. notice secret or concealed doors (PH 16); spell-like abilities
Possessions: +1 chain shirt, light steel shield, masterwork (1/day—dancing lights, darkness, and faerie fire as the spells
rapier, masterwork hand crossbow, 10 bolts, potion of cure from a 5th-level caster); light blindness (blinded for 1
moderate wounds. round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operat-
Drow Spellguard Lieutenant: Male drow wizard 3; ing in bright light).
CR 4; Medium humanoid (elf); HD 3d4+3 plus 3; hp 15; Wizard(Evoker)SpellsPrepared(casterlevel5th;prohibited
Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base schools illusion and necromancy): 0—acid splash (ranged
Atk +1; Grp +0; Atk +0 melee (1d6–1/18–20, rapier) or touch +4), detect magic, flare (DC 14), message, ray of frost
+4 ranged (1d4/19–20, masterwork hand crossbow); SA (ranged touch +4); 1st—burning hands (DC 15), mage armor,
spell-like abilities, spells; SQ bloodthirsty commander, magicmissile(2),shield;2nd—flamingsphere(DC16),Melf’s
commander rating 3, darkvision 120 ft., drow traits, spell acidarrow(rangedtouch+4),protectionfromarrows,scorching
resistance 14; SV Fort +3, Ref +4, Will +4 (+6 against spells ray (ranged touch +4); 3rd—fireball (DC 17), haste, lightning
and enchantments); AL NE; Str 8, Dex 15, Con 12, Int 17, bolt (DC 17).
Wis 10, Cha 14. Possessions:Bracersofarmor+1,masterworkrapier,master-
Skills and Feats: Concentration +6, Decipher Script +8, work hand crossbow, 10 bolts, cloak of resistance +1, scroll of
Knowledge (arcana) +8, Knowledge (dungeoneering) +8, fireball, scroll of heroism, potion of cure light wounds, potion of
Knowledge (history) +8, Listen +2, Search +5, Spellcraft cure moderate wounds, wand of detect magic.
+8, Spot +2; Combat Casting, Scribe Scroll, Toughness.
Bloodthirsty Commander: Allies within 30 feet gain a +1 Drow Priestess Colonel: Female drow cleric 9; Medium
morale bonus on damage rolls against wounded creatures. humanoid (elf); CR 10; HD 9d8+9; hp 53; Init +1; Spd 30
Drow Traits (Ex): Immunity to magic sleep effects; able to ft.; AC 21, touch 13, flat-footed 18; Base Atk +6; Grp +6; Atk
notice secret or concealed doors (PH 16); spell-like abilities +10 melee (1d6/18–20, masterwork rapier) or +10 ranged
(1/day—dancing lights, darkness, and faerie fire as the spells (1d4+1/19–20, +1 hand crossbow); Full Atk +10/+5 melee
from a 3rd-level caster); light blindness (blinded for 1 (1d6/18–20, masterwork rapier) or +10 (1d4+1/19–20, +1
round by abrupt exposure to bright light, –1 circumstance hand crossbow); SA rebuke undead 5/day (+2, 2d6+11, 9th),
penalty on all attack rolls, saves, and checks while operat- spell-like abilities, spells; SQ commander rating 6, drow
ing in bright light). traits, spell resistance 20, spellslinging commander; SV
Wizard (Evoker) Spells Prepared (caster level 3rd; pro- Fort +9, Ref +6, Will +10 (+12 against spells and enchant-
hibited schools illusion and necromancy): 0—acid splash ments); AL NE; Str 10, Dex 14, Con 14, Int 10, Wis 16,
(+3 ranged touch), detect magic, flare (DC 13), message, ray Cha 14.
of frost (+3 ranged touch); 1st—burning hands (DC 14), Skills and Feats: Concentration +7, Diplomacy +8, Heal
mage armor, magic missile, shield; 2nd—flaming sphere +9, Listen +5, Search +2, Spellcraft +6, Spot +5; Blind-Fight,
(DC 15), protection from arrows, scorching ray* (ranged Combat Casting, Leadership, Weapon Finesse.
touch +3). Drow Traits (Ex): Immunity to magic sleep effects; able to
Possessions: +1 cloak of resistance, rapier, masterwork hand notice secret or concealed doors (PH 16); spell-like abilities
crossbow, 10 bolts, scroll of web, scroll of see invisibility, (1/day—dancing lights, darkness, and faerie fire as the spells
potion of cure light wounds, potion of cure moderate wounds, from a 9th-level caster); light blindness (blinded for 1
wand of detect magic. round by abrupt exposure to bright light, –1 circumstance
penalty on all attack rolls, saves, and checks while operat-
Drow Spellguard Captain: Male drow wizard 5; CR 6; ing in bright light).
Medium humanoid (elf); HD 5d4+5 plus 3; hp 22; Init SpellslingingCommander:Anyareaspellcastbyanallydeals
2; Spd 30 ft.; AC 13, touch 12, flat-footed 11; Base Atk +2; an extra 1d6 points of damage. Only spells that deal damage
Grp +1; Atk +2 melee (1d6–1/18–20, masterwork rapier) gain this bonus. This is considered a morale bonus.
or +5 ranged (1d4/19–20, masterwork hand crossbow); SA Cleric Spells Prepared (caster level 9th): 0—resistance (2),
spell-like abilities, spells; SQ bloodthirsty commander, detect poison, purify food and drink, guidance (2); 1st—bane
145
(DC 14), cure light wounds (2), doom (DC 14), inflict light Improved Grab (Ex): If in bear form, on a successful claw
woundsD (+6 melee touch), sanctuary (DC 14); 2nd—cure attack a werebear can attempt to start a grapple as a free
moderatewounds(2),deathknell(DC15),desecrate,invisibili- action without provoking attacks of opportunity.
tyD,silence(DC15);3rd—animatedead,cureseriouswounds, Possessions:+1greataxe,2potionsofcuremoderatewounds.
dispelmagic,nondetectionD,summonmonsterIII;4th—greater
magic weapon, inflict critical woundsD (melee touch +6), Elf Soldiers
summon monster IV; 5th—mass inflict light woundsD (DC Elf Commando: Male of female elf ranger 2; CR 2;
18), slay living (+6 melee touch, DC 18). Medium humanoid; HD 2d8+2; hp 14; Init +3; Spd 30 ft.;
D: Domain spell. Domains: Destruction (smite 1/day; AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +2; Atk
+4 to hit, +9 damage), Trickery (Bluff, Disguise, Hide are +7 ranged (1d8/×3, masterwork longbow); Full Atk +5/+5
APPENDIX
APPENDIX
(2d8+10, masterwork greatclub) or +10 ranged (2d6+7, traps and magic traps. PH 50.
rock); SA rage 1/day, rock throwing; SQ fast movement, Possessions: masterwork chain shirt, masterwork buckler,
low-light vision, rock catching, uncanny dodge; AL CE; masterwork rapier, masterwork shortbow, 20 arrows, potion
SV Fort +15, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int of cure light wounds, potion of cure moderate wounds, potion
6, Wis 10, Cha 7. of cat’s grace, potion of darkness, 2 tanglefoot bags, 5 vials
Skills and Feats: Climb +7, Jump +11, Listen +6, Spot +7; alchemist fire, 2 applications universal solvent.
Cleave, Improved Bull Rush, Improved Sunder, Power
Attack, Weapon Focus (greatclub). Gnome Captain: Female gnome bard 5; CR 5; Small
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC humanoid; HD 5d6+5; hp 25; Init 1; Spd 20 ft.; AC 17,
for up to 9 rounds. touch 11, flat-footed 16; Base Atk +3; Grp +0; Atk or Full
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- Atk +6 melee (1d4+1/18–20, masterwork rapier) or +6
footed or targeted by an unseen foe. PH 26. ranged (1d4/×3, masterwork shortbow); SA spell-like
Possessions: giant’s bag, masterwork greatclub. abilities, spells; SQ bardic knowledge +8, bardic music
5/day (countersong, fascinate, inspire competence,
Fire Giant Soldier: Male or female fire giant fighter 2; CR inspire courage +1), commander rating 4, giant-killer
12; Large giant (fire); HD 15d8+75 plus 2d10+10; hp 167; commander, gnome traits, low-light vision; SV Fort +3*,
Init +3; Spd 30 ft.; AC 23, touch 8, flat-footed 23; Base Atk Ref +6*, Will +4*; AL NG; Str 12, Dex 13, Con 12, Int 12,
+13; Grp +27; Atk +24 melee (3d6+16/19–20 plus 1d6 fire, Wis 8, Cha 16.
+1 flaming greatsword) or +22 melee (1d4+10, slam) or +12 Skills and Feats: Bluff +6, Concentration +4, Craft
ranged (2d6+10 plus 2d6 fire, rock); Full Atk +24/+19/+14 (alchemy) +7, Diplomacy +6, Disguise +7, Gather Infor-
melee (3d6+16/19–20 20 plus 1d6 fire, +1 flaming greatsword) mation +6, Hide +9, Knowledge (history) +9, Knowledge
or +22 melee (1d4+10, slam) or +12 ranged (2d6+10 plus (nature) +5, Listen +1, Move Silently +9, Perform +11,
2d6 fire, rock); SA rock throwing; SQ immunity to fire, Tumble +5; Point Blank Shot, Precise Shot.
low-light vision, rock catching, vulnerability to cold; AL Countersong (Su): This bard can counter magical effects
LE; SV Fort +17, Ref +4, Will +9; Str 31, Dex 9, Con 21, Int that depend on sound by making a Perform check for each
10, Wis 14, Cha 11. round of countersong. Any creature within 30 feet of the
Skills and Feats: Climb +10, Craft (weaponsmithing) +7, bard who is affected by a sonic or language-dependent
Intimidate +7, Jump +10, Spot +14; Cleave, Great Cleave, magical attack can use the bard’s Perform check result in
Improved Initiative, Improved Overrun, Improved Sunder, place of his or her saving throw if desired. Countersong
Iron Will, Power Attack, Weapon Focus (greatsword). lasts for 10 rounds.
Possessions: +1 flaming greatsword. Fascinate (Su): This bard can cause up to two creatures
within 90 feet that can see and hear her to become fascinated
Gnome Soldiers with her (sit quietly, –4 penalty on skill checks made as
Gnome Scout Sergeant: Male gnome rogue 3; CR reactions, such as Listen or Spot checks). The bard’s
3; Small humanoid; HD 3d6+6; hp 19; Init +6; Spd 20 Perform check result is the DC for the opponent’s Will
ft.; AC 18, touch 13, flat-footed 16; Base Atk +2; Grp save. Any obvious threat breaks the effect. Fascination
–1; Atk +6 melee (1d4+1/18–20, masterwork rapier) or lasts 15 rounds.
+6 ranged (1d4/×3, masterwork shortbow); SA sneak Giant-Killer Commander: Allies within 30 feet gain a +2
attack +2d6, spell-like abilities; SQ commander rating morale bonus on melee attacks against creatures at least
2, evasion, giant-killer commander, gnome traits, low- two size categories larger than they are.
light vision, trapfinding, trap sense +1; SV Fort +3*, Gnome Traits (Ex): +1 racial bonus on attack rolls against
Ref +5*, Will +2*; AL NG; Str 12, Dex 15, Con 14, Int kobolds and goblinoids; +4 dodge bonus to Armor Class
10, Wis 13, Cha 8. against giants; spell-like abilities (1/day—dancing lights,
Skills and Feats: Balance +3, Disable Device +6, Dis- ghostsound[DC13],prestidigitation,speakwithanimals,[bur-
guise +5, Hide +8, Jump –3, Listen +7, Move Silently +7, rowing mammal only, duration 1 minute]). *Gnomes have
Sense Motive +7, Sleight of Hand +7, Spot +7, Tumble +7; a +2 racial bonus on saving throws against illusions.
Improved Initiative, Weapon Finesse. Inspire Competence (Su): An ally within 30 feet who can
Evasion (Ex): No damage on successful Reflex save. see and hear this bard gets a +2 competence bonus on skill
147
checks with a particular skill for as long as he can hear the Inspire Competence (Su): An ally within 30 feet who can
music. Inspire competence lasts for up to 20 rounds. see and hear this bard gets a +2 competence bonus on skill
Inspire Courage (Su): Allies (including the bard) who can checks with a particular skill for as long as she can hear
hear this bard receive a +1 morale bonus on saves against the music. Inspire competence lasts for up to 20 rounds.
charm and fear effects and a +1 morale bonus to attack and Inspire Courage (Su): Allies (including the bard) who can
weapon damage rolls. The effect lasts for 5 rounds after hear this bard receive a +2 morale bonus on saves against
the ally can no longer hear the bard. charm and fear effects and a +2 morale bonus to attack and
Bard Spells Known (3/4/2; caster level 5th): 0—dancing weapon damage rolls. The effect lasts for 5 rounds after
lights, daze (DC 13), detect magic, ghost sound (DC 14), mage the ally can no longer hear the bard.
hand, message; 1st—cure light wounds, disguise self, identify, Suggestion (Sp): This bard can make a suggestion (as the
APPENDIX
silent image (DC 15); 2nd—blur, cat’s grace, invisibility. spell) to a creature he has already fascinated. A DC 17 Will
Possessions: +1 mithral shirt, cloak of resistance +1, master- save negates the effect.
work rapier, masterwork shortbow, 20 arrows, potion of cure Bard Spells Known (3/4/4/2; caster level 8th): 0—dancing
light wounds, potion of cure moderate wounds, 2 tanglefoot lights, daze (DC 13), detect magic, ghost sound (DC 14), mage
bags, 5 vials alchemist fire, 2 applications universal solvent, hand, message; 1st—cure light wounds, disguise self, identify,
bardic instrument. silent image (DC 15); 2nd—blur, cat’s grace, invisibility, whis-
pering wind; 3rd—cure serious wounds, haste, slow (DC 16).
Gnome Major: Male gnome bard 8; CR 8; Small human- Possessions:+1mithralshirt,amuletofnaturalarmor+1,cloak
oid; HD 8d6+8; hp 38; Init +2; Spd 20 ft.; AC 19, touch of resistance +1, masterwork rapier, +1 shortbow, 20 arrows,
13, flat-footed 17; Base Atk +6; Grp +3; Atk +9 melee 2 potions of cure moderate wounds, potion of bull’s strength,
(1d4+1/18–20, masterwork rapier) or +10 ranged (1d4+1/×3, potion of cat’s grace, 2 tanglefoot bags, 5 vials alchemist fire,2
+1 shortbow); Full Atk +9/+4 melee (1d4+1/18–20, master- applications universal solvent, bardic instrument.
work rapier) or +10/+5 ranged (1d4+1/×3, +1 shortbow); SA
spell-like abilities, spells; SQ bardic knowledge +11, bardic Goblinoid Soldiers
music 8/day (countersong, fascinate, inspire competence, Goblin Worg-Rider: Goblin warrior 2; CR 1; Small
inspire courage +2, suggestion) commander rating 5, giant- humanoid (goblinoid); HD 2d8+2; hp 11; Init +1; Spd 30
killer commander, gnome traits, low-light vision; SV Fort ft.; AC 16, touch 12, flat-footed 15; Base Atk +2; Grp –2;
+4*, Ref +9*, Will +6*; AL NG; Str 12, Dex 14, Con 12, Int Atk or Full Atk +3 melee (1d6/×3, lance); SQ darkvision
12, Wis 8, Cha 16. 60 ft.; AL NE; SV Fort +4, Ref +1, Will –1; Str 11, Dex 13,
Skills and Feats: Appraise +1 (+3 alchemy), Balance +4, Con 12, Int 10, Wis 9, Cha 6.
Bluff +8, Concentration +7, Craft (alchemy) +11, Diplomacy Skills and Feats: Handle Animal +2, Hide +3, Move
+6, Disguise +7 (+9 acting), Gather Information +7, Hide Silently +3, Ride +6; Mounted Combat.
+10, Jump –1, Knowledge (history) +9, Knowledge (nature) Possessions: studded leather armor, light wooden shield,
+7, Listen +1, Move Silently +12, Perform +14, Tumble +12; lance.
Leadership, Point Blank Shot, Precise Shot.
Countersong (Su): This bard can counter magical effects Goblin Sneak Corporal: Male goblin rogue 2; CR 2;
that depend on sound by making a Perform check for each Small humanoid (goblinoid); HD 2d6+2; hp 11; Init +1;
round of countersong. Any creature within 30 feet of the Spd 30 ft.; AC 15, touch 12, flat-footed 14; Base Atk +1; Grp
bard who is affected by a sonic or language-dependent –3; Atk or Full Atk +3 melee (1d4/19–20, short sword) or
magical attack can use the bard’s Perform check result in +4 ranged (1d4/×3, shortbow); SA sneak attack +1d6; SQ
place of his or her saving throw if desired. Countersong commander rating 1, darkvision 60 ft., evasion, protective
lasts for 10 rounds. commander, trapfinding; SV Fort +1, Ref +4, Will –1; AL
Fascinate (Su): This bard can cause up to two creatures LE; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
within 90 feet that can see and hear him to become fas- Skills and Feats: Escape Artist +6, Hide +10, Listen +4,
cinated with him (sit quietly, –4 penalty on skill checks Move Silently +10, Ride +6, Search +4, Sleight of Hand +6,
made as reactions, such as Listen or Spot checks). The Spot +4, Tumble +5, Use Rope +1 (+3 bindings); Mounted
bard’s Perform check result is the DC for the opponent’s Combat, Weapon Finesse.
Will save. Any obvious threat breaks the effect. Fascination Evasion (Ex): No damage on successful Reflex save.
lasts 15 rounds. Protective Commander: Allies within 30 feet gain a +1
Giant-Killer Commander: Allies within 30 feet gain a +2 morale bonus on saving throws.
morale bonus on melee attacks against creatures at least Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher
two size categories larger than they are. traps and magic traps. PH 50.
Gnome Traits (Ex): +1 racial bonus on attack rolls against Possessions: masterwork studded leather, masterwork
kobolds and goblinoids; +4 dodge bonus to Armor Class short sword, masterwork shortbow, 20 arrows, potion of cure
against giants; spell-like abilities (1/day—dancing lights, light wounds, potion of blur, elixir of hiding, elixir of sneaking.
ghostsound[DC13],prestidigitation,speakwithanimals,[bur-
rowing mammal only, duration 1 minute]). *Gnomes have Goblin Sneak Sergeant: Male goblin rogue 3; CR 3;
a +2 racial bonus on saving throws against illusions. Small humanoid (goblinoid); HD 3d6+6; hp 16; Init +1;
148
Spd 30 ft.; AC 17, touch 12, flat-footed 16; Base Atk +2; Grp ofcuremoderatewounds,potionofblur,dustoftracelessness,
–2; Atk or Full Atk +5 melee (1d4/19–20, short sword) or worg.
+5 ranged (1d4/×3, shortbow); SA sneak attack +2d6; SQ
commander rating 2, darkvision 60 ft., evasion, pursuing Bugbear Footpad Colonel: Female bugbear rogue
commander, trapfinding, trap sense +1; SV Fort +2, Ref 6; CR 8; Medium humanoid (goblinoid); HD 3d8+9
+4, Will +0; AL LE; Str 11, Dex 13, Con 12, Int 10, Wis plus 6d6+18; hp 64; Init +8; Spd 30 ft.; AC 23, touch
9, Cha 6. 14, flat-footed 19; Base Atk +6; Grp +10; Atk +12 melee
Skills and Feats: Balance +2, Escape Artist +6, Hide +10, (1d6+5/18–20, +1 rapier) or +11 ranged (1d6+3/×3, +1
Jump +1, Listen +5, Move Silently +10, Ride +6, Search composite shortbow); Full Atk +12/+7 melee (1d6+5/18–20,
+5, Sleight of Hand +6, Spot +5, Survival –1 (+1 tracking), +1 rapier) or +11/+6 ranged (1d6+3/×3, +1 composite
APPENDIX
Tumble +5, Use Rope +1 (+3 bindings); Mounted Combat, shortbow); SA sneak attack +3d6; SQ commander rating
Weapon Finesse. 5, darkvision 60 ft., evasion, sneaky commander, trap-
Evasion (Ex): No damage on successful Reflex save. finding, trap sense +2, uncanny dodge; SV Fort +7, Ref
Pursuing Commander: Allies within 30 feet deal an extra +13, Will +3; AL CE; Str 18, Dex 18, Con 16, Int 10, Wis
1d6 points of damage against foes who are frightened or 8, Cha 10.
panicked. Skills and Feats: Balance +6, Climb +12, Hide +12, Jump
Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher +6, Listen +9, Move Silently +16, Search +8, Sleight of
traps and magic traps. PH 50. Hand +10, Spot +9, Survival –1 (+1 tracking), Tumble
Possessions: masterwork chain shirt, masterwork buckler, +10; Alertness, Improved Initiative, Leadership, Weapon
masterwork short sword, masterwork shortbow, 20 arrows, Focus (rapier).
potion of cure moderate wounds, potion of blur, potion of cat’s Evasion (Ex): No damage on successful Reflex save.
grace, elixir of hiding, elixir of sneaking, worg. Sneaky Commander: Allies within 30 feet deal an extra
1d6 points of damage against foes that they flank.
Hobgoblin Soldier Lieutenant: Female hobgoblin Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher
fighter 4; CR 4; Medium humanoid (goblinoid); HD traps and magic traps. PH 50.
4d10+8; hp 34; Init +1; Spd 20 ft.; AC 17, touch 11, flat- Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
footed 16; Base Atk +4; Grp +6; Atk or Full Atk +8 melee footed or targeted by an unseen foe. PH 26.
(1d8+4/19–20, masterwork longsword) or +7 ranged (1d6+2, Possessions:+1studdedleather,+1buckler,+1cloakofresistance,
masterwork javelin); SQ commander rating 3, darkvision +1 rapier, +1 composite shortbow (+2 Str bonus), 20 arrows, 2
60 ft., goblinoid commander; SV Fort +6, Ref +2, Will +0; potionsofcuremoderatewounds,potionofcureseriouswounds,
AL LE; Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8. potion of invisibility, camouflage paint*, dust of tracelessness.
Skills and Feats: Handle Animal +6, Move Silently +1, *New magic item described on page 131.
Ride +10; Mounted Archery, Mounted Combat, Weapon
Focus (javelin), Weapon Focus (longsword), Weapon Bugbear Footpad General: Male bugbear rogue 8; CR 10;
Specialization (longsword). Medium humanoid (goblinoid); HD 3d8+9 plus 8d6+24;
Goblinoid Commander: Goblinoid allies within 30 feet hp 77; Init +8; Spd 30 ft.; AC 25, touch 15, flat-footed 21;
gain a +2 morale bonus on melee attacks. Base Atk +8; Grp +12; Atk +15 melee (1d6+6/18–20, +2
Possessions: masterwork chainmail, masterwork light rapier) or +13 ranged (1d6+3/×3, +1 composite shortbow);
wooden shield, masterwork longsword, 3 masterwork Full Atk +15/+10 melee (1d6+6/18–20, +2 rapier) or +13/+8
javelins,2potionsofcuremoderatewounds,potionofblur,dust ranged (1d6+3/×3, +1 composite shortbow); SA sneak attack
of tracelessness, worg. +4d6; SQ commander rating 6, darkvision 60 ft., evasion,
improved uncanny dodge, sneaky commander, trapfind-
Hobgoblin Soldier Captain: Male hobgoblin fighter 5; ing, trap sense +2, uncanny dodge; SV Fort +7, Ref +14,
CR 5; Medium humanoid (goblinoid); HD 5d10+15; hp Will +3; AL CE; Str 18, Dex 18, Con 16, Int 10, Wis 8,
47; Init +2; Spd 20 ft.; AC 19, touch 12, flat-footed 17; Base Cha 10.
Atk +5; Grp +8; Atk or Full Atk +10 melee (1d8+5/19–20, Skills and Feats: Balance +6, Climb +14, Hide +14, Jump
masterwork longsword) or +9 ranged (1d6+3, masterwork +6, Listen +11, Move Silently +18, Search +10, Sleight of
javelin); SQ commander rating 4, darkvision 60 ft., gobli- Hand +12, Spot +11, Survival –1 (+1 tracking), Tumble
noid commander; SV Fort +7, Ref +3, Will +1; AL LE; Str +12; Alertness, Improved Initiative, Leadership, Weapon
16, Dex 15, Con 16, Int 12, Wis 10, Cha 8. Focus (rapier).
Skills and Feats: Handle Animal +7, Move Silently +7, Ride Evasion (Ex): No damage on successful Reflex save.
+12; Mounted Archery, Mounted Combat, Weapon Focus Improved Uncanny Dodge (Ex): Cannot be flanked and can
(javelin), Weapon Focus (longsword), Weapon Specializa- be sneak attacked only by a character with at least twelve
tion (longsword). rogue levels.
Goblinoid Commander: Goblinoid allies within 30 feet Sneaky Commander: Allies within 30 feet deal an extra
gain a +2 morale bonus on melee attacks. 1d6 points of damage against foes that they flank.
Possessions: +1 breastplate, masterwork light steel shield, Trapfinding (Ex): Find, disarm, or bypass DC 20 or higher
masterwork longsword, 3 masterwork javelins, 2 potions traps and magic traps. PH 50.
149
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- Hold Breath (Ex): This crocodile can hold its breath for
footed or targeted by an unseen foe. PH 26. 68 rounds before it risks drowning.
Possessions:+1mithralchainshirt,+1buckler,ringofprotec- Improved Grab (Ex): To use this ability, a crocodile must
tion+1,cloakofresistance+1,+2rapier,+1compositeshortbow hit with its bite attack. If it wins the grapple check, the
(+2 Str bonus), 20 arrows, 2 potions of cure moderate wounds, crocodile grabs the opponent with its mouth and drags it
potionofcureseriouswounds,potionofinvisibility,camouflage into deep water, attempting to pin it to the bottom.
paint*, dust of tracelessness.
*New magic item described on page 131. Lizardfolk Barbarian Lieutenant: Male lizardfolk
barbarian 3; CR 4; Medium humanoid (reptilian); HD
Lizardfolk Soldiers 2d8+6 plus 3d12+9; hp 49; Init +1; Spd 40 ft.; AC 16 [+1
APPENDIX
Lizardfolk Druid Sergeant: Female lizardfolk druid 2; Dex, +5 natural], touch 11, flat-footed 15; Base Atk +4;
CR 3; Medium humanoid (reptilian); HD 4d8+12; hp 33; Grp +8; Atk +8 melee (1d4+4, claw) or +9 melee (1d10+7,
Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +1 greatclub) or +5 ranged (1d6+4, javelin); Full Atk +8/+8
+2; Grp +3; Atk +3 melee (1d4+1 claw) or +3 melee (1d4+1 melee (1d4+4, 2 claws) and +6 melee (1d4+2, bite) or +9
bite) or +4 melee (1d6+1/18–20, masterwork scimitar) or melee (1d10+7, +1 greatclub) and +6 melee (1d4+2, bite)
+4 ranged (1d6+1, masterwork javelin); Full Atk +3/+3 or +5 ranged (1d6+4, javelin); SA rage 1/day; SQ com-
melee (1d4+1, 2 claws) and +1 melee (1d4 bite) or +4 melee mander rating 3, fast movement, hold breath, mobile
(1d6+1/18–20 masterwork scimitar) and +1 melee (1d4, bite) commander, trap sense +1, uncanny dodge; AL N; SV
or +4 ranged (1d6+1, masterwork javelin); SA spells; SQ Fort +6, Ref +5, Will +0; Str 18, Dex 12 Con 16, Int 11,
animal commander, animal companion (crocodile), animal Wis 8, Cha 10.
companion benefits, commander rating 2, hold breath, Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC
nature sense, share spells, wild empathy +1 (–3 magical for up to 8 rounds.
beasts), woodland stride; AL N; SV Fort +6, Ref +4, Will Hold Breath (Ex): This lizardfolk can hold his breath for
+5; Str 12, Dex 13, Con 16, Int 10 Wis 15, Cha 8. 64 rounds before he risks drowning.
Skills and Feats: Balance +8, Concentration +5, Handle Mobile Commander: Any ally who begins his turn within
Animal +1, Heal +4, Jump +8, Spot +3, Survival +5, Swim 30 feet of this lieutenant gains a +5-foot bonus to all his
+9; Multiattack, Track. speeds. This is considered a morale bonus.
Animal Commander: Animal and magical beast allies Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
with Intelligence scores of 1 or higher gain a +2 morale footed or targeted by an unseen foe. PH 26.
bonus on saving throws. Skills and Feats: Balance +8, Climb +8, Jump +15, Listen
Animal Companion (Ex): This druid has a crocodile as +3, Survival +3, Swim +12; Multiattack, Power Attack.
an animal companion. Its abilities and characteristics are Possessions: +1 greatclub, 3 javelins.
summarized below.
Animal Companion Benefits (Ex): Link, share spells. Lizardfolk Barbarian Captain: Male lizardfolk barbar-
PH 36. ian 6; CR 7; Medium humanoid (reptilian); HD 2d8+6
Hold Breath (Ex): This lizardfolk can hold her breath for plus 6d12+18; hp 77; Init +1; Spd 40 ft.; AC 16, touch 11,
64 rounds before she risks drowning. flat-footed 15; Base Atk +7; Grp +12; Atk +12 melee (1d4+5,
Woodland Stride (Ex): Move through natural overgrown claw) or +13 melee (1d10+8, +1 greatclub) or +8 ranged
areas at normal speed without damage. PH 36. (1d6+5, javelin); Full Atk +12/+12 melee (1d4+5, 2 claws)
Druid Spells Prepared (caster level 2nd): 0—detect magic, and +10 melee (1d4+2, bite) or +13/+8 melee (1d10+8, +1
cure minor wounds (2), flare (DC 12); 1st—calm animals (DC greatclub) and +10 melee (1d4+2, bite) or +8/+3 ranged
13), entangle (DC 13), magic fang. (1d6+5, javelin); SA rage 2/day; SQ commander rating 4,
Possessions: masterwork leather armor, masterwork fast movement, hold breath, improved uncanny dodge,
light wooden shield, masterwork scimitar, 2 masterwork mobile commander, trap sense +2, uncanny dodge; AL
javelins, wand of cure light wounds. CN; SV Fort +8, Ref +6, Will +1; Str 21, Dex 12 Con 16,
Int11, Wis 8, Cha 10.
Crocodile Animal Companion: CR—; Medium magical Skills and Feats: Balance +8, Climb +13, Jump +16,
beast; HD 3d8+9; hp 22; Init +1; Spd 20 ft., swim 30 ft.; AC Listen +7, Survival +7, Swim +13; Cleave, Multiattack,
15, touch 11, flat-footed 14; Base Atk +2; Grp +6; Atk or Full Power Attack.
Atk +6 melee (1d8+6, bite) or +6 melee (tail slap, 1d12+6); Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC
Space/Reach 5 ft./5 ft.; SA improved grab; SQ bonus trick, for up to 8 rounds.
hold breath, low-light vision; AL N; SV Fort +6, Ref +4, Will Hold Breath (Ex): This lizardfolk can hold his breath for
+2; Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2. 64 rounds before he risks drowning.
Skills and Feats: Hide +7, Listen +4, Spot +4, Swim +12; Improved Uncanny Dodge (Ex): Cannot be flanked and
Alertness, Skill Focus (Hide). can be sneak attacked only by a character with at least ten
Bonus Tricks: A normal crocodile can learn three tricks rogue levels.
(attack, defend, come). This animal companion also knows Mobile Commander: Allies who begin their turn within
the guard trick. 30 feet gain a +5-ft. bonus to speed.
150
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- *New spell described on page 124.
footed or targeted by an unseen foe. PH 26. D: Domain spell. Domains: Death (death touch 1/day,
Possessions:+1greatclub,gauntletsofogrepower,3javelins. damage 9d6) and Evil (cast evil spells at +1 caster level).
Possessions:+2fullplate,+1heavysteelshield,ringofprotection
Necromantic Soldiers +1, periapt of Wisdom +2, masterwork morningstar.
Cleric of Nerull Lieutenant: Male or female human
cleric 5; CR 5; Medium humanoid; HD 5d8+10; hp 36; Init Besarab Voivode: Male human fallen paladin 7/black-
–1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk guard 4 CR 11; Medium humanoid; HD 11d10+33; hp
+3; Grp +4; Atk or Full Atk +5 melee (1d8+1, masterwork 98; Init +0; Spd 20 ft.; AC 23, touch 11, flat-footed 23;
morningstar); SA rebuke undead 8/day (+3, 2d6+7, 6th), Base Atk +11; Grp +14; Atk +17 melee (1d10+5/19–20
APPENDIX
spells; SQ commander rating 3, necromantic commander; and poison, +2 bastard sword); Full Atk +17/+12/+7 melee
AL NE; SV Fort +6, Ref +0, Will +7; Str 12, Dex 8, Con 14, (1d10+5/19–20 and poison, +2 bastard sword); SA rebuke
Int 10, Wis 16, Cha 13. undead (+2, 2d6+4, 2nd), smite good 3/day, sneak attack
Skills and Feats: Concentration +10, Knowledge (religion) +2d6, spells; SQ aura of despair, aura of evil, commander
+5, Knowledge (the planes) +3, Spellcraft +8; Extra Turn- rating 6, dark blessing, detect good, lay on hands 14
ing, Improved Turning, Spell Focus (necromancy). points/day, poison use, tyrannical commander; AL LE;
Necromantic Commander: Undead allies within 30 feet, SV Fort +14, Ref +5, Will +7; Str 16, Dex 10, Con 16, Int
with an Int score of 1 or higher deal an extra 1d6 points of 8, Wis 14, Cha 14.
damage on melee attacks made against living creatures. Skills and Feats: Concentration +7, Diplomacy +4, Heal +7,
Cleric Spells Prepared (caster level 5th): 0—cure minor Hide +0, Knowledge (religion) +1, Sense Motive +8; Cleave,
wounds (2), detect magic (2), read magic; 1st—bane (DC 14), Exotic Weapon Proficiency (bastard sword), Improved
cause fearD (DC 15), cure light wounds, magic weapon, shield Sunder, Power Attack, Weapon Focus (bastard sword).
of faith; 2nd—bear’s endurance, death knellD (DC 16), sound Aura of Despair (Su): Foes within 10 feet take a –2 penalty
burst (DC 15), spiritual weapon; 3rd—animate deadD, dispel on all saves.
magic, magic circle against good. Detect Good (Sp): As the spell, at will.
D: Domain spell. Domains: Death (death touch 1/day, Tyrannical Commander: Allies within 30 feet gain a +5
damage 5d6) and Evil (cast evil spells at +1 caster level). morale bonus on morale checks but automatically become
Possessions: full plate, heavy steel shield, masterwork panicked if they fail a morale check.
morningstar, ring of protection +1, 2 potions of cure light Blackguard Spells Prepared (caster level 2nd): 1st–corrupt
wounds, potion of cure moderate wounds. weapon (2); 2nd–bull’s strength, death knell (DC 14).
Possessions: +1 full plate, +1 heavy steel shield, +2 bastard
Cleric of Nerull Colonel: Male or female human cleric sword, ring of protection +1, amulet of health +4, 5 doses of
of Nerull 9; CR 9; Medium humanoid; HD 9d8+18; hp 57; black adder venom, 3 doses of deathblade poison, 2 doses
Init –1; Spd 20 ft.; AC 23, touch 10, flat-footed 23; Base Atk of purple worm poison.
+6; Grp +7; Atk +8 melee (1d8+1, masterwork morningstar);
Full Atk +8/+3 melee (1d8+1, masterwork morningstar); Pelarch, Lich Cleric: Lich cleric 13; CR 15; Medium
SA rebuke undead 8/day (+3, 2d6+11, 10th), spells; SQ undead (augmented humanoid); HD 13d12; hp 90; Init
commander rating 4, necromantic commander; AL NE; +0; Spd 30 ft.; AC 29, touch 11, flat-footed 29; Base Atk
SV Fort +8, Ref +2, Will +10; Str 12, Dex 8, Con 14, Int 10, +9; Grp +10; Atk +10 melee (1d8+5 negative energy
Wis 19, Cha 13. plus paralysis); SA damaging touch (Will DC 19 half),
Skills and Feats: Concentration +14, Knowledge (religion) fear aura (Will DC 19 negates), paralyzing touch (Fort
+6, Knowledge (the planes) +6, Spellcraft +12, Survival +4 DC 19 negates), rebuke undead 10/day (+5, 2d6+16,
(+6 outer planes); Extra Turning, Greater Spell Focus (nec- 13th), spells; SQ +4 turn resistance, damage reduction
romancy), Improved Turning, Spell Focus (necromancy), 15/bludgeoning and magic, darkvision 60 ft., immune to
Spell Penetration. cold, electricity, polymorph, and mind-affecting effects,
Necromantic Commander: Undead allies within 30 feet, resistance to fire 10, undead traits; AL NE; SV Fort +8,
with an Intelligence score of 1 or higher deal an extra 1d6 Ref +4, Will +15; Str 13, Dex 10, Con –, Int 14, Wis 24,
damage on melee attacks made against living creatures. Cha 16.
Cleric Spells Prepared (caster level 9th): 0—cure minor Skills and Feats: Concentration +16, Diplomacy +12,
wounds (3), detect magic (2), read magic; 1st—bane (DC 15), Hide +2, Knowledge (arcana) +18, Knowledge (history)
causefearD(DC17),curelightwounds,doom(DC17),protection +12, Knowledge (religion) +11, Knowledge (the planes) +7,
fromgood,shieldoffaith;2nd—alignweapon,bear’sendurance, Listen +15, Move Silently +2, Search +10, Sense Motive
death knellD (DC 18), sound burst (DC 16), spiritual weapon, +15, Spellcraft +18, Spot +15, Survival +7 (+9 outer planes);
summon monster II; 3rd—animate dead, dispel magic, invis- Combat Casting, Craft Wondrous Item, Extra Turning,
ibilitypurge,magiccircleagainstgoodD,protectionfromenergy; Forge Ring, Greater Spell Focus (necromancy), Spell
4th—animate legion*, dimensional anchor, poison (melee Focus (necromancy).
touch +7, DC 20), unholy blightD (DC 18); 5th—flame strike Cleric Spells Prepared (caster level 13th): 0—detect magic
(DC 19), slay livingD (melee touch +7, DC 21). (2),guidance(2),readmagic(2);1st—bane(DC18),causefearD
151
(DC 20), command (DC 18), comprehend languages, doom touch 11, flat-footed 15; Base Atk +2; Grp +6; Atk or Full
(DC 20), obscuring mist, shield of faith, summon monster Atk +7 melee (1d12+6/×3, masterwork greataxe); SA rage
I; 2nd—align weapon, death knellD (DC 21), desecrate, hold 1/day; SQ commander rating 2, darkvision 60 ft., fast
person (DC 19), shatter (DC 19), sound burst (DC 19), spiritual movement, light sensitivity, reckless commander, uncanny
weapon,summonmonsterII;3rd—animatedead,bestowcurse dodge; AL CE; SV Fort +5, Ref +1, Will +0; Str 19, Dex 13,
(DC 22), contagion (DC 22), dispel magic, invisibility purge, Con 14, Int 8, Wis 10, Cha 6.
magic circle against goodD, protection from energy; 4th—ani- Skills and Feats: Climb +3, Jump +6, Listen +4, Survival
mate legion*, dismissal (DC 21), lesser planar ally, poison +4; Power Attack.
(+10 melee touch, DC 23), sending, unholy blightD (DC 21); Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC
5th—dispel good (DC 22), flame strike (DC 22), insect plague, for up to 7 rounds.
APPENDIX
slay livingD (+10 melee touch, DC 24), true seeing; 6th—create Light Sensitivity (Ex): Orcs are dazzled in bright sunlight
undeadD, greater dispel magic, harm (+10 melee touch, DC or within the radius of a daylight spell.
25),wordofrecall;7th—blasphemyD(DC24),destruction(DC Reckless Commander: Any ally who begins his turn within
26), repulsion (DC 24). 30 feet of this sergeant deals an extra 1d6 points of damage
*New spell described on page 124. on his next charge attack. This benefit is considered a
D: Domain spell. Domains: Death (death touch 1/day, morale bonus.
damage 9d6) and Evil (cast evil spells at +1 caster level). Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
Possessions: +2 full plate, +1 heavy steel shield, periapt of footed or targeted by an unseen foe. PH 26.
Wisdom+4,ringofprotection+1,minorringofenergyresistance Possessions: masterwork breastplate, masterwork greataxe,
(fire), pearl of power (1st-level spell), pearl of power (2nd-level potion of bull’s strength.
spell), pearl of power (3rd-level spell).
Orc Lieutenant: Female orc barbarian 4; CR 4; Medium
Orc Soldiers humanoid; HD 4d12+4; hp 35; Init +0; Spd 30 ft.; AC 15,
Orc Engineer: Male orc expert 1; CR 1/2; Medium touch 10, flat-footed 15; Base Atk +4; Grp +8; Atk or Full
humanoid; HD 1d6 plus 3; hp 6; Init +0; Spd 20 ft.; AC Atk +10 melee (2d4+6/18–20, masterwork falchion) or +4
15, touch 10, flat-footed 15; Base Atk +0; Grp +1; Atk or ranged (1d6+4, javelin); SA rage 2/day; SQ commander
Full Atk +1 melee (1d6+1, club); SQ darkvision 60 ft., light rating 3, darkvision 60 ft., light sensitivity, opportunistic
sensitivity; AL CE; SV Fort +0, Ref +0, Will +2; Str 13, Dex commander, trap sense +1, uncanny dodge; AL CE; SV
10, Con 11, Int 10, Wis 11, Cha 6. Fort +5, Ref +1, Will –1; Str 18, Dex 11, Con 12, Int 8, Wis
Skills and Feats: Craft (siege engine) +4, Disable Device +4, 7, Cha 6.
Knowledge (architecture and engineering) +4, Profession Skills and Feats: Jump +7, Listen +4, Spot +4 Survival +4;
(siege engineer) +4, Spot +4, Use Rope +4; Toughness. Alertness, Weapon Focus (falchion).
Light Sensitivity (Ex): Dazzled in bright sunlight or within Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC
the radius of a daylight spell. for up to 6 rounds.
Possessions: chainmail, club, tools. Light Sensitivity (Ex): Dazzled in bright sunlight or within
the radius of a daylight spell.
Orc Corporal: Male orc barbarian 2; CR 2; Medium Opportunistic Commander: Allies within 30 feet deal an
humanoid; HD 2d12+2; hp 20; Init +0; Spd 40 ft.; AC 13, extra 1d6 points of damage on any successful attack of
touch 10, flat-footed 13; Base Atk +2; Grp +5; Atk or Full opportunity.
Atk +6 melee (2d4+4/18–20, masterwork falchion) or +2 Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
ranged (1d6+3, javelin); SA rage 1/day; SQ commander footed or targeted by an unseen foe. PH 26.
rating 1, darkvision 60 ft., fast movement, light sensitivity, Possessions: masterwork chainmail, masterwork falchion,
uncanny dodge; AL CE; SV Fort +4, Ref +0, Will –2; Str 3javelins,potionofcureseriouswounds,potionofbull’sstrength,
17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. potion of haste, keen edge oil.
Skills and Feats: Jump +12, Listen +3, Survival +3;
Endurance. Orc Captain: Male orc barbarian 5; CR 5; Medium
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC humanoid; HD 5d12+10; hp 48; Init +1; Spd 30 ft.; AC
for up to 6 rounds. 18, touch 11, flat-footed 17; Base Atk +5; Grp +10; Atk or
Light Sensitivity (Ex): Dazzled in bright sunlight or within Full Atk +11 melee (1d12+7/×3, masterwork greataxe); SA
the radius of a daylight spell. rage 2/day; SQ commander rating 4, darkvision 60 ft., fast
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- movement, improved uncanny dodge, light sensitivity,
footed or targeted by an unseen foe. PH 26. orc commander, trap sense +1, uncanny dodge; AL CE;
Possessions: masterwork studded leather, masterwork SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 14, Int 8,
falchion, 3 javelins, potion of cure moderate wounds, potion of Wis 10, Cha 6
bull’s strength, keen edge oil. Skills and Feats: Climb +6, Intimidate +3, Jump +9, Listen
+4, Survival +4; Cleave, Power Attack.
Orc Sergeant: Male orc barbarian 2; CR 2; Medium Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to
humanoid; HD 2d12+4; hp 22; Init +1; Spd 30 ft.; AC 16, AC for up to 7 rounds.
152
Improved Uncanny Dodge (Ex): Cannot be flanked and can Improved Uncanny Dodge (Ex): Cannot be flanked and can
be sneak attacked only by a character with at least nine be sneak attacked only by a character with at least thirteen
rogue levels. rogue levels.
Light Sensitivity (Ex): Dazzled in bright sunlight or within Light Sensitivity (Ex): Dazzled in bright sunlight or within
the radius of a daylight spell. the radius of a daylight spell.
Orc Commander: Orc allies within 30 feet deal an extra Orc Commander: Orc allies within 30 feet deal an extra
1d6 damage on melee attacks. 1d6 points of damage on melee attacks.
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
footed or targeted by an unseen foe. PH 26. footed or targeted by an unseen foe. PH 26.
Possessions:+1breastplate,amuletofnaturalarmor+1,master- Possessions: +2 chainmail, amulet of natural armor +1, +1
APPENDIX
work greataxe, potion of bull’s strength, potion of endurance. falchion, 2 masterwork javelins, 2 potions of cure light wounds,
potionofcureseriouswounds,potionofbull’sstrength,potionof
Orc Major: Female orc barbarian 7; CR 7; Medium haste, keen edge oil.
humanoid; HD 7d12+14; hp 65; Init +6; Spd 30 ft.; AC
18, touch 12, flat-footed 16; Base Atk +7; Grp +11; Atk Orc General: Male orc barbarian 11; CR 11; Medium
+13 melee (2d4+7/18–20, +1 falchion) or +10 ranged humanoid; HD 11d12+22; hp 99; Init +6; Spd 30 ft.;
(1d6+4, masterwork javelin); Full Atk +13/+8 melee AC 21, touch 13, flat-footed 19; Base Atk +11; Grp +16;
(2d4+7/18–20, +1 falchion) or +10/+5 ranged (1d6+4, Atk +19 melee (2d4+9/18–20, +2 falchion) or +14 ranged
masterwork javelin); SA rage 2/day; SQ commander (1d6+5, masterwork javelin); Full Atk +19/+14/+9 melee
rating 5, damage reduction 1/—, darkvision 60 ft., fast (2d4+9/18–20, +2 falchion) or +14/+9/+4 ranged (1d6+5,
movement, improved uncanny dodge, light sensitivity, masterwork javelin); SA greater rage 3/day; SQ com-
orc commander, trap sense +2, uncanny dodge; AL CE; mander rating 7, damage reduction 2/—, darkvision
SV Fort +7, Ref +4, Will +2; Str 19, Dex 14, Con 14, Int 60 ft., improved uncanny dodge, light sensitivity, orc
8, Wis 10, Cha 6. commander, trap sense +3, uncanny dodge; AL CE; SV
Skills and Feats: Jump +8, Listen +7, Spot +7, Survival Fort +10, Ref +6, Will +4; Str 21, Dex 14, Con 14, Int 8,
+8; Improved Initiative, Leadership, Weapon Focus Wis 10, Cha 6.
(falchion). Skills and Feats: Jump +16, Listen +14, Survival +14;
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC Improved Initiative, Leadership, Power Attack, Weapon
for up to 7 rounds. Focus (falchion).
Improved Uncanny Dodge (Ex): Cannot be flanked and can Greater Rage (Ex): +6 to Str, +6 to Con, +3 on Will saves,
be sneak attacked only by a character with at least eleven –2 to AC for up to 8 rounds.
rogue levels. Improved Uncanny Dodge (Ex): Cannot be flanked and can
Light Sensitivity (Ex): Dazzled in bright sunlight or within be sneak attacked only by a character with at least fifteen
the radius of a daylight spell. rogue levels.
Orc Commander: Orc allies within 30 feet deal an extra Light Sensitivity (Ex): Orcs are dazzled in bright sunlight
1d6 points of damage on melee attacks. or within the radius of a daylight spell.
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat- Orc Commander: Orc allies within 30 feet deal an extra
footed or targeted by an unseen foe. PH 26. 1d6 damage on melee attacks.
Possessions:+1chainmail,+1falchion,3masterworkjavelins, Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-
potionofcurelightwounds,potionofcureseriouswounds,potion footed or targeted by an unseen foe. PH 26.
of bull’s strength, potion of haste, keen edge oil. Possessions:+2breastplate,amuletofnaturalarmor+1,ringof
protection +1, cloak of resistance +1, +2 falchion, 3 masterwork
Orc Colonel: Male or female orc barbarian 9; CR 9; javelins, 2 potions of cure light wounds, potion of cure serious
Medium humanoid; HD 9d12+18; hp 82; Init +6; Spd 30 ft.; wounds, potion of haste, keen edge oil.
AC 20, touch 12, flat-footed 18; Base Atk +9; Grp +14; Atk
+16 melee (2d4+8/18–20, +1 falchion) or +12 ranged (1d6+5,
masterwork javelin); Full Atk +16/+11 melee (2d4+8/18–20, APPENDIX III:
+1 falchion) or +12/+7 ranged (1d6+5, masterwork javelin); BATTLEFIELD STEEDS
SA rage 3/day; SQ commander rating 6, damage reduction The following creatures supplement those found in the
1/—, darkvision 60 ft., light sensitivity, improved uncanny Monster Manual.
dodge, orc commander, trap sense +3, uncanny dodge; AL
CE; SV Fort +8, Ref +5, Will +3; Str 20, Dex 14, Con 14, BRASS STEED
Int 8, Wis 10, Cha 6. Large Construct
Skills and Feats: Jump +13, Listen +12, Survival +12; Hit Dice: 8d10+30 (74 hp)
Improved Initiative, Leadership, Power Attack, Weapon Initiative: +0
Focus (falchion). Speed: 40 ft. (12 squares)
Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12,
for up to 7 rounds. flat-footed 19
153
Base Attack/Grapple: +6/+16 for each 3 points of damage the attack would otherwise
Attack: Bite +11 melee (1d8+6) or eye ray +5 ranged touch deal. If the amount of healing would cause the steed to
(8d6 fire)* exceed its full normal hit points, it gains any excess as
Full Attack: Bite +11 melee (1d8+6) and 2 hooves +6 melee temporary hit points. A brass steed gets no saving throw
(1d6+3) and eye ray +5 ranged touch (8d6 fire)* against fire effects.
Space/Reach: 10 ft./5 ft. Construct Traits: A brass steed has immunity to
Special Attacks: Eye ray poison, magic sleep effects, paralysis, stunning, disease,
Special Qualities: Construct traits, damage reduction death effects, necromancy effects, mind-affecting spells
5/adamantine, darkvision 60 ft., immunity to magic, and abilities (charms, compulsions, phantasms, pat-
low-light vision terns, and morale effects), and any effect that requires a
APPENDIX
Saves: Fort +2, Ref +2, Will +2 Fortitude save unless it also works on objects or is harm-
Abilities: Str 23, Dex 11, Con—, Int—, Wis 10, Cha 1 less. It is not subject to extra damage from critical hits,
Skills: — nonlethal damage, ability damage, ability drain, fatigue,
Feats: RunB exhaustion, or energy drain. It cannot heal damage but
Environment: Any can be repaired.
Organization: Solitary or herd (4–9) Carrying Capacity: A light load for a brass steed is up
Challenge Rating: 8 to 600 pounds; a medium load, 601–1,200 pounds; and a
Treasure: None heavy load, 1,201–1,800 pounds. A brass steed can drag
Alignment: Always neutral 9,000 pounds.
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: — Construction
*Eye ray can only be used once every 4 rounds. A brass steed’s body is sculpted from 3,000 pounds of
copper and zinc smelted with rare tinctures and admix-
This automaton has been sculpted from brass. It is half again as tures costing at least 1,000 gp. Creating the body requires
large as a heavy warhorse and resembles a beautifully crafted
a DC 12 Craft (armorsmithing) check or a DC 12 Craft
statue of a large stallion with ruby eyes.
(weaponsmithing) check.
CL 8th; Craft Construct, animate objects, bull’s strength,
This golem has an equine body made of brass. flame arrow, geas/quest, haste, caster must be at least 8th
A brass steed is 6 feet tall at the shoulders and measures level; Price 19,000 gp; Cost 10,000 gp + 720 XP.
10 feet from head to tail. It weighs 2,500 pounds. Each brass
steed is individually carved and can appear as any type of LUNA MOTH
horse. The steed comes complete with saddle and can even Large Magical Beast
appear to be wearing barding and have a brand. Hit Dice: 5d10 (27 hp)
Initiative: +2
Combat Speed: 10 ft. (2 squares), fly 40 ft. (average)
Brass steeds are excellent mounts; due to their hit points Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 11,
and construct traits, they rarely get cut down from beneath flat-footed 11
their riders. They can fight while carrying a rider, but the Base Attack/Grapple: +5/+12
rider cannot also attack unless he or she succeeds on a Attack: Slam +7 melee (1d4+4)
Ride check. Full Attack: Slam +7 melee (1d4+4)
A steed will use its eye ray as often as possible while biting Space/Reach: 10 ft./5 ft.
and kicking opponents that come into melee range. Special Attacks: Sleep dust
Eye Ray (Su): A brass steed’s red eyes can produce a Special Qualities: Darkvision 60 ft., low-light vision,
magical ray of fire with a range of 100 feet that deals 8d6 natural invisibility, scent, see invisible
points of damage to a single target. The ray requires a Saves: Fort +4, Ref +6, Will +5
ranged touch attack. The ray is usable only once every 4 Abilities: Str 16, Dex 15, Con 10, Int 10, Wis 14, Cha 15
rounds. A brass steed can fire its eye ray in the same round Skills: Hide +6*, Listen +6, Move Silently +10, Spot +10
that it makes physical attacks. Feats: Hover, Iron Will
Immunity to Magic (Ex): A brass steed is immune to Environment: Temperate forests
any spell or spell-like ability that allows spell resistance. Organization: Solitary, pair, or cloud (4–7)
In addition, certain spells and effects function differently Challenge Rating: 4
against the creature, as noted below. Treasure: None
A magical attack that deals acid damage (such as Melf’s acid Alignment: Usually chaotic good
arrow) slows a brass steed (as the slow spell) for 1d3 rounds. Advancement: 6–10 HD (Large); 11–15 HD (Huge)
A fog cloud, obscuring mist, or solid fog spell entangles a Level Adjustment: —
brass steed (as the entangle spell) for 1d6 rounds.
A magical attack that deals fire damage breaks any slow The soft light of the moon overhead reveals an enormous moth,
or entangle effect on the steed and heals 1 point of damage its shimmering green wings marked with white spots.
154
Many believe the luna moth to be an elven myth. Few Armor Class: 17 (–2 size, +2 Dex, +7 natural), touch 10,
mortals have ever seen this fabled beast, for it is invisible flat-footed 15
except in moonlight. Luna moths are favored by elves, Base Attack/Grapple: +12/+25
sprites, and other fey folk as mounts. Attack: Claw +15 melee (1d8+5)
In the light of the moon, this beautiful creature appears Full Attack: 2 Claws +15 melee (1d8+5) and beak +10
to be an enormous moth with shimmering green wings and melee (2d6+2)
a plump, white body. White eye spots dot each of the four Space/Reach: 15 ft./5 ft.
wings, and the hind wings curve gracefully away from the Special Attacks: Color spray
body like long tails. The wings span 10 feet from tip to tip Special Qualities: Darkvision 60 ft., dazzling presence,
and 15 feet from the front of the forewings to the end of the low-light vision, scent
APPENDIX
tail on the hind wings. A luna moth weighs 250 pounds. Saves: Fort +9, Ref +10, Will +6
Abilities: Str 21, Dex 15, Con 13, Int 10, Wis 14, Cha 17
Combat Skills: Listen +11, Search +11, Spot +16, Survival +10
Luna moths are not great fighters, relying on their natural Feats: Alertness, Dodge, Improved Initiative, Flyby Attack,
invisibility and sleep dust to avoid predators and to stalk Wingover
prey. When forced to fight, luna moths will slam prey with Environment: Temperate forests
their wings and try to use their sleep dust to neutralize Organization: Solitary or pair
multiple threats. Challenge Rating: 5
Natural Invisibility (Su): A luna moth is invisible Treasure: None
except while in direct moonlight. This ability is constant, Alignment: Usually neutral
allowing a luna moth to remain invisible even when Advancement: 13–18 HD (Huge); 19–24 HD (Gargantuan)
attacking. This ability is inherent and not subject to the Level Adjustment: —
invisibility purge spell.
See Invisible (Su): A luna moth can see any invisible With its great, multicolored wings spreading out from a huge
black body, this creature reminds you of a rainbow at midnight.
or ethereal objects or beings within its range of vision, as
if they were normally visible.
Sleep Dust (Su): Once per day, a luna moth can release Not many who have ever seen a rainbow crow have lived
sleep-inducing dust from the underside of its wings, filling to tell the tale, so these immense birds were little known
a 20-foot-radius spread. This dust causes a magical slumber until recently. When trained, they make excellent mounts
to come upon 4 Hit Dice worth of creatures within the and are both tough enough and aggressive enough for
area (Will DC 14 negates). Its effect is otherwise identical wartime duty.
to the sleep spell. The save DC is Charisma-based. Rainbow crows can only be found in ancient redwood
Skills: Luna moths have a +4 racial bonus on Move forests. They live in enormous nests in the top boughs
Silently and Spot checks. of those great trees. As long-lived as elves, they mate just
*Luna moths gain a +4 racial bonus on Hide checks in once, living alone for the rest of their days. Their beautiful
moonlight. (They are naturally invisible under all other plumage develops as they mature, with bands of colored
light conditions.) feathers replacing the midnight black of their juvenile
feathers. An average adult rainbow crow measures 18 feet
Training a Luna Moth from beak to tail with a wingspan 34 feet across. It can
A luna moth requires training before it can bear a rider in weigh up to 1,000 pounds.
combat. To be trained, a luna moth must have a friendly Young rainbow crows can only be distinguished from
attitude toward the trainer (this can be achieved through normal crows by their size. A baby rainbow crow is about
a successful Diplomacy check). Training a friendly luna twice the size of a normal adult crow and grows to ten times
moth requires six weeks of work and a DC 20 Handle the size of a normal crow before developing its rainbow
Animal check. Riding a luna moth requires an exotic wings. These juvenile crows are highly sought after, since
saddle. A luna moth can fight while carrying a rider, but they are much easier to train than an adult rainbow crow
the rider cannot also attack unless he or she succeeds on (DC 15 Handle Animal check) and much less dangerous to
a ride check. handle. Capturing a juvenile is still a hazardous undertak-
Carrying Capacity: A light load for a luna moth is up ing, however, since both parents will attempt to protect the
to 230 pounds; a medium load, 231–460 pounds; and a baby. Two rainbow crows are never encountered together
heavy load, 461–690 pounds. A luna moth cannot fly at unless they are parents protecting their offspring.
full speed when carrying more than a light load.
Combat
RAINBOW CROW A rainbow crow is difficult to battle because its foes must
Huge Magical Beast choose between being dazzled by its wings or closing
Hit Dice: 12d10+12 (90 hp) their eyes and fighting blind. These clever birds open a
Initiative: +6 battle with color spray, hoping to neutralize one or more
Speed: 30 ft. (4 squares), fly 90 ft. (good) foes before the fight begins.
155
Dazzling Presence (Ex): As long as a rainbow crow is Created by an evil necromancer for an undead army, a
illuminated by a bright light source, any creature that can skeletal warbeast has the body of a large warhorse attached
see the rainbow crow is dazzled (Fortitude DC 19 negates). to the skull of an oryx (a plains-dwelling antelope with
Closing one’s eyes completely protects a viewer from the two long, straight horns).
dazzling presence but gives the crow total concealment with Skeletal warbeasts are more than just animated horned
respect to that individual. The save DC is Charisma-based. warhorses, though. The great magic used to create these
Color Spray (Sp): Once per round as a free action, a rain- steeds allows them to retain much of the abilities they had
bow crow can release a color spray effect from its wingtips in life—speed, strength, and knowledge—while gaining
(Will DC 14 negates). The save DC is Charisma-based. the ferocity of the undead and the supernatural ability to
Skills: Rainbow crows have a +4 racial bonus on Search leave no tracks behind.
APPENDIX
APPENDIX
Level Adjustment: — Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
*Includes adjustments for Power Attack feat. footed 14
Base Attack/Grapple: +2/+5
This fearsome creature shakes the ground as it strides forward on Attack: Bite +5 melee (1d6+4)
its four pillarlike legs. A set of four enormous tusks curve outward Full Attack: Bite +5 melee (1d6+4)
from its mouth, beneath a trunk the size of a tree. Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Tusked behemoths are said to have roamed the world in Special Qualities: Low-light vision, scent
ages past, towering over all lesser beasts. Long thought to Saves: Fort +6, Ref +4, Will +1
be lost to the world—or perhaps merely a legend—the Abilities: Str 17, Dex 13, Con 17, Int 2, Wis 12, Cha 6
creatures have recently been seen, singly or in pairs, Skills: Jump +11, Listen +5, Spot +5, Survival +2*, Swim +4
lumbering across battlefields to devastating effect. Feats: Alertness, Endurance, Track B
These massive creatures are fearsome to look upon with Environment: Temperate plains
their four great curved tusks splaying out from a trunk Organization: Domesticated
longer and thicker than an elephant’s leg. Challenge Rating: 2
Whether the behemoths of today are a throwback to Treasure: None
the great beasts of long ago or the product of some magi- Alignment: —Always neutral
cal experiment is unknown. But tusked behemoths have Advancement: —
lumbered out of the desert in alarming numbers recently Level Adjustment: —
with entire companies of warriors fighting from siege
towers built atop their backs. This enormous dog stands nearly three feet tall at the shoulder.
A modern-day tusked behemoth stands some 20 feet
tall at the shoulder, measures over 40 feet long from tusk War mastiffs serve small humanoids as a cavalry beast
to tail, and weighs over 10 tons. comparable to the heavy warhorse. Specifically bred and
trained as war mounts, these massive dogs are hearty and
Combat vicious in battle. Although they are unable to gallop like
A tusked behemoth charges into battle and attempts to a horse, they do not spook in battle, have great endurance,
trample any creature in its path. A successful trample by and can track enemies for miles.
one of these creatures is frightening to behold. An average war mastiff stands about 3 feet tall at the
If forced to stand and fight, a tusked behemoth whips shoulder, measures 5 feet long from nose to tail, and weighs
its head back and forth, goring enemies within 15 feet of 200 pounds.
any one of its four tusks while stomping on those unlucky
enough to find themselves underneath the behemoth. Combat
A tusked behemoth can fight while carrying numerous War mastiffs are very protective of their riders. They will
riders (often in a large siege tower built atop the behemoth). bite and attempt to trip enemies when attacked or when
However, it takes at least two creatures to control a tusked their master is threatened.
behemoth, each of whom must succeed on a DC 15 Ride Trip (Ex): A war mastiff that hits with a bite attack can
check (made as a full-round action) to control the creature. attempt to trip the opponent (+3 check modifier) as a free
A tusked behemoth normally attacks using its Power action without making a touch attack or provoking attacks
Attack feat, taking a –5 penalty on attack rolls and gaining of opportunity. If the attempt fails, the opponent cannot
a +5 bonus on damage rolls. react to trip the war mastiff.
Frightful Presence (Su): A tusked behemoth can inspire Skills: War mastiffs have a +4 racial bonus on Jump
terror in all those within 30 feet when it is charging or checks.
trampling. Affected creatures must succeed on a DC 21 *War mastiffs have a +4 racial bonus on Survival checks
Will save or become shaken, remaining in that condition when tracking by scent.
for 5d6 rounds. The save DC is Charisma-based. Carrying Capacity: A light load for a war mastiff is up to
Trample (Ex): Reflex DC 33 half. The save DC is 130 pounds; a medium load, 131–260 pounds; and a heavy
Strength-based. load, 261–390 pounds. A war mastiff can drag 1,950 pounds.
157
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