Hordes of the Things for D20
By John W. Vogel Jr., LPA
Dungeons and Dragons campaigns vary wildly in scope, from simple "kill the monster and gimme the money" campaigns, to those involving the political interplay of vast kingdoms and empires. This article is geared to the latter style of play, in which large scale military actions will arise, and in which the player characters will take part as generals, captains, or common soldiers.
Since Battlesystem© and the military combat rules from Birthright© are out of print, and Chainmail© is only a set of skirmish rules, here is an attempt at using Hordes of the Things to fill the vacuum.
What follows is a set of rules that allow the mass battles which can arise in such politically active D&D campaigns to be resolved using HOTT. Purist HOTT players should be advised that the rules of HOTT are not slavishly followed. This is a conversion after all.
Characters and Scale
Converting the extremely complex D20 character to the abstracted HOTT form is really not as difficult as it seems. The only question that has to be resolved is as follows: How does a character of this CLASS and LEVEL with these MAGIC ITEMS affect a battle on this SCALE?
Battle Scale Fighter Types Wizard/ Sorcerer Cleric/Druid Rogues
|
1 figure =1,000 troops |
Hero* if level 20+, otherwise champion in appropriately equipped 2AP point element |
Magician if level 20+, otherwise champion in flyer or shooter element |
Cleric if level 16+, otherwise champion in blade or war- band element |
Sneaker if level 16+, otherwise champion in lurker element |
|
1 figure = 500 troops |
Hero* if level 15+, otherwise champion in appropriately equipped 2AP element |
Magician if level 15+, otherwise champion in flyer or shooter element |
Cleric if level 12+, otherwise champion in blade or war-band element |
Sneaker if level 12+, otherwise champion in lurker element |
|
1 figure = 100 troops |
Hero* if level 10+, otherwise champion in appropriately equipped 2AP element |
Magician if level 10+, otherwise champion in flyer or shooter element |
Cleric if level 8+, otherwise champion in blade or war-band element |
Sneaker if level 8+, otherwise champion in lurker element |
|
1 figure = 50 troops |
Hero* if level 7+, otherwise champion in appropriately equipped 2AP element |
Magician if level 7+, otherwise champion in flyer or shooter element |
Cleric if level 5+, otherwise champion in blade or war-band element |
Sneaker if level 5+, otherwise champion in lurker element |
|
1 figure = 10 troops |
Hero* if level 4+, otherwise champion in appropriately equipped 2AP element |
Magician if level 4+, otherwise champion in flyer or shooter element |
Cleric if level 3+, otherwise champion in blade or war-band element |
Sneaker if level 3+, otherwise champion in lurker element |
* D20 Paladins always convert to HOTT paladins; all other D20 fighters convert to HOTT mounted heroes. Mounted heroes or paladins can be reclassified as aerial heroes if appropriately equipped, but must be two levels higher than required for a mounted hero of the same scale.
The army commander and any allied contingent commanders always count as generals, regardless of level or equipment.
Since HOTT has no specific scale, and since D20 battles can range from bloodbaths where tens of thousands of soldiers wage Ragnarok at the behest of their gods, to two barons skirmishing over a herd of cattle, the DM can choose from the table above which scale is most appropriate to the fight at hand.
Note that troop scale is computed by the number of figures present, not by the number of elements present. Thus, a horde element of seven howling goblin figures vastly outnumbers an element of three stalwart knight figures, even though the goblins remain badly outclassed.
However, scale applies to only one or two point elements. The number of troops represented by an element of gods, dragons, behemoths, airboats, etc. is strictly up to the whim of the dungeon master.
Magic Items
Magic Items are an extremely important part of the typical D&D campaign, so we should not under emphasise them here, however, they should not come to dominate the battle either.
Each character's level (for all purposes in these rules) is modified as follows based upon the magic items he wields:
+1 if he possesses one or more magic items that are both usable in combat and worth at least 1,000 gold pieces, market price.
+2 if he possesses one or more magic items that are both usable in combat and worth at least 5,000 gold pieces, market price.
+3 if he possesses one or more magic items that are both usable in combat and worth at least 20,000 gold pieces, market price.
Note that the rules listed above do not apply to artefacts and relics. These are dealt with separately.
Monsters
Though the numbers and types of monsters available in the D20 system are vast indeed, the HOTT classifications are ample to handle any of them. Invisible, or ambushing things become sneakers and lurkers, big lumbering things that fight with uprooted trees or things that can only be struck by magical weapons become behemoths, etc. As in all other situations, if a dispute arises as to how a particular creature should be classified, the DM has the final say.
Strongholds
A stronghold should be present for each army in every D20/HOTT battle. Even a marching army will have a baggage train, Viking raiders will have beached ships, the necromancer will have a shrine to his forgotten god of darkness, etc.
This is important for two reasons. One is that it makes for a more interesting fight, and two is that it gives the player character sneakers something to do.
Points Value and the Relative Size of the Armies
HOTT is made to be a fair contest between evenly matched opponents. Most D20 large-scale battles will be fought between mismatched opponents. However, this discrepancy is easily dealt with by one of the three following methods:
1. For a very large battle, give the larger force multiple commands;
2. Give the larger force allied contingents, or give both sides allied contingents, with the larger force getting proportionately more; or
3. For a smaller fight, give the larger force a single, 24 AP command, and give the smaller force a single command of proportionately fewer points value.
The DM must develop the relative strengths of the armies on the field based on his campaign. Only one change from the standard HOTT rules is contemplated: When figuring the AP value for allied contingents, compute them at half value (for the purpose of valuing the whole army, NOT for the purpose of creating double strength allied contingents), as they may never show up on the field.
New Knowledge Skill: Generalship
A new D20 knowledge skill is given for the purposes of these rules: Generalship. This represents the character's skill as a commander of armies. It is treated as an ordinary knowledge skill for all purposes, and is a class skill for fighters and their sub-classes.
Before the battle begins, each player character who is acting as a general rolls 1d20, + his generalship skill + intelligence modifier. On a score of 17+ he gains a tactical advantage (roll 1d6 for each enemy element fielded, on a 1 it was cut off before the battle and cannot be fielded). On a score of 8- he commits a tactical error (roll 1d6 for each friendly element fielded, on a 1 it was cut off before the battle and cannot be fielded).
Generals of allied contingents make the same roll, but cannot effect the enemy commands; the same is true for sub-commanders in battles involving multiple commands on each side. The commander in chief of a battle involving multiple commands on each side affects all commands under him (including allied contingents), as well as all enemy commands.
Thus, each command may be affected up to three times by generalship rolls, once by its own commander, once by the commander in chief, and once by the enemy commander in chief. These results are cumulative, and may cancel each other out.
While it is up to the DM to assign the generalship skill of NPC commanders, a few samples are offered below:
|
Sample Generals |
Generalship Skill Levels |
|
Ogre War Chief |
1d4-1 |
|
Goblin King or Peasant Revolt Leader |
1d8-2 |
|
Shrewd Mercenary Captain |
1d10 |
|
Foppish Courtier Commander |
1d10-4 |
|
Grizzled Master General |
2d6 |
|
Mad Necromancer Commanding Undead |
2d6-6 |
Sneakers
To better represent D&D invisibility and the various concealment skills available, Sneakers used in D20 battles can always pass through any friend or enemy regardless of whether or not they have sufficient movement to do so. Continue moving the sneaker regardless of distance until he enters a sufficiently open area behind the enemy to hold his base.
Champions and Valiant Actions
Player characters should always have some opportunity to affect the battle, even if not of sufficiently high level to stand off companies of enemy troops single-handedly.
Whenever a player character takes part in a battle, but is not of sufficiently high level to count as his own element, he is considered a champion (a particularly valiant member of a more ordinary element). No element can contain more than a single player character champion.
Whenever an element containing a PC champion makes a combat roll, the champion can attempt a Valiant Action to influence the outcome of the fight by rolling his level (as modified by any magic items possessed) or less on 1d20. He can modify the Valiant Action roll by any number (either positive, or negative), but this same modifier must then be applied to the Champion's Fate Roll (q.v.). Any modifier to the Valiant Action roll must be declared before the die is rolled.
A champion who makes this roll successfully can then re-roll the element's combat die for that turn. Each champion can attempt this only once per turn. The second roll is then the final roll, even if the results are worse than the first roll.
Champion's Fate Roll
Whenever a champion rolls to modify an element's combat die roll by Valiant Action, or whenever an element containing a champion, or a player character element is destroyed, or forced to flee or recoil, the player character must roll on the Champion's Fate Table below:
Champion's Fate Table (1d20)
1 or less The champion is slain in battle. If friendly forces hold the field, his body can be recovered, otherwise, it is lost.
2-4 The champion is captured by the enemy. If friendly forces win the day, he will be returned. Otherwise he can be ransomed for 1d6 x 1,000 gold pieces x his experience level, or rescued by adventure.
5-7 The champion is knocked unconscious, and buried under the flotsam and jetsam of battle. He awakes 1d6 hours after the battle ends with 1d4 hit points remaining. Each item he was carrying has a 50% chance to have been looted. It will take him 1d4 hours to rejoin his forces if they held the field, 1d4 days otherwise.
8+ Though he charged into the midst of the enemy, the champion escaped unharmed.
Modifiers:
-same modifier used to modify the Valiant Action roll
-2 if PC's element flees
-4 if PC's element is destroyed
Note that player characters of sufficiently high level to constitute 3, 4 or 6 AP elements by themselves can also roll for Valiant Actions, but, if they do so must make Champion Fate Table rolls as well, and a modified roll of 7 or better on that table will destroy the PC's element, even if the combat result would not have done so.
Also, a 3, 4 or 6 AP player character element must make a Champion Fate Table roll if it is destroyed, though it need not do so if it recoils or flees, unless a Valiant Action roll was made.
Experience
Each time any player character's element engages in combat, assume that he gains experience points based on a challenge rating equal to his own level. Divide this number by the AP value of the PC's own element, and multiply it by the AP value of the enemy element. Double this number if the PC's element destroys the opposing element; halve this number if the PC's element is destroyed.
Plunder
If the player character's army holds the field, they get to plunder the enemy. This consists of 1d6 rolls on treasure table 7-4 (DMG, pg. 170) at an EL equal to double the AP value of the most powerful enemy element destroyed by the PC's element in the battle. Double the EL again if the PCs element destroyed the enemy stronghold (and the stronghold counts as a 4 AP element for this purpose only).
Note that plunder in a field battle is nowhere near as rich as that available in a dungeon setting, largely because you are surrounded by hundreds or thousands of "friends" who are all plundering too.
Recognition
One of the few methods of class advancement in medieval society was through heroism in battle, and this should be reflected in our game.
At the end of each battle, each player character rolls 1d20, and modifies the roll by the total number of points (positive and negative) that he used to modify Valiant Actions rolls during the battle. If the result is zero or less, the PC is recognised. If he is a common soldier, he is knighted and given a small holding (sufficient to support himself, his horse and equipment, and 1d4 servants). If he is already a knight, he is titled and made lord of a manor. Titled nobles get higher level titles and honours.
Note that all this can only occur if the battle is of sufficient importance to the king (or whoever the PC's boss is) for him to take an interest in its outcome.
Artefacts
And, lastly, what would Dungeons and Dragons © be without artefacts? Those wonderful, overpowered, campaign-destroying magic items that make every player drool and every DM shudder? Sadly, fantasy novels and movies are just chock full of these little gems, so we should not ignore them here.
While "ordinary" magic items are accounted for (above) in an abstract manner, certain artefacts will be designed with no other purpose than to guarantee victory in battle, and should have specific effects on the conduct of the battle itself. I have (groan...) designed a few of these myself for your perusal. DMs should be aware though, that if they have more than one or two artefacts floating around in the campaign, something is really going wrong...
WARNING! HORDES OF THE THINGS PURISTS SHOULD READ NO FARTHER. THIS NEXT SECTION IS NOT FOR THE SQUEAMISH!
Sample D20/HOTT Artefacts:
The Ring of the Four Winds: Summons the lord of the genies to fight for its wielder. This monster counts as an extra allied contingent consisting of one aerial hero for all purposes.
The Sword of the Emperor: Functions as a vorpal sword in ordinary dungeon adventures, and grants its wielder +8 levels of the Generalship knowledge skill.
The Horn of the Earth Spirits: Once per turn, the general winding this item can move any single terrain feature up to 200 paces in any direction for each command pip expended for this purpose. Elements cannot be destroyed in this way (they move faster than the earth spirits, and so can be repositioned out of the way in any reasonable manner) but can be forced permanently off the field if they have no other place to retreat that lies within a single bound.
The Gem of Judgement: Creates earthquakes, lava flows, tornadoes, and other such nastiness, destroying the enemy's forces before they ever arrive on the field. Roll 2d6; the enemy loses at least this many AP from his force before the battle begins.
The Talisman of the Grand Wizard: This terrible item can be used only by a magician element and only once per battle, its use must be declared before any dice are rolled. When used, the magician attempts to bespell as normal, but, if his roll (with all standard modifiers) is greater than that of the target element, the target element is enslaved and switches sides for the rest of the battle.
The Hammer of the Netherworld: Once per game, and for the expenditure of 6 command pips, this hammer can be struck against the earth, causing a smoking black pit to appear anywhere within 1200 paces of the wielder. This pit sucks down and annihilates a single element, and remains in play as impassable terrain for the rest of the game (represent as a black circle of one element frontage in diameter).
D20/HOTT Campaigns
The real advantage to a D20 campaign that includes lots of large-scale battles is that it can track epic fantasy fiction far more closely than one that does not. Yes, Conan, Elric, John Carter and Aragorn all did some "dungeon crawling", but just as often, they were leading armies against the hordes of darkness and making heroic last stands from atop piles of the enemy dead.
A sample D20/HOTT campaign is offered below:
Sample Campaign: The Revenge of the Necromancer
Scenario 1 (HOTT): Korog the Necromancer has arisen with his army of goblins, zombies and various chaos critters, and is again threatening the Mermadon Empire. Emperor Amivahan XXXVII has called forth the legions to meet him, and now marches to the frontier. The Prince Imperial (a player character) and several younger nobles (other PCs) also march with the Emperor, their thoughts filled with the glories of their first campaign.
It will be a hard campaign, but the Emperor is not too concerned. Korog does this sort of thing every century or so, and it keeps up the spirit of the Mermadon legions to trounce the Necromancer's hordes now and again.
But this time, things may be different. Rumours arise that Korog has found some ancient relic of forgotten power: a relic that drives his enemies before him and summons the very lords of the underworld to smite his foes.
And so it proves to be.
The Mermadon legions meet the vast hordes of the Necromancer on the Plain of Storms, and, despite heroic fighting, are utterly overwhelmed. The Prince Imperial himself sees his father the Emperor dragged into Hades as Korog smites the earth with the Hammer of the Netherworld.
With the death of their Emperor, the remaining Imperial troops lose heart and flee. The Prince Imperial and a few companions make it to the shelter of the Onyx Mountains that border the Plain of Storms, and there pass a fitful night.
Scenario 2 (Dungeon Crawl): At dawn, the weary young nobles look out over the battlefield, and see that all has been lost. Korog's ghouls feast upon the bodies of the slain, and all manner of horrible monsters overrun the plain. There will be no escape that way.
But then the PCs discover an ancient iron doorway into the mountains, cut by a long forgotten clan of dwarves. Trying their luck, the PCs enter in and face giant spiders, bugbears and other nastiness. Of course, they locate a few magical weapons as well, along with an ancient scroll describing an artefact even mightier than the Hammer of the Underworld: the Gem of Judgement.
Scenario 3 (HOTT): On finally escaping the mountains, the PCs find that the Mermadon Empire is utterly overthrown. Korog's monsters run rampant, and everywhere there are burned villages and castles. The PCs decide to make their way back to the capital, the famed City of Seven Swords, to see if any resistance remains.
On their way, the PCs pass through the forest of Shadows, where they chance upon a battle between Korog's goblin-men and giant spiders (warbands and lurkers, 24 AP) and a few beleaguered elves and unicorns of the wood (shooters and paladins, 16 AP). The PCs are brought on as one or more allied contingents. If the forces of good are victorious, the PCs will receive an allied contingent of one paladin and one shooter in all future battles.
Scenario 4 (Dungeon Crawl): The PCs return to the Imperial capital to find it a virtual city of the dead. Korog's armies have enslaved the populace, monstrous beings run through the streets wreaking havoc, and the Necromancer has set himself up on the Imperial Throne.
Whilst keeping their heads down in one of the few taverns that remain open, the PCs hear a rumour that the old court wizard Chelven the Chartreuse, is being tortured in the dungeons beneath the palace by Korog's servants. After battling through Korog's various guards and monsters, the PCs reach the dying Chelven, who manages to tell them with his last breath that Korog's torturers were trying to get information regarding the location of the Gem of Judgement from him. Chelven doesn't know where it is, but says that an old witch who lives in the Black swamp just might...
From here, the progression of the campaign is obvious. The PCs go through a variety of battles and dungeon crawls, gaining power and building their military might as they go, until eventually they either perish at the hands of Korog's servants, or gain the Gem of Judgement and defeat the Necromancer in a last climactic battle.
Thus, armies, mercenaries and allies become treasures, every bit as valuable as gold and magic items. For each adventure, the DM should list any possible additions to the player's military forces, and exactly what must be done to acquire them.
Afterward
Well, that's my attempt at a D20/HOTT crossover. Give it a try, and if you think its really great, or it really bites, or it could just use some improvement, please let me know at velvetandiron@yahoo.com.