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Thread: Dwarven Realms
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04-13-1999, 09:05 PM #1OlesensGuest
Dwarven Realms
It seems odd that the small dwarven realms have survived so long in the
face of superior enemies. Here is my game reason why, I'd like some
other comments:
All Dwarven provinces are considered home to a castle of level equal to
the province. Ruling the province costs nothing extra. The castle's
level may be improved to twice the province's level without paying the
normal extra costs for exceeding the province level. Orogs ignore the
basic fortifications, only those beyond the level of the province count
against Orogs.
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04-13-1999, 09:59 PM #2Pieter SleijpenGuest
Dwarven Realms
Maybe the fact that almost all Dwarven provinces are high mountains also
helps a lot. Dwarven troops are the only units that are allowed to enter
these regions. Though I make an exception for orogs coming from down
under with all the limitations that come with it. Adding those free
fortification is not such a bad idea. Humans will have some trouble
entering the corridors of the dwarves. I might actually make the castle
level even higher then simple basic level of the province. Then again, I
might decide that conquering a dwarven nation is simply impossible for
non-digging races...
Pieter Sleijpen
Olesens wrote:
>
> It seems odd that the small dwarven realms have survived so long in the
> face of superior enemies. Here is my game reason why, I'd like some
> other comments:
>
> All Dwarven provinces are considered home to a castle of level equal to
> the province. Ruling the province costs nothing extra. The castle's
> level may be improved to twice the province's level without paying the
> normal extra costs for exceeding the province level. Orogs ignore the
> basic fortifications, only those beyond the level of the province count
> against Orogs.
>
> ************************************************** *************************
> > 'unsubscribe birthright' as the body of the message.
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04-13-1999, 10:26 PM #3Kenneth GauckGuest
Dwarven Realms
Again, in this situation, the best way to model the effects of the mountains
is to role play. When my dwarven campaign from now well over a year ago
saw the Gorgon invade to punish Baruk-Azhik for its interfearance in
Kiergard, I reviewed some historical mountain campaigns and used them as the
basis for my setting.
Some things I assumed were that for an army the size of which then Gorgon
needed (numbers to counter the strength of the dwarves on their hope turf)
to even attempt the invasion required severe supply considerations. I did
not bother to create rules for this, but made the Gorgon stick to one route
which could handle the wagons and animals required to bring the supplies.
Foraging was not an option.
Also I asumme that whenever dwarves are on the defensive tactically, they
have built field fortifications. +1 on defence with warcards, -2 AC in
combat 25% cover if a player makes an attack, -7 AC or 75% cover if they
don't make an attack. Cannot charge field fortifications.
Occasionally there is a unit of Dwarven Crossbows on an overlooking cliff,
or in a small cave with the cave face walled up as a defensive point. By
the time the dwarves are forced to flee (via a secure pre-planned route) the
enemy has taken far worse casuaties. In one of these encounters the dwarves
broke off because they ran out of bolts, after firing for several hours.
By the end of it, the remainer of the Gorgon's army got in sight of
Rivenrock, or at least the smoke from the many forges manufacturing as many
weapons and armor as possible in the event of a storm of the city. While
depleted, the Gorgon's army was still formidable, and three units of regular
undead had been formed along the way. Unlike the cool realm Undead Legion,
these standard skeletons and zombies produced a 2-2 warcard capable of
sustaining one hit (becoming a 1-1). This was the second stand up battle
of the campaign, and all the players were heavily involved in planning the
battle from the dwarven end. All the thanes and clan leaders where there,
mostly every NPC in Baruk-Azhik the players had ever met was present. The
dwarves took a beating and were forced to make an orderly withdwrawl into
the keep of Rivenrock. However, the Gorgon's army was to weak to sustain a
siege of the great city, especially as starving the enemy out was not
practical with the many priests to create food and water, the secret tunnels
out of the city where supplies could be brought in, the fungi farms, the
huge stockpiles that had been assembled, and the ability of dwarves to eat
earthen materials to delay starvation. So the Gorgon's army retreated down
the route it had approached by, being harried once again by the dwarves.
This, IMO, is why the dwarven kingdoms continue in the face of numerically
superior enemies.
Kenneth Gauck
c558382@earthlink.net
- -----Original Message-----
From: Olesens
Date: Tuesday, April 13, 1999 4:14 PM
>It seems odd that the small dwarven realms have survived so long in the
>face of superior enemies. Here is my game reason why, I'd like some
>other comments:
>
>All Dwarven provinces are considered home to a castle of level equal to
>the province. Ruling the province costs nothing extra. The castle's
>level may be improved to twice the province's level without paying the
>normal extra costs for exceeding the province level. Orogs ignore the
>basic fortifications, only those beyond the level of the province count
>against Orogs.
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04-13-1999, 11:16 PM #4
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Dwarven Realms
Kenneth Gauck wrote:
> Some things I assumed were that for an army the size of which then Gorgon
> needed (numbers to counter the strength of the dwarves on their hope turf)
> to even attempt the invasion required severe supply considerations. I did
> not bother to create rules for this, but made the Gorgon stick to one route
> which could handle the wagons and animals required to bring the supplies.
> Foraging was not an option...
...
> This, IMO, is why the dwarven kingdoms continue in the face of numerically
> superior enemies.
>
Good show on the part of your players. Similarly, a dwarven PC IMC decided to
make himself a master of tunnel warfare. Aided by favors from the elves (Either
the Warlock or S&C adventure has a Dwarf/Elf dagger, the PC used it to begin an
alliance), he had some ballistas primed with exploding bolts. So when the armies
(Gorgon IMC as well reached the dwarven lands, they either had to fight the
dwarves on their own terms and suffer crippling losses or abandon the assault.
Game terms wise, I completely revamped the war system, and the dwarves had big
bonuses to AC and attack and the enemy had similar penalties, and because of the
narrow areas, overwhelming wasn't an option.
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04-14-1999, 03:30 AM #5JulesMrshn@aol.coGuest
Dwarven Realms
I handle Dwarven provinces in this way.
1) Battles fought in Dwarven provinces are done in the foothils of the
mountains. The Dwarves do this to keep armies away from thier strongholds.
That is the only place I run a normal Warcard battle. They do not have to
worry about Cavalry if they withdraw.
2) Dwarven Cities cannot be seiged. This is because they can seek help from
the nearby provinces by tunnel (See the Dwarven players secrets sup)
3)Any orog attack from underground is run as a bodygaurd attack since not a
lot of orogs can attack in the tunnels. The battles usually take place in
the large caverns of the dwarves, then in tunnels where the dwarves have an
advantage.
4)I run an attack from the outside the same way, but the dwarves kill 75%of
the troops entering until all of the nearby defenses and areas are taken.
I have also made a little rule that Sources will not accept wizards in
traditional dwarven lands. The land just won't accept the wizard's control.
The sources have to be constantly tended (a domain action each turn. only
holding wizard can do it no lts.) to keep them active, and the dwarves know
their locations and patrol them constantly. The dwarves always try to subdue
the wizard and put special "anti-magic" shackles on the wizard to keep them
from casting spells. The wizard is then taken to trial for ignoring dwarven
edicit. This makes for some intresting roleplaying. If a dwarf PC allows a
mage onto his land, then this hinderance disapears as the land begins to stop
resisiting. Ley lines success unmodified is 40 to represent the land
resisiting.
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