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Heroes of Battle will be available May 5th!
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<blockquote data-quote="Steel_Wind" data-source="post: 2228130" data-attributes="member: 20741"><p>I've got it and am reading through it now. (From the <span style="color: SandyBrown">HairyT</span> in Toronto. 401 Games did not have it in stock yet).</p><p></p><p>My initial impressions are very favorable. I admit that I am, however, very biased in this view as this is *just* the book I have been looking forward to for some time.</p><p></p><p>I'll post a review later on tonight or tomorrow.</p><p></p><p>If people are interested in the Table of Contents and the one page introduction, I'll post em here. (WotC can thank me later for the free publicity <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p><p></p><p><strong>Introduction</strong></p><p></p><p>Heroes of Battle is a rules supplement for the DUNGEONS & DRAGONS Roleplaying Game. It's a player resource that gives players the tools they need to take their characters from the dungeon to the field of battle, where they'll play pivotal roles in the clash of great fantasy armies. DMs can use this book as a resource for wartime adventures, whether building an entire narrative around a military campaign or throwing the players onto the battlefield as a change of pace at the climax of an adventure.</p><p></p><p><u>WHAT'S IN THIS BOOK</u></p><p></p><p>Heroes of Battle contains information for DMs and players alike. The book starts by showing what an adventure on the battlefield is like, giving players an idea of what to expect and handing the DM a construction kit to bring massive battles to life. Later chapters provide the nitty-gritty tools that increase the chance of PCs and N PCs surviving and thriving on a fantasy battlefield.</p><p></p><p><strong>The War Campaign (Chapter 1):</strong> D&D uses the word "campaign" to refer to a series of linked adventures, but it borrowed the term from military parlance, where it refers to a series of battles fought to achieve a common objective. Chapter 1 discusses issues you'll face when you make the battlefield a dominant part of your ongoing D&D game.</p><p></p><p><strong>Building Adventures (Chapter 2):</strong> A major battle is the functional equivalent of a traditional D&D adventure. Chapter 2 provides a step-by-step process for designing a battlefield adventure that offers opportunities for treasure, victory, heroism-and plenty of danger and challenges. Chapter 2 also provides directions for designing interesting maps of the battlefield as a whole and the specific areas where pivotal encounters take place.</p><p></p><p><strong>Battlefield Encounters (Chapter 3):</strong> The basic building block of any D&D adventure is the encounter. Chapter 3 lists staple encounters appropriate for a mass battle and provides tips on awarding XP for battlefield encounters. The chapter also includes some sample military units to throw against your PCs on the battlefield.</p><p></p><p><strong>Rules of War (Chapter 4):</strong> Through their bravery and clever tactics, PCs will often have a chance to influence the overall battle-especially as they reach higher levels. In Chapter 4, a simple victory point system helps adjudicate how the PCs' efforts have a ripple effect throughout the rest of the battlefield. Chapter 4 also has a morale system so the DM can easily determine whether the enemy flees rather than facing the PCs directly, and a set of rules to help PCs earn promotions, decorations, and the other glories of war.</p><p></p><p><strong>The Military Character (Chapter 5): </strong>Most characters are ready for the battlefield. The feats and skills in this section will be as useful on the battlefield as they are dungeon. But for characters who want to maximize prowess on the battlefield or emphasize their military background, Chapter 5 offers new feats and prestige classes designed for warfare. The chapter also has more detailed rules for character training and teamwork, and battlefield inspired uses for existing skills.</p><p></p><p><strong>Magic of War (Chapter 6):</strong> Spells and magic useful to (or against) the army in the field are detailed in Chapter 6. Magical versions of the siege engines detailed in Chapter 4 also appear here.</p><p></p><p><strong><em>Sample Armies (Appendix I):</em></strong> For the DM in n, a big army in a hurry, this appendix includes a wide of fantasy armies appropriate for any D&D battlefield campaign, from teams of human soldiers to squadrons of orc savages.</p><p></p><p><strong><em>Sample Soldiers (Appendix II): </em></strong> You can't have a war without soldiers, and this appendix presents full stat blocks for all the soldiers used in the various a included elsewhere in the book. A Dungeon Mastter can mix and match these NPCs to build just about any army units he or she needs.</p><p></p><p><strong><em>Battlefield Steeds (Appendix III): </em></strong> This section details six exotic beasts of war suitable for serving as battle-mounts.</p><p></p><p><u>WHAT YOU NEED TO PLAY</u></p><p></p><p>Heroes of Battle makes use of the information in the D&D core rulebooks-Player's Handbook, DungeonMaster’s Guide, and Monster Manual. In addition, it includes references to material in Complete Warrior, Complete Adventurer and Miniatures Handbook. Although possession of all of these supplements will enhance your enjoymrnt of this book, they are not strictly necessary.</p><p></p><p><u>Heroes of Battle and D&D Miniatures</u></p><p></p><p>As you read this book, you'll see rules such as command auras and morale checks that echo rules found in the Miniatures skirmish game and the Miniatures Handbook.</p><p></p><p>That's intentional. But while they have a common heritage, the two experiences have some important differences as well. Rather than focus on skirmishes between two small forces, this book focuses on the PCs play in truly grand battles: ones featuring thousands of soldiers on each side. Any miniatures you have will be useful when you undertake a battlefield adventure realize that this game is the cooperative, player character centered D&D experience you've been enjoying for years. The action has merely been moved from the dungeon to the battlefield, and we've surrounded the PCs with a cast of thousands.</p><p></p><p><u><strong>TABLE OF CONTENTS</strong></u></p><p>Contents</p><p></p><p>Introduction 4</p><p>What's in This Book 4</p><p>What You Need to Play 4</p><p>Chapter 1: The War Campaign 5</p><p>What Is a Battlefield Adventure? 5</p><p>Chink Big/Play Small 6</p><p>Player Character Roles 7</p><p>Pacing 7</p><p>Campaign Planning 9</p><p>Dealing with Rank and orders 9</p><p>Treasure in a War Campaign 10</p><p>Strategic Downtime 12</p><p>Adventuring off the Battlefield 13</p><p>Military Organization 15</p><p>Chapter 2: Building Adventures 17</p><p>Hooking the PCs 18</p><p>Designing the Battlefield 18 </p><p>The Course of Events 20</p><p>The Adventure Flowchart 21</p><p>Making Memorable Encounters 21</p><p>Encounter Pacing 22</p><p>Filling in the Boxes 24</p><p>Designing a Fantasy Army 24</p><p>The 60-Minute Army 24</p><p>Building Battlefield Encounter Maps 28</p><p>Terrain 28</p><p>Barriers and Obstacles 32</p><p>Earthworks 35</p><p>Other Hazards 36</p><p>Ancient Battlefields 38</p><p>Rewards 41</p><p>The Victory Point Framework 41</p><p>When Things Go Off the Chart 42</p><p>Random Encounters 43</p><p>Chapter 3: Battlefield Encounters 45</p><p>Sample Battlefield Encounters 46</p><p>Cut Supply Line (4th) 46</p><p>Reinforcements (4th) 46</p><p>Destroy Artillery (6th) 47</p><p>Prisoner Exchange (6th) 48</p><p>Left Behind (8th) 49</p><p>Take out the Trebuchet (8th) 50</p><p>Get 'em Out Alive! (10th) 51</p><p>King of the Hill (10th) 53</p><p>Specific Units 53</p><p>Army of Nature's Wrath 53</p><p>Pelarch's Unliving Legion 55</p><p>Tanar'ric Horde 57</p><p>Baatezu Brigade 58</p><p>Army of the Alliance 59</p><p>Against the Giants 61</p><p>Goblin Raiders 61</p><p>XP on the Battlefield 61</p><p>Is it a Challenge? 61</p><p>XP in Supported Encounters 62</p><p>Chapter 4: Rules of War 63</p><p>Siege Engines 63</p><p>Aerial Bombardment 67</p><p>Volley of Arrows 68</p><p>Indirect Fire versus Direct Fire 69</p><p>Concentrated Volley 69</p><p>Deflecting a Volley 70</p><p>Strategic Advantages 70</p><p>Using Strategic Planning 70</p><p>Bardic Knowledge 71</p><p>Divination Spells 71</p><p>Knowledge Skill 71</p><p>Leadership 71</p><p>Scouting 71</p><p>Terrain and Fortifications 72</p><p>The Morale Check 72</p><p>When to Use the Morale Check 72</p><p>Making Morale Checks 72</p><p>The Rally Check 73</p><p>Commanders 75</p><p>Commander Rating 75</p><p>Commander Auras 75</p><p>Victory Points 78</p><p>Assist Friendly Troops 79</p><p>Attack Enemy Siege Engines 79</p><p>Defeat Enemy Units 79</p><p>Disrupt Enemy Command 80</p><p>Disrupt Enemy Communications 80</p><p>Disrupt Enemy Supply 80</p><p>Protect Defensive Point 81</p><p>Protect Intrinsic Point 81</p><p>Protect Maneuver Point 81</p><p>Protect Offensive Point 82</p><p>Provide Intelligence 82</p><p>Seize Defensive Point 83</p><p>Seize Intrinsic Point 83</p><p>Seize Maneuver Point 84</p><p>Seize Offensive Point 84</p><p>Recognition Points 84</p><p>Earning Recognition Points 84 </p><p>Other Ways to Earn</p><p>Recognition Points 88</p><p>Spending Recognition Points 88</p><p>Promotions 91</p><p>Battlefield Award Summary 92</p><p>Chapter 5: The Military Character 93</p><p>Skills 93</p><p>Feats 96</p><p>Ballista Proficiency 96</p><p>Block Arrow 96</p><p>Coordinated Shot 96</p><p>Courageous Rally 97</p><p>Expanded Aura of Courage 97</p><p>Expert Siege Engineer 97</p><p>Extra Followers 97</p><p>Guerrilla Scout 97 </p><p>Guerrilla Warrior</p><p>Improved Cohort 98</p><p>Inspirational Leadership 98</p><p>Mounted Mobility 98</p><p>Natural Leader 98</p><p>Plunging Shot 99</p><p>Practiced Cohort 99</p><p>Ready Shot 99</p><p>Shield Wall 99</p><p>Veteran Knowledge 99</p><p>Prestige Classes 99</p><p>Combat Medic 99</p><p>Dread Commando 103</p><p>Legendary Leader 107</p><p>War Weaver 112</p><p>Teamwork Benefits 115</p><p>The Team Roster 116</p><p>Teamwork Benefit Descriptions I17</p><p>Chapter 6: Magic of War 121</p><p>Spells on the Battlefield 121</p><p>Communications 121</p><p>Artillery 121</p><p>Troop Enhancement 121</p><p>Terrain Alteration 122</p><p>Other Spell Uses 123</p><p>New Spells 123</p><p>Spell Descriptions 124</p><p>Acid Rain 124</p><p>Aerial Alarm 124</p><p>Animate Legion 124</p><p>Animate Siege Weapon 125</p><p>Battlefield Fortification 125</p><p>Battlefield Illumination 125</p><p>Battlemagic Perception 125</p><p>Blaze of Light 125</p><p>Boiling Oil 12S</p><p>Consecrate Battlefield 126</p><p>Crisis of Confidence 126</p><p>Desecrate Battlefield 126</p><p>Drums of War 126</p><p>Early Twilight 126</p><p>Hurtling Stone 127</p><p>Leomund's Billet 127</p><p>Molten Strike 127</p><p>Resounding Voice 127</p><p>Shrieking Blast 127</p><p>Spiritual Cavalry 127</p><p>Spiritual Charger 128</p><p>Status, Greater 128</p><p>Trip Vine 128</p><p>Magic Items 129 </p><p> Magic Armor Special Ability</p><p>Descriptions 129</p><p>Specific Armors and Shields 129</p><p>Heraldic Crests 130 </p><p>Magic Weapon Special Ability</p><p>Descriptions 130</p><p>Rods 131</p><p>Wondrous Items 131</p><p>Standards 132</p><p>Magic Siege Engines 133 </p><p> Magic Siege Engine</p><p>Special Ability Descriptions 134 </p><p>Specific Siege Engines</p><p>and Ammunition 134</p><p>Appendix 1: Sample Armies 137</p><p>Human Large Kingdom 137</p><p>Human Small Kingdom 138</p><p>Human Clan Structure 138</p><p>Elf 139</p><p>Drove 139</p><p>Dwarf 139</p><p>Gnome 140</p><p>Ore 140</p><p>Goblinoids 140</p><p>Lizardfolk 141</p><p>Giant Races 141</p><p>Appendix 11: Sample Soldiers 142</p><p>Appendix III: Battlefield Steeds 153</p><p>Brass Steed 153</p><p>Luna Moth 154</p><p>Rainbow Crow 15.5</p><p>Skeletal Warbeast 156</p><p>Tusked Behemoth 156</p><p>War Mastiff 157</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2228130, member: 20741"] I've got it and am reading through it now. (From the [COLOR=SandyBrown]HairyT[/COLOR] in Toronto. 401 Games did not have it in stock yet). My initial impressions are very favorable. I admit that I am, however, very biased in this view as this is *just* the book I have been looking forward to for some time. I'll post a review later on tonight or tomorrow. If people are interested in the Table of Contents and the one page introduction, I'll post em here. (WotC can thank me later for the free publicity :)). [b]Introduction[/b] Heroes of Battle is a rules supplement for the DUNGEONS & DRAGONS Roleplaying Game. It's a player resource that gives players the tools they need to take their characters from the dungeon to the field of battle, where they'll play pivotal roles in the clash of great fantasy armies. DMs can use this book as a resource for wartime adventures, whether building an entire narrative around a military campaign or throwing the players onto the battlefield as a change of pace at the climax of an adventure. [u]WHAT'S IN THIS BOOK[/u] Heroes of Battle contains information for DMs and players alike. The book starts by showing what an adventure on the battlefield is like, giving players an idea of what to expect and handing the DM a construction kit to bring massive battles to life. Later chapters provide the nitty-gritty tools that increase the chance of PCs and N PCs surviving and thriving on a fantasy battlefield. [b]The War Campaign (Chapter 1):[/b] D&D uses the word "campaign" to refer to a series of linked adventures, but it borrowed the term from military parlance, where it refers to a series of battles fought to achieve a common objective. Chapter 1 discusses issues you'll face when you make the battlefield a dominant part of your ongoing D&D game. [b]Building Adventures (Chapter 2):[/b] A major battle is the functional equivalent of a traditional D&D adventure. Chapter 2 provides a step-by-step process for designing a battlefield adventure that offers opportunities for treasure, victory, heroism-and plenty of danger and challenges. Chapter 2 also provides directions for designing interesting maps of the battlefield as a whole and the specific areas where pivotal encounters take place. [b]Battlefield Encounters (Chapter 3):[/b] The basic building block of any D&D adventure is the encounter. Chapter 3 lists staple encounters appropriate for a mass battle and provides tips on awarding XP for battlefield encounters. The chapter also includes some sample military units to throw against your PCs on the battlefield. [b]Rules of War (Chapter 4):[/b] Through their bravery and clever tactics, PCs will often have a chance to influence the overall battle-especially as they reach higher levels. In Chapter 4, a simple victory point system helps adjudicate how the PCs' efforts have a ripple effect throughout the rest of the battlefield. Chapter 4 also has a morale system so the DM can easily determine whether the enemy flees rather than facing the PCs directly, and a set of rules to help PCs earn promotions, decorations, and the other glories of war. [b]The Military Character (Chapter 5): [/b]Most characters are ready for the battlefield. The feats and skills in this section will be as useful on the battlefield as they are dungeon. But for characters who want to maximize prowess on the battlefield or emphasize their military background, Chapter 5 offers new feats and prestige classes designed for warfare. The chapter also has more detailed rules for character training and teamwork, and battlefield inspired uses for existing skills. [b]Magic of War (Chapter 6):[/b] Spells and magic useful to (or against) the army in the field are detailed in Chapter 6. Magical versions of the siege engines detailed in Chapter 4 also appear here. [b][i]Sample Armies (Appendix I):[/i][/b][i][/i] For the DM in n, a big army in a hurry, this appendix includes a wide of fantasy armies appropriate for any D&D battlefield campaign, from teams of human soldiers to squadrons of orc savages. [b][i]Sample Soldiers (Appendix II): [/i][/b][i][/i] You can't have a war without soldiers, and this appendix presents full stat blocks for all the soldiers used in the various a included elsewhere in the book. A Dungeon Mastter can mix and match these NPCs to build just about any army units he or she needs. [b][i]Battlefield Steeds (Appendix III): [/i][/b][i][/i] This section details six exotic beasts of war suitable for serving as battle-mounts. [u]WHAT YOU NEED TO PLAY[/u] Heroes of Battle makes use of the information in the D&D core rulebooks-Player's Handbook, DungeonMaster’s Guide, and Monster Manual. In addition, it includes references to material in Complete Warrior, Complete Adventurer and Miniatures Handbook. Although possession of all of these supplements will enhance your enjoymrnt of this book, they are not strictly necessary. [u]Heroes of Battle and D&D Miniatures[/u] As you read this book, you'll see rules such as command auras and morale checks that echo rules found in the Miniatures skirmish game and the Miniatures Handbook. That's intentional. But while they have a common heritage, the two experiences have some important differences as well. Rather than focus on skirmishes between two small forces, this book focuses on the PCs play in truly grand battles: ones featuring thousands of soldiers on each side. Any miniatures you have will be useful when you undertake a battlefield adventure realize that this game is the cooperative, player character centered D&D experience you've been enjoying for years. The action has merely been moved from the dungeon to the battlefield, and we've surrounded the PCs with a cast of thousands. [U][B]TABLE OF CONTENTS[/B][/U] Contents Introduction 4 What's in This Book 4 What You Need to Play 4 Chapter 1: The War Campaign 5 What Is a Battlefield Adventure? 5 Chink Big/Play Small 6 Player Character Roles 7 Pacing 7 Campaign Planning 9 Dealing with Rank and orders 9 Treasure in a War Campaign 10 Strategic Downtime 12 Adventuring off the Battlefield 13 Military Organization 15 Chapter 2: Building Adventures 17 Hooking the PCs 18 Designing the Battlefield 18 The Course of Events 20 The Adventure Flowchart 21 Making Memorable Encounters 21 Encounter Pacing 22 Filling in the Boxes 24 Designing a Fantasy Army 24 The 60-Minute Army 24 Building Battlefield Encounter Maps 28 Terrain 28 Barriers and Obstacles 32 Earthworks 35 Other Hazards 36 Ancient Battlefields 38 Rewards 41 The Victory Point Framework 41 When Things Go Off the Chart 42 Random Encounters 43 Chapter 3: Battlefield Encounters 45 Sample Battlefield Encounters 46 Cut Supply Line (4th) 46 Reinforcements (4th) 46 Destroy Artillery (6th) 47 Prisoner Exchange (6th) 48 Left Behind (8th) 49 Take out the Trebuchet (8th) 50 Get 'em Out Alive! (10th) 51 King of the Hill (10th) 53 Specific Units 53 Army of Nature's Wrath 53 Pelarch's Unliving Legion 55 Tanar'ric Horde 57 Baatezu Brigade 58 Army of the Alliance 59 Against the Giants 61 Goblin Raiders 61 XP on the Battlefield 61 Is it a Challenge? 61 XP in Supported Encounters 62 Chapter 4: Rules of War 63 Siege Engines 63 Aerial Bombardment 67 Volley of Arrows 68 Indirect Fire versus Direct Fire 69 Concentrated Volley 69 Deflecting a Volley 70 Strategic Advantages 70 Using Strategic Planning 70 Bardic Knowledge 71 Divination Spells 71 Knowledge Skill 71 Leadership 71 Scouting 71 Terrain and Fortifications 72 The Morale Check 72 When to Use the Morale Check 72 Making Morale Checks 72 The Rally Check 73 Commanders 75 Commander Rating 75 Commander Auras 75 Victory Points 78 Assist Friendly Troops 79 Attack Enemy Siege Engines 79 Defeat Enemy Units 79 Disrupt Enemy Command 80 Disrupt Enemy Communications 80 Disrupt Enemy Supply 80 Protect Defensive Point 81 Protect Intrinsic Point 81 Protect Maneuver Point 81 Protect Offensive Point 82 Provide Intelligence 82 Seize Defensive Point 83 Seize Intrinsic Point 83 Seize Maneuver Point 84 Seize Offensive Point 84 Recognition Points 84 Earning Recognition Points 84 Other Ways to Earn Recognition Points 88 Spending Recognition Points 88 Promotions 91 Battlefield Award Summary 92 Chapter 5: The Military Character 93 Skills 93 Feats 96 Ballista Proficiency 96 Block Arrow 96 Coordinated Shot 96 Courageous Rally 97 Expanded Aura of Courage 97 Expert Siege Engineer 97 Extra Followers 97 Guerrilla Scout 97 Guerrilla Warrior Improved Cohort 98 Inspirational Leadership 98 Mounted Mobility 98 Natural Leader 98 Plunging Shot 99 Practiced Cohort 99 Ready Shot 99 Shield Wall 99 Veteran Knowledge 99 Prestige Classes 99 Combat Medic 99 Dread Commando 103 Legendary Leader 107 War Weaver 112 Teamwork Benefits 115 The Team Roster 116 Teamwork Benefit Descriptions I17 Chapter 6: Magic of War 121 Spells on the Battlefield 121 Communications 121 Artillery 121 Troop Enhancement 121 Terrain Alteration 122 Other Spell Uses 123 New Spells 123 Spell Descriptions 124 Acid Rain 124 Aerial Alarm 124 Animate Legion 124 Animate Siege Weapon 125 Battlefield Fortification 125 Battlefield Illumination 125 Battlemagic Perception 125 Blaze of Light 125 Boiling Oil 12S Consecrate Battlefield 126 Crisis of Confidence 126 Desecrate Battlefield 126 Drums of War 126 Early Twilight 126 Hurtling Stone 127 Leomund's Billet 127 Molten Strike 127 Resounding Voice 127 Shrieking Blast 127 Spiritual Cavalry 127 Spiritual Charger 128 Status, Greater 128 Trip Vine 128 Magic Items 129 Magic Armor Special Ability Descriptions 129 Specific Armors and Shields 129 Heraldic Crests 130 Magic Weapon Special Ability Descriptions 130 Rods 131 Wondrous Items 131 Standards 132 Magic Siege Engines 133 Magic Siege Engine Special Ability Descriptions 134 Specific Siege Engines and Ammunition 134 Appendix 1: Sample Armies 137 Human Large Kingdom 137 Human Small Kingdom 138 Human Clan Structure 138 Elf 139 Drove 139 Dwarf 139 Gnome 140 Ore 140 Goblinoids 140 Lizardfolk 141 Giant Races 141 Appendix 11: Sample Soldiers 142 Appendix III: Battlefield Steeds 153 Brass Steed 153 Luna Moth 154 Rainbow Crow 15.5 Skeletal Warbeast 156 Tusked Behemoth 156 War Mastiff 157 [/QUOTE]
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