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How to Conduct a Military Campaign/Crusade?
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<blockquote data-quote="Herosmith14" data-source="post: 7269134" data-attributes="member: 6886148"><p>So, I had an idea for a campaign that probably won't come to fruition for quite some time, but I thought it might be nice to gather advice. The basic concept is that it's rather Fire Emblem esc in the fact that you are amassing an army to use against the final opponent and has a lot more tactical options than the standard game. The party will have to negotiate, monitor intrigue, nurture tense relations, and generally play their cards right in order to have a sizable enough force to stand a fair chance against that of the final destination. I've been following another thread on here simple titled "War" for ideas and advice, but as of late that thread has ground to a halt.</p><p></p><p>The pieces of advice I am looking for relate to recruitment numbers from the various parties the group will come across, how to properly doll out experience, how to calculate combat for a large scale battle, how to manage army moral, how to manage the final encounter, etc.</p><p></p><p></p><p></p><p>For those interested in the campaign itself, here is the basic plot line(set in my own setting). An agent of a local kingdom has heard some rumors of Drow in the wilderness, and, not wanting to instill panic or draw attention, they are paying the party to scout out the situation, with engagement being discouraged, but it won't affect the payout. The party finds that there are indeed Drow in the valley, a whole colony, in fact, but they are followers of Ellistraee. </p><p></p><p>The dark elves, after some diplomacy, welcome the party, and the daughter of the current leader asks the party to help her with something. Their are other followers who are still in the central Drow city in the Underdark, as well as some of her family and friends, (eventually a stronger incentive will come to life that I haven't figured out yet.), and she and a chunk of the colony wish to go back down, free them, and possibly derail the current Drow matriarchy.</p><p></p><p>After that the party will go with the (good) Drow into the Underdark, gathering more forces along the journey, discovering stuff, and eventually confronting the (bad) Drow army.</p><p></p><p>I have made a rough list of the forces along the way that the party can (possibly) add to their army.</p><ul> <li data-xf-list-type="ul">The (good) drow militia (basic force)</li> <li data-xf-list-type="ul">Any units the party can convince the local kingdom to lend to the cause</li> <li data-xf-list-type="ul">A clan of Trogdolytes</li> <li data-xf-list-type="ul">A cult of Kuo-Tao</li> <li data-xf-list-type="ul">A colony of Myconids</li> <li data-xf-list-type="ul">A militia of Imaskari</li> <li data-xf-list-type="ul">A force from a Svirfneblin kingdom</li> <li data-xf-list-type="ul">An army of Duergar</li> <li data-xf-list-type="ul">An illithid arcanist(s)</li> <li data-xf-list-type="ul">A(possibly multiple) band of mercenaries/escaped slaves</li> <li data-xf-list-type="ul">(possibly) a tribe of pechs (they don't have 5e statblocks yet though :L)</li> <li data-xf-list-type="ul">A group of Grimlocks</li> <li data-xf-list-type="ul">They can attempt to tame any number of Hook Horrors, Darkmantles, Cave Fishers, and/or Cloakers they come accross</li> </ul><p>Obviously for a lot of these it would be fairly difficult to get them on board, and even then it would be a tense (and probably very temporary) alliance. The presence of one faction in your ranks could have positive or negative effects on your recruitment attempts with others, and you'll have to find a way to keep the army from tearing itself apart.</p><p></p><p>As you can see, I have tried to keep the army selection in theme with the Underdark setting I am going with. While I am planning on having varying a fluctuating difficulty in recruitment among the factions, it is going to be possible, if extremely hard, to get them all under your banner.</p><p></p><p>All right, let the punches come.</p></blockquote><p></p>
[QUOTE="Herosmith14, post: 7269134, member: 6886148"] So, I had an idea for a campaign that probably won't come to fruition for quite some time, but I thought it might be nice to gather advice. The basic concept is that it's rather Fire Emblem esc in the fact that you are amassing an army to use against the final opponent and has a lot more tactical options than the standard game. The party will have to negotiate, monitor intrigue, nurture tense relations, and generally play their cards right in order to have a sizable enough force to stand a fair chance against that of the final destination. I've been following another thread on here simple titled "War" for ideas and advice, but as of late that thread has ground to a halt. The pieces of advice I am looking for relate to recruitment numbers from the various parties the group will come across, how to properly doll out experience, how to calculate combat for a large scale battle, how to manage army moral, how to manage the final encounter, etc. For those interested in the campaign itself, here is the basic plot line(set in my own setting). An agent of a local kingdom has heard some rumors of Drow in the wilderness, and, not wanting to instill panic or draw attention, they are paying the party to scout out the situation, with engagement being discouraged, but it won't affect the payout. The party finds that there are indeed Drow in the valley, a whole colony, in fact, but they are followers of Ellistraee. The dark elves, after some diplomacy, welcome the party, and the daughter of the current leader asks the party to help her with something. Their are other followers who are still in the central Drow city in the Underdark, as well as some of her family and friends, (eventually a stronger incentive will come to life that I haven't figured out yet.), and she and a chunk of the colony wish to go back down, free them, and possibly derail the current Drow matriarchy. After that the party will go with the (good) Drow into the Underdark, gathering more forces along the journey, discovering stuff, and eventually confronting the (bad) Drow army. I have made a rough list of the forces along the way that the party can (possibly) add to their army. [LIST] [*]The (good) drow militia (basic force) [*]Any units the party can convince the local kingdom to lend to the cause [*]A clan of Trogdolytes [*]A cult of Kuo-Tao [*]A colony of Myconids [*]A militia of Imaskari [*]A force from a Svirfneblin kingdom [*]An army of Duergar [*]An illithid arcanist(s) [*]A(possibly multiple) band of mercenaries/escaped slaves [*](possibly) a tribe of pechs (they don't have 5e statblocks yet though :L) [*]A group of Grimlocks [*]They can attempt to tame any number of Hook Horrors, Darkmantles, Cave Fishers, and/or Cloakers they come accross [/LIST] Obviously for a lot of these it would be fairly difficult to get them on board, and even then it would be a tense (and probably very temporary) alliance. The presence of one faction in your ranks could have positive or negative effects on your recruitment attempts with others, and you'll have to find a way to keep the army from tearing itself apart. As you can see, I have tried to keep the army selection in theme with the Underdark setting I am going with. While I am planning on having varying a fluctuating difficulty in recruitment among the factions, it is going to be possible, if extremely hard, to get them all under your banner. All right, let the punches come. [/QUOTE]
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