From 59897170d5c2e2db8bacf4ad52f0d539f7e6912b Mon Sep 17 00:00:00 2001 From: Billiam9420 Date: Mon, 11 Sep 2023 17:17:18 -0400 Subject: [PATCH] finally using node.js, schema errors fixed --- .../MCDM Productions; Kingdoms & Warfare.json | 370 +++++++++--------- 1 file changed, 175 insertions(+), 195 deletions(-) diff --git a/book/MCDM Productions; Kingdoms & Warfare.json b/book/MCDM Productions; Kingdoms & Warfare.json index ffc0a67e8d..f7b448ae44 100644 --- a/book/MCDM Productions; Kingdoms & Warfare.json +++ b/book/MCDM Productions; Kingdoms & Warfare.json @@ -21,7 +21,9 @@ "DPWR": "Domain Power", "DFTR": "Domain Feature" }, - "status": "wip" + "status": "wip", + "dateAdded": 1694466271, + "dateLastModified": 1694466271 }, "book": [ { @@ -156,12 +158,12 @@ "But which elves? Surely a forest this big is an important asset, and some elven court considers it their realm. Their domain. And if not, that's probably because it's contested! A hot or cold war over ancient elven boundaries! Drama!", "Or maybe the forest belongs to an order of powerful druids. Maybe they keep it deliberately wild and pool their resources to ensure no single civilization takes it over! Well, those druids would be just another domain.", "That's how my mind worked then, and how it still works. It's okay if some places aren't controlled by anyone. But then, as now, when I see a map of a fantasy world and there are no political boundaries, no answers, no information to tell me, \"Who's in charge?\" anywhere, I get disappointed. I feel like...there's a layer of information missing.", - "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains—whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders—and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", + "To date, there's never been an edition of the world's most popular roleplaying game whose core rules took the idea of different domains\u2014whether those are counts and dukes and queens, or druid enclaves, wizard circles, or knightly orders\u2014and gave them mechanical features. Not just, \"Oh, you get this one feature if you join this organization,\" but rules for letting different organizations engage in planning, conspiracy, and conflict the way people do.", "That's what this book tries to do. I wanted to give you the tools to add organizations and warfare to your games and make doing so fun. When players think about their own party of heroes, even without changing anything about their characters, I hope they'll recognize at least one of the organizations or specializations in here as fitting their group.2 When GMs see all the different NPC realms in the book, I hope they'll want to run new adventures with a hag coven as the villain, building a secret army in the swamp. Or an evil empire run by an immortal dragon. A draconic tyranny!", - "When players choose an organization and a specialization, their characters gain new mechanical features—but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise—just like the members of a real organization.", + "When players choose an organization and a specialization, their characters gain new mechanical features\u2014but they'll also feel more like a formal group. They'll have to communicate more to use their new domain powers, and will argue about how best to use domain features during a new phase of the game, called intrigue. Everyone will communicate, argue, and compromise\u2014just like the members of a real organization.", "This book will give the heroes and villains in your games more influence, more impact. Their reach will extend beyond the end of their swords or the range of their spells. The party's agents can go out and spy, research, build, and negotiate, all while the heroes are dungeon delving. And of course, when those heroes discover that another domain is building an army to march against the people who look to them for leadership, they can build their own army and prepare for war!", "This book might not be for everyone. But if any of the above sounds cool to you, we think you'll like it.", - "—Matt Colville", + "\u2014Matt Colville", "Orange County, CA", "2021" ] @@ -173,13 +175,13 @@ "entries": [ "There's a lot in this book, but what's here ultimately boils down to two systems: intrigue and warfare.", "{@b Intrigue} is conflict between two domains. A holy church versus a mystic circle. The Knights Templar against a dragon tyrant. A bunch of disorganized misfit adventurers against a nation of undead!", - "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers—although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", + "A {@b domain} is a pretty simple thing as a game concept. It's got four skills. It uses actions and reactions and bonus actions, just like characters and monsters. It has three defenses, but no hit points. The only way to \"kill\" a domain is to neutralize its officers\u2014although some might escape and start a new domain for the sequel campaign! A domain could be a kingdom, thieves' guild, or druid circle!", "An intrigue only ever takes place between two domains. That makes the system simple and easy to keep track of. Other domains might get involved, but purely as allies, lending aid. Of course, depending on the adventure, it's possible that a particular intrigue is just a prelude to another larger intrigue as the characters discover the villainous realm they just defeated was only a pawn in an even larger game....", "Alongside the intrigue system, the book presents eight different heroic organizations (each of which can be customized with three specializations) and sixteen different NPC realms to use as allies, neutral observers, or enemies.", "{@b Warfare} is conflict between units of soldiers and monsters. Along with rules for warfare, you'll find seventy-eight special units in this book and another sixty-four in the special unit deck available on our store (at {@i mcdmproductions.com/warfare-deck}).", "So while it might look like an enormous amount of stuff in here at first glance, it's really just two systems, each relatively straightforward, and then a ton of options for those systems.", "The book also contains a handful of new items that can affect intrigue or warfare. And because they were popular in {@book Strongholds & Followers|SaF}, you get some new legendary artifacts called the codices. (Warning! They will unravel the fabric of reality!)", - "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts—devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", + "Strongholds & Followers presented six courts of extraplanar creatures that the gods might send to aid characters in battle if their faith is strong enough. Those were so popular that we expanded them with three additional courts\u2014devils, demons, and undead. New monsters! Some of these creatures use the action-oriented design philosophy mentioned in \"Running the Game #83,\" designed to make it easier for a GM to use a single monster to challenge an entire party.", "Finally, there's an adventure designed to help you use and understand these rules. It's basically a big, detailed example of how the intrigue and warfare systems can work.", { "type": "entries", @@ -187,13 +189,13 @@ "page": 1, "entries": [ "First, you should check out the {@b Glossary of Terms} section, which covers all the new terms the book uses. Don't worry about reading the whole thing, but just skimming it to familiarize yourself with the concepts will help a lot. And you can always refer back to the glossary if you're looking for a quick definition.", - "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign—or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", + "One of the design goals of this book was to make as few assumptions as possible about your game. You can start using these rules right now, with your existing characters in the middle of your current campaign\u2014or even right in the middle of an adventure. In fact, we hope these rules take your group and your adventures and elevate them, granting everything a broader scope and a feeling of raising the stakes. In a world where the forces of powerful domains vie for control of ancient artifacts and forgotten lore, every adventuring party and their enemies can now be listed among those domains.", "The easiest way to adopt these rules is to imagine that the heroes in your game are already an organization, with the players picking the specific type of organization from the eight in this book. Then set up the villains of the adventure as a villainous realm, which the GM picks from among the sixteen in the book.", - "You can stop there if you like. Domains have options that give their officers—both characters and NPCs—more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", - "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle—even as the villain does the same!", - "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain—just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", + "You can stop there if you like. Domains have options that give their officers\u2014both characters and NPCs\u2014more things to do during an adventure or between adventures. But an organization is more than just its officers. There are followers, agents, and employees all ready to carry out the characters' and NPCs' orders. As such, leading a domain means players can have their organization conduct research or espionage while the characters continue exploring dungeons or fighting dragons.", + "Domains grant their officers access to domain features that become usable during intrigue. The GM will use the rules for intrigue to make the campaign more memorable as it moves toward one or more warfare battles that mark the intrigue's conclusion, with the heroes plotting and scheming against a villain as their organization uses its domain features and domain skills to prepare for battle\u2014even as the villain does the same!", + "Domains also grant their officers access to domain powers. These are new special features that allow characters to work together during any combat that takes place during intrigue against the officers of an opposed domain\u2014just as the villain and their lieutenants will be working together on that opposing side. This includes the combat that runs alongside the potential climactic final battle at the end of intrigue. (Though not all adventures need to have a final battle, it's great fun!)", "The warfare rules in this book are robust enough to be used as their own game. This can be a fun way to play out small skirmishes or major battles, and it works fine without using the rules for intrigue.", - "But finally—and most ambitiously—all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", + "But finally\u2014and most ambitiously\u2014all these rules work together as a whole. The heroes become an organization as they plot and scheme against the villain's realm, making allies and raising an army. Time and again, they confront enemy leaders in combat using their new domain powers while their loyal forces clash around them! And though they might not be something that ends up a part of every session, battles between the armies of domains can lend an epic feel to any adventure. It's a little more work, certainly, but that work pays off in the kind of conflict that pushes players and GMs toward the biggest possible adventure finale.", "There might be other things you wish this system did. If we've done a good job, it'll be easy for you to design your own optional rules that expand on this framework. We look forward to seeing what you do with the content that follows!", { "type": "inset", @@ -209,7 +211,7 @@ "name": "Scale", "page": 2, "entries": [ - "Another thing this book makes no assumptions about is the scale of your game—specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM—if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", + "Another thing this book makes no assumptions about is the scale of your game\u2014specifically, the units of distance you use on your campaign map. How much territory a domain controls is something left to the GM\u2014if it ever comes up at all. Domains can come into conflict all on their own as villains try to blow up the world or some small part of it, and the heroes trying to stop them likely don't need to know, \"Exactly how many square miles do they control?\"", "In addition to helping keep these rules flexible and easy to adopt, worrying about the literal area of a territory likely isn't something most people will find exciting in a game about pretending to be an elf who fights dragons. So in the end, the rules simply assume it takes about a week (however this is defined in your world) for a domain to carry out a single domain action. And even that can be easily tweaked to any length of time, as it's deliberately abstract. For a particular game, it might work to have a domain turn be a week at the beginning of an intrigue, but then only a single day at the end as the pace quickens and the stakes rise." ] }, @@ -225,22 +227,22 @@ "url": "https://i.imgur.com/lCfWQLx.jpg" } }, - "\"We sell it back to them,\" Narco said. \"Hang on… then what are you gonna put on your bolts?\"", + "\"We sell it back to them,\" Narco said. \"Hang on... then what are you gonna put on your bolts?\"", "Aurex nodded her head in agreement. \"Need I remind you,\" the half-devil assassin said, \"before your mind of chemicals and formulae overheats from its own cleverness, it took our people three weeks to steal those vials of {@i dreamtime}. And they managed to get in, get it, and get out without anyone noticing. Those resources could have been put to better use if that drug doesn't end up on a bolt in Castagan.\"", "Loroyan Thel, the drow brains of the Operation, peered at Narco from across the corner table of the quiet tavern. \"We can handle the paladin with or without magic poison, demidevil,\" he said, almost under his breath.", - "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps—and we'll know it's the truth.\"", + "\"And get him to talk?\" Aurex said. \"Under {@i dreamtime}, he'll talk while he sleeps\u2014and we'll know it's the truth.\"", "Thel sighed. \"I'm aware of that.\"", "\"I thought the sleep juice was for your bolts,\" Zarek said. Not unusually, the half-orc enforcer felt two steps behind the conversation.", "\"Forget the bolts, Zarek,\" Aurex said. \"I want to hear what our alchemist director of narcotics has in mind.\"", "Narco turned to the half-devil. \"Aurex, don't you see?\" He smiled riotously, tossed a small vial into the air, then snatched it back again. \"It's exactly as you said. Our agents got into the Tower of the Lens, got the drug, got out with no alarms. No searching, no deaths, no guards alerted. No trace.\"", "No one spoke.", - "\"No trace… of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", - "\"Ah…\" Zarek said.", + "\"No trace... of us. So we take this back to the Lens, and we tell them we lifted it off someone who tried to sell it to us.\"", + "\"Ah...\" Zarek said.", "\"No good.\" Thel shook his head. \"They'll rumble that. Wizards are reliably clueless, but they're not stupid.\"", "\"Hey, what if we kill someone?\" Zarek said. Everyone frowned at him, as this was his solution to everything. It would be on his family crest if fate ever conspired to make a noble of him.", - "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, ‘Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", + "Still, the half-orc had a point, so they let him continue. \"Okay, check this out, yeah? If it's just us, sure, they'll rumble that like Thel says. But if we give them a body? And we say, yeah this piece of piss tried to sell us this juice, but we didn't even know what it was! We asked him where he got it, he got defensive. Says he stole it from you wizards, right? And we said, 'Oh, you trying to offload your scrab on us so you can go back to the Lens and frame us? Pull the other one.' Then he got pissy and tried something, and we sorta had to kill him or whatever!\"", "Everyone was looking at Zarek.", - "\"Right? So they see this body and they start wondering, ‘Who's this, right?' And if they're wondering that, they're not wondering… about us.\"", + "\"Right? So they see this body and they start wondering, 'Who's this, right?' And if they're wondering that, they're not wondering... about us.\"", "Thel slowly smiled and looked at Narco, who smiled back and waggled his eyebrows.", "Then they turned to look at Aurex, whose visage was inscrutable. Slowly, she spoke.", "\"It might work.\"", @@ -254,14 +256,14 @@ "\"Garrote,\" Thel warned. Narco looked hurt. Unlike the rest of the officers of the Operation, he wasn't a killer by trade.", "The goblin looked around the table. \"That it?\" he said. \"That all you got?\"", "Aurex took out her sin-metal blade and began polishing it again, looking meaningfully at the goblin.", - "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten…\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", + "\"Oh yes, you're all very clever,\" Garrote said. \"But unless you've forgotten...\" He stabbed a dagger into the map of the temple the group intended to infiltrate, there to confront and combat the order of paladins who were, of late, bent on the destruction of the Operation. \"We still got this shit to deal with.\"", "\"With all the intel Aurex ferreted out?\" Thel said. \"Their wizard's true name? The guards you blackmailed?\"", "\"Thel, they have an army. They know we're coming for 'em. They're gonna surround this place so tight a mouse couldn't get in.\" Garrote pointed to Narco. \"And don't get any ideas. I'm not gonna be a mouse again, so put those filthy potions away.\"", "\"Yeah, that is a pisser,\" Zarek said. \"We gonna fight our way in, boss?\"", "\"Well, it's been a month. I was hoping a solution to that would have presented itself.\" Thel frowned. \"It's not too late to seek special assistance. We could call up the Crew.\"", "\"Don't you get it?\" The goblin smiled, chuckling. \"Narco here got halfway there, but it's up to the charming goblin to seal the deal.\"", "\"Get it over with,\" Aurex said. She held out her blade to see the dim light of the tavern glint off the shining gray metal before being absorbed.", - "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say ‘Goodness, would you like this back? Seems expensive.' But then we say, ‘We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", + "Garrote's face fell. Aurex and her blade. \"Yeah. Anyway. We take the {@i dreamtime} back to the Tower of the Lens, we give 'em some corpse they can pin all their suspicion on, just like Narco and Zarek say. Then we say 'Goodness, would you like this back? Seems expensive.' But then we say, 'We don't want paying.' Maybe Aurex's people dig up some dirt on the Lens? Should they even have this stuff? It's illegal as shit. So, you know, we embarrass 'em, lie to 'em, give 'em someone else to be suspicious of, a little blackmail thrown in for good measure. Then we just offer to give it back to 'em. Free.\"", "\"To what end, Garrote?\"", "The goblin grinned. \"So they volunteer to take care of our little military problem for us.\"", "No one spoke. The officers of the Operation were all uniformly stunned. Thel looked at Aurex and Narco. \"They could do it,\" he said.", @@ -269,7 +271,7 @@ "Aurex frowned, hating to admit the goblin was right. \"You got it in you to brace a quaesitor of the Lens?\"", "Garrote made a \"psh\" noise. \"Wizards are easy. You just gotta flatter 'em before you threaten 'em.\" He smiled. \"By the time I'm done with 'em, they'll think it was their idea.\"", "\"I can try and dig up something on their quaesitor,\" Aurex said. \"Give Garrote some ammo.\"", - "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So…work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", + "Thel put his hands flat on the table. \"Intel says we got a week before the Order of the Black Pegasus comes after us, and I intend to go after them first. So...work your magics, and let's see if we can't convince the Lens they owe us a favor.\"", "\"Blackmail, intel, drugs.\" Garrote nodded at the three vials of {@i dreamtime}. \"Just a day's work for us, boss.\"", "Zarek finally caught up. \"Heh. This is good, you guys. Oh yeah, this is gonna be fun. This is real thieves' guild shit.\"" ] @@ -279,7 +281,7 @@ "name": "Glossary of Terms", "page": 5, "entries": [ - "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms—or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", + "This section collects the terminology underlying the domains, intrigue, and warfare systems at the heart of the book. As you read the rules for the first time, you might want to refer back here to check unfamiliar terms\u2014or to flip forward to the {@book Heroic Organizations|KaW|2|Heroic Organizations} and {@book NPC Realms|KaW|2|NPC Realms} sections, and to the {@book Warfare|KaW|3} chapter, to see how these terms play out in the rules.", { "type": "entries", "name": "Domains & Intrigue", @@ -398,13 +400,13 @@ "name": "The Core Assumptions", "page": 9, "entries": [ - "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines—it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", + "Running nations and guilds and churches and spy networks can be incredibly complex. It's easy to imagine a highly detailed game system that can model a world at this level. Tracking a barony's food supply, determining how much iron is available to a duchy, mapping out a spy network's elaborate web of agents, or even maintaining a list of a local religion's temples and shrines\u2014it's all a complicated process. Games like that already exist, and are typically complex grand-strategy simulations that might even require a computer to run them.", "This book takes a different approach.", "First off, these rules understand that you're already playing a complex fantasy RPG. We all know that just managing a single character or a world of NPCs can be a lot of work. So ideally, any domain management system has to be something that sits lightly on top of the game that players and GMs are already enjoying.", - "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at—whether that means research, study, or fighting—running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", - "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle—or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", - "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue—then raise the stakes for both heroes and enemies in a warfare battle!", - "The adventure included with this book—\"The Regent of Bedegar\"—serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." + "Furthermore, the game almost always has a heavy focus on fighting monsters. Most monsters are defined by their combat prowess, and many of a character's best class features revolve around making them a better monster fighter. By assuming that training followers makes characters better at the stuff they're already good at\u2014whether that means research, study, or fighting\u2014running a domain provides another way to improve the effectiveness of player characters and NPCs in combat.", + "Finally, almost every adventure involves some villain plotting and scheming while the heroes try to stop them. This system assumes that the villain runs their own villainous realm, that the player characters' organization is actively trying to stop them, and that this conflict will eventually come to a head in an all-out battle\u2014or perhaps more than one. This is the same way things would pan out if you weren't using the new rules in this book. But with these rules, every officer in a domain has new special features called domain powers. These powers require communication and cooperation to use, even as armies clash in warfare to all sides.", + "In simplest terms, the rules in this book assume that characters continue adventuring as they normally do. While the characters are adventuring, slowly working their way toward a final confrontation with the villain, their domain is looking for allies to lend aid, investigating the villain and their lieutenants to learn their secrets, and disrupting the workings of the villain's realm to weaken that realm's forces in a final showdown. Even for a campaign that's in the middle of an adventure right now, players and GMs can adopt the new rules in this book to provide a framework for the campaign's existing plots and intrigue\u2014then raise the stakes for both heroes and enemies in a warfare battle!", + "The adventure included with this book\u2014\"The Regent of Bedegar\"\u2014serves as an example of how a straightforward adventure can include rewards such as military units or resistance to an opposing realm's features based on a domain's actions during the adventure." ] }, { @@ -421,7 +423,7 @@ "name": "What is an Organization?", "page": 10, "entries": [ - "An organization is a domain built around the officers who founded it—the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", + "An organization is a domain built around the officers who founded it\u2014the player characters. The players decide what their characters' organization does, and who its initial allies and enemies are. Among those allies, an organization also includes the NPC followers, retainers, and lieutenants the characters attract as a result of rising fame or infamy earned through adventuring. For example, if the party's organization is an underworld syndicate, that organization includes all the members of the syndicate down to the lowest-level agents keeping their ears to the ground and feeding the characters information. Likewise, an organization set up as a noble court might include large numbers of farmers and laborers who rely on the heroes for protection, and who are ready to serve to show their thanks.", "Using the rules in this book, an adventuring party becomes an organization when it founds a stronghold, typically by buying, building, discovering, or inheriting it. Founding a stronghold announces to the world that the adventurers are more than just mercenaries, and are ready to get involved with local affairs in one way or another." ] }, @@ -451,8 +453,8 @@ "page": 11, "entries": [ "Conflict between domains is called intrigue, and serves as the backdrop to the warfare battles that can play out between the heroes and the villains. The characters can use their organization's skills outside of intrigue, making use of Diplomacy to forge alliances, Espionage to gather intelligence, and so forth. But once the heroes decide it's time to act and stop the villain (or once the villain decides to stop the heroes), the GM announces that intrigue has begun as its own special phase of the game.", - "Intrigue occurs between two domains—by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", - "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains— involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" + "Intrigue occurs between two domains\u2014by default, the heroes' organization and the villain's enemy realm. NPC realms might also be involved, but they don't act on their own during intrigue. Rather, they lend aid to one side or the other.", + "Intrigue is divided up into domain turns, during which the players and the GM make use of the domain features and special actions available to them. Intrigue ends once both sides have completed all their domain turns, at which point the GM will set up a final showdown between domains\u2014 involving combat between the characters and their enemies, a climactic battle between the armies of powerful domains, or both!" ] }, { @@ -461,15 +463,15 @@ "page": 11, "entries": [ "The players create an organization when their characters acquire a stronghold. They might do so by spending time and money to buy or build a stronghold, or through other means such as discovering an old ruin, clearing it out, and fixing it up. Some campaigns might even begin with the heroes inheriting a stronghold!", - "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this—{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", + "The game's core rules note prices for different strongholds of different sizes, but there's also an entire book dedicated to this\u2014{@book Strongholds & Followers|SaF}. (You don't need that book to use the rules in this book, but it might be fun.) ", "Once the characters gain a stronghold, they naturally start to attract followers. Folks hear about the deeds they've done, notice the new headquarters, and volunteer to help or serve the characters. That stronghold and those followers are the foundation of the player characters' organization.", - "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack—and these things are important to the new rules in this book, as you will see.", + "Of course, the GM can waive any of these requirements if doing so is a better fit for the campaign. The only thing that's really necessary is to have people working for the characters. But without some kind of headquarters, even if it's just the local tavern (an establishment according to the {@book Strongholds & Followers|SaF} rules), there's no physical structure to defend and nothing for an enemy to attack\u2014and these things are important to the new rules in this book, as you will see.", { "type": "entries", "name": "Choosing an Organization Type", "page": 12, "entries": [ - "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations—the noble court and the adventuring party—are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type—and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", + "Eight different types of organizations for player character domains are presented in this book, and each of those has three specializations. Two of those organizations\u2014the noble court and the adventuring party\u2014are good for existing campaigns in which the players don't want to make new characters to use these rules, or for campaigns with a wide range of character types. The rest are themed more narrowly, and are best for new characters built around a specific organization type\u2014and for parties where characters are focused on similar or even the same classes. (See {@b Granting Titles} below for more information.)", "That said, even the most strongly themed organizations don't make any assumptions about what classes officers can or should be. With only a few exceptions, none of the domain powers that officers can take make reference to class features. Any group of characters could decide to be a thieves' guild or a knightly order. After all, every criminal enterprise needs wizards and clerics, and you don't have to be a heavily armored and chivalrous paladin to follow a knight's creed." ] }, @@ -549,7 +551,7 @@ "name": "Using Domain Skills Outside of Intrigue", "page": 15, "entries": [ - "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test—along with some good roleplaying and effort on the characters' part—could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", + "Players don't have to wait until intrigue begins to use the skills of their characters' domain. A domain and its agents are always standing by, waiting for orders. For example, a Diplomacy test\u2014along with some good roleplaying and effort on the characters' part\u2014could change the attitude of a clan of elves toward an organization, so that once intrigue begins, the DC to convince the elves to aid the organization is lower.", "Outside of their place in intrigue, there are no hard and fast rules describing how domain skills can be used. Players can suggest ideas, and if the GM agrees that an idea makes sense, they can try it! The goal with skills outside of intrigue is to keep the rules purposefully broad, so each table can develop their own standards.", "How long it takes to resolve a domain skill test outside of intrigue is also up to the GM. A good rule of thumb is one domain skill test per week, but this is entirely dependent on the timeframe of the game and the campaign. If you don't track the passage of time closely in your game, it might be easier to tie domain skill tests to major narrative events, such as the awarding of XP to characters, the end of a session, or even the end of a major encounter. (See {@book Time and Domain Turns|KaW|2|Time and Domain Turns|0} below for more guidance in this area.)", "Regardless of how the GM rules, characters use their domain's skills by giving orders to the organization's followers and waiting, sometimes for days or even weeks of campaign time. During that time, those followers work to carry out those orders. Making an Espionage test to determine what military units a villainous realm has mustered can take an enormous amount of effort to pull off, including long days spent in research and networking." @@ -566,7 +568,7 @@ "Before the final showdown between the characters (in their roles of officers of their domain organization) and the officers of the villain's realm, the characters' organization conducts an intrigue against that realm. During intrigue, the players can use their organization's skills to put their army together, or sabotage certain elements of the opposed domain's power structure to impose penalties on its skills or defenses. At the same time, agents of the villainous realm are making their own attempts to weaken the characters' organization.", "Much like deciding when to call for initiative rolls in combat, the GM decides when intrigue starts. This usually happens once the heroes encounter one or more agents of the villainous realm, or the effects of those agents' villainy. This might occur at a different point in each adventure, but once the characters have direct evidence of the existence and operation of a villainous realm, intrigue can begin.", "As a rule, the heroes' organization can't research or confront a villainous realm they don't know about, or which is beyond the reach of their influence. The characters can't use their friendly neighborhood thieves' guild to sabotage another domain on the other side of the planet.", - "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues—perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." + "An intrigue is focused on one boss villain. A short adventure with only one main villain will likely have only one intrigue, which begins as soon as the heroes encounter the agents of that villain (and recognize them for what they are) or the results of their villainy. For complex campaigns in which the characters will face off against increasingly powerful sub-bosses before getting to the main boss, it's a good rule of thumb to plan for additional intrigues\u2014perhaps even one per sub-boss. Each sub-boss fight can mark the end of a chapter or act, and will have its own intrigue leading up to it. As such, each sub-boss should be treated as the leader of their own villainous realm, in service to the end-boss's realm." ] }, { @@ -612,7 +614,7 @@ "name": "Whose Turn Is It?", "page": 17, "entries": [ - "There is no limit to the number of rolls an officer can make during intrigue—only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." + "There is no limit to the number of rolls an officer can make during intrigue\u2014only on the number of domain turns each domain can take. Each officer issues orders to the domain's agents and followers, which can easily require multiple domain turns. However, because only one of that officer's skill tests can gain the officer's proficiency bonus during an intrigue, it's best to have different characters and NPCs take domain turns. The more one character must spread their attention between different activities, the less effective their leadership." ] }, { @@ -661,15 +663,15 @@ "name": "Adjusting Defense Levels", "page": 19, "entries": [ - "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers—the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", + "Once intrigue begins, each domain involved in the intrigue prepares for some sort of final confrontation between their officers\u2014the player character heroes versus the GM's villain and their lieutenants. Each side can use domain actions to make use of their domain skills, with the goal of either improving a domain's defense levels, or of targeting the opposed side's defenses to make them less prepared for the warfare battles that take place during intrigue.", { "type": "entries", "name": "Improving a Domain's Defenses", "page": 19, "entries": [ - "Each domain has three defenses—{@b Communications}, {@b Resolve}, and {@b Resources}—each of which is rated at a level from 3 to −3 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level −3) to rebellious (level −2) is DC 10. The level of any defense cannot be increased above 3.", + "Each domain has three defenses\u2014{@b Communications}, {@b Resolve}, and {@b Resources}\u2014each of which is rated at a level from 3 to \u22123 (as described in detail under {@book Domain Defenses|KaW|2|Domain Defenses} on page 24). {@b The DC to improve one of a domain's defense levels is 13 + the defense's current level.} So a domain skill test to take its Resolve level from normal (level 0) to loyal (level 1) has a DC of 13. Improving Resolve level from loyal (level 1) to fanatic (level 2) is a DC 14 check, and going from revolt (level \u22123) to rebellious (level \u22122) is DC 10. The level of any defense cannot be increased above 3.", "When the players want to affect one of their organization's defense levels using a domain skill, an acting officer chooses the intended defense level, a skill, and sets out how that skill is to be used. For example, Anna (playing a character named Judge) wants to raise the Communications level of her group's mercenary company, the Chain of Acheron, using that organization's Espionage domain skill. She tells the GM: \"I want to require all our agents to use only verbal communications, nothing written down, and to use our secret battle language.\"", - "This is a great idea—but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", + "This is a great idea\u2014but it's not necessarily easy to implement. The Chain of Acheron has a lot of soldiers, agents, and allies in the city, so there's no guarantee that these orders will work well enough to make a difference. To make the domain skill test, Anna rolls a d20 and adds the Espionage bonus for Acheron's Chain. She also adds Judge's proficiency bonus, since Judge is proficient in Investigation and has not already used their bonus during this intrigue. (See the domain skill descriptions below for more information on associated character skills.)", "The Chain of Acheron's Communications defense is currently secure (level 1), which sets the check as DC 14. If Anna succeeds, the domain's Communications goes up one level. If she rolls badly, Communications remains secure but does not improve, with the GM likely interpreting this as meaning Judge's plans were too ambitious.", "A defense level can normally be improved only by one level by making a domain skill test as a domain action. However, if a player rolls a 20 on the test, this represents an unexpectedly successful result that improves the defense by two levels.", "Villainous realms can increase their defense levels the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." @@ -680,7 +682,7 @@ "name": "Lowering a Domain's Defenses", "page": 19, "entries": [ - "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below −3.", + "In the same manner, the players can target a villainous realm in the hopes of lowering that domain's defense levels. An acting officer picks a skill and one of the opposed domain's defenses, then describes how they intend to use that skill to compromise the defense. If the scenario makes sense to the GM, the officer rolls a d20, adds the domain skill's modifier, adds their proficiency bonus if applicable, and compares the result with the enemy realm's defense score. If the result is equal to or greater than the chosen defense's score, that defense is lowered one level. If the player rolls a 20 on the check, the chosen defense is lowered two levels. The level of any defense cannot be decreased below \u22123.", "Villainous realms can target the defenses of the heroes' organization in the same way, with the GM making the decision as to which officer, skill, and specific approach are involved." ] } @@ -691,7 +693,8 @@ "name": "Other Uses for Domain Skills", "page": 19, "entries": [ - "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." ] + "The only limit to what benefits characters can earn through the use of their domain skills is the players' imaginations and the GM's sense of what's fair and reasonable. Each skill gives some ideas of what can be done with it, and a GM should refer to the DCs noted in the core rules when trying to set difficulties for an optimal balance between what's realistic and what's dramatic." + ] }, { "type": "entries", @@ -917,9 +920,9 @@ "name": "Domain Defenses", "page": 24, "entries": [ - "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to −3. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", + "Every domain has three defenses, all of which can be targeted by an opposing domain: {@b Communications}, {@b Resolve}, and {@b Resources}. Defenses operate at one of seven levels, each of which has a name and a numerical rating from 3 to \u22123. A defense's level represents how robust and functional that defense is at any given moment. Each defense also has a numerical score used as the DC for the domain skill test of an opposed domain wanting to sabotage that defense.", "At each level above normal (level 0), the level benefits for a defense are cumulative with the levels below. For example, if a domain's Communications levels are unbreakable (level 3), that domain gains all the bonuses for secure, coded, and unbreakable Communications. Similarly, at each level below normal (level 0), the level penalties for a defense are cumulative with the levels above.", - "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below −3.", + "At the beginning of intrigue, all of a domain's defenses start at level 0. The players and the GM can use domain actions during intrigue to raise the level of a domain's defenses or to lower the levels of an opposed domain's defenses (see {@book Adjusting Defense Levels|KaW|2|Adjusting Defense Levels} on page 19). The level of any defense cannot be increased above 3 or decreased below \u22123.", "Once intrigue ends, and after any final battle between the characters' organization and the villainous realm is over, the defense levels of both domains slowly return to normal, moving one step closer to 0 each week.", { "type": "entries", @@ -927,7 +930,7 @@ "page": 24, "entries": [ "The Communications defense is a measure of how rapidly and accurately information is transmitted between a domain's officers and followers. Every domain, from a hard-as-nails mercenary company to a grove of peaceful druids, relies on its network of followers, retainers, and servants to accomplish its goals. And without effective communications, those goals can easily break down.", - "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment—the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", + "Communications directly affects an army's ability to coordinate its activities. When Communications is high, an army can efficiently maneuver into a better starting deployment\u2014the arrangement of units under the warfare rules. (See the {@book Warfare|KaW|3} chapter for more information.) If Communications is poor or compromised, a domain's enemies know what its officers and agents are doing, and can interfere with deployment by sending false signals to the domain's units.", { "type": "table", "caption": "Communications Levels", @@ -974,9 +977,9 @@ "{@b Coded (2).} At the end of the next deployment, this domain chooses two allied units in any rank on the battlefield and swaps those units' locations.", "{@b Secure (1).} At the end of the next deployment, this domain chooses an allied unit in any rank and moves that unit into any adjacent space.", "{@b Normal (0).} No effect.", - "{@b Compromised (−1).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", - "{@b Garbled (−2).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", - "{@b Broken (−3).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." + "{@b Compromised (\u22121).} At the end of the next deployment, the opposed domain chooses one of this domain's units in any rank on the battlefield and moves it into any adjacent space.", + "{@b Garbled (\u22122).} At the end of the next deployment, the opposed domain chooses one of this domain's cavalry units, which is removed from battle and does not deploy until the end of the first round of battle.", + "{@b Broken (\u22123).} At the end of the next deployment, the opposed domain chooses two of this domain's infantry units, which are removed from battle and do not deploy until the end of the first round of battle." ] }, { @@ -984,7 +987,7 @@ "name": "Resolve", "page": 25, "entries": [ - "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors—including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", + "Resolve measures the commitment that the followers of a domain have to its cause, and depends on many factors\u2014including how well those followers understand the domain's cause. A domain's followers and army, by default, share the philosophy of the domain's officers and leaders, whatever that philosophy is. For example, the followers of an arcane order domain value neutrality and knowledge, while the soldiers of a despotic regime domain revel in the glory and victories produced by their iron-fisted leaders.", "A domain's Resolve has a direct effect on its officers. If everyone working for the domain is committed and engaged, it makes training easier and gives followers hope and confidence in victory. But the reverse is equally true. If everyone working for a domain is convinced of the domain's imminent failure, it makes training more exhausting and affects officer confidence. High Resolve means that a domain's officers are energized, coordinated, and convinced of victory, granting benefits to those officers in combat against the officers of an opposed domain. Poor resolve means that officers are distracted and tired, and their performance against foes from an opposed domain will suffer.", { "type": "table", @@ -1032,9 +1035,9 @@ "{@b Fanatic (2).} As a reaction when an enemy starts their turn during the first round of any combat against officers of an opposed domain, one of this domain's officers who has not yet acted can cast a spell or make a weapon attack.", "{@b Loyal (1).} The speed of each of this domain's officers increases by 10 feet during the first round of any combat against officers of an opposed domain.", "{@b Normal (0).} No effect.", - "{@b Discontented (−1).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", - "{@b Rebellious (−2).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", - "{@b Revolt (−3).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." + "{@b Discontented (\u22121).} The speed of each of this domain's officers decreases by 5 feet during the first round of any combat against officers of an opposed domain.", + "{@b Rebellious (\u22122).} During any combat against officers of an opposed domain, the first saving throw made by one of this domain's officers against a spell or effect directed by an enemy has disadvantage.", + "{@b Revolt (\u22123).} The first attack roll made by each of this domain's officers during any combat against officers of an opposed domain has disadvantage." ] }, { @@ -1089,9 +1092,9 @@ "{@b Abundant (2).} Each of this domain's cavalry units has advantage on Power tests until the end of the first round of battle.", "{@b Surplus (1).} Each of this domain's infantry units has advantage on Power tests until the end of the first round of battle.", "{@b Normal (0).} No effect.", - "{@b Low (−1).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Poor (−2).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", - "{@b Bankrupt (−3).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." + "{@b Low (\u22121).} Each of this domain's artillery units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Poor (\u22122).} Each of this domain's cavalry and aerial units has disadvantage on Morale and Command tests until the end of the first round of battle.", + "{@b Bankrupt (\u22123).} Each of the domain's infantry units has disadvantage on Morale and Command tests until the end of the first round of battle." ] } ] @@ -1164,13 +1167,13 @@ "page": 27, "entries": [ "Domain powers represent the new features that a domain's officers earn as a result of the research and training they do with their agents. The officers of a thieves' guild work and train with their bravos and apprentice thieves, and as a result, become better at what they themselves do. Likewise, the stewards of a druid circle spend time between adventures studying, tending to nature, and training their acolytes, and so gain greater insight into the summoning of nature spirits.", - "Each type of domain—both heroic organizations and NPC realms—grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource—a pool of power dice.", + "Each type of domain\u2014both heroic organizations and NPC realms\u2014grants a number of unique domain powers, whose mechanics are broken out in the domain type's description. But all domain powers rely on the use of a shared resource\u2014a pool of power dice.", { "type": "entries", "name": "Power Dice", "page": 27, "entries": [ - "Each officer in a domain—player characters and the villain and lieutenants of an opposed domain alike— gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", + "Each officer in a domain\u2014player characters and the villain and lieutenants of an opposed domain alike\u2014 gets one power die, with the die type determined by the domain's size (see above). Any officer can choose to roll their power die immediately after they roll initiative at the start of any combat (no action required). Once a power die is rolled, it cannot be rolled again until the officer who rolled it finishes an extended rest. (An extended rest is defined in {@book Strongholds & Followers|SaF} as 1 week of study and training spent at the stronghold of the officer's domain. The GM might use this as a guideline, or set some other parameters for what an extended rest means in the campaign.)", "Each domain power allows the officers in the player characters' organization to use some or all of the dice in their shared pool to produce crazy new effects in combat. At the same time, the officers of a villainous realm will use their own domain powers and power dice to fuel their domain's push for victory over the characters.", { "type": "image", @@ -1228,7 +1231,7 @@ "name": "Building an NPC Realm", "page": 29, "entries": [ - "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm—especially if the NPC realm has enemy potential!)", + "Building an NPC realm is easier than building a heroic organization or a villainous realm, because NPC realms don't directly influence intrigue or battles. They might be persuaded by the characters' organization or the villainous realm to lend aid during a battle, but the GM can easily set that up without finalizing all of an NPC realm's stats. (That said, a GM is free to flesh out any NPC realm with the same level of detail as a villainous realm\u2014especially if the NPC realm has enemy potential!)", "The baseline process for creating an NPC realm is as follows:", { "type": "list", @@ -1296,7 +1299,7 @@ "name": "Adventuring Party", "page": 31, "entries": [ - "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by—except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", + "Mercenaries. Troubleshooters. Rag-tag heroes trying to get by\u2014except \"heroes\" might not be quite the right word. Your characters have banded together as an adventuring party, a haphazard group of individuals traveling the realm with a common goal. Though you might not be the most diplomatic or noble of groups, you get the job done when it counts. It just might be a bit...messy.", { "type": "list", "style": "list-no-bullets", @@ -1558,7 +1561,7 @@ "name": "City Watch", "page": 38, "entries": [ - "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.", + "You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home\u2014no matter the cost.", { "type": "list", "style": "list-no-bullets", @@ -1746,7 +1749,7 @@ "name": "Specialization", "page": 41, "entries": [ - "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild—a group of artisans banded together to establish the best business deals and working conditions?" + "When you found your mercantile guild, you'll also choose a specialization. Are you a monopoly, looking to not just dominate but to own an entire industry? Are you a pirate band, sailing the seas looking for loot and plunder? Or perhaps you're a trade guild\u2014a group of artisans banded together to establish the best business deals and working conditions?" ] }, { @@ -1882,7 +1885,7 @@ "url": "https://i.imgur.com/vze6NP1.jpg" } }, - "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", + "Your organization is an association of arcane practitioners whose agents include wizards, sorcerers, scribes, and sages. Not all your associates cast magic\u2014your order needs guards and spies as much as anyone else\u2014but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn't so different from uncovering forbidden spells.", { "type": "list", "style": "list-no-bullets", @@ -2380,7 +2383,7 @@ "name": "Political Administration", "page": 55, "entries": [ - "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war—but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", + "Your organization is focused on the skills and traditions of statecraft. Its officers are politicians first, pulling strings and manipulating neighbors, gathering favors and making deals. You prefer to use your diplomatic skills to avoid war\u2014but if that proves impossible, you ensure that the battle happens on your terms, surrounded by allies while your enemy stands alone.", { "type": "list", "style": "list-no-bullets", @@ -2519,7 +2522,7 @@ "type": "inset", "name": "Freedom of Religion", "entries": [ - "The nature or specialization of your religious order has no bearing on which type of planar creature— aberration, celestial, or fiend—you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." + "The nature or specialization of your religious order has no bearing on which type of planar creature\u2014 aberration, celestial, or fiend\u2014you can summon with the Beseech the Most High power. Think outside the box! Your holy church might petition a righteous deity for aid and be granted command of a monstrous devil bound by hallowed chains. Likewise, your hidden cult might worship an archdevil that torments souls in an eldritch demiplane, conjuring an aberration onto the battlefield from a portal of writhing tentacles." ] }, { @@ -2545,7 +2548,7 @@ "name": "Hidden Cult", "page": 59, "entries": [ - "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people—acolytes and blacksmiths, guards and government officials—who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", + "Society is rife with close-minded individuals who disapprove of your causes or your methods, so you must conduct your rituals in secret. The agents of your hidden cult are everyday people\u2014acolytes and blacksmiths, guards and government officials\u2014who mask their true natures behind ceremonial garb and closed-door meetings. Your stronghold is likely a front for occult activity, and your allies are won through temptation, manipulation, and intimidation. And though you try to keep a low profile, conflict is sometimes inevitable.", { "type": "list", "style": "list-no-bullets", @@ -2741,7 +2744,7 @@ "name": "Assassins' College", "page": 63, "entries": [ - "Assassination is a most misunderstood art. You kill people for money, sure—but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", + "Assassination is a most misunderstood art. You kill people for money, sure\u2014but only certain people and only under certain circumstances. There are rules, after all, and new assassins must learn those rules at the hands of masters.", { "type": "list", "style": "list-no-bullets", @@ -2778,7 +2781,7 @@ "name": "Spy Network", "page": 64, "entries": [ - "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization—or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", + "As part of a covert team of spies, you gather intelligence and engage in clandestine activities for a government, a specific organization\u2014or the highest bidder. Your agents are well trained and savvy, able to operate in even the most challenging conditions.", { "type": "list", "style": "list-no-bullets", @@ -2815,7 +2818,7 @@ "name": "Thieves' Guild", "page": 64, "entries": [ - "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering—except when it helps you cut deals with the law.", + "Your organization is a second-story crew, focusing on getting into where you don't belong, taking what isn't yours, and earning your well-deserved rewards. You're not much for politics, spying, and information brokering\u2014except when it helps you cut deals with the law.", { "type": "list", "style": "list-no-bullets", @@ -2869,7 +2872,7 @@ "url": "https://i.imgur.com/HlxdCwF.jpg" } }, - "When a domain is controlled by an NPC—whether a villain, an ally, or a mystery figure whose role the characters need to figure out—the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", + "When a domain is controlled by an NPC\u2014whether a villain, an ally, or a mystery figure whose role the characters need to figure out\u2014the GM sets that domain up as an NPC realm. This section presents sixteen NPC realms for the GM's use in a campaign, covering a wide array of domain types, from the explicitly villainous (it's hard to imagine how a despotic regime could be a good thing) to neutral and possibly friendly realms such as a fey court or a gnomish kingdom.", "Unlike heroic organizations, {@b each NPC realm has only one title, given to the leader}. This reflects the fact that all the officers of a villainous realm (and any other domain outside the characters' domain) are run by the GM, and no GM needs to worry about five NPCs with special abilities! Also unlike organizations, NPC realms have no specialization. They have the same number of domain powers and domain features overall, but those powers and features are consistent for each type of realm. This allows a GM to quickly copy the details for an NPC realm onto the generic domain sheet (page 315) and be ready to go.", "Some of an NPC realm's domain powers can be taken only by the domain's leader. Other powers can be taken by the leader or other officers.", "There's no rule that says all the NPC domains in a game must be realms from this section. GMs can use the domains in the {@book Heroic Organizations|KaW|2|Heroic Organizations} section as well when populating a world with NPC domains. But by keeping the setup for these realms simpler and less customizable, the intent is to make them easier for the GM to use." @@ -2998,7 +3001,7 @@ "url": "https://i.imgur.com/kXusLtz.jpg" } }, - "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict—or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", + "Not all dwarven cultures are bellicose, but the dwarves' history of stalwart bravery lends them several advantages when a dwarven thanedom is drawn into conflict\u2014or when its folk decide to start trouble themselves. Dwarven physiology and hardiness is well suited to land war. But even more importantly, many dwarves possess a strong analytical streak that underlies their success as crafters, engineers, and miners. With an instinctive sense of how various parts work together to create a machine, dwarves called to battle understand how to become a part in a war machine, making dwarf soldiers a force to be reckoned with on the field.", { "type": "list", "style": "list-no-bullets", @@ -3240,7 +3243,7 @@ "url": "https://i.imgur.com/vktB8Vt.jpg" } }, - "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community—and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", + "Most domains consider enemy goblinoid realms a nuisance rather than a true military threat. Outside of urban environments, goblins, bugbears, and hobgoblins usually live in small clan groups, rising and falling in strength as the strongest leaders jockey for power. But sometimes an ambitious goblinoid leader is able to unite a number of clans as a singular community\u2014and a dangerous fighting force. By pooling resources, goblinoid clans and bands can form a coalition capable of launching devastating attacks on all who threaten their lands and people, bringing goblins, hobgoblins, and bugbears into a unified and disciplined force of capable warriors.", { "type": "list", "style": "list-no-bullets", @@ -3357,7 +3360,7 @@ "name": "Infernal Echelon", "page": 78, "entries": [ - "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive—the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon—an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", + "Fiends are evil incarnate. Whether they seek to cheat mortals out of their souls or simply consume those souls by force, all fiends share the same drive\u2014the suffering of the living. It's easy to lose sight of this simple truth when dealing with these creatures, as both the Abyss and the Nine Hells are entrenched in complicated politics. Demons and devils both follow strict hierarchies, creating complex power struggles whose machinations have consequences that ripple out across multiple worlds. And at the heart of these grand plots stands the infernal echelon\u2014an organized force of fiends dedicated to powerful leaders, and committed to unleashing death, madness, and despair upon the mortal realm.", { "type": "list", "style": "list-no-bullets", @@ -3476,7 +3479,7 @@ "name": "Orc Clan", "page": 82, "entries": [ - "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan—and the dear price they paid for that ignorance.", + "Fearless and unwavering in defense of their homelands or in pursuit of plunder, the legions of an orc clan are not to be trifled with. Many folk call themselves superior warriors, with their heavy plate mail and firearms. But countless tales speak of foolish champions who underestimated the power of an orc clan\u2014and the dear price they paid for that ignorance.", "Most orc clans are composed of numerous smaller tribes and extended families, creating a bond that sees clan members defend their fellows with ruthless tactics and little patience for insult. Clan leadership is not hereditary, but is only rarely determined by age or strength. Instead, the mantle of chieftain is usually passed down to whoever can inspire the most loyalty in their fellow warriors.", "Many of those who lose a campaign against an orc clan tell tales of the orcs' brutality, but this paints a picture that is far from accurate. Orc clans connect to a proud warrior culture, but their social infrastructure is no more savage than that of any other civilization. Although some clans are driven by ambition that sees them challenge and conquer other realms, most are dedicated to defending the orcs' expansive homelands, attacking only when provoked.", { @@ -3595,7 +3598,7 @@ "url": "https://i.imgur.com/HW4GKa8.jpg" } }, - "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands—or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", + "Reptilian folk vary widely in their cultures and outlooks, with each preoccupied with unique concerns and internal politics. But every so often, a charismatic leader steps forth to bind disparate factions of kobolds, lizardfolk, dragonborn, and other peoples of reptilian ancestry into a mighty band. When united, these brave peoples make an unbreakable bulwark against those who would intrude into or steal resources from their lands\u2014or a furious swarm dedicated to leveling whole kingdoms and reshaping the world as it was in primordial times.", { "type": "inset", "name": "Frogfolk", @@ -3665,7 +3668,7 @@ } }, "Undeath is perhaps the oldest form of fell magic, its foul stain marring history again and again despite the efforts of those who pledge to wipe it out once and for all. Not all undead are evil by nature, but most leaders who seek to live forever are, as they manipulate the magic of life and death to eternally exercise their will over others. And soon enough, some of those undead leaders begin to ask themselves: \"Why shouldn't my people also share in the gift of immortality...?\"", - "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They—and the threat they bring to bear on neighboring lands—are perpetual.", + "When an undead dominion rises, it creates a blight on the living landscape, turning soil to ash and draining the energy from all living things. Its people are a labor force that never needs rest. A military that needs no pay or medical care. They cannot be broken. They cannot be bought. They do not need to eat, or sleep, or breathe. They\u2014and the threat they bring to bear on neighboring lands\u2014are perpetual.", { "type": "list", "style": "list-no-bullets", @@ -3727,7 +3730,7 @@ "url": "https://i.imgur.com/NYlPVj6.jpg" } }, - "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world—and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", + "Some ancestries whose folk dwell below the waves make valuable allies, but not all pelagic creatures are friendly toward the people of the surface world\u2014and few monsters stoke fear so visceral as those that hide in the unfathomable depths of the sea. The home of such creatures is a quiet, crushing, everlasting night that holds more in common with the deep void between the stars than the lands the waves crash against. Undersea folk live among ancient cities that sank long ago, filled with prehistoric secrets best left forgotten.", "Land-dwellers who come into conflict with an undersea colony often see its residents as detached and remorseless. Their strange languages often hide even stranger morals, such that slaying the crew of a ship to retrieve a stolen artifact of the deep might seem no different to them than peaceful diplomacy.", { "type": "list", @@ -3790,7 +3793,7 @@ "url": "https://i.imgur.com/60p6l9V.jpg" } }, - "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely—a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories—but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary—or when provoked by aggression on any side.", + "Most people think of the World Below as a vast network of caverns stretching beneath the surface of the everyday world. But this is another realm entirely\u2014a separate manifold in reality that is home to strange creatures all vying for control. Only the craftiest folk survive the host of subterranean horrors and the constant conflict between factions in the deep. Drow, duergar, deep gnomes, and more all build city-states strong enough to weather any setback or assault. The people of these city-states rarely venture beyond their well-defended territories\u2014but when they do, it is often in search of the resources that will help guarantee their continued security. While most World Below city-states have no interest in conquering the folk of the surface, their highly trained forces can strike quickly when necessary\u2014or when provoked by aggression on any side.", { "type": "list", "style": "list-no-bullets", @@ -3847,8 +3850,8 @@ "name": "Warfare", "page": 92, "entries": [ - "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell—of great armies clashing in the background while heroes and villains duel each other in single combat—then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", - "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory—and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important—as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", + "When great heroes like Ajax, Hector, or Achilles participate in a war, the story is about them fighting other heroes. Enemy heroes. The Trojan War is just a backdrop for these individuals' epic stories. So if that's the story you want to tell\u2014of great armies clashing in the background while heroes and villains duel each other in single combat\u2014then you don't need rules for warfare. You can just play out normal encounters while a huge battle is described happening around the heroes and their enemies, like some particularly dramatic background music.", + "This system, by contrast, assumes that even in a fantasy world, armies are important. Heroes can fight other heroes, but it takes an army to capture and hold territory\u2014and to defend a domain against a villain's army. Each army's tactics, the units deployed, and who won is important\u2014as is how they won. So while the characters still need to stop the villain in a thrilling combat, the characters' army also needs to defeat the villain's army to fully secure victory.", { "type": "entries", "name": "Using These Rules", @@ -3870,7 +3873,7 @@ "page": 93, "entries": [ "Just because the heroes go off on adventures doesn't mean the rest of the world stops short, waiting in suspended animation for them to return. Armies are a fantastic tool that can be used to create tension in a game while the heroes are off adventuring.", - "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile…\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." + "Giving the villain of the adventure an army to attack the heroes' domain, the domains of their allies, or even just the place they live is a great way to get the players engaged with warfare. A GM can pause and say \"Meanwhile...\" as they describe a scenario in which the heroes' domain is threatened and the players must use the heroes' army to defend it." ] }, { @@ -3878,7 +3881,7 @@ "name": "Downtime Warfare", "page": 93, "entries": [ - "One of the most canonical uses of warfare is to give the players more—and more interesting—things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", + "One of the most canonical uses of warfare is to give the players more\u2014and more interesting\u2014things to do during downtime, or at any time between group adventures when the characters are free to be more self-directed. In the time between one adventure and another, the players have a chance to come up with their own goals and motivations. And having characters be officers in a domain with a standing army, even a small one, opens up all sorts of new opportunities for story and game play.", "The players might decide to use the characters' army proactively. Send it somewhere to liberate a town or temple, or to clear out a forest infested with cultists. Send it to blockade a road and force a confrontation with a local warlord. Or they might use it reactively based on challenges the GM places in front of them, like a rebellion or an uprising. Between adventures, unlimited possibilities for drama and action arise, and warfare can easily factor into these." ] }, @@ -3888,8 +3891,8 @@ "page": 94, "entries": [ "The most spectacular use of this system is to simulate a climactic confrontation between a heroic organization and a villainous realm. The easiest and most fun way to do this is to run and resolve the battle first, then the combat, even though both are actually happening simultaneously. This works much the same way that players in combat resolve their characters' actions in distinct turns, even though in reality the characters are all moving and attacking at the same time.", - "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic—and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", - "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win—and on what turn— going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside—and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", + "When this is done, mark down who wins the battle and on which turn. Then, on that turn of the combat, the winning officers each gain a Morale Surge they can use at any time (see the sidebar). The warfare rules have been designed to, on a whole, resolve faster than character combat. This is not wholly realistic, but it is dramatic\u2014and it allows the game to continue to focus on the heroes and their actions. Their army will win or lose before the end of the combat, and the victors gain a sudden and dramatic bonus reflecting the rush of adrenaline.", + "Of course, this requires some willing suspension of disbelief, since the players will have already resolved the battle before starting the combat. So they know who's going to win\u2014and on what turn\u2014 going into their own final fight. But even if this causes characters to change their behavior in what is technically a metagaming sense, it can easily be explained as the characters being the ones who trained the forces fighting outside\u2014and as such, being instinctively aware that those forces are going to win (or lose!), even if that wasn't strictly obvious during the actual running of the battle.", "A battle can, of course, take longer than a combat! This isn't a problem if the winner of the battle is the same domain as the winner of the combat. But even if that's not the case, when a domain's commanders lose a combat (whether they died, surrendered, were banished to another dimension, and so on) their troops automatically undertake the Retreat maneuver. (The rest of this chapter explains maneuvers and all the other rules for warfare.)" ] }, @@ -3905,7 +3908,7 @@ "name": "Bringing the Siege", "page": 94, "entries": [ - "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges—one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", + "When the GM decides that it's time for a battle to begin, each side can attempt to bring the siege. This section of the rules vaguely emulates the behavior of European military conflicts from the eleventh century to the fifteenth century. During these times, the majority of battles were sieges\u2014one army attacking a fortification, rather than two armies facing each other in the field. The major question of the time was: Which side would mobilize first and lay siege to the other side's castle or keep?", "The warfare rules simulate this historical setup by requiring both domains to make an opposed Operations test at the start of each battle. The winner decides whether they will attack the villain's stronghold, defend their own stronghold, or meet on a different field of battle. In the case of a tie (or if the GM determines that it's not appropriate for a particular battle to involve a stronghold), both armies meet at a location away from either stronghold." ] }, @@ -3922,7 +3925,7 @@ "name": "Using the Grid", "page": 95, "entries": [ - "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid—twenty spaces in total— on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", + "One of the keys to keeping battles fun is making sure everyone has room to maneuver. Each side in the battle has a 4 × 5 grid\u2014twenty spaces in total\u2014 on which to place their infantry and artillery units. Cavalry and aerial units do not use the grid.", "If one side of the battlefield is completely filled with troops, that side is left with no room to maneuver and the game turns into a slog. As such, these rules work best with each side controlling twelve or fewer units." ] }, @@ -3931,7 +3934,7 @@ "name": "Making Tests", "page": 95, "entries": [ - "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks—you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", + "Throughout these rules, you'll see references to units making tests. Just like with the rules for running domains, tests in warfare are analogous to your character making ability checks\u2014you roll a d20, add a modifier, and compare the total to a fixed DC or some other value. If the result is equal to or greater than the value it's compared to, the test succeeds. Tests can likewise be made with advantage and disadvantage, just like ability checks.", "When a unit attacks another unit, it first makes an Attack test opposed by the opposed unit's Defense. To successfully execute a special maneuver, a unit must succeed on a Command test with a DC based on the complexity of the maneuver. (Attack, Defense, and Command are three of the modifiers that are part of every unit's battle statistics, discussed in more detail below.)" ] }, @@ -3940,7 +3943,7 @@ "name": "Starting Small", "page": 95, "entries": [ - "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size—perhaps two opposing forces trying to take over a small town—gives everyone, including the GM, the chance to learn the system and get their feet wet.", + "The best way to test out these rules is to start with a small battle, wherein each player controls just one unit. There are then a commensurate number of units on the opposing side, controlled by the GM. A battle of this size\u2014perhaps two opposing forces trying to take over a small town\u2014gives everyone, including the GM, the chance to learn the system and get their feet wet.", "It might seem like a fun idea to start with a huge battle! An epic confrontation with dozens of units on each side! But this system will quickly bog down under that kind of setup, and there are better ways to create this epic feel. These rules don't model individual soldiers, which means that players and GMs are free to redefine the scale of battle to suit their needs. If you want to run an epic battle, simply say that each unit represents a legion of five thousand soldiers rather than a squad of fifty or some other smaller number.", "Alternatively, many of what are considered huge historical battles were actually a series of smaller related skirmishes. So if you want to replicate this kind of massive battle, you can use this system to play out specific skirmishes within a larger war. Using different battlefield setups each time, you'll play out the battle for the port, then the battle for the tower gates, and finally the battle for the city, with the results of each battle affecting the next." ] @@ -4013,7 +4016,7 @@ "name": "Domain Armies", "page": 96, "entries": [ - "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold—or vice versa—creating an army is the best way to play out that scenario!" + "Not all domains need an army. Depending on the campaign or the nature of the specific adventure you're playing, domains for the characters and the villains are still useful for the additional features they grant, even without these warfare rules. A heroic organization might act behind the scenes, or lend aid to other domains in the form of special units that can be mustered and sent to help allies. But if an enemy has an army marching on the characters' stronghold\u2014or vice versa\u2014creating an army is the best way to play out that scenario!" ] }, { @@ -4022,7 +4025,7 @@ "page": 96, "entries": [ "Each army is made up of units. Each unit is a collection of soldiers (including monsters) with the same ancestry, training, gear, and type.", - "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field—the ones who win or lose the war." + "An army defends a domain and fights battles for the domain's officers (either the player characters or the villains controlled by the GM). While the characters confront an opposed domain's leaders in an epic combat, the armies loyal to both sides clash in an epic battle. The characters and the villains issue orders, but the soldiers who fight and die in response to those orders are the ones who take and hold the field\u2014the ones who win or lose the war." ] }, { @@ -4043,14 +4046,14 @@ "type": "entries", "name": "Name", "entries": [ - "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type—for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." + "Every unit has a name. For normal units, that name is just a combination of the unit's ancestry and type\u2014for example, Human Cavalry, Elf Artillery, or Hobgoblin Infantry. Some units have more descriptive names, though, such as Human Shield Maniple or Bugbear Heavy Claw. Special units might follow either format. And unique units have quotation marks around their names, to indicate that there is only one of these special units anywhere in the world." ] }, { "type": "entries", "name": "Commander", "entries": [ - "Every unit also has a commander. This is the creature that issues orders to the unit in battle—usually one of the officers in charge of the domain fielding the unit.", + "Every unit also has a commander. This is the creature that issues orders to the unit in battle\u2014usually one of the officers in charge of the domain fielding the unit.", "The rules don't worry too much about how exactly a human paladin locked in combat with an evil enemy cleric is able to make their intentions known to the unit they command out on the battlefield. The system is deliberately abstract. Runners and heralds are tasked with conveying such orders, and minor magics can facilitate communication between a commander and their troops. But beyond that, a unit knows what its commander wants because the commander has trained that unit. As well, each unit is assumed to have sergeants and subcommanders who know what to do if the commander is incapacitated, killed, or turned into a slimy toad." ] }, @@ -4059,10 +4062,10 @@ "name": "Battle Statistics", "entries": [ " ", - "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness—its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", + "{@b Attack (ATK)} is a measure of a unit's tactical effectiveness\u2014its ability to successfully execute an attack order and engage an opposed unit. A successful Attack test can inflict casualties on an opposed unit, but is only half of the process of making an attack. Attack is opposed by Defense and improved by experience.", "{@b Defense (DEF)} is a measure of a unit's ability to maneuver in such a way that it can avoid an opposed unit's attack, or minimize it so much that it fails to make a noticeable dent in the unit's casualties. Defense is improved by experience.", "{@b Power (POW)} is a measure of a unit's physical prowess in battle. When the halberds strike, the arrows fall, or the lances pierce, how much force is behind them? Making a Power test is the second part of making an attack, and inflicts even more casualties on an opposed unit. Power tests made for other reasons do not deal damage unless the rules say so. Power is opposed by Toughness and improved by equipment.", - "{@b Toughness (TOU)} is a measure of a unit's physical hardiness—its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", + "{@b Toughness (TOU)} is a measure of a unit's physical hardiness\u2014its ability to withstand successful attacks and keep fighting. Toughness is improved by equipment.", "{@b Morale (MOR)} measures a unit's ability to maintain discipline in the face of overwhelming odds, powerful magic, exotic enemies, and death. Failing a Morale test inflicts casualties just as Attack tests and Power tests can, since a soldier who is terrified and flees is just as ineffective as a dead soldier. Morale is improved by experience.", "{@b Command (COM)} is a unit's ability to correctly interpret complex orders and execute them successfully. Command is improved by experience.", "{@b Number of attacks (the sword icon)} represents the number of times a unit can organize itself to attack other units in one round of battle. Most units have only one attack. Number of attacks is improved by experience.", @@ -4109,8 +4112,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/9YFLBe6.png", - "maxWidth": 50 + "url": "https://i.imgur.com/9YFLBe6.png" } }, "Cavalry", @@ -4118,8 +4120,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/CGQScAa.png", - "maxWidth": 50 + "url": "https://i.imgur.com/CGQScAa.png" } }, "" @@ -4130,8 +4131,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/HjXkiVE.png", - "maxWidth": 50 + "url": "https://i.imgur.com/HjXkiVE.png" } }, "Infantry", @@ -4139,8 +4139,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/Pd42pUG.png", - "maxWidth": 50 + "url": "https://i.imgur.com/Pd42pUG.png" } }, "" @@ -4151,8 +4150,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/HtJQVSh.png", - "maxWidth": 50 + "url": "https://i.imgur.com/HtJQVSh.png" } }, "Infantry (Levy)", @@ -4160,8 +4158,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/ll2Gsva.png", - "maxWidth": 50 + "url": "https://i.imgur.com/ll2Gsva.png" } }, "" @@ -4184,7 +4181,7 @@ "type": "inset", "name": "Levies", "entries": [ - "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it—or they fear the price of not fighting even more.", + "Levies are infantry troops who have zero training and no experience, typically laborers and townsfolk. They know their likely fate in battle, but they believe enough in a domain's cause to fight and die for it\u2014or they fear the price of not fighting even more.", "Levies cannot have their gear or experience improved. They automatically disband after every battle and must be mustered again for the next battle." ] }, @@ -4549,8 +4546,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/aHzlxGK.png", - "maxWidth": 50 + "url": "https://i.imgur.com/aHzlxGK.png" } }, "Human", @@ -4558,8 +4554,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/F5vLaiq.png", - "maxWidth": 50 + "url": "https://i.imgur.com/F5vLaiq.png" } }, "" @@ -4570,8 +4565,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/KDWZq6n.png", - "maxWidth": 50 + "url": "https://i.imgur.com/KDWZq6n.png" } }, "Kobold", @@ -4579,8 +4573,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/PBE9xaI.png", - "maxWidth": 50 + "url": "https://i.imgur.com/PBE9xaI.png" } }, "" @@ -4591,8 +4584,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/0yhTq0c.png", - "maxWidth": 50 + "url": "https://i.imgur.com/0yhTq0c.png" } }, "Lizardfolk", @@ -4600,8 +4592,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/oicKWo9.png", - "maxWidth": 50 + "url": "https://i.imgur.com/oicKWo9.png" } }, "" @@ -4612,8 +4603,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/zbfv7a0.png", - "maxWidth": 50 + "url": "https://i.imgur.com/zbfv7a0.png" } }, "Monstrous", @@ -4621,8 +4611,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/J88CmDC.png", - "maxWidth": 50 + "url": "https://i.imgur.com/J88CmDC.png" } }, "" @@ -4633,8 +4622,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/dUd2twT.png", - "maxWidth": 50 + "url": "https://i.imgur.com/dUd2twT.png" } }, "Orc", @@ -4642,8 +4630,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/Bl5BaL2.png", - "maxWidth": 50 + "url": "https://i.imgur.com/Bl5BaL2.png" } }, "" @@ -4654,8 +4641,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/wYDAEIW.png", - "maxWidth": 50 + "url": "https://i.imgur.com/wYDAEIW.png" } }, "Special", @@ -4663,8 +4649,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/j7ImXrY.png", - "maxWidth": 50 + "url": "https://i.imgur.com/j7ImXrY.png" } }, "" @@ -4675,8 +4660,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/raAuy64.png", - "maxWidth": 50 + "url": "https://i.imgur.com/raAuy64.png" } }, "Undead", @@ -4684,8 +4668,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/GX2yltr.png", - "maxWidth": 50 + "url": "https://i.imgur.com/GX2yltr.png" } }, "" @@ -4696,8 +4679,7 @@ "type": "image", "href": { "type": "external", - "url": "https://i.imgur.com/RvqC5fX.png", - "maxWidth": 50 + "url": "https://i.imgur.com/RvqC5fX.png" } }, "", @@ -4714,7 +4696,7 @@ }, { "type": "entries", - "title": "Tier", + "name": "Tier", "entries": [ "A unit's tier, represented by a Roman numeral on its card, is a measure of the unit's overall power or nastiness. Tier I units are the least powerful (and thus the easiest to put onto the battlefield), while Tier V units are the most powerful.", "All units after Tier I have unit dependencies that determine how many units of a specific tier are needed to field a unit of a higher tier. For example, you can field an unlimited number of Tier I units, but you must have more Tier I units than Tier II units." @@ -4722,9 +4704,9 @@ }, { "type": "entries", - "title": "Traits", + "name": "Traits", "entries": [ - "Each unit also has a collection of traits—maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." + "Each unit also has a collection of traits\u2014maneuvers or special features that it can employ in battle. The names of each unit's traits are listed on its unit card, keying to the descriptions in the {@b Unit Traits} section on page 126 in this chapter. This keeps the unit cards small and useful in battle, and means players don't have to constantly pick each card up to read what its traits can do in the middle of a battle." ] } ] @@ -4734,9 +4716,9 @@ "name": "Building an Army", "page": 100, "entries": [ - "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers—probably regular light troops from other failed domains, looking for someone to serve.", + "As soon as a group of characters founds an organization, they muster four Tier I units of the players' choice from any ancestry the GM agrees the organization has access to. These are leaderless soldiers\u2014probably regular light troops from other failed domains, looking for someone to serve.", "As an option, any time a domain musters a Tier I unit, it can muster two levies instead. This can boost the size of a starting army by making it some combination of levies and regular troops. However, levies automatically disband at the end of the next battle they fight in.", - "Six ancestries are presented in this book—humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", + "Six ancestries are presented in this book\u2014humans, elves, dwarves, orcs, goblinoids, and undead. Each ancestry features nine units covering different types and tiers. Whenever an organization musters new units, they must be from an ancestry the GM agrees the organization has access to, chosen from the nine units noted and following the rules for unit command and unit dependencies (detailed below).", "(If you use {@book Strongholds & Followers|SaF} in your game, you can optionally use the rules that allow characters to attract a variety of followers, including new units, when they build or take over a stronghold.", "Units mustered by a heroic organization belong to that organization. Each unit needs a commander (see {@b Unit Command and Dependencies} below) who must be an officer in the organization. These units gain experience through battle (unless they're levies), and the organization can spend gold to improve any unit's equipment.", "Gaining additional units can be accomplished in three ways:", @@ -4756,22 +4738,22 @@ "name": "Unit Ancestry", "entries": [ "The GM determines which ancestries an organization has access to when raising units. It's reasonable to assume a dwarf officer would know other dwarves, and that the officer's heroism has become known in their homeland. So when this heroic dwarf puts out the call, a unit of dwarves arrives! That said, a dwarf officer might be an exile, or might have been raised in a human city and have no real connection to any ancestral home. If so, the GM might decide that a different ancestry is available instead.", - "If the characters' organization is on good terms with a nearby NPC elf domain—perhaps because of interactions during a previous adventure—it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters—a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain—is through Diplomacy." + "If the characters' organization is on good terms with a nearby NPC elf domain\u2014perhaps because of interactions during a previous adventure\u2014it's reasonable to assume that the organization can muster elven units. But the only way to muster the Court Jesters\u2014a special aerial unit of veteran sprites with medium equipment belonging to a fey court domain\u2014is through Diplomacy." ] }, { "type": "entries", "name": "Unit Types", "entries": [ - "There are four types of units—infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", + "There are four types of units\u2014infantry, artillery, cavalry, and aerial. Each has different base stats, and because of the rules governing which units can attack other units (see {@b Attacking}) and the rules for deployment, each has a specific role to play in warfare.", { "type": "entries", "name": "Infantry Units", "entries": [ "Infantry are the meat-and-potatoes troops for any domain. They are not as flashy as artillery or cavalry, but they are harder to kill, having higher Toughness than other units of the same tier and ancestry. Infantry are often used to protect artillery units.", - "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank—where all the squishy archers are usually hiding!", + "Infantry have very few legal targets in a battle. They can attack only adjacent units (in front, behind, to the left, or to the right of the infantry unit), and can't attack cavalry or aerial units at all. But infantry also have access to more maneuvers than other units. Only infantry units can use the Follow Up maneuver, which gives them free movement after an adjacent opposed unit breaks or moves away from them. This helps infantry quickly move into position to get closer to the opposed side's center rank\u2014where all the squishy archers are usually hiding!", "Infantry can also make use of the Set for Charge maneuver, which gives them a chance of inflicting casualties on any cavalry or aerial unit that attacks them. They cannot attack those more mobile units back, but they are not completely defenseless against them.", - "Infantry also include a domain's levies—the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", + "Infantry also include a domain's levies\u2014the untrained troops who have either volunteered to support a domain or been pressed into service. Levies are cheaper than other Tier I units, with officers able to muster two units of levies instead of any other Tier I unit. But they have poor stats compared to other infantry units, and those stats cannot be improved. Levies disband after every battle.", "The best use of levies is to defend a domain's rear rank against enemy cavalry. They often won't last long, but they'll force an opponent to waste actions wearing them down." ] }, @@ -4780,10 +4762,10 @@ "name": "Artillery Units", "entries": [ "Artillery units include both archers and siege engines. Mostly archers.", - "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things—forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", + "Artillery units can attack any other unit on the field, which means they're a domain's best defense against enemy aerial units. Those are thankfully rare, but archers' ability to pick targets from across the battlefield makes them incredibly good at two things\u2014forcing Morale tests by diminishing opposed units, and breaking opposed units that have only 1 casualty remaining, regardless of where those units are.", "Additionally, archers and cavalry can be coordinated to pick out a single enemy cavalry unit and wear it down, since archers and cavalry can attack any cavalry unit. Many battles begin with both sides using archers and cavalry in this way, trying to eliminate opposing cavalry before they can go on the offensive.", "The downside, of course, is that archers are incredibly squishy. They have low Defense and Toughness compared to other troops of the same tier and ancestry. For this reason, they must be deployed in the center rank of the battlefield, and a large part of the strategy of a domain's officers typically involves keeping their archers alive.", - "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties—but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." + "Siege Engines are usually Tier II units, so they're harder to muster. They can attack any other units and inflict a lot of casualties\u2014but most require an entire round between attacks doing nothing (loading the catapult or trebuchet, winding the ballista, and so forth). Combined with the fact that they're the only unit that can damage fortifications (which they automatically hit!), siege engines are typically only mustered when a domain is fighting an opposing force with fortifications, and are then used to batter down those walls and towers." ] }, { @@ -4791,7 +4773,7 @@ "name": "Cavalry Units", "entries": [ "Cavalry units move fast and hit hard. They are so mobile that they belong to no specific rank, ranging across the battlefield to attack other cavalry, and pick off those infantry and artillery units foolish enough to leave themselves exposed.", - "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack—a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", + "Cavalry units have greater Power than other units of the same tier and ancestry, and they're one of the few Tier I units that deal 2 damage on a successful Power test. This means they can cause most Tier I units to become diminished with a single successful attack\u2014a size 6 unit taking 1 casualty from a successful Attack test, and then 2 more casualties from a successful Power test!", "Many battles begin with both sides trying to neutralize the other's cavalry. Units with the Archers trait are particularly good at this." ] }, @@ -4815,7 +4797,7 @@ "type": "entries", "name": "Unit Command", "entries": [ - "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields—both regular units and special units, no matter how those units are gained—must have a commander.", + "An officer can command a number of units equal to their proficiency bonus. Every unit a domain fields\u2014both regular units and special units, no matter how those units are gained\u2014must have a commander.", "Normally, only a domain officer (a player character member of a heroic organization, or the NPC leader and lieutenants for an enemy realm or some other opposed domain) can command units. But the GM might decide to let NPCs allied with a heroic organization command units as well. This is useful in scenarios that demand larger armies but have a small number of players." ] }, @@ -4826,7 +4808,7 @@ "Each unit's tier represents not only its power level relative to other units. It represents the relationship wherein higher-tier units require many lower-tier units to support them, as follows:", { "type": "list", - "entries": [ + "items": [ "There is no limit to the number of Tier I units (including levies) a domain can field.", "A domain can field a number of Tier II units one less than its current number of Tier I units.", "A domain can field a number of Tier III units one less than its current number of Tier II units.", @@ -4834,7 +4816,7 @@ "A domain can field a number of Tier V units one less than its current number of Tier IV units." ] }, - "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units—at the cost of fielding much squishier units at the base of an army!", + "Remember that whenever a domain raises a regular Tier I unit, it can raise two units of levies instead. Because these levies are also Tier I, they are a quick way of increasing unit numbers to unlock more powerful units\u2014at the cost of fielding much squishier units at the base of an army!", "An example large army of fifteen units lead by a Tier V unit would look like this:", { "type": "image", @@ -4860,7 +4842,7 @@ "The only way to improve a unit's experience is through battle, as follows:", { "type": "list", - "entries": [ + "items": [ "Regular units become veteran units if they survive their first battle. Easy!", "Veteran units become elite units if they survive three more battles. Much harder.", "Elite units become super-elite units after surviving four more battles (eight total)." @@ -4964,7 +4946,7 @@ "entries": [ "During deployment, each unit commander places a die on every unit they control. This is the casualty die representing the number of casualties the unit can suffer before it breaks. The number of casualties the unit has remaining should be facing up. So a size 6 unit would begin with a d6 casualty die, with the 6 facing up.", "Some domain features can increase the size of a unit's casualty die. {@b Increasing a casualty die} means upgrading from a d4 to a d6, a d6 to a d8, and so forth. Decreasing a casualty die means downgrading in the same way.", - "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}—increased by 1—to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", + "As a unit suffers casualties, its casualty die is {@b decremented}. This means the number on the die is decreased by 1, so that a 6 becomes a 5, a 5 becomes a 4, and so forth. Under certain circumstances, the die is {@b incremented}\u2014increased by 1\u2014to indicate that a unit's battle readiness is being restored. A unit that has its casualty die decremented from 1, indicating that it has lost its last casualty, is {@b broken} and removed from the field.", "Unless otherwise noted, no unit can gain casualties beyond the maximum value on its casualty die.", "Once all units are placed, battle can begin. During battle, units are activated by the characters and NPCs controlling them in initiative order." ] @@ -4999,7 +4981,7 @@ "Each unit can take actions and move, in either order. The actions a unit can undertake during its activation include the following:", { "type": "list", - "entries": [ + "items": [ "Attack another unit", "Use a magic item", "Attempt a maneuver", @@ -5017,8 +4999,8 @@ "When a unit attacks, its choice of targets is determined by its unit type. (These parameters are sometimes referred to as the \"order of battle.\") The units of both sides are able to attack as follows:", { "type": "list", - "entries": [ - "{@b Infantry units} can attack any adjacent unit— one in front, behind, to the left, or to the right. They cannot attack diagonally.", + "items": [ + "{@b Infantry units} can attack any adjacent unit\u2014 one in front, behind, to the left, or to the right. They cannot attack diagonally.", "{@b Artillery and aerial units} can attack any unit.", "{@b Cavalry units} can attack other cavalry units, and any infantry or artillery units that are exposed (see {@b Unit Conditions} on page 107).", "{@b Siege engines} can attack any unit, and can attack fortifications." @@ -5033,7 +5015,7 @@ "type": "entries", "name": "Movement", "entries": [ - "When a unit moves, it must move into an empty adjacent space—a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", + "When a unit moves, it must move into an empty adjacent space\u2014a space in front, behind, to the left, or to the right of its current space. Units cannot move diagonally. Units that have movement greater than 1 can move into successive empty spaces. A unit can move through other units only if it has a special feature that says so.", "Though the front ranks of both sides in a battle are usually separated a little to make it easier to tell one side from another, units in one front can move into the opposing side's front if there is an empty space there. Units can then move normally through the opposing side's ranks as long as there are empty adjacent spaces for them to move into.", "If a unit is in the rear rank of its army and moves backward, it is permanently removed from the battle." ] @@ -5043,7 +5025,7 @@ "name": "Bonus Movement", "entries": [ "A unit might gain \"+1 to movement,\" which means the unit moves 1 extra space both when it moves and if it uses its action to move. (Which is to say, if it marches, it moves 2 extra spaces.)", - "A unit might suffer a penalty to movement (indicated by \"−1 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a −1 movement penalty, it cannot move or march." + "A unit might suffer a penalty to movement (indicated by \"\u22121 to movement\"). If a unit with the normal speed of 1 and no bonuses to movement suffers a \u22121 movement penalty, it cannot move or march." ] }, { @@ -5065,7 +5047,7 @@ "type": "entries", "name": "Actions, Reactions, and Bonus Actions", "entries": [ - "Each unit has the same types of actions in battle as a character does in combat—one action, one bonus action, and one reaction.", + "Each unit has the same types of actions in battle as a character does in combat\u2014one action, one bonus action, and one reaction.", "Each unit gets only one action per activation. If a unit gets multiple attacks, it makes those attacks as one action. If it has access to multiple actions, perhaps as a result of maneuvers or unit traits, it must choose which action to use on its activation.", "A unit can use a bonus action only if some trait or other feature grants it a bonus action. A bonus action is used on the unit's activation, either before or after it attacks or moves. If a unit gets multiple bonus actions from traits or features, it must choose which one to use on its activation.", "If a unit has a reaction, it can use that reaction during its own activation or on another unit's activation. Once a unit uses a reaction, it cannot use another one until its next activation. If the reaction interrupts another unit's activation, that unit can continue its activation after the reaction resolves." @@ -5134,7 +5116,7 @@ "name": "Diminished, Broken, and Disbanded", "entries": [ "A unit is {@b diminished} when its current casualties are half or less than its starting casualties. The first time a unit becomes diminished, it must succeed on a DC 13 Morale test or suffer another casualty. Each unit does this only once per battle.", - "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling—or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", + "A unit is {@b broken} and removed from the battle after it suffers its last casualty. This does not mean that every soldier in the unit is dead, but those who survive are left confused, panicked, squabbling\u2014or might simply have fled. Broken units can be reformed with the Rally maneuver and certain martial advantages.", "If a unit breaks and later fails a Morale test to rally, it is {@b disbanded}. (Certain martial advantages and other effects can also cause a unit to disband.) A disbanded unit is permanently destroyed. It is removed from the battle and cannot be rallied or reformed by normal means." ] }, @@ -5232,7 +5214,7 @@ "type": "inset", "name": "Rallying", "entries": [ - "Each unit can be rallied only once per battle—either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", + "Each unit can be rallied only once per battle\u2014either at the end of the battle using the Rally maneuver, or beforehand by the use of a martial advantage or some other special feature. At the end of a battle, after a victor has been declared, all broken units automatically attempt the Rally maneuver, unless they have already been rallied by some other means. (As a battle progresses, players should keep track of which units have already been rallied.)", "If a commander has a reaction that allows them to rally a unit during another unit's activation (for example, as a reaction to being broken by an opposed unit's successful attack) the rally is executed immediately. If the unit successfully rallies, the unit that triggered the reaction then finishes its activation. (In the example above, it would proceed to the Power test, potentially inflicting more damage on the just-rallied unit.)" ] }, @@ -5491,7 +5473,7 @@ "name": "Cleric Martial Advantages", "page": 113, "entries": [ - "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle—and the heavy infantry they train hit hard.", + "As fighting priests, clerics master a dangerous combination of martial prowess and battle magic. They excel at healing troops and rallying them in battle\u2014and the heavy infantry they train hit hard.", { "type": "table", "colLabels": [ @@ -5916,7 +5898,7 @@ "name": "Paladin Martial Advantages", "page": 115, "entries": [ - "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them—especially cavalry trained by a paladin, which are among the most effective forces on the field.", + "When the paladin calls, soldiers answer. Troops loyal to these dedicated warriors fight with fervor, and enemies fear facing them\u2014especially cavalry trained by a paladin, which are among the most effective forces on the field.", { "type": "table", "colLabels": [ @@ -6076,7 +6058,7 @@ "type": "item", "name": "Pin Them Down", "entries": [ - "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes −1 to movement until the end of its next activation." + "When any artillery unit this commander controls makes a successful Attack test against another unit, that unit takes \u22121 to movement until the end of its next activation." ] }, { @@ -6663,7 +6645,7 @@ } ], "entries": [ - "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers—a special unit of adventurers just like you!", + "As a domain action, you make a {@dc 13} Operations test. On a success, you muster the Ratcatchers\u2014a special unit of adventurers just like you!", { "type": "image", "href": { @@ -6919,7 +6901,8 @@ "entries": [ "If your domain's Resolve level is 2 or higher at the start of a battle, each unit your domain controls has advantage on Power tests to resist battle magic during that battle." ] - },{ + }, + { "name": "Ambush Captain", "source": "KaW", "page": 36, @@ -7130,7 +7113,7 @@ "name": "Steel Resolve", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7146,7 +7129,7 @@ "name": "Community Effort", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7162,7 +7145,7 @@ "name": "They Will Not Breach This Wall", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7178,7 +7161,7 @@ "name": "Sworn to Protect", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7198,7 +7181,7 @@ "name": "Gallant Company", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7214,7 +7197,7 @@ "name": "Stay Strong", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7230,7 +7213,7 @@ "name": "Skirmisher", "source": "KaW", "page": 38, - "featureType":[ + "featureType": [ "DPWR" ], "prerequisite": [ @@ -7250,7 +7233,7 @@ "name": "No Mercy", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7273,7 +7256,7 @@ "name": "The War Room Where It Happens", "source": "KaW", "page": 39, - "featureType":[ + "featureType": [ "DFTR" ], "prerequisite": [ @@ -7323,14 +7306,14 @@ "identify" ], "daily": { + "1": [ + "dispel magic", + "glyph of warding" + ], "3": [ "charm person", "comprehend languages", "unseen servant" - ], - "1": [ - "dispel magic", - "glyph of warding" ] } } @@ -7523,7 +7506,7 @@ } ], "entries": [ - "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes −2 to Attack and Defense until the end of the battle." + "At the start of a battle, if your domain's Resources level is 2 or higher, choose a number of infantry units an opposed domain controls equal to your domain size. Each of those units takes \u22122 to Attack and Defense until the end of the battle." ] }, { @@ -8301,8 +8284,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "detect magic" ] @@ -8329,8 +8311,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "vicious mockery" ] @@ -8649,8 +8630,7 @@ "additionalSpells": [ { "innate": { - "_": - { + "_": { "will": [ "thaumaturgy" ] @@ -9108,14 +9088,14 @@ "minor illusion" ], "daily": { + "1": [ + "invisibility", + "locate object" + ], "3": [ "comprehend languages", "disguise self", "faerie fire" - ], - "1": [ - "invisibility", - "locate object" ] } } @@ -9172,7 +9152,7 @@ } ], "entries": [ - "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command—but who fight like demons.", + "As a domain action, make a {@dc 13} Operations test. On a success, you muster the Crew, a special unit of thieves, fighters, bandits, and brawlers who have low morale and are hard to command\u2014but who fight like demons.", { "type": "image", "href": { @@ -9583,21 +9563,21 @@ "type": "entries", "name": "The Poisonous Wrath", "entries": [ - "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes −2 to its Resources score until the end of the intrigue." + "This dragon's poisonous breath blights an opposed domain's lands and servants. The target domain takes \u22122 to its Resources score until the end of the intrigue." ] }, { "type": "entries", "name": "The Silent Reaper", "entries": [ - "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes −2 to its Resolve score until the end of the intrigue." + "This dragon unleashes a deadly plague upon an opposed domain. The target domain takes \u22122 to its Resolve score until the end of the intrigue." ] }, { "type": "entries", "name": "The Storm Mayhem", "entries": [ - "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes −2 to its Communications score until the end of the intrigue." + "This dragon unleashes wind and lightning that plunges an opposed domain into chaos. The target domain takes \u22122 to its Communications score until the end of the intrigue." ] } ] @@ -10518,7 +10498,7 @@ } ], "entries": [ - "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative −1 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to −5, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", + "The defiler emits an aura of caustic decay. When any creature chosen by the defiler starts its turn within 20 feet of them, that creature takes {@damage 1d8} poison damage, and all nonmagical armor and weapons the creature carries or wears take a permanent and cumulative \u22121 penalty to damage rolls or the AC they offer. A weapon whose penalty drops to \u22125, armor reduced to an AC of 10, or a shield that drops to a +0 bonus is destroyed. Plant creatures take maximum damage from this effect.", "Additionally, the defiler can choose to ignore any or all effects of the hallow spell." ] }, @@ -11721,4 +11701,4 @@ ] } ] -} \ No newline at end of file +}