Dogsofwar Goldandglory v1

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DOG S O F W A R

G O L D & G L O R Y

BEING A RESKIN OF BAND OF BLADES, RESITUATING


THE GRIM MERCENARY ACTION TO
WA R H A M M E R’ S O L D W O R L D

BY TIM DENEE, @DOG_BLINK ON TWITTER


OVERVIEW
Dogs of War: Gold & Glory is an attempt to reskin Band of of on-the-fly reskinning. Below is a table of some core
Blades (created by Stras Acimovic and John LeBoeuf-Little). concepts and how they translate - the biggest change is to the
I wanted to run some Forged in the Dark mercenary Chosen, which has been replaced by the bulk rank-and-file of
adventures in Warhammer’s Old World, and thought perhaps the Company. Chosen advances instead become Company
I could use Band of Blades to do it. advances. Blackshot instead becomes gunpowder; on
In Gold & Glory you’re a mercenary company that are the missions where gunpowder is used, all soldiers are assumed
sole survivors from a decisive battle against a horrific enemy to be carrying long-barrelled handguns. Otherwise, they have
of humanity (choose your favourite). Now the enemy is crossbows.
pushing north, towards the Empire, and you have one last On the following pages are random charts for heritage and
contract to fill; campaign through the bloody ruin of the career that can easily be substituted into the character
Border Princes and make your way to Black Fire Pass, where creation phase of a Band of Blades campaign. After that is
you are to hold the enemy back long enough for the Empire some ideas for Cinder King / Broken substitutions, more
to rally its defences. information on the campaign setting, and a map.
Gold & Glory has been designed to hew as closely as possible
to the premise of Band of Blades, but will still require plenty

BAND OF BLADES GOLD & GLORY BAND OF BLADES GOLD & GLORY

Commander (Legion Role) MERCENARY GENERAL Favor (Chosen) GLORY


Instead of earning Favor for their
Quartermaster (Legion Role) PAYMASTER Chosen, a Gold & Glory
mercenary company earns Glory
Heavy (specialist) GREATSWORD when they bolster their
company’s reputation (on
Sniper(specialist) SHARPSHOOTER particular missions, as per the
Chosen). This otherwise works in
Officer (specialist) the same way; instead of gaining
CAPTAIN Chosen abilities, the company
gains its own special abilities and
Legion Squads IRREGULAR REGIMENTS magical items when it gains
enough glory.
Ember Wolves SIGMAR’S HAMMER
Supply GOLD
Grinning Ravens THE RED CROWS

Star Vipers Blackshot GUNPOWDER


MORR’S CHOSEN

Shattered Lions THE GOLDEN REGIMENT Redshot SILVER BULLETS

Ghost Owls THE DRAKWALD STALKERS Alchemist HIRELING WIZARD


Silver Stags ULRIC’S WOLVES Mercy INITIATE OF SHALLYA
The Chosen THE RANK-AND-FILE
The rank-and-file represents the
regular regiments of the Company
- hundreds or even thousands of
soldiers. Like the Chosen, the rank-
and-file are the most powerful
asset the company can deploy. And
like the Chosen, the company takes
a significant risk when they enter
open battle. Replacing rank-and-
file requires equipment, training,
and time - much better to risk a
small irregular regiment and a few
specialists to get the job done.

DOG S OF WAR: GOL D & G LO RY PAGE 2


H ERI T A G E
Roll 1d100 and consult the table below to determine your character’s heritage. Then pick two traits. Finally, increase any two actions ratings to reflect your heritage.

D100 HERITAGE TRAITS D100 HERITAGE TRAITS

01 - 05 AVERLAND SHREWD: +1d to insight resist 56 - 61 TILEA CURIOUS: +1 research (max 2)


(EMPIRE) OPEN: +1 consort (max 3) PASSIONATE: +1 sway (max 3)
PASSIONATE: +1 sway (max 3) BORN MERCENARY: +1 discipline (max 2)

06 - 10 HOCHLAND FORESTWISE: Fast/quiet in normal load 62 - 68 ESTALIA HOSPITABLE: +1 consort (max 3)


(EMPIRE) HARD AS LEATHER: Ignore level 1 harm penalties HARDY: +1d to prowess resist
WANDERER: You can have up to 4 scout VENGEFUL: Potency when harm penalized

11 - 15 MIDDENLAND STERN: +1 discipline (max 2) 69 - 74 MARIENBURG SAVVY: You can have up to 4 sway
& MIDDENHEIM FIERCE: Potency when harm penalized GUILD-TRAINED: +1 rig (max 2)
(EMPIRE) GRIZZLED: Mark 4 experience MERCANTILE: Boost 1 campaign action for you

16 - 20 NORDLAND STORYTELLER: +1 consort (max 3) 75 - 80 BRETONNIA NOBLE: Boost 1 campaign action for you
OR
(EMPIRE) BOLD: +1d to resist on desperate action. PEASANT: +1d to prowess resist
ROUGH: +1 wreck (max 2)
FEUDAL: +1 discipline (max 2)
21 - 25 OSTERMARK HARD-DRINKING: Always equip a bottle of fine spirits
(EMPIRE) (flammable, anti-septic, valuable)
81 - 86 KISLEV WOLF-TOUGH: Ignore level 1 harm penalties
MELODRAMATIC: +1d to resolve resist
BORN IN THE SADDLE: Potency while mounted
HARDY: +1d to prowess resist
FROSTWISE: Always equip winter clothing
26 - 30 OSTLAND LOYAL: +1d in group actions
87 - 90 ARABY WARM: +1 consort (max 3)
(EMPIRE) STOIC: +1d to resolve resist
EDUCATED: +1 research (max 2)
BULL-HEADED: +2d to resist corruption
NOMADIC: Potency while mounted
31 - 35 REIKLAND NOBLE: Boost 1 campaign action for you
& ALTDORF 91 - 93 HALFLING FOODWISE: Always equip fresh food
CONNECTED: +1 sway (max 3)
(EMPIRE) EARTHY: +1d to resolve resist
PROUD: +1 discipline (max 2)
LIGHT-FOOTED: Fast/quiet in normal load
36 - 40 STIRLAND SUPERSTITIOUS: Always equip a holy symbol
94 - 96 DWARF TOUGH: Ignore level 1 harm penalties
(EMPIRE) HUMBLE: +2d to resist corruption
THOUGHTFUL: +1d to insight resist
(TAKE ALL 3 TRAITS) LOYAL: +1d in group actions
CRAFTWISE: +1 rig (max 3)
}
41 - 45 TALABECLAND SHREWD: +1d to insight resist
97 - 98 ELF EAGLE-EYED: +1 shoot (max 2)
& TALABHEIM
(EMPIRE)
FORESTWISE: Fast/quiet in normal load
PRACTICAL: You can have up to 4 rig
(TAKE ALL 3 TRAITS) GRACEFUL: Fast/quiet in normal load
QUICK-WITTED: +1 research (max 3)
}
46 - 50 WISSENLAND PIOUS: Always equip a holy symbol 99 - 100 OGRE BRUISER: +1 skirmish (max 3)
(EMPIRE) STOIC: +1d to prowess resist (TAKE ALL 5 TRAITS) MANEATER: Ignore level 1 harm penalties
STONY: +2d to resist corruption IRONGUT: +1 prowess resist
BRUTISH: All ogres start with one trauma marked: RECKLESS
51 - 55 NULN EDUCATED: +1 research (max 2)
MUSCLE FOR HIRE: Choose a former career from the “Warrior”
(EMPIRE) ARTISAN: You can have up to 4 rig
list (don’t roll)
PROUD: +1 discipline (max 2)

DOG S OF WAR: GOL D & G LO RY PAGE 1


F O R ME R C A R E E R
Roll 1d100 and consult the table below to determine your character’s former career. You have the gear indicated (0 load; does not get replaced if lost/used up). Increase the action ratings indicated.

D100 CAREER EQUIPMENT & ACTIONS D100 CAREER EQUIPMENT & ACTIONS D100 CAREER EQUIPMENT & ACTIONS

Peasants & Others of Low Station 36 - 37 COACHMAN +1 MANEUVER, +1 SHOOT, coach-horn 79 WITCH-HUNTER +1 SWAY, +1 DISCIPLINE, witch hunter hat

01 - 02 BEGGAR +1 SWAY, +1 SCOUT, ragged hooded cloak 38 - 39 CHARLATAN +1 CONSORT, +1 SWAY, forged documents Burghers

03 - 04 FARMER +1 CONSORT, +1 SCOUT, flagon of cider 40 - 41 GAMBLER +1 SWAY, +1 CONSORT, loaded dice
80 AGITATOR +1 SWAY, +1 WRECK, provocative leaflets
42 - 43 GRAVE ROBBER +1 SCOUT, +1 MANEUVER, strange amulet
05 - 06 FISHERMAN +1 SCOUT, +1 MANEUVER, fishing line 81 APOTHECARY +1 RESEARCH, +1 SWAY, bottle of poison
and hooks 44 - 45 HEDGE WITCH +1 RESEARCH, +1 SWAY, clever cat
82 BAKER +1 CONSORT, +1 SWAY, loaf of good bread
07 - 08 HERBALIST +1 RESEARCH, +1 SCOUT, dried herbs 46 - 47 OUTLAW +1 SCOUT, +1 MANEUVER, treasure map
83 BUTCHER +1 CONSORT, +1 WRECK, cured sausage
09 - 10 MINER +1 SCOUT, +1 WRECK, nugget of silver 48 - 49 MINSTREL +1 CONSORT, +1 SWAY, instrument
84 GOLDSMITH +1 RIG, +1 SWAY, piece of gold jewellery
11 - 12 SERVANT +1 CONSORT, +1 MANEUVER, hidden 50 - 51 MYSTIC +1 SWAY, +1 RESEARCH, tarot cards
pouch of shillings 85 GLASSBLOWER +1 RIG, +1 CONSORT, spyglass
52 - 53 PEDLAR +1 SCOUT, +1 CONSORT, mule
13 - 14 STABLE HAND +1 MANEUVER, +1 CONSORT, rope 86 INNKEEPER +1 CONSORT, +1 DISCIPLINE, brandy bottle
54 - 55 POACHER +1 SCOUT, +1 SHOOT, snare trap
15 - 16 LABOURER +1 CONSORT, +1 WRECK, pouch of good
87 CORDWAINER +1 DISCIPLINE, +1 CONSORT, good boots
tea leaves 56 - 57 RAT CATCHER +1 SCOUT, +1 MANEUVER, tiny nasty dog
Rural Freeholders 88 MERCHANT +1 SWAY, +1 MARSHAL, fur-lined finery
58 - 59 SEAMAN +1 MANEUVER, +1 CONSORT, cheap rum
17 - 18 BAILIFF +1 MARSHAL, +1 DISCIPLINE, old symbol 60 - 61 SMUGGLER +1 SCOUT, +1 MANEUVER, shortcut map 89 MONEY-LENDER +1 SWAY, +1 DISCIPLINE, legal paperwork
of authority
Warriors 90 PHYSICIAN +1 RESEARCH, +1 DISCIPLINE, ether bottle
19 - 20 BLACKSMITH +1 RIG, +1 WRECK, hammer, chisel, tongs
91 SCHOLAR +1 RESEARCH, +1 SWAY, a few books
62 - 63 BODYGUARD +1 SKIRMISH, +1 DISCIPLINE, leather jack
21 - 22 CARPENTER +1 RIG, +1 CONSORT, hammer, saw, chisel
92 SCRIBE +1 RESEARCH, +1 CONSORT, inkpot & quill
64 - 65 PIT FIGHTER +1 SKIRMISH, +1 WRECK, impressive scars
23 - 24 FALCONER +1 SCOUT, +1 MANEUVER, trained falcon
and/or tattoos 93 TANNER +1 DISCIPLINE, +1 WRECK, skinning knife
25 GAMEKEEPER +1 SCOUT, +1 SHOOT, beartrap
66 - 67 PROTAGONIST +1 SKIRMISH, +1 SWAY, brass knuckles 94 TAILOR +1 CONSORT, +1 SWAY, sewing kit
26 HOUNDKEEPER +1 DISCIPLINE, +1 SCOUT, trained dog
68 - 69 ROADWARDEN +1 SCOUT, +1 MANEUVER, Writ of Law 95 THIEF +1 SCOUT, +1 MANEUVER, lockpick set
27 HUNTER +1 SCOUT, +1 SHOOT, bottled scents
70 - 71 SOLDIER +1 DISCIPLINE, +1 MARSHAL, memento 96 WATCHMAN +1 SKIRMISH, +1 DISCIPLINE, lantern
28 WOODSMAN +1 SCOUT, +1 WRECK, hidden hatchet
72 - 73 SQUIRE +1 SKIRMISH, +1 MANEUVER, whetstone 97 WINE +1 CONSORT, +1 SWAY, bottle of fine wine
29 YEOMAN +1 CONSORT, +1 DISCIPLINE, jug of ale MERCHANT
Religious Folk
98 WIZARD’S +1 RESEARCH, petty magic: take 1 stress
Vagabonds FLAGELLANT +1 DISCIPLINE, +1 WRECK, flail
74 APPRENTICE to produce a gust of wind, marsh lights,
a small animal, a small fire, etc
30 - 31 ACTOR +1 CONSORT, +1 SWAY, playbook and a 75 HERMIT +1 RESEARCH, +1 SCOUT, human skull
book of poems
76 MONK/NUN +1 RESEARCH, +1 DISCIPLINE, scriptures Nobility
32 - 33 BOATMAN +1 DISCIPLINE, +1 CONSORT, river map
77 PRIEST +1 SWAY, +1 DISCIPLIN, illuminated book 99 KNIGHT +1 SKIRMISH, +1 DISCIPLINE, signet ring
34 - 35 BOUNTY +1 SCOUT, +1 SHOOT, iron manacles and a knightly order’s pennant
78 WARRIOR- +1 DISCIPLINE, +1 SKIRMISH, medallion
HUNTER
PRIEST of Sigmar’s hammer. 100 NOBLE +1 MARSHAL, +1 DISCIPLINE, signet ring
and a hidden stash of gold crowns

D OG S OF WAR: GOL D & G LO RY PAGE 2


THE CAMPAIGN
The Cinder King has raised a great host of the enemies of
humanity. His Champions, terrifyingly powerful in their own CHAOS
right, each leads an army of their own.
The Cinder King AN ALL-POWERFUL CHAOS LORD
When the Cinder King first appeared he feinted towards
the Empire, and the Empire took the bait - a hastily
Blighter FLESHBLIGHTER, PRINCE OF NURGLE
assembled army threw the enemy back and pursued it into
the Border Princes, that lawless region south of the Empire, Common Foes: Rotters, Crows.
Also fields Horrors, Plaguebearers
and all the way to the Blood River and the Badlands beyond. [Gut-Sacks], Plague Drones [Spitters].
When they had crossed the Blood River, a great battle was
fought on the Blood Plains and the Cinder King revealed his
full strength. The army of the Empire was smashed apart, Breaker SOULBREAKER, PRINCE OF TZEENTCH
and a lone mercenary company was the sole survivor - your Common Foes: Cultist Marauders
mercenary company. You have one last contract to fulfill - [Burned], Hexed.
make your way back to Black Fire Pass by winter, and hold it Also fields Sorcerers[Shadow Witches],
Screamers [Devourers], Pink Horrors
against the enemy host long enough for the Empire to rally. [Transformed].
Before you begin your campaign, choose your Cinder King
- some ideas are below to get you started. Some enemies are a
closer fit than others; some may require a bit of thinking Render MEATRENDER, BEASTLORD OF KHORNE
about how to deploy and use creatively. If required, all of Common Foes: Gor Herds [Gaunt], Ungor
these things have extensive wiki entries that can be found Raiders [Hounds].
Also fields Khorngors [Black Oak
with a quick search. Knights], Chaos Spawn [Thorns],
Minotaurs[Heartless].

S K AV E N UNDEAD

The Cinder King AN ALL-POWERFUL VERMINLORD The Cinder King AN ALL-POWERFUL NECROMANCER

Blighter LORD BLISTROX, THE PLAGUELORD Blighter GODFREY STEMMLER, THE ALCHEMIST
Common Foes: Plague Monks [Rotters], Common Foes: Rotters, Crows.
Plague Priests [Crows]. Also fields Horrors, Gut-Sacks, Spitters.
Also fields Hell-Pit Abominations
[Horrors], Plague Censer Bearers
[Gut-Sacks], Poisoned-Wind Globadiers Breaker KLARA VON WITTICH, VAMPIRE COUNTESS
[Spitters]. Common Foes: Wolves[Burned], Hexed.
Also fields Shadow Witches,
Breaker GREYSEER FANGSKRITCH, A SORCERER Vargheists[Devourers], Transformed.

Common Foes: Clanrats [Burned],


Warptainted Humans [Hexed]. Render SHARU THE RENDER, WIGHT QUEEN
Also fields Stormvermin [Shadow
Witches], Gutter-Runners [Devourers], Rat Common Foes: Skeletons [Gaunt], Ghouls
Ogres [Transformed]. [Hounds].
Also fields Black Oak Knights, Cairn
Wraiths [Thorns], Terrorgheist [Heartless].
Render SKREET GNAWBLEED, WARLOCK MASTER
Common Foes: Skavenslaves [Gaunt],
Giant Rats [Hounds].
Also fields Warpfire Throwers [Black
Oak Knights], Warplock Jezzails [Thorns],
Doomwheel [Heartless].

DOG S OF WAR: GOL D & G LO RY PAGE 2


CAMPAIGN MAP

DOG S OF WAR: GOL D & G LO RY PAGE 2


CAMPAIGN LOCATIONS
THE FRONT MALKO THE WATCHTOWER (BLACK FIRE PASS)
[WESTERN FRONT] [WEST LAKE] [SKYDAGGER KEEP]
The Imperial army built a fortified camp here before A fortress-town with a huge wooden palisade wall, Malko Black Fire Pass was once lined with a series of Watchtowers
advancing across the Blood River. has repelled many a would-be conqueror. In the initial push, called the Sentinels. Now but one remains, Dok a dum they
the enemy host laid siege to Malko before being pushed back call it, the Watcher in the Dark.The Watchtower is carved
ALDIUM by the Imperial army across the Blood River. Now as the from huge blocks of volcanic rock the size of houses joined
[PLAINSWORTH] enemy marches north again, the town considers itself an seamlessly into a semi circle that backs onto a sheer cliff face
Because of its proximity to the Old Silk Road and the fortress untouchable bastion. Before the gates is a tent city of half way up the side of the Pass. It is the only thing standing
of Malko, Aldium used to see a good deal of foreign trade. refugees seeking the shelter of the walls. between the enemy hordes in the Border Princes and passage
Now the hushed tones and shuttered windows of the into the Empire. The company has a few precious hours
residents project a sense of growing unease. AKENDORF before the bulk of the enemy bring their numbers to
[EAST LAKE] bear—hours that must be spent readying the old Watchtower
THE LONG SOUTH ROAD One of the bigger settlements in the Border Prince to hold a sizeable force amidst the bitter, biting cold.
[LONG ROAD] Confederacy. Due to its proximity to the Old Dwarf Road and
The South Road has long been neglected. The road is Black Fire Pass, the settlement experiences great trade with
exposed and winding, but is lined by ancient Elvish warding Imperial and Dwarven merchants. So far the war has left
pillars along its path. These pillars are filled with arcane Akendorf relatively untouched, but a pall hangs over the city.
protections that seem to be proof against the forces of For now, the citizens of Akendorf remain paralyzed, caught
darkness, stopping corruption from spreading where their between the horde on either side, but so far untouched.
line holds. The ruins of the Elvish tower of Tor Anrok also lie
along this road. CASTLE MUNZIG
[FORT CALISCO]
KARAK ANGAZHAR Although it lies on the south side of Black Fire Pass, The
[BARRRAK MINES] Empire claims the town of Munzig to be under its
A small dwarf hold. A good place to get gunpowder. sovereignty, and has erected a keep on a hill overlooking the
town. The castle is under siege by one of the enemy
THE WARRENS champions’ forces. Safe refuge can be found within its walls,
[GALLOWS PASS] but getting in may not be so simple. The castle is well built,
The rocks here form a virtual labyrinth of natural corridors, and has withstood several attacks, though the enemy seem to
walls, and chambers, which are perfect hiding places for have a new plan.
ambushers and cutthroats.
HIGH ROAD
UNGOL CAMP Largely used as a pilgrimage route and for minor trade in the
[SUNSTRIDER CAMP] summer months, this is a route that cuts up to where the air
Once a bustling trading post on the Old Silk Road is thin. Though still traveled, upkeep of the path hasn’t been
commanded by an exiled Kislevite noble and her clan of a priority, even more so since the war started. Now the
horse archers, now choked with refugees from the decrepit sky bridges linking the shale and granite plateaus
surrounding areas. are mostly frequented by refugees escaping the horrors to
the south.
HVARGIR FOREST
[DURESH FOREST] THE MAW
A smaller cousin of the fabled Forest of Gloom to the north. This expansive cave network was long ago used as part of a
This hard-to-navigate forest has a small population of trade route by the dwarves before a combination of natural
hunters and their families, and all manner of wild beasts. The hazards and cave-dwelling monsters made the passage too
forest is resistant to paths, often devouring signs of passage treacherous. The path remains traversable, though the
in a matter of days. While there are fewer of the enemy army passage sometimes requires stooping over, and sometimes
here, traveling through the forest itself can be dangerous. crosses through caves whose ceilings are so high that
lanterns do not reach it.
GEISTENMUND HILLS
[TALCON FOREST]
Hvargir forest surrounds and hides these hallowed hills,
ancient barrows where some long-forgotten people were laid
to rest. Mists from the river shroud the area in constant fog.

D OG S OF WAR: GOL D & G LO RY PAGE 6 OF 7


END GAME
GOLD OR GLORY
Once the battle at the Watchtower is over, the Company’s contract is complete. You now have a decision;
choose glory, and travel north to the Empire to carry on the Company’s proud name. Or choose gold, and
take your warchest south back into the Border Princes, to carve out a realm of your own and live like kings.

GOLD GLORY
(SETTLE IN THE BORDER PRINCES) (RETURN TO THE EMPIRE)

After the final mission at Black Fire Pass, award yourself the After the final mission at Black Fire Pass, award yourself the
following: following:
Survivors. You made it before winter! Gain 20 points. Survivors. You made it before winter! Gain 20 points.

Soldiers and Regiments. The Marshal condenses regiments Soldiers and Regiments. The Marshal condenses regiments
into complete squads, then calculates the following: into complete squads, then calculates the following:
Soldiers Remembered. For each reigment annihilated Soldiers Remembered. For each reigment annihilated
(zero survivors), subtract 10 points. (zero survivors), subtract 10 points.
Formation. For each wounded regiment (fewer than five Formation. For each wounded regiment (fewer than five
survivors), subtract 5 points. survivors), subtract 5 points.
Specialists. For each surviving Specialist, gain 5 points. Specialists. For each surviving Specialist, gain 5 points.
Morale. If your morale is between 4-7, gain 5 points. If it’s Glory. For each Company advance, gain 25 points.
8+, gain 10 points. Morale. If your morale is between 4-7, gain 5 points. If it’s
8+, gain 10 points.
Supplies Held. The Paymaster assesses remaining resources
and calculates the following: Supplies Held. The Paymaster assesses remaining resources
Gold. For each gold remaining, gain 15 points. and calculates the following:
Siege Weapons. For each one, gain 5 points. Siege Weapons. For each one, gain 5 points.
Laborers. For each, gain 5 points. Laborers. For each, gain 5 points.

FINAL SCORE FINAL SCORE


0-50: You do not survive the winter. 0-50: The Company falls apart.
50-100: The Petty Kingdom holds together, but only just. 50-100: The Company holds together, but only just.
100-200: The Petty Kingdom gains a foothold. 100-200: The Company prospers. You build on the name
200+: Your Petty Kingdom is thriving. you earned at Black Fire Pass, and the Company rebuilds
and prospers.
200+: The Company becomes legend.

EPILOGUE
Using your final score as a guide, jump forward 1-2 years and go around taking turns to
narrate small epilogues - for named characters, and for the Company as a whole.

D OG S OF WAR: GOL D & G LO RY PAGE 7 OF 7

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