Background
You are in command of a small force of soldiers of fortune. It has been a hard year, and your last campaign was taxing on you and your men. Many of your soldiers were killed in battle
or tired of fighting for too little money. Good work is hard to find and a freelancer is often forced to take less money than he would under better circumstances. You worry that your
remaining soldiers will start exploring other options for work and you need a decent paying contract soon.
While traveling through the city of Empey on Faldoria (the Great Northern Continent), you duck into a local public house and overhear two N’Tak sailors talking about a civil war of
some sort going on in one of the kingdoms in Pelosia. Apparently the King of Lembeck has died suddenly (either of natural or unnatural causes) without leaving an heir to his throne.
Although able to keep this information secret for the last several weeks, Lembeck’s war has gotten out of control, and a returning N’Tak merchantman has brought the news to Empey,
along with some very good beer, cloth, and other valuable items!
The N’Tak sailors seem to be very excited about the possibility for profits to be made at Lembeck’s expense and being the enterprising sort you are you figure that a short sea voyage with your
force might be just what the doctor ordered. You know, the sea air, the sun, the motion of the ocean. It will be a nice vacation. You’ve earned it after all! And what the hell, if you can take over a
small kingdom in the process, BONUS!
So, now you have your plans. First thing to do is go to the local map maker and get a map of Pelosia and Lembeck. Next, you will have to re-build your army. You only have about 5,000 ristari (points)
left and after paying a ship’s captain who will take you to Lembeck it will probably be more like 4,000, so you will have to pick the best possible soldiers you can find for that price.
You know that you will have to move quickly. In addition to the N’Tak, who will definitely be returning to Pelosia, there were a lot of soldiers and mercenaries in that tavern and some of them will
have exactly the same idea you do. If you are going to get in there and take the kingdom, you’re going to have to be the first one there! Back to Top
Campaign Rules
This will be a map-based campaign. You and your opponents will be competing for supplies and territory that will enable you to make the final assault on Furheim the capitol of Lembeck.
You will use diplomacy, treachery and combat to press your advantage and become the ruler of this small kingdom.
You may use any 25mm to 28mm fantasy miniatures you wish. If you have a fantasy army with miniatures from other manufacturers, please feel free to use them! It is not the policy of Black Knight Games
to force players to go out and buy new miniatures specific to our games. Remember, we ARE gamers! That said, for this campaign, races are limited to those in the rules and on the BKG Web site.
By the way, feel free to come up with a background story for your army and share it with the rest of us on the forum! We urge you to get involved in letting us know what you want to see in
miniature and RPG games. This is your chance to make your voice heard and to help create a game that you will want to play!
We will be using the character promotion rules from pages 30 to 32 of the first edition rules, but instead of pro-points and build points, we will simply use the build points. A table will be out on the
BKG Web site soon.
Starting armies are limited to a point value of 4,000. This will give you a lot of options for building your character and units. Units will be restricted to infantry, cavalry and engines of
war (ballistae, catapults, cannons, etc.), but may include mixed races if you like. Note that if you intend to use multiple races, you must keep them in their own units (in other words,
you can’t field a unit with N’Tak and Dwarves in the same unit).
Chariot units will have to be purchased once you get to Lembeck and have the build points to purchase them. Remember, a character can only command four units and only one of those can
be a class A unit, so choose carefully. Back to Top
Rule Adjustments
C class units have 2 APs, not 1
This was a flaw in the original rules that we will correct for the campaign. In the first edition, we printed Race Profiles with 1 AP for C class troops. This is a mistake and should
be adjusted to 2 for the campaign (and as a general rule!). Back to Top
The Kingdom of Lembeck
Size: 17,328 square miles
Population: 935,712
Resident Races: Human, Elf, Dwarf, N’Tak
Population Density: 54/sq. mi.
Capitol City: Furheim
Government: Monarchy
Current Ruler: None
Major Cities: 3
Towns: 29
Tillable Land: 8,244 square miles
Forest: 3,624 square miles
Mountains: 3,987 square miles
Mining: Gold, Silver, Emeralds
Ports: 8
Active Castles: 18
The object of the campaign is for your character to control the small kingdom of Lembeck. Lembeck is located in the Northwest corner of Pelosia, a small continent located southeast of the
Great Northern Continent (Faldoria). The kingdom although small, contains a good mix of natural resources and good farmland. There are many small to medium sized fishing villages along the
coast, and there are eight ports. The local population of Lembeck is made up mostly of humans, but there are also dwarf, elf and N’Tak settlements throughout the kingdom.
The Lembeck civil war has depleted the military and thrown the kingdom into chaos. You and your forces will likely encounter little if any resistance from the locals. The biggest threat to
your success is other mercenaries who have the same goal you do.
The country of Estoria is located to the east of Lembeck. The country is ruled by a pragmatic Dwarf named Galin Greathammer. Greathammer was a good friend to late King Adlemaner, but
dislikes the antagonists involved in the current civil war. It is widely felt that it is unlikely he will come to Lembeck’s aid as long as Estoria is left alone.
In order to rule Lembeck, you will have to assault and defeat the garrisons at both Furten Himmel, Furten Statheim and the kingdom’s capital at Furheim. When you first arrive in Lembeck, you
will have neither the forces or supply to defeat any of the fortified settlements, so you will have to secure several key towns and villages to recruit or press new soldiers and keep them fed.
As you gain experience and build points, you will be able to increase the size of your army. You may not have a lot to choose from in the towns of Lembeck, but you can send for reinforcements
and new recruits from elsewhere if you would rather do so.
You must control at least three of the objective towns before attempting to attack Furten Himmel or Furten Statheim and at least four to assault Furheim. Even if you succeed in taking one of
the villages or fortified cities, you must hold on to it. That means you have to leave a garrison of your own in them. You will want to garrison the towns you take so that your supply lines are not cut.
If you cannot draw a clear supply line, then you will be forced to re-establish one before you can go any further. Supply lines are not necessarily defined by roads, rather you must have clear hex
grids (either controlled by you or controlled by no one). If you are in doubt, ask the GM.
Cities
Furheim (Capitol)
Type: Fortified
Garrison: Unknown
Ports: 2
Population: 36,536 permanent + 14,000 to 15,000 transient
Goods: Beer, Cloth, Leather, Gold, Gems, Smith, Wagons, Barrels, Wood, Rope, Horses, Oafs, Oxen, Great Rams
Potential Conscripts: up to 639
Build Point Value: 4,567
Furheim is the capitol of the kingdom. Also known as “King’s Keep”, Furheim is a walled city located on the West coast of the kingdom. Due to the war raging in Lembeck, little is know of the city’s
disposition as it relates to military presence or population, but it can be assumed that whomever is in control of it has taken steps to protect it.
Access to the city can be gained by the West Road, Blien’s Folly, the Stochhiem Road or either of its two ports.
Furten Himmel:
Population: 10,044 permanent + 4,000 to 5,000 transients
Goods: Beer, Cloth, Leather, Gold, Gems, Smith, Wagons, Barrels, Wood, Rope, Horses, Oxen, Great Rams
Potential Conscripts: up to 176
Build Point Value: 1,256
This fortified settlement is a trading hub for the northwestern coastal towns. The settlement is equipped with smiths, weapons masters, brewers, tradesmen, a lumber mill and granaries.
There are large stock yards located outside of the walls of the settlement with cattle, pigs and sheep. Horses, war wagons and chariots may be purchased in Furten Himmel.
The permanent population is about 10,000 inhabitants, but because Furten Himmel is a trade center it has a large transient population. There can be between 4,000 and 5,000 merchants and travelers
of many types at any given time. The dynamic nature of the population swing makes Furten Himmel a prime source of new recruits.
Furten Stathiel
Population: 6,026 permanent + 2,000 to 3,000 transients
Goods: Beer, Cloth, Leather, Gold, Gems, Smith, Wagons, Barrels, Wood, Rope, Horses, Oafs, Oxen, Great Rams
Potential Conscripts: up to 105
Build Point Value: 753
This fortified settlement is a trading hub for the northern coastal towns. Located on the northern foothills of the Blue Mountains, this settlement is equipped with smiths, weapons masters, brewers,
tradesmen, a lumber mill and granaries. There are large stock yards located outside of the walls of the settlement with cattle, pigs and sheep. Cannon and engines of war may be purchased in Furten Stathiel.
The permanent population is only about 6,000 inhabitants, but because Furten Stathiel is a trade center it has a large transient population. There can be between 2,000 and 3,000 merchants and
travelers of many types at any given time. The dynamic nature of the population swing makes Furten Himmel a prime source of new recruits.
Towns
Each of the key towns has various resources that you can exploit during your campaign. A list of the key objectives follows:
Trellheim:
Ports: 1
Population: 1,409
Goods: Leather, Rope, Wood
Potential Conscripts: 25
Build Point Value: 176
Trellhiem is the northernmost settlement of any size. There may be an opportunity to find enough young men to produce one or two military units.
Ilmhof:
Population: 3,112
Ports: 1
Goods: Leather, Rope, Wood
Potential Conscripts: 54
Build Point Value: 389
Marcshtek:
Population: 2,243
Ports: 1
Goods: Leather, Rope, Wood
Potential Conscripts: 39
Build Point Value: 280
Gleinhiem:
Population: 2,726
Goods: Leather, Rope, Wood, Powder
Potential Conscripts: 48
Build Point Value: 341
Fasthoven:
Population: 2,642
Ports: 1
Goods: Leather, Rope, Wood, Powder
Potential Conscripts: 46
Rochgarden:
Population: 1,138
Ports: 1
Goods: Leather, Rope, Wood, Barrels
Potential Conscripts: 20
Build Point Value: 142
Blein:
Population: 3,240
Goods: Leather, Rope, Wood, Smith Barrels, Horses, Oafs, Oxen, Great Rams
Potential Conscripts: 57
Build Point Value: 405
Stockhiem:
Population: 3,142
Goods: Leather, Rope, Wood
Potential Conscripts: 55
Build Point Value: 393
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Additional Information
Inns and Taverns
Inns and taverns are located in almost all of the settled areas of Faldor. Most do not cater to a specific race, so travelers will undoubtedly meet patrons from any of the races in the rules. Inns and
taverns are an important source of information, so you should consider either patronizing them or at least sending spies to collect information about goings on and news happening locally and in
nearby regions.
GMs, as the campaign progresses, come up with ideas for what tidbits of information to share with players as they visit the inns and taverns. Perhaps information on the movement of other forces,
or their size and composition. You can even throw in some twists like “it is said that old Malius buried a treasure in the black woods not far from here. A N’Tak (or whatever) approaches you with a map for sale.”
Players, if you pass through a town, let the GM know that you wish to visit an inn or tavern. No information will be given unless you ask for it!
Recruiting/Pressing New Units
Although players may purchase A class units prior to the start of the campaign, new units must start as C or B class. In order to promote a class B unit to a class A unit, the unit must have fought in no less than
three battles and survived with at least 75% of their original number. Each character may only command up to four units, so before you create a new unit, your commander must either have less than four units
or you must create a new character to command the new unit(s). If you are going to create a new character, it MUST be a level 1 character. There is a 10% chance that the new character will have magical ability,
so roll D% when building the character. On a result of 10 or less, your new character may be a mage (Level 1M). You do not have to make the character a mage if you don’t want to.
As a player takes losses, he must re-build his units BEFORE he can buy new ones. If units lose over 50% of thier original strength, they should drop one class level (A to B, B to C). Losses under 50% have no effect on
unit class.
To get new troops, you have to pay for them from your build points. Build points are simply points you spend to create units and characters (see pages 30 through 32 in the first edition rules). For this
campaign, use the following information for calculating build points:
- Achieving a Campaign Objective: 1,000 bp + settlement Build Point Value
- Won the battle and left the field with 25%+ of you army intact: 500 bp
- Won the battle and left the field with 50%+ of your army intact: 1,000 bp
- Won the battle and left the field with 75%+ of your army intact: 1,500 bp
- Lost the battle and left the field with 25%+ of you army intact: 250 bp
- Lost the battle and left the field with 50%+ of you army intact: 500 bp
- Lost the battle and left the field with 25%+ of you army intact: 750 bp
The GM may award any additional bps as he sees fit.
Diplomacy
Diplomacy will be a factor for your success in this campaign. No one army will hit the beach with a superior force, and there may be several armies in close proximity at the beginning of the campaign. Once
you have built your army, the GM will determine where you land in Lembeck. There are six beach heads that you can land on, and any one or all of the players may land on the same beach or beaches within a
few miles of each other. If you land on the same beach as another player, you can choose to fight then and there, or you may wish to form an alliance.
Obviously, this will be a short-lived alliance if one of you is to come out the winner, but again, politics is a funny thing, and sometimes even enemies can come to be friends. So, to keep it open and allow
you and your fellow players to get a sense of role-playing in addition to your miniatures battles. Game masters, keep diplomacy fairly open. Players will be allowed to form and break alliances (“treachery”),
come to agreements about splitting the kingdom between two or more rulers, or whatever. If you need inspiration, look to real world history. Rome, the Middle East, Greece and others offer many real-world
examples of how kingdoms were conquered and divided.
Game masters should consider the following when governing diplomacy:
- No more than two players may form an alliance. They may not ally with more than one other player.
- Alliances will force both sides to have the same level of character or the alliance will be broken by default (no self-respecting Level 2 character would lower himself to align with a Level 1 character!).
- The GM may decide to break the alliance if there is an unfair advantage over the rest of the players. This is solely at the GM’s discretion.
- Once an alliance is broken, it cannot form again. The one-time allies will never trust each other again.
- Each player may only form two alliances during the entire campaign. Each alliance must be with a different player.
Resources
You will notice that each of the towns and cities in the campaign have a list of goods that the settlement can provide. Different unit types will rely on different types of goods to stay in peak fighting
condition, so if you intend to include certain troop types in your army, you should consider the type of supply line you will need to maintain.
For example, a unit of archers will only have enough arrows for the current battle. After that, it is assumed that the arrows are spent so the archers will need to have new arrows made and delivered
before the next battle. In order to supply your archers with arrows, you must be able to draw a line of supply along one of the roads between your unit and a settlement in your control that can provide you
with wood. If one of your opponents controls the road, then you will have to fight to gain it back.
You don’t have to draw a direct line along the shortest path however. If you can trace a way back through territory that is not controlled by another player, then your supply line is still intact. If you
have other cities or towns under your control, you may obviously use them to re-supply your army.
An army must maintain a supply line to at least one town. All towns have food and bread. Water is available anywhere the soldiers travel, as there are many streams, rivers and lakes throughout Lembeck.
The following troop types must have a clear supply line to settlements with the goods and services shown:
- Light Infantry – Wood, Leather
- Heavy Infantry – Smith, Leather
- Light Cavalry – Smith, Leather, Wood, Horses (or other mount)
- Heavy Cavalry – Smith, Leather, Wood, Horses (or other mount)
- Chariots – Smith, Leather, Wood, Rope, Horses (or other team)
- Engines – Smith, Wood, Rope, Barrels, If limbered, the engine crew needs horses (or other team)
Build Point Values
Each city and town has a Build Point Value. Players who control the city or town receive these build points after each game played. Build points can be used to replace losses or increase the size of their
forces prior to the next battle. Players MUST first bring their forces back to their original numbers before building new units and characters.
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