Monday, August 12, 2019

Dragonshore Strongholds

The Kobold Barbarian Camp (Level 1)


The barbarian's camp promises good food and drink as well as contests of strength and bravery. Within this stronghold you have the following demesne effects:

Domain Effects

  • Wildlife within and around the barbarian's domain grows especially large and fierce, encroaching from the nearby forest.
  • Poisons brought into the barbarian's domain neutralize within the hour. No such cowardly "civilized" forms of death are permitted.

Fortification Bonuses and Information

  • Gives units a +1 Morale per level
  • Size is 1d4 for level 1
  • Toughness: 18
  • Cost to Upgrade to level 2: 3,000 gold
  • Time to Upgrade to level 2: 40 days

Stronghold Actions

When engaged in battle, the barbarian can take a stronghold action with one of the following effects, as long as they are in the same province as their stronghold. You cannot use the same effect again until after a short or long rest.
  • You issue forth a mighty "Yawp!" that causes all enemies within 60 feet to become frightened until the next round.
  • You rage and your allies gain the benefits of your rage, as long as those allies aren't wearing heavy armor.
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Class Feature Improvement: Chieftain's Rage (For Tak)

Whenever you reduce an enemy to 0 hit points, you can choose to make an additional weapon attack or move up to your speed. You can do this a number of times equal to your stronghold level, after which you must take an extended rest at your stronghold to refresh the ability.

A Barbarian's Followers

Barbarians prefer followers who are independent and don't require a lot of retinue, and they don't usually build great keeps to house their staff and servants. A barbarian's follower must be at home in wild places, willing and able to relocate quickly and live by their wits.

This is true of the kobolds who live here. They don't require a lot of organization and discipline. They feel at home in their organized chaos and savagery, engaging with the nature around them. They take care of the day to day needs, making trips to nearby garrisons when the need arises.

Unique Followers / NPCS at Stronghold

Tak Flame-Scar: Chieftain of Kobold Armies

Units at Stronghold

Blue Kobold Ambushers (Experience: Regular, Equipment: Light, Size: 1d4, Cost: 113)
Attack: 0
Power: 0
Defense: +3
Toughness: +1
Morale: 0
Traits: Amphibious: this unit can fight equally as well on land as in water.

Blue Kobold Spears and Fire (Experience: Green, Equipment: Light, Size: 1d4, Cost:  87)
Attack: -1
Power: 0
Defense: +2
Toughness: -1
Morale: -1
Traits: Amphibious: this unit can fight equally as well on land as in water.

Blue Kobold Fighters (Experience: Green, Equipment: Light, Size: 1d6, Cost: 120)
Attack:0
Power: +1
Defense: +2
Toughness: -1
Morale: +1
Traits: Amphibious: this unit can fight equally as well on land as in water.


Improving Units and Upkeep 

(32 gold every 4 months) A unit must be paid a tenth its cost each season. This isn't necessarily coin that goes into their pockets--much of it is being used for food and training, and repairing their gear. A unit that has not been paid for a season suffers disadvantage on morale, and one that hasn't been paid in two seasons disbands.

Improving Equipment

Equipment can be improved once per season by paying gold pieces equal to the difference in cost between the old and new unit.

Improving Experience

Experience can be improved by one level after they survive two battles without breaking morale or retreating. It takes a week of training at a keep or a barracks (if you have a captain follower) and costs gold pieces equal to the difference between the new and old unit.

Improving Size

When gaining new soldiers that you already have a unit for, you increase the size of that existing unit by one dice level. Once per season you can spend gold pieces to increase a unit's size by one step. The cost is the difference in price between the old unit and the new unit.

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