Aegon’s Conquest – Introduction & Delve Preview

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Greetings, dungeoneers!

It’s time to get pumped for a new DDE Adventures game offering coming to you in about two weeks. At the start of August, we will be releasing Aegon’s Conquest MegaGame to the public! This will be a 100% free passion project and work of love. It is a continuation of our previous playtesting work started in January 2017.

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This week we are presenting the Introduction, letting you know what this game is all about and what it even means to be a megagame, as well as showing off the Delve Generator Table, which is guaranteed to spark the creativity of any roleplaying game master with weird new quests. Next week, get set to see a full Table of Contents highlighting the wealth of content you will be treated to upon the game’s release.

INTRODUCTION

Aegon’s Conquest is a medieval fantasy themed megagame created by DDE Adventures. A megagame is simply a tabletop game involving a large number of players and administrators. Aegon’s Conquest is a strictly competitive endeavor with tightly defined rules and player options. The game aligns its players into eight major factions of four players each with the ultimate goal to have the most points by the end. It encourages face-to-face diplomacy, tactical play, secret dealings, betrayal, and heartfelt roleplaying. The game is based on the history and deep lore as presented in the A Song of Ice & Fire literary series, though knowledge of the source material is not needed to play or run this game.

This document aims to provide all of the tools and guidelines necessary for a small group of ambitious people to run this megagame. […]

On its surface, the game mechanics of Aegon’s Conquest present as simple. Each player type has their options and available actions summarized on one side of standard size paper. However, the game reveals itself to be deeply complex and nuanced in the interactions between all players. Major actions of the players have rippling effects throughout their own faction, called a ‘House’, as well as their competitors. One pull of the thread or one bad misstep can have echoing repercussions. In this way, Aegon’s Conquest encourages a gaming experience where communication skills and social interactions are of utmost importance.

The game is divided into Rounds, during which time each player will have opportunities to wheel and deal, plying their craft for the good of their House. The Lord players confer at a table to trade resources, make alliances, and outmaneuver their opponents in the courts. Knight players rally military forces, pouring over a table with intense tactical combat. Maester players advance their available technology, uncover secrets, send manipulative missives, and plot out beneficial marriages at their table. Heir players travel freely to wherever they are needed most, frantically trying to do a little bit of everything at each table and relaying information between team members. Lastly, the optional ninth faction, the Night’s Watch, act as manipulative bullies revealing damaging secrets about the warring eight Houses until an Heir decides to renounce his or her House, absolve of their crimes, and join the Night’s Watch team.

Aegon’s Conquest is a competitive environment with defined boundaries. As such, the role of administrators, called Game Masters, is a referee style. Unlike many other megagames, Aegon’s Conquest only requires a few people to watch over the proceedings, answer questions, and make the very rare rules adjudication.

DELVE

Heirs attempting to delve for relics must approach the Delve Table and parlay with the GM there. The GM will conduct a short, free-form roleplaying scenario to reveal and obtain the Relic Card. A good delve scenario should include an open-ended situation that could be found in the lands of Westeros. The Heir, once presented with the challenge, must describe how they overcome that challenge and make off with the relic. The Delve GM should use the background lore of the randomized Relic and Relic Location cards to quickly form an adventurous scenario for the Heir to overcome. Some example scenarios are presented below to help inspire creativity, if needed. Delve GM’s can roll randomly or mix and match from the three columns to help craft their challenge.

  Agent
1 A disgruntled or incompetent member of a rival House
2 Deserters from the Night’s Watch
3 Orphaned street urchins
4 A local militia
5 An armed group of heretics, or some other religious order
6 Merchants from the Free Cities
7 A den of sleeping giants
8 Wildling barbarians who have slipped past the Wall
9 Envoys from the Iron Bank
10 An ambitious,  traitorous vassal
11 A sellsword group
12 A lone scholar
13 Warlocks from distant lands
14 A Faceless Man assassin
15 A stubborn farmer,  shepherd, or servant with a particular vice
16 Cannibals of the remote islands
17 Pirates or marauding bandits
18 The elusive Children of the Forest
19 The malevolent group intelligence of Weirwood trees
20 Half-fish half-man monsters, known as Squishers
  Situation
1 …occupy the territory, but claim to have no knowledge of the relic you seek…
2 …have found the location first and are currently searching for the relic…
3 …are known to have folk tales that could point to the location of the relic…
4 …discovered the relic already and took it to a place of protection…
5 …are hosting a tourney, with the relic as a prize!
6 ….bar your path to the relic, demanding a toll…
7 …wish to sell the relic to the highest bidder…
8 …can’t decipher the riddle protecting the relic…
9 …have notes with more information on the relic’s location…
10 …demands a marriage pact in exchange for the relic…
11 …sold the relic in a time long forgotten…
12 …consider you taking the relic an act of war…
13 …are using the relic for some religious purpose, without knowing it’s true nature…
14 …lost the relic amongst countless books in a disused library…
15 … has the relic in their possession, but is now being ransomed by your enemies for an exorbitant sum of gold…
16 … sent the relic to you via wagon or ship, which has now gone missing…
17 … are terrified of steading the haunted tomb or barrow where the relic lay buried…
18 … are trying, and failing, to open a sealed vault containing the relic…
19 … are trying to fish the relic from the bottom of a raging river…
20 …keep the knowledge of the relic within their hive-minded collective consciousness…
  Complication
1 …and have an especially strong leader
2 …and won’t speak with outsiders
3 …and are in isolation due to disease
4 …and are currently preparing for battle
5 …and are about to melt it down for parts!
6 …and are all deaf
7 …and refuse to speak to men/women
8 …and are incredibly superstitious
9 …and are currently in mourning
10 …and are absolutely smitten with you
11 …and may have lost the relic
12 …and have a fake relic!
13 …and are very forgetful.
14 …and are fearful of assassins.
15 …and have hired a mercenary band for protection
16 …and won’t give it to anyone but your Lord.
17 …and are just incredibly drunk.
18 …and are partial to those with Valyrian X Traits.
19 …and hate those with Valyrian X Traits.
20 …and one of them has telepathically skinchanged into the relic.
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FRIDAY THE 13th Age SALE!!!

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This week only, Crown of Charon is dropped ANOTHER 13% off, for both 13A and 5E compatible versions. This adventure is techno-terror nightmare masterpiece from HELL – get it while it’s hot!

http://drivethrurpg.com/product/212454/Crown-of-Charon-5E?term=crown+of+charon&test_epoch=0

http://drivethrurpg.com/product/212448/Crown-of-Charon-13th-Age-Compatible?term=crown+of+charon&test_epoch=0

Crown of Charon – Hardcover available

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After much diligent hard work, Crown of Charon is now available in hardback format. Go treat yourself today to a physical artifact of this dark dungeon design!

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13thagecompatible_22513th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.

CROWN of CHARON

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DDE Adventures is proud to announce the release of Crown of Charon!

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The adventure has been formatted to be compatible with both 5th Edition Dungeons & Dragons and 13th Age and is available for purchase at DriveThruRPG here and here.

Since the time when the gods first created mortal life, Charon, the infernal boatman, has ferried the dead across the River Styx and into the world beyond. In exchange, he has collected an eternity’s worth of tolls, from the simple copper coins of peasants to the mythic and mystical relics wielded by those who shaped the land of the living.

It is these treasures that you seek to claim.

Crown of Charon is a multi-session deathtrap dungeon crawling adventure on an epic scale, designed to transition a group of PCs from the mortal realm and ascend into godhood. Uncover the divine domains of death itself, unravel maddening puzzles, and unleash the superior firepower of world-destroying magic items on the most hideous monsters of all time!

Hasted Conjoined Balor Demilich? check
Demon-wrought black hole cannon? check
Orbital strike Mass Drain spell? check
Ascended Bodak Scylla Cyberdemon Necromancer? check

Look’s like we have it all. Go download this, you doughnut!

If you’re looking for a little sneak peek into the adventure, go ahead and check out our previous previews to get a taste of what’s in store:

13thagecompatible_22513th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.

Crown of Charon – Pauper’s Shrine

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This week we show off the final preview piece before the full release of Crown of Charon, for both the 13th Age and D&D 5E systems. Shown here is the first area of the adventure, the lands surrounding Charon’s domain, and the first hints as to the mysteries that will be explored further in!1 - Paupers Shrine

Crown of Charon – Maps

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Maps and other handouts are a vital part of the tabletop gaming experience. Our next upcoming adventure, Crown of Charon, provides the players and Dungeon Master with a wealth of visuals to keep the narrative on track and inspire creativity. This week’s preview shows you the maps used in Crown of Charon to portray its setting – a twisted, dark underworld of spiritual bankruptcy, environmental corruption, and nuclear wasteland.

Crown of Charon Map 1.jpg

Crown of Charon Map 2.jpg

Maps by Greg Shipp

E2M1: SLAUGHTERHOUSE (5TDM)

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An FTDM classic where the objective is simple: slaughter your enemies using the brutal weapons at your disposal.

What is 5TDM?

Map Download
1-Page Rules

Distance Between Floors: 20 ft. drop

Controls Platform: The controls platform is a 5 ft x 5 ft space, located on the Upper Level and hovering above the meat grinder. All creatures on the Lower Level can see and can target any creature standing on the controls platform, and vice versa. The Strength (Athletics) check to jump to the controls platform from the Upper Level edge is DC 13.

Floor-to-Floor: Creatures are considered to have total cover and be heavily obscured from creatures on different floors (except at the controls platform, see above).

Humiliation: A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved.

Respawn
If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random teleport square (1d4) on a floor of your choosing.

If the destination teleport square is occupied, that creature dies.

Before the respawn die roll is made, the dungeoneer must declare which floor (upper or lower) he or she is appearing on.

If you were dying, you die before Respawning.

Killing Spree
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, immediately gain one of the following:
– Take another Action (as per the Fighter’s Action Surge Class Feature)
– Regain all Ki-points, Bardic Inspiration, and Rages
– Regain your lowest level expended spell slot

Teleportation Archway
If you move onto a teleportation archway, teleport to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleportation archway is occupied, that creature dies.

Special: The teleportation archway is difficult terrain.

Forced Teleportation
If you force a creature onto a teleportation archway, teleport the creature to a random teleportation archway (1d4) on a floor of your choosing. If the destination teleport square is occupied, the occupying creature dies.

Conveyor Belt
Creatures voluntarily moving into each square of, starting their turn, or ending their turn on a conveyor belt on the lower level slide 1 square (5 ft) towards the meat grinder.

Creatures moving into each square of, starting their turn, or ending their turn on a conveyor belt on the upper level slide 1 square (5 ft) towards the drop to the lower level.

Meat Grinder
Creatures entering the meat grinder immediately die. The surface of the meat grinder is 20 ft. below the Lower Level.

Controls (Nailgun)
If you are on the central control platform, you may use a bonus action to fire one nail gun. Every creature within 5 squares (25 ft) of the chosen nailgun is attacked (+5 to-hit, 2d6+5 piercing damage). Creatures hit by this attack are pushed away 1 square (5 ft).

Controls (Conveyor)
If you are on the central control platform, you may use a bonus action to activate the conveyors. Every creature on a conveyor belt is moved 3 squares (15 ft), as determined by the conveyor belt (upper or lower). Creatures moved off of the conveyors immediately fall to the ground below.

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