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Aegon’s Conquest – Released!

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ANNOUNCING the release of AEGON’S CONQUEST MEGAGAME!

Come grab this 100% FREE tabletop gaming extravaganza based off of the A Song of Ice & Fire series. Aegon’s Conquest is a team-based competitive tabletop megagame.
 
It is the Age of Conquest, three centuries before the events of Game of Thrones. Westeros stands as a fractured continent, with seven warring kingdoms jostling each other for power and dominance. Now, a new enemy has invaded from Old Valyria, bringing with them fire and blood. The time is ripe to establish yourselves as the strongest Kingdom of the realm and unite Westeros under your banner. Claim victory in this continent-spanning war and forge the Iron Throne!
Aegon’s Conquest is a medieval fantasy themed tabletop game created by DDE Adventures. Each team in Aegon’s Conquest represents one of eight lordly Houses of the fractious continent of Westeros, each portrayed by four major personalities: the Lord, the Heir, the Knight, and the Maester. The goal of each team is to claim the Iron Throne of Westeros by having the most Power at the end of the game. Power is gained by conquering neighboring lands and uncovering ancient relics. Power is lost when a House betrays another by revealing one of their dark secrets.
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Aegon’s Conquest – Table of Contents

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Why hello, again. DDE Adventures will be treating you today to the full Table of Contents of our soon to be released MegaGame, Aegon’s Conquest! Whet your appetite on the marvels which await you below.

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Introduction

Worldbuilding Background

Grand Overview

  • The Human Factor
  • Ambiance
  • Costumes
  • Scoring & Rounds

Factions & Roles

  • The Houses
    • Targaryen
    • Arryn
    • Stark
    • Hoare
    • Lannister
    • Gardener
    • Martell
    • Durrandon
  • Night’s Watch
  • The Roles
    • Lord
    • Knight
    • Maester
    • Heir
  • 3-Player Teams

Lords & The Throne Table

  • Role Overview
  • Alliances
  • Trade
  • Court Intrigue
  • Harvest
  • Secrets
  • Other Player Types
  • Setup
    • Optional Setup

Knights & The Westeros Table

  • Role Overview
  • Teamwork
  • Military Theory & Strategy
  • Game Mechanics
    • Control Stickers
    • Upkeep Phase
    • March Armies
    • Actions
  • Timing
  • Setup
    • Optional Setup

Maesters & The Citadel Table

  • Role Overview
  • Actions
  • Forge A Link
  • Dig Up Dirt
  • Research Legends
  • Visit Rookery
  • Ravens
  • Arrange A Marriage
  • Bloodlines Example
  • Conspiracy
  • Setup
    • Optional Setup

Heirs & The Delve Table

  • Role Overview
  • Delve Table
  • Throne Table
  • Westeros Table
  • Citadel Table
  • Bloodlines & Traits
  • Events
  • Setup
    • Optional Setup

Night’s Watch

  • Role Overview
  • Roles
    • Lord Commander
    • Additional Roles
  • Throne Table
  • Westeros Table
  • Citadel Table
    • Ravens
    • Maester’s Links of the Night’s Watch
  • Delve Table
  • Setup
    • Optional Setup

Frequently Asked Questions

Glossary

Appendices

  • Master Setup List
  • Relics
  • Relic Locations
  • Random Delve Table
  • Events
  • Heraldry

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.

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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Fifth Edition D&D Team Deathmatch (5TDM)

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5TDM Vision Statement
DDE Adentures is committed to bringing you unique twists on games we all know, to push the limits of what these systems can do for maximum intensity, creativity and excitement. It isn’t just about adding more new and shiny games to a now bountiful ecosystem; we strive to find the best parts of these games, highlight them, and make them better.

D&D Team Deathmatch, originally birthed from the battle grid focused 4th Edition, takes on the promise of an intense tactical option for 5th Edition. If you’re a power-gaming, min-maxing, overkill seeking player that wants to win at Dungeons & Dragons and be its ultimate champion, then this is the game for you.

Overview
Fifth Edition D&D Team Deathmatch (5TDM) is a high-energy system of player-versus-player combat using the 5th Edition Dungeons & Dragons rules. 5TDM is much more nuanced and challenging than simple one-on-one duels. It pits teams of low-level characters against each other to see who can out-maneuver their opponents and survive the longest by suffering the fewest numbers of deaths during an hour long match. It requires a deep understanding of the 5e D&D ruleset, strong teamwork and communication skills, and an unending thirst for blood.

Death is not the end in 5TDM. Dead (aka “Gibbed”) players respawn to come back in on their next turn to take revenge on their enemies and even the score. It is an unending struggle of violence and pain.

Respawn (basic): 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 respawn square (map specific). If the destination teleport square is occupied, that creature dies. If you were dying, you die before Respawning.

Each player’s turn lasts only one minute in real time. Focus is needed on everyone else’s turn so you can form a plan ahead of time in a constantly shifting tactical environment. Players who dilly-dally and waste time past the minute mark are punished for delaying the game.

Pre-made maps provide unique situations to afford players tactical opportunities to wreak havoc on other players, or gain boons for themselves and/or their allies. Maps may also have their own special rules, forcing players to develop a deeper level of strategy in order to take advantage of each map they expect to compete on.

5TDM Rules
Below you will find the rules for drafting a character and a few points on game-play. These are designed to provide a wide variety of possible builds while keeping hit points low enough to to keep the death counts high. Pay special attention to the first point on average HP.

13 Commandments of Character Creation
Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.

  1. Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.
  2. Dungeoneers receive one Feat for free, but must meet all requirements.
  3. Dungeoneers may choose any Race, including those supported in supplemental WotC published resources, and any variant in official books.
  4. Unearthed Arcana and other material in playtest may not be used for character creation.
  5. Dungeoneers begin with 500 gp. Dungeoneers must spend their own starting gold on equipment and may not pool resources with other dungeoneers. Ignore any free equipment from your background or class, and use only your starting gold.
  6. Wizards may use their gold to buy spells for their spellbook, and may swap out prepared spells between matches in a tournament. Spellbooks cannot change after the tournament begins.
  7. Dungeoneers may not buy potions, poisons, alchemical or other consumable items.
  8. Dungeoneers may not sell any free starting equipment.
  9. Spells: Players must have a printed reference of any spells able to be cast by their dungeoneer easily accessible at the table. Ignore all material spell component requirements.
  10. Players must have a figure that represents their character and any companions they have as closely as possible. Purposefully confusing figures are not allowed, as determined by the adjudicating Dungeon Master.
  11. Druid Wildshape: Players must have a printed reference of any animal shapes assumed easily accessible at the table. Players must provide a clear, visual means of differentiating when their dungeoneer is in animal or humanoid form.
  12. Druids can start the match with their wild shape active, but only in the first round.
  13. Ranger Animal Companions do not count towards total party deaths.

A turn is equal to 6 seconds, as per PHB. Effects with duration listed in minutes are assumed to last until the dungeoneer dies. Spells with a duration 1 hour or longer are assumed to last the entire match.

Distance: All maps are drawn in 5 ft. squares. Effect distances may be referred to in terms of number of squares.

Tournament play: Dungeoneers take a Long Rest between matches in a tournament. Spellcasters may choose new spells to prepare based on their predetermined options by class, or by their spellbook. Spellbook contents may not change between matches.

The following optional combat rules are included in 5TDM battles to encourage tactical play (DMG p. 251, 271-272):

  • Flanking
  • Overrun
  • Shove Aside
  • Tumble

 

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E1M1: Seat of the Dhakaani Hegemon (5TDM)

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Deep in their stronghold, the an empire of Tiamat-Worshipping Hobgoblins rules a vast empire of subjugated lesser races. Their most unholy artifact, the Crown of Tesh-Naga, affords them the ability to dominate creature too weak to resist. Seize the Crown, and their power will be yours.

What is 5TDM?

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Map Download
1-Page Rules

King of the Hill
Points are only scored by a team with the crown in their possession at the end of the round. Player deaths do not grant points on this map and are only used to break ties.

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 respawn square (1,2).

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

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, 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

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. Tiamat then lashes out at their incompetence, and they take 10 damage (fire, cold, acid, poison and lightning) from the pillars bearing her likeness.

Terrain
A swirling ritual vortex fills the vaulted dome in the center of the map. The dome is supported by five pillars carved in the likeness of dragons. Every player death on this map will cause 1 random pillar to weaken, threatening the collapse of the dome above. After five deaths, the dome collapses releasing Tiamat’s Hoard of priceless gemstones, coins and jewelry onto anyone below.

Players under the dome when it collapses will take 50 bludgeoning & piercing damage (DC 12 DEX save for half damage).

The area covered by the Hoard (yellow squares) counts as difficult terrain.

Aspects of Tiamat
If you are under the dome (yellow squares) at the start your turn, suffer 10 elemental damage (fire, cold, acid, poison, and lightning).

A shattered pillar deals no damage, and is effectively off the map until restored (see above).

Corruption
If you’re wearing the Crown, you are corrupted by Tiamat’s Infinite Greed and have disadvantage on all saves.

Crown of Tesh-Naga
The crown is located on a raised altar in the center of the map, on a 15ft high pedestal that is covered with the slick bones and blood of the Dhakaani’s enemies (DC 15 Strength/Athletics to climb). Players may enter its square and claim it as a part of their move action. It grants the possessing team 1 victory point ON THE DM’S TURN (at the end of the round before anyone acts) plus one more at the end of the match. The bearer may also add 5 elemental (choice of fire, cold, acid, poison or lightning) damage to any weapon attack they make, and may use a bonus action to do the following:

  • Enslave: Targets any creature you can see. They make a DC 12 CHA save or takes 15 psychic damage and gains the Charmed condition (cannot attack the charmer or target them with harmful abilities/effects), and also grants advantage to enemy attacks until the start of the charmer’s next turn. The attacker may also force the target to immediately move up to the target’s full speed. Half damage but no other effects on a successful save.

The crown can only be moved off of its pedestal by the dungeoneer who bears it (i.e. not by any magical or non-magical means while unattended). Only PCs may claim the crown (not companions or familiars).

If you become unconscious or incapacitated, you lose possession of the crown immediately and it teleports to the central pedestal.

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E0M0: Dead Simple (5TDM)

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A basic map for pure combat. Plays on any 5×5 grid.

What is 5TDM?

Dead-Simple

1-Page Rules

Respawn Terrain Power
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 respawn square (1,2).

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

If you were dying, you die before Respawning.

Killing Spree Terrain Power
If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, 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

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.

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