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The Battle of the Shaft
A D&D Miniatures Mass Combat Scenario

 

Introduction:

This scenario is unlike most others, in that it is not a role-playing scenario. Rather, it utilizes the mass combat rules presented in the Miniatures Handbook. It was run in the historical Riverine Campaign, and the set up given below mirrors the historical situation, both in terms of background and in terms of the PC writeups provided. DMs are, of course, welcome to substitute their own PCs into the scenario, and being a purely wargaming scenario, there is not even any need for a DM.

Nomenclature:

The listing for each unit is as follows:

Name (#), formation type, [commander attached if any (rear or front)]

For example:

A unit of 16 formed orc spearfighters commanded by an orc druid leading from the rear would read:

Orc Spearfighters (16), formed, [Orc Druid (R)] - any notes about the unit follow

Unattached commanders are simply presented in brackets as a separate listing.

The Background:

The year is NS 23. The PCs have just completed the events of the scenario "Against the Orcs" and they and the stone giants have fought their way into the dwarven city of Nirzumbil. Now, the giants and dwarves have resolved to ally and sally forth to crush the orcish uprising once and for all! But for the PCs, an ancillary but important task. A mine shaft, long forgotten by the dwarves, is apparently being used by the orcs to descend into flanking positions behind the front likes of the underground dwarvish armies as they battle the orcs for control of the rich mines below the city. This avenue of flank needs to be cut off. The PCs are attached to a small but powerful force assigned to take possession of the shaft and collapse it so that it will be unusable for the remainder of the war. The orcish forces are expected to have a small but powerful guard of their own warding the shaft.

The Battlefield:

The battlefield is a 4 ft wide by 6 ft long area. The length of the battlefield runs north-south, while the width runs east-west. Hills line the western and eastern edges of the battlefield, along its entire length, so that the battlefield forms a valley. Amidst this valley, in the centre a bit to the north is an area of thicket. Similarly, a bit to the south in the centre of the valley is a high wall about 6-7 inches in length running east-west. Several copses of trees dot the field, 2 or 3 to the north and a like to the south. The shaft itself is south of the battlefield. The Dwarven Side must defeat the Orcish Side in order to take possession of the mine shaft.

The Sides:

There are two sides to this battle. The Dwarven Side represents the PCs and the forces of the Nirumbil dwarves and their stone giant allies. The Orcish Side represents the orc army and its slaves and allies. The Orcish Side has more units and more raw unit points, but they lack Command Ratings, while the Dwarven Side, with the aid of the PCs, is veritably full of commanders. Thus, it devolves upon each side to utilize its own strengths and mask its own weaknesses well. Time, however, is on the side of the Orcish Side. They can call up reinforcements from within the shaft. Eventually, these will be enough to turn the tide of the battle. Thus, the Dwarven Side must be the aggressor ultimately.

THE ORCISH FORCES:

Hill Giant (1), lone
Ogre (1), lone
[Cleric of Gruumsh]
Ogre Ravager (1), lone
[Eye of Gruumsh]
[Orc Druid]
[Orc Druid]
Orc Warriors (13), formed
Gargoyles (4), unformed
Worgs (4), unformed
Wolves (9), unformed
Orc Brutes (3), unformed
Orc Archers (7), unformed
Zombies (12), formed
Orc Spearfighters (16), formed
Orc Raiders (6), unformed
Half-Orc Barbarians (6), unformed - orc barbarians
Skeletons (9), formed
Goblin Sneaks (10), unformed
Goblins Warriors (9), formed
Goblin Skirmishers (10), unformed
Snig the Axes (5), formed [Snig the Axe (rear)*] - elite goblin mercenaries
Half Orc Fighters (13), formed [Half Orc Fighter (rear)] - elite orc soldiers
Orc Berserkers (3), unformed

* For purposes of this battle, the Snig commander has a command rating of 1 instead of zero

 

THE DWARVEN FORCES:

Magreffix (1), lone - the copper dragon who befriended the PCs during the events of "Against the Orcs"
Large Earth Elemental (1), lone - summoned by dwarven earth priests
Warforged Fighter (1), lone - a dwarven battle construct
Warforged Fighter (1), lone - a swarven battle construct
Gold Dwarf Fighter (1), lone
[Dwarven Defender] - commander in chief of the dwarven forces
Stonechildren (7), formed - summoned by the stone giants
Medium Earth Elementals (4), unformed - summoned by dwarven earth priests
Azer Raiders (9), formed - summoned from the Plane of Fire to aid the dwarves
Dwarf Barbarians (6), unformed
Dwarf Barbarians (6), unformed
Dwarf Axefighters (9), formed [Dwarf Sergeant (rear)]
Dwarven Werebears (4), unformed - Verego the werebear and some of his allies
Eberk Adventurers (3), unformed - some adept dwarven priests of Weshta-Grum
Tordek Dwarf Fighters (8), formed [Dwarf Sergeant (rear)] - a unit of low level dwarf soldiers
Clerics of Moradin (8), formed - a unit of low level dwarven priests of Weshta-Grum

The PCs:

Redondo (1), lone
[Kelliene]
Kirawyr (1), lone
[Vaden]
[Marco]
[Croix]
Zemeal (1), lone
[Argus]
[Pike]

Force Notes:

1. Multiple uniques are allowed in this scenario. They represent various inviduals who have stats comparable to the unique figure.

2. Difficulty ratings are ignored for purposes of this scenario. All figures are treated as having no Difficulty ratings. It is assumed that wolves are properly trained and elementals properly summoned and bound for the duration of the battle.

3. In two cases, figures with command ratings are included in regular unit formations (i.e. Snig the Axe and Half Orc Fighter). These formation versions have no command rating. They are merely elite figures of their type. Only the single desginated commander figure attached to those units has a command rating. For example, the 13 Half Orc Fighters comprising the unit of Half Orc Fighters are treated as having no command ratings. The 14th Half Orc Fighter unit is a commander with its standard command rating attached to the unit and commanding from the rear.

4. In mass battles, Argus' Sudden Widen ability allows him to affect two units within 1 inch of each other with the same radius spell.

The Player Characters:

Below are conversions of the PCs into miniatures statistics using the guidelines presented in the Miniatures Handbook.

Croix
Human Monk
 

 Commander 3 

LN  
LVL: SPD:
AC: 19  HP: 40 
Melee Attack: +5/+5 (5 magic)
Ranged Attack: -
Type: Humanoid (Human) 

Commander Effect: Followers gain +1 AC against attacks of opportunity. 
Special Abilities: Unique. Deflect Arrows (+4 AC against ranged attacks); Mobility (+4 AC against attacks of opportunity); Save +4; Stunning Attack o o (DC 14). 

Pike
Human Ranger
 

 Commander 1

NE  
LVL: 6 SPD: 6
AC: 21  HP: 35 
Melee Attack: +6 (5 magic)
Ranged Attack: +9/+9 (5)
Type: Humanoid (Human) 

Commander Effect: Followers with ranged attacks gain ranged attack +1.
Special Abilities: Unique. Hide; Mobility (+4 AC against attacks of opportunity); Precise Shot; Selective Shot 2 (this creature can target each ranged attack against the nearest or second neartesr enemy); Sneak Attack +5.

Spells: 1st - cure light wounds o o (touch; heal 5 hp). 

Vaden
Human Warrior
 

 Commander 2 

N  
LVL: 6 SPD:
AC: 17  HP: 55 
Melee Attack: +10/+10 (5 magic+ 5 fire/10 magic)
Ranged Attack: -
Type: Humanoid (Human) 

Commander Effect: Followers may mvoe at +2 SPD.
Special Abilities: Unique. Giant Bane (melee attack +11, melee damage 15 magic against Giants, replaces first melee attack); Sneak Attack +5. 

Zemeal
Elf Mage
 

CN 
LVL: 5 SPD: 6
AC: 14  HP: 20
Melee Attack: +2 (5 magic)
Ranged Attack: +4 (5)
Type: Humanoid (Elf) 

Special Abilities: Unique. Hide; Bag of Tricks o (summons wolf under control of summoner); Fortune Prevailing o (reroll save); Slow Ranged Attack.

Spells: 1st - boom o (sight, 5 sonic damage), colour spray o (cone, Stun, DC 15), mage armour o (touch, +4 AC), magic missile o o (sight, 5 damage), shocking grasp o (touch, 10 electrical damage); 2nd - flaming sphere o (sight, 5 fire damage whenever target creature activates, DC 16), mirror image o (self, gain Conceal 15 decreasing by 5 each time the Conceal effect succeeds), scorcher o (line range 6, 10 fire damage, DC 16); 3rd - mass missile o o (line, 15 damage and attack of opportunity, DC 17).

Marco
Human Noble

 Commander 5

LN  
LVL: 5 SPD: 6
AC: 15  HP: 25 
Melee Attack: +7 (5 magic)
Ranged Attack: +6 (5)
Type: Humanoid (Human) 

Commander Effect: Followers gain a +2 bonus to moral saves.
Special Abilities: Unique. Mobility (+4 AC against attacks of opportunity); Sliding o (range 6, may slide self or target 1 square, DC 11); Sneak Attack +5.

Spells: 1st - mage armour o (touch, +4 AC), Shield o (self, +4 AC).

Magreffix
Copper Dragon

CG
LVL: 11 SPD: F8
AC: 20 HP: 95 
Melee Attack: +13/+11/+11 (10/5/5)
Ranged Attack: -
Type: Dragon

Special Abilities: Unique. Difficult 3; Breath Weapon o (replaces attacks: line, 15 acid damage, DC 17); Breath Weapon o (replaces attacks: cone, slows units to half speed rounded down, DC 17).

Spells: 1st - command o (sight, stun, DC 13), grease o (sight, lose movement for 1 turn, DC 13).

Argus
Human Wizard

 Commander 2

N  
LVL: 6 SPD: 4
AC: 10  HP: 25 
Melee Attack: -
Ranged Attack: +2 (5)
Type: Humanoid (Human) 

Commander Effect: Followers gain a +1 to saves against spells.
Special Abilities: Unique. Slow Ranged Attack; Sudden Widen o (radius x2, 1 spell that has radius).

Spells: 1st - burning hands o (cone, 15 fire damage, DC 16), mage armour o (touch, +4 AC), magic missile o o (sight, 10 damage); 2nd - alter self o (self, gain SPD F6), mirror image o (self, gain Conceal 15 decreasing by 5 each time the Conceal effect succeeds), protection from arrows o (self, gain DR 10 against non-magical ranged attacks), summon monster II o (any outsiders with a total cost of 10 or less); 3rd - fly o (sight, target gains SPD F12), scintillating sphere o o (sight, radius 4, 20 electrical damage, DC 18).

Kirawyr
Human Fighter

NG  
LVL: 6 SPD: 4
AC: 19 HP: 45 
Melee Attack: +12/+7 (15 magic)
Ranged Attack: -
Type: Humanoid (Human) 

Special Abilities: Unique. Fortunate Striking o (reroll one attack roll).

Kelliene
Priestess of Indolle

 Commander 7

LN  
LVL: 6 SPD: 4
AC: 18  HP: 30 
Melee Attack: +5 (5)
Ranged Attack: +5 (5)
Type: Humanoid (Human) 

Commander Effect: Followers unaffected by rought terrain and may move normally up slopes.
Special Abilities: Unique. Slow Ranged Attack; Turn Undead 6; Freedom of Movement (unaffected by rough terrain or entangle).

Spells: 1st - bless o (your warband, attack +1), cure light wounds o o (touch, heal 5 hp ), doom o (sight, attack -2, DC 13); 2nd - cure moderate wounds o o (touch, heal 10 hp), elation o (your warband, attack +1, +1 AC, +1 SPD); 3rd - fly o (sight, target gains SPD F12), cure serious wounds o (touch, heal 15 hp).

Redondo
Companion of Kelliene

CG 
LVL: 4 SPD: 6
AC: 20  HP: 20 
Melee Attack: +6 (5)
Ranged Attack: +7 (5)
Type: Humanoid (Human) 

Special Abilities: Unique. Countersong.

Spells: Sorcerer Spells: 1st - o o o lesser confusion (range 6, Confusion, ends after target creature's next activation, DC 14), cure light wounds (touch, heal 5 hp); 2nd - o cure moderate wounds (touch, heal 10 hp), sound burst (range 6, radius 2, 5 sonic damage and Stun, DC 15).

Reinforcements:

The Orcish player should roll 1D4+3. This is the turn of the battle on which reinforcements will arrive. Thereafter, every 1D3+1 turns, a new batch of reinforcements will arrive. Such troops arrive at the southern edge of the map at the beginning of each turn.

Reinforcements consist of bringing in a unit from the reinforcement pool.

At the start of the battle, the reinforcement pool consists of a single unit:

Ogre Ravager (1), lone

Any orc, half orc, or goblin figures removed from battle on the Orcish side (whether from death or routing) are placed into the reinforcement pool.

When reinforcements are indicated, the Orcish player should form a unit to bring in. Units formed must be composed of the same figure and may have a commander attached to them. Lone figures may also be brought in as either a unit or an unattached commander as appropriate. If no units are available, none arrive.

Victory:

Either side wins when it has eliminated all opposing units from the battlefield (units in the reinforcement pool do not count as being on the battlefield).

 

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