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Saturday, September 5, 2020

Fantasy Miniatures Campaign full deck

 In 2014 I did a blog post about my late 70s fantasy miniatures campaign. At the time I could only find half the deck of cards at the core of it, since I had bagged it in two small bags, and lost one of them. Well, yesterday, I was poking around a bookshelf, and spotted some telltale red in a small plastic bag, deep on a different shelf than the one where I had just seen that half-deck of cards. Dug in past the stuff in front, and YES! the missing baggie of cards. So now I'm going to fill out that deck list started in that previous post. 

Then I will go hunt for the campaign notes and rules folder, and when I find it, reproduce the map, rosters, and miniatures rules, and see if I can resurrect that game. When I have the full list entered, I plan to look into having the list printed as deck by one of those online custom card printers that support game designers.

As I type these in, it brings back the memory of sitting in the high school library writing some of them up. They are all in black felt tip on red construction paper that I must have cut out to card size with a sheet cutter. When I have the full list entered, I plan to look into having a set of real cards printed from the list.

This is a now-old school system (then new-fangled) intended for fair minded interpretation as cards are played in a friendly campaign game as a scenario generator. It is not suitable for a seriously competitive game. At the time, I remember we switched sides as we met for subsequent sessions, and maybe even between battles on the same night, so did not have an interest in arguing vague points for advantage. I'd recommend playing it the same way.

A note on resource abbreviations: 

  • GT - Gold Talent, think of it as about 100 Gold Pieces in old D&D. 
  • GTJ - one Gold Talent's worth of Jewelry, 
  • ST -Silver Talent, about 100 Silver Pieces. 
  • CG - Common Goods, maybe 100 GP worth of food, beer, ordinary furnishings like sturdy but unadorned furniture, farming or crafting tools, militia armaments, etc. Bulk cargo requiring wagons, boats, or a pack train to transport
  • PG - 100 GP worth of Precious Goods, a mix of things like gems, jewelry, arms and armor for the nobility, artworks, alchemical tools and ingredients, fine wine, and spices, much more compact to carry than common goods

We never actually played a scenario from a dungeon expedition card, but I did draw up maps, and the idea was to try a hybrid dungeon crawl using the skirmish minis rules for combat and pulling in what was needed from original D&D to flesh out exploration mechanisms, with the opposing player stocking a map that had one to three dungeon levels with reasonable contents to give the dungeon crawling group both opposition and treasures if they succeeded, if I hadn't already gotten to fully stocking first. It would play somewhere between original D&D and something like Heroquest in terms of detail level. The skirmish system was basically scaled like Chainmail with 1 to 2 OD&D hit dice per hit that a model could take. It would have either been one player running the whole expedition while the other DMs it, or roping in some other friends and dividing up the expedition among them for a session.

The Deck

Tithes B 1
Tithes must be sent by the Temple of the Goat to the City of the Gods to the amount of 50 GT. 10 GT may be collected from each allied force to pay part. One raid may be conducted to pay the tithes. 1/2 force, plus 1/3 of allies called by Summon Allies.

Tithes B 2
Tithes must be sent by the Priests of Godseye to the City of the Gods to the amount of 50 GT. 10 GT may be collected from each allied force to pay part. One raid may be conducted to pay part. 
1/2 force, plus 1/3 of allies called by Summon Allies.

Royal Entourage B 3
The Great King and twenty knights and their retainers will travel through on a pilgrimage to the City of The Gods. The Lord of Orly Castle must protect them and house them at the expense of 20 GT.

Ambush E 4
The Orcs of the Wild Wood may ambush one party on the High Road with up to 1/3 of their force. Allies may be called, up to 1/4 of each may help if a Summon Allies card is played.

Ambush E 5
The Great Orcs may ambush one party on the High Road with up to 1/3 of their force. Allies may be called, up to 1/4 of each may help if a Summon Allies card is played.

Ambush E 6
The Badlands Goblins may ambush one party entering the Pass of Skulls or Carrion Gulch or traveling on the Holy Road with up to 1/2 of their force. Up to 1/3 of the Hillmen or the undead may be called if allied and a Summon Allies card is played.

Ambush 
B 7
The Undead may ambush one party on the High Road or the Path of the Dead. Up to 1/2 of each kind of undead may be attacking. The Undead Lord will not be present.

Treaty B 8
The High King will invoke peace on all warring armies. Having determined the war to be the fault of Lawful forces, they must pay the Evil ones 10 to 60 GT in tribute. All prisoners must be returned. Ransom of 5 per Hit may be demanded.

Treaty B 9
One war will be settled by negotiation. No tribute will be paid by either side.

Ransom:

  • 1-6 per warrior
  • 2-12 per monster
  • 5-30 per leader

Treaty B 10
Due to pressure from his Queen, the High King has invoked peace on all wars. She has him declare that evil armies must pay lawful ones they are at war with 10 GT each in damages.

Ransom: 3 per warrior, 10 per monster,  20 per leader

Truce L 11
Any Lawful army may demand a truce with one enemy for one week. Prisoners may be exchanged.

Ransom: 3 per warrior, 10 per monster,  20 per leader

Truce E 12
Any Evil army may demand a truce with one enemy for one week for prisoner exchange.

Ransom: 3 per warrior, 8 per monster, 16 per leader

Truce B 13
A one month truce is imposed in honor of the High King's Birthday. All prisoners must be exchanged at no ransom. 

Mercenaries B 14
All mercenaries leave to accept a higher offer from a warlord to the north.

Mercenaries B 15
All mercenaries are inducted into royal service and immediately leave for the Great Kingdom.

Invaders L 16
Army of conquest(30 LF, 12 HF, 12 archers, 3 2H Knights and 1 warlock) enters from the east and attacks the evil forces. It will attempt to capture one evil stronghold to dwell there.

Invaders E 17
A band of nomad raiders from the Dry Wastes swings down from the N.E> and attacks Demsley.
Nomads: 18 M. Horse, 4 M. Horsebow, 1 3H M. Horse Hero

Weather B 18
Week-long rainfall stops all fights, reduces movement to 1/3 normal. Rivers are flooded and impassible except at bridges.

Weather B 19
Battle prevented by terrible storm.
Either side may withdraw. If neither does, the fight will commence the next day.

Weather B 20
Air elementals revolt. High winds prevent all missile fire and make all spell-casting -2 on success. Any air elemental summoned will become double strength and hostile. (duration was not specified, but probably intended to be somewhere between one battle and one week).

Disease B 21
Plague strikes one stronghold. Roll die for each occupant.
1-3 no effect
4-5 ill for one month
6+ killed
If besieged, add one to the die. Presence of Bishop or Patriarch will subtract one from the die.

Disease B 22
One army is struck by a strange, magical malady. Roll for each member.
1-3 no effect
4-5 ill for one month
6+ killed

Famine L 23
The Vulture Badlands are struck by a famine.30 CG must be expended by the Goblins and 10 by each Hillmen tribe for food. For each CG short, one starves. One raid may be initiated to gain funds or food. Up to 1/2 may go. 

Famine E 24
Demsley and Bannock's Freehold are struck by a famine. One CG per fighter must be expended for food relief. Any shorted will die. One raid may be attempted by each in order to capture enough food. Up to 1/2 may go.

Holy War B 25
One third of all lawful knights and men-at-arms must travel to the Great Kingdom to fight in a crusade. After two months roll one die for each.

  • 1-2 slain in war
  • 3-6 returns with 1-6 CG, 1-4 PG, 1-10 GT and 1 additional hit. Any leader going will also gain 1 magic weapon.

Quest E 26
One lawful warrior or leader will be summoned to the City of the Gods to perform a Holy Quest. After 1 month roll a die.
1-3 slain
4-6 returns with +1 Hit, 3-30 GT and a magic weapon.

Quest L 27
One Evil warrior, monster, or leader will be summoned to the City of the Gods to perform an Unholy Quest. After 1 month roll a die.
1-3 slain
4-6 returns with +1 Hit, 3-30 GT and a magic weapon.

Travelers L 28
A band of 1-6 adventurers of 1-4 hits each comes up the High Road to the Last Chance Inn and will join the lawful force there. Each will possess 1-6 GT, 1-10 GTJ, and have a 1/3 chance per hit of possessing a magic item. Roll for each:

  • 1-2 Fighter
  • 3 M-U
  • 4 Cleric
  • 5 Elf (1-2 F, 3-4 M-U, 5-6 Both)
  • 6 Dwarf or Hobbit


Travelers B 29
A company of 3-30 pilgrims (1-3 are clerics, 1-3 are multihit fighters) will come from the Great Kingdom headed for the City of the Gods. The lawful side must see to their safety. If all survive, reward is 30 GT. If some survive, no reward. If party wiped out pay 50 GT penalty to the High King.

Travelers E 30
A band of evil adventurers comes from Seaspray to join the Wizard in the Wood. 1-6 adventurers of 1-4H. 1. Fighter, 2. M-U, 3. Ogre, 4 Cleric, 5 Troll, 6 Were beast or Gargoyle. Each will possess 1-6 GT, 1-10 Street, 1-3 PG and have a 1/3 chance per hit of possessing a magic item

Summons E 31
The Lord of Orly Castle and at least 3 retainers must journey to the Great Kingdom to appear at the wedding of one of the High King's sons. Each will return with 1-6 GT and 1-3 PG as guesting gifts.

Undead L 32
The Undead will assist the lawful side in one battle. 1/2 of each type will appear. The Undead Lord will come on a 1 or a 2.   (slightly rephrased for clarity to match E 33)

Undead E 33
The Undead will assist the evil side in one battle. 1/2 of each type will appear. The Undead Lord will come on a 1 or a 2.    

Rebellion B 34
One captured stronghold will rebel against the garrison with one half their original strength but without a leader.

Rebellion B 35
One captured stronghold will rebel against the garrison with 2/3 their original strength and a leader equal to the one who originally led them if that one is dead or not present.

Tribute E 36
must be sent by the lawful forces to Sea Spray in the amount of 50 GT to the Great Kingdom. If it is captured, it must be sent until one shipment gets through.

Tribute L 37
must be sent by the evil forces to Sea Spray in the amount of 30 GT. If it is captured by someone en route, more must be sent until one shipment gets through.

Taxes L 38
Taxes may be collected by the lord of Orly Castle from tributary territories to the north to the amount of 12 GT, 30 ST, 40 CG, and 10 PG.

Taxes E 39
Taxes may be collected by the Wizard in the Wood from subject towns to the east. The amount will be 8 GT, 40 ST, 30 CG, and 15 PG.

Dungeon Expedition L 40
One party may go from any lawful group to the Dark Citadel. This may include 1/4 of its force plus 1/4 of any ally called by the Summon Allies card plus ALL lawful adventurers if any.

Dungeon Expedition E 41
One party may go from any evil group to the Dark Citadel. This may include 1/4 of its force plus 1/4 of any ally called by the Summon Allies card plus ALL evil adventurers if any.

 Dungeon Expedition E 42
One party may be sent from any evil group to the Great Stone Mountain. This may consist of 1/3 of its force plus any evil adventurers.

Dungeon Expedition L 43
One party may be sent from any lawful force to the Great Stone Mountain. This may consist of 1/3 of its force plus any lawful adventurers.

Dungeon Expedition E 44
Any evil adventurers may go to either dungeon.

Dungeon Expedition L 45
Any lawful adventurers may go to either dungeon.

Reinforcements L 46
4 knights, 6 men at arms and 6 crossbowmen come from the Great Kingdom to enlist at Orly Castle.

Reinforcements E 47
12 Heavy foot and 2 Evil Vicars come from the City of the Gods to join the troops at the Temple of the Goat.

Reinforcements L 48
6 heavy Foot and 1-6 Adventurers join Demsley or Bannock. They come from Sea Spray. Adventurers:
1 Fighter
2 MU
3 Cleric
4 Elf (1-2 F, 3-4 M, 5-6 T)
5 Dwarf (1-4 F, 5-6 T)
6 Hobbit (1-3 F, 4-6 T)
1-3 Hits each, Each possessed 1-6 GT, 1-3 GTJ and has a 1/3 chance for each hit of having a magic item.

Reinforcements E 49
1-2 8 Goblins and a Bugbear join the Badlands Goblins from the East.
3-4 6 Orcs and an ogre join the orcs in the Wildwood.

and 1-6 adventurers join the Wizard in the Wood. (See card 30 for specs.)

Summon Allies B 50

Summon Allies B 51

Summon Allies B 52

Summon Allies B 53 

Summon Allies B 54

Summon Allies B 55

Magic! L 56
The Lord of Orly Castle searches his armory and finds the Sword of the Mists. It is +2, does double hits to ogres, and casts spells as a seer. (If the Sword of the Mists has been found already, roll for another magic item.)

Magic! E 57
The Goat God bestows on his High Priest the Staff of Kings. It strikes as a flail +1, finds secret doors and casts spells as a lawful vicar.( If the Staff of Kings is already in play, roll for another magic item.)

Magic! L 58
A wandering gnome digs a well for the town of Demsley which once did him a good turn. The Goodly Well crates a magical elixir which can be drawn forth once a week and acts as a potion of healing. If it goes unconsumed for a month, its magic dissipates.

Magic! E 59
The Wizard in the Wood perfects a ring which summons one gargoyle per month.

Mercenaries L 60
A mercenary company 0f 12 H.F. and a 2H leader heads to Orly Castle from the Great Kingdom. They will offer their services for 20 GT a year plus support.

Mercenaries E 61
A mercenary company from the City of the Gods heads to the Temple of the Goat for employment at a rate of 20 GT a year plus support.

Mercenaries: 12 Heavy Foot and a 2H heavy horse hero.

Mercenaries L 62
12 mercenary dwarves and a 2H hero dwarf come down to the Last Chance Inn from Seaspray. They will hire on for 6 GT per month plus board.

Mercenaries E 63
A company of 18 mercenary orcs come from Seaspray to the Wizard in the Wood for service at a rate of 20 GT per year plus board.

Caravan B 64
A caravan loaded with 80 CG and 12 PG travels from the City of the Gods to the Great Kingdom.
It will leave 5 CG at each stronghold along the way in payment for services. Its guard force consists of 8 longbowmen, 12 heavy foot, 6 medium horse, and 1 Magician with 8 wagons.
(Note, both are offmap locations, so this is crossing the map.)

Caravan B 65
The Sorcerer Bortus is taking his magic wagon from the Great Kingdom to Seaspray loaded with 60 GTJ. It is self-propelled, 18" move, 4 lances mounted on the front. It is magically invulnerable to fore and spells. Bortus and his 6 elven helpers add +2 to their defense and +1 to attack when fighting from the top.

Caravan B 66
A caravan loaded with 30 PG and 40 ST is going from Panjud to the City of the Gods. The guards are 6 Elf light horsebow and 6 Elf heavy foot.

Spy B 67
For 5 GT a spy can be hired. When he is sent into an enemy camp roll a die. On a 1-3 he is captured and slain. On a 4-6 roll again. A 1-5 indicates the number of cards that the hirer can examine from the opponent's hand. On a six, he was too inquisitive and caughtCards to be examined should be determined randomly.

Spy B 68
For 10 GT a spy can be hired. When he is sent into an enemy camp roll a die. On a 1-2 he is captured and slain. On a 3-6 roll again. A 1-5 indicates the number of cards that the hirer can examine from the opponent's hand. On a six, he was caught. Determined which cards randomly. If he survives he can check again the following month for an additional 5 GT. In later months, he can try again until caught.

Assassin B 69 
For 20 GT an assassin can be hired to slay one enemy leader.
On a 1 or 2 he will be successful. A 1 to the roll if the target is a spellcaster. Subtract 1 if the assassin is aided by a spellcaster.

Raid E 70
Raid by Badlands Goblins on Bannock's Freehold to capture Bannock's daughter. Up  to 1/3 of Goblins plus up to 1/4 of card-called allies.

Raid E 71
Raid by the forces of the Wizard in the Wood up target of choice to capture treasure and slaves for experiments. Up to 1/2 of Wizard's force plus up to 1/3 of any allies called by cards.

Raid E 72
Raid by up to 1/3 of any evil force plus up to 1/4 of any card-called allies up any lawful force.

Raid L 73
A raid by up to 1/3 of any lawful force plus up to 1/4 of any card-called allies up any evil force.

Raid L 74
A raid by up to 1/2 of the force at Godseye may be made against the Temple of the Goat to capture the High Priest. Up to 1/3 of an card-called allies may help.

Raid L 75
A raid by the army of Orly Castle on the Hillmen tribes. Up to 1/3 of the force plus up to 1/4 of an card-called allies may attack. 

War B 76
Any force may declare war on any opposing force.

Break Alliance B 77
Break one enemy alliance.

Break Alliance B 78
Break one enemy alliance.

Break Alliance B 79
Break all alliances of one enemy force.

Break Alliance B 80
Break all alliances of one enemy force.

Alliance E 81
Any evil force may form an alliance with any other evil force.

Alliance E 82
Any evil force may form an alliance with any other evil force.

Alliance E 83
Any evil force may form an alliance with any other evil force.

Alliance E 84
Any two non-allied evil forces may form an alliance.

Alliance L 85
Any lawful force may form an alliance with any other lawful force.

Alliance L 86
Any lawful force may form an alliance with any other lawful force.

Alliance L 87
Any lawful force may form an alliance with any non-allied lawful force.

Alliance L 88
Any two non-allied lawful forces may form an alliance.

Attack E 89
Any evil force may attack one lawful force with up to 2/3 its strength plus up to 1/2 of all card-called allied forces, if it has declared war on that force using a War card.

Attack E 90
Any evil force may attack any lawful force with up to 3/4 of its strength plus up to 2/3 of all card-called allies, if war has been declared by one force upon the other by use of a War card.

Attack L 91
Any lawful force may attack any evil force with up to 2/3 of its strength plus up to 1/2 of all card-called allies, if it has a declared war on that force by either one or the other playing a War card.

Attack L 92
Any lawful force may attack any evil force with up to 3/4 of its strength plus up to 2/3 of all card-called allies, if war has been declared by one force upon the other by use of a War card.

War B 93
Any force may declare war on any opposing force.

War B 94
Any force may declare war on any opposing force.

War L 95
Any lawful force may declare on any evil force.

War E 96
Any evil force may declare war on any lawful force


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