The setting for the campaign is likely to be the
Border Princes a setting I borrowed from a RPG supplement for 2nd ed Warhammer fantasy role play which I can't locate on the interweb at the moment.
The border Princes is a wide land south of and partly isolated from the human nations of Bretonia & the Empire & north of but similarly isolated from the human Kingdoms of Estralia it is a bleak wild land scared by battles so ancient they are forgotten & beset by monsters both common & uncommon. The land is barren and often very dry as it sits between mountains but its a place no one wants unless they are desperate, but with plenty of opportunity for those desperate enough to risk its terrible dangers to become wealthy successful or plain
Dead.
Each of you have marched into this land with your small force of followers and made a secure camp either in one scattered "native villages" or a fort of your own construction and form there as Capitan of your army & lord of your domain you send your forces forth to explore & conquer the land around.
Starting rules Each warband starts with forces as per the warband list, but with 1000gold to buy hero's troops & gear with & may field up to twice the maximum number of figures noted in a game but hero's are limited to 6 & number limits on specialist troops remain fixed. Troops are bought in groups of 1-5 with the same gear. For example a Mercenary warband could still only have 5 swordsmen & 5 marksmen & six hero's but could make the numbers up to 30 with warriors. There would be more fighters in each warband than this but its a dangerous land & some will be needed to guard the strong hold & prevent the enslaved locals form running off so your warbands roster is as many as can be sent out.
Game rules **Under construction****
The game is played in turns each being about a week if that matters
Each of which has a number of phases
First The warband will go out and explore & may encounter an other warband(s) or indigenous monsters in the process. Playing out the encounter as a scenario. Each warband will roll for a scenario & every one who rolls the same scenario will run into each other, if only one warband rolls a scenario then they automatically win having got
lucky unless the scenario rolled involves indigenous monsters in which case they have to fight the third force. After which the winner will have a choice to either conquer the area giving a low but reliable income or loot which gives them a lot more wealth but this is a one off bonus. The others may go else where & loot with what hero's they have left standing after the fight. Looting is done as exploring, using a modified version of the tables in an
empire in flames.Scenarios
Roll 2d6
2 The warband with the lowest warband rating gets to chose the scenario
3
Into the Ruins (Scenario 1)
4
The ford (Scenario 2)
5
The lost caravan ( scenario 3)
6
A warm welcome (scenario 4)
7
Skirmish (scenario 5)
8 I
nto the woods (Scenario 6)
9
Defend the find (Scenario 7)
10
Its only a small Waaaghh! ( Scenario
11
The tombs of the lost Empire ( Scenario 9)
12 The warband with the lowest warband rating gets to chose the scenario
1
Into the Ruins One or more warband discovers an area of old ruins of uncertain age which may contain valuable loot. Terrain should be rural but include a significant area of ruins in which a number of objective counters should be placed 1-3+1 per warband involved when a figure moves into contact with a counter roll a D6 1= Hazard figure takes a hit from a strength four attack 2-4 nothing interesting 5 a few coins roll 1d6gc 6 Valuable relic ( sell as warp stone)
Conquering this will give +2d6 Gold for the first 1-6 campaign turns after it its conquered before its looted dry & generates normal income.
2
The ford 1-4 a Rural encounter featuring a ford which the warband with the lowest warband must hold against any other warband
5 a Same as above except the ford is not there any more but there is a ferry run by some bandits who will attempt to ambush the people they charge to cross mid stream.
6 an abandoned stone bridge defended by a large angry troll who can be bribed to cross
Conquering this will give +1-3 Gold per turn as its a major crossing point & valuable to control
5
Skirmish 8
Its only a small Waaagh!! 1-3 its as advertised a band of green skins is beginning to build up enough that they feel the need to go on the Waaaagh! fought in a wilderness area the warbands encounter this & have to fight along with small bands of orcs trying to join the main force & similar sized bands of goblins trying to avoid being co opted.
4-6 Its a beastman raid rather than a Waaagh with fewer but more organised raiders for the warbands to fight
Conquering this will give normal income
9
The tombs of the lost Empire The warbands have stumbled upon ruins form a truly ancient empire & fight to be the first in centuries to explore them unfortunately they have guardians who will resist all invaders
1-2 Barrows of Human kings from long before the empire
fought in a very wooded rural with several hills which on investigation turn out to be the barrows of a line of long forgotten human kings who resent being disturbed & rise up to defend their resting places.
3-4 A Dwarf hold form the dwarves imperial age A rural area with scattered surface ruins giving access to extensive but badly damaged under works which are full of hazards
5-6 A High Elf outpost from before the war of the Beard A rural area with scattered ruins and a mysterious obelisk
Conquering this will give a bonus depending on what was found 1-2 3d6 gold once & on 5+ a magic weapon
3-4 7d6 gold once 4+ a set of Gormil plate 5+ a Gormil weapon (axe or hammer) but roll a check for every hero in the band and if its 1-2 they have been hurt exploring & have to roll on the wounds table as does every warrior in the band being killed on a roll of one.
4-6as per the dwarf hold but 4d6 gold & 5+ a illithmar weapon or armour
Income
A warband holds their stronghold which gives them 2d6 gold per campaign turn & can conquer 1 area per hero they have and each gives them 1d6 gold per area at the end of the campaign turn.
Ginger