
R.I.P. FROIDEVAL

The situation in our open table campaign on Discord
The Scarlet Brotherhood is invading the Wild Coast. From their ships, three savage orc tribes and one tribe of seasoned Olman warriors set foot on the territory of Safeton, led by a spell-casting seer. They are joined by a unit of mounted scurrers in the service of evil mastermind Goldmund Oohia, a crime boss (and former player character) seeking to subjugate the entire Wild Coast.

The city of Safeton chooses to make their stand at the old Suel plantations at Birch Field and to use the crumbling walls for cover. A siege of the city proper would never do – the orc sappeurs being renowned for siege mining. The city-states of Badwall and Elredd send some troops to help defend their neighbour.
Rumours tell of amazons maneuvering at Hardby, another threat to the Safeton patriarchs? The stuart of Safeton offers gold from the mothers and wives fund for any savage amazon willing to lay down arms and marry a Safteon citizen of good renown. None of this money is ever claimed …
Setup at Cauldron 2023: The OSR Euro Con
Chainmail rules, 25mm figures (1:72), each representing 10 warriors. Thus, a wizard-type figure represents one powerful magic user and lesser spell-caster as well as retainers and bodyguards. A hero-type figure represents a group of adventurers consisting of fighters, paladins, rangers, lesser clerics and the like.

The invaders comprise 1 seer figure, 1 unit of 80 Olman archers (i.e. 8 figures), 1 unit of 90 Olman slingers, 1 mass of 270 fierce Olman warriors. Under Olman control are the Vile Rune tribe consisting of 1 unit of 120 great orcs, 1 unit of 120 ordinary orc warriors and 1 unit of 100 orc archers, further the Woodie tribe with 4 units of 120 orcs each, and the Hornie tribe of 4 units of 120 orcs ach and 1 unit of 50 orc archers. Their local ally Goldmund Oohia sends a single unit of 120 medium horse mercenaries (player characters recently managed to burn down his riding spider stables, so he is reluctant to risk more of his remaining forces).

The Safeton defenders include the Lords of Safeton (the stuart of Safeton and the guild masters, and their bodyguards) as 1 unit of 40 armoured foot (i.e. 4 figures), the “Black’n’Yellers” city guard with 1 unit of 120 armoured foot and 1 unit of 130 heavy longbow men, the “Blue Stripes” city levies with 1 unit of 120 heavy foot men and 1 unit of 70 longbow men, the “Greencloak” countryside levies with 120 light foot and 1 unit of ranger heavy foot levies, and then even 1 unit consisting of the city’s cutthroats, thieves and assassins, 80 men.
The allies of Safeton send a group of magic-users (PC warlock Magister Al et al., i.e. 1 figure), a group of fighters and paladins (PCs, 1 hero-type figure on medium horse) and their own company “Estevantes” (RIP chevalier Estevantes) of 200 archers, 1 mass of 300 hired Perrenland landsknechts, 1 newly established company of 170 Badwall light horse and 1 unit of 120 Elredd volunteer heavy foot levies.

The amazons are sending the weakest army by far, an expeditionary force only, consisting of 100 light horse, 90 light foot, 200 archers and 130 elite phalanx warriors (operating according to Swiss/Landsknecht rules).
These forces are managed by two referees and five other players. It will take us two times three hours to conclude this epic Chainmail battle.
The Battle – A Field in Safeton
The Safeton troops await the enemy behind the crumbling plantation walls, with Perrenland landsknechts ready to charge and Magister Al preparing his spells, the Estevantes archers to the north, closest to the enemy, and the longbow men and the Badwall light horse at the remote south end, where they certainly will exercise their advantage of longer ranges. What could possibly go wrong?

The invading forces amass behind the hill, marching on and beside the road under the cover of a magical darkness.

The amazons will be set up one round later on the road behind the river.

The invaders start crossing and circumventing the hill.

The Lords of Safeton order the dispensable cutthroat to make a run for the birches – and run the do for their lives, while they hear the Goldmund riders approach, their torches ominously glowing in the dark. The cutthroats will refuse further orders and stay hidden in the forest for several turns to come.

The orcs, capable to see in darkness, notice amazons crossing the river! They immediately send emissaries to cut a deal for pilfering the city of Safeton.
The magic-users battle for control of light and darkness, and the twilight sky flickers.
As soon as the PC heroes become aware of the amazons, they decide to leave their archers where they are (who start shooting volleys at the closest orcs) and to ride north toward the amazons, waving a white flag for negotiations. Orcs fail to intercept the horse-riding heroes.

In the center of the defense line, the situation grows more and more tense, as orcs keep advancing. The defenders feel the need to advance, sending more and more troops overs the walls, in order to keep their warlock out of melee.

Meanwhile to the south, the Goldmund scurrers leave the cutthroats behind and charge into the standing horses of the Badwallian light cavalry, which immediately disperses under the brutal impact of the medium horse mercenaries. Next, the Goldmundian mercenaries direct their steeds towards the Blue Stripes archers, who send their volleys to down as many riders as they can before the are overrun and smashed by unforgiving hooves.

The Olman seer casts Phantasmal Forces and ghost-faced armoured foot knights appear in front of the Estevantes archers, seemingly climbing over the wall out of the darkness, and stopping the heart beat of 50 men. This is more than the archers can endure (their leader heroes being absent due to their negotiations with the amazons) – the archers run.
Paladin Yannara the Radiant refuses the amazons’ claim on the lives of the Lords of Safeton, however a yield of some territory to Hardby would be acceptable for help against the orcs. The amazons seemingly agree to the female paladin’s offer and promise to attack the orcish rear-guard.
Indeed, amazon archers, phalanx and light foot advance toward the orcs and the phalanx boldly crashes into the flanks of a much larger mass of orcs. As the orcs turn to face their new foe, the amazon archers and light troops join into the grand melee.
The amazon light horse unit moves south, ignoring the orcs. Their target becomes evident: they aim straight for the Lords of Safeton! The Lords have re-arranged their Black’n’Yeller city guards to defend in all directions, the fearsome Goldmund riders being close. These mercenaries even turn down an offer of bribes, staying loyal to their evil master. The amazons disperse the armored foot unit blocking their way and in one devastating charge run over the lords and crush them all under their horses’ hooves.
Our medium-horsed heroes follow the path of the light amazons only to discover that the archers are gone and the defenses are crumbling. The only honourable way is forward, into the heart of action. A lone heroic figure disperses a first unit of orcs only to be assailed by the next.

While their left and right flank of Badwall allies has failed, the Safeton center did not wait to be overrun. Blue Stripes and Perrenland Landsknechts push forward, trying to slaughter their way towards the Olman seer. His lightning bolts take their toll among the defenders, but the orcs are equally reduced by Al’s fireballs. Even the cutthrouts leave their hiding place to look for easy targets and loot.


Magister Al must save a desperate situation, as Safeton troops are being overrun. He carefully aims a fireball on the distant Olman seer. The fireball hits true, and the seer fails his saving throw! Some orcs nearly come into melee combat with Al, but another fireball on short distance quickly resolves the matter.

Could the Olman warriors halt the Perrenland pikemen’s advance? We will never know, because the surviving Goldmund mercenary cavalry charge the pikemen from the rear, instantly causing panic and disorder. The Perrenland pikes are driven across the hill, putting shame on the men, while at the same time the small amazon phalanx displays true valour, excelling against huge Olman and orcish hordes.

The orcs and Olman might still be strong on the battle field, and the remaining Safeton men weak and few, but without a wizard on the invaders’ side and warlock Al unhindered in casting further devastating fireballs, the orcs and Olman can only withdraw. The amazons have achieved their aim to kill the patriarchs and have collected much honour on the field. Due to their small number, they will not pursue, but return home as victors.
Aftermath
Safeton is safe, though weaker than ever. Orc tribes (and some 50 cutthroats) still roam the countryside. Safeton must yield to whatever the Gynarch of Hardby demands, be it access to trade and tax income or a 50% female warrior quota in the city council, and the city will likely become a vassal state under amazon domination.
Evil overlord Goldmund Oohia is the secret second winner of the Battle at Birch Field. With minimal investment he has displayed his riders’ ability to show up on the battlefield wherever they liked and to take on any foe. Humans and humanoids will certainly flock to his side and his influence across the Wild Coast will grow.
The City of Badwall is in a particularly unfortunate situation – its troops proved incapable of fulfilling their duty on the battle field. This does not bode well, rumours are whispered about an „army of insanity“ approaching to pick this low-hanging fruit called Badwall.
Elderthing, the victorious amazon player, is offered to DM Safeton on our ADDKON open table gaming server.
Mit Opalen, Rauchquarz und zu Kugeln geschliffenem Obsidian ist die Prozessionslade von Elredd verziert. Bis zu 16 Mann können sie an ihren Transportstangen packen, um sie anzuheben. Sie wurde zur Abwehr von Untoten erschaffen, doch nur wenige wissen, dass niemand geringeres als der Dämonenfürst Graz‘zt seinen Beitrag zu ihrer Magie leistete.
Zuletzt soll die Lade mit der gesamten Flotte Elredds in der Woolly Bay versunken sein.
Der folgende Effekt der Lade ist nicht aktiv, wenn die Lade besitzerlos ist:
Befinden sich Untote in bis zu 200 Metern Entfernung, beginnt sie, zwei grün leuchtende Strahlen gen Himmel zu entsenden, die mehrere Meilen weit gesehen werden können. Jeder Untote mit zwei Trefferwürfeln oder weniger, der es erblickt, nähert sich unweigerlich diesem Licht. Untote mit mehr als zwei Trefferwürfeln innerhalb von 200 Metern nähern sich dem Licht bei einem misslungenen Rettungswurf. Untoten mit hoher Intelligenz oder die der Herrschaft eines anderen Wesens (Untoter oder böser Kleriker) unterliegen, bekommen einen Rettungswurfbonus von 2 Punkten. Auf Untote, die an einen festen Ort gebunden sind, wirkt dieser Effekt nicht.
Gelangen Untote innerhalb von 18 Metern an die Prozessionslade, so verbrennen oder verkochen oder verpuffen sie augenblicklich.
Weitere Kräfte ihres Gebieters und Effekte der Prozessionslade von Elredd (nach DMG):
2x I
1x II
1x III
1x IV
1x V
Da gerade RSP-Blog-Karneval zum Thema „Unterwasser“ ist, teile ich ein paar Impressionen aus meiner ADDKON-Unterwasser-Kampagne.
Wasseroberfläche mit Inseln, Sandbänken und anderen Hinweisen, in einem 6-Meilen-Hex unterteilt in 1-Meilen-Hexfelder:
Der Hexcrawl dazu, am Meeresboden:
Verschiedene Gelände gab es dabei zu entdecken und erkunden, beispielsweise ein Korallenlabyrinth (Ausschnitt). Kämpfen erwies sich dort als sehr riskant, da vergossenes Blut unweigerlich Haie anlockte („outdoor scale“, 1 Quadrat = 9m x 9m):
Ein unentdeckter Anemonenwald am Grund eines überschwemmten Karstlochs:
Ein Wrack eines Suel-Orgienschiffs:
Zwei Level eines weiteren Orgienwracks, mit explorierenden Spieler-Personnagen (1 Quadrat = 1,5m x 1,5 m):
In diesem Abenteuer unternahmen mehrere Gruppen im Dienste konkurrierender Auftraggeber insgesamt 6 Tauchgänge, bei denen lediglich 2 Spieler-Personnagen ihr Ende fanden.
Einladungen zum ADDKON-Discord erfolgen auf Anfrage.
Marine reincarnation (MU):
01-05 Crabman
06-11 Dwarf *
12-18 Elf, aquatic *
19-23 Lizardman *
24-28 Gnome *
29-33 Locatah *
34-40 Half-elf, aquatic * (25% have gills)
41-47 Halfling *
48-54 Half-orc *
55-59 Hobgoblin, koalinth *
60-73 Human * (5% have gills)
74-79 Merman *
80-85 Triton *
86-90 Sahuagin *
91-95 Naga, Water **
96-00 Troll, sea **
* may have class and level
** becomes an NPC
Marine reincarnation (druid):
01-03 tuna **
04-08 swordfish **
09-12 orca
13-16 whale, other **
17-19 sea lion **
20-23 siren
24-28 eagle
29-31 elf, aquatic *
32-34 gar, giant **
35-36 shark **
37-40 hippocampus
41-44 pike, giant **
45-58 human *
59-61 octopus, giant
62-64 squid, giant **
65-68 sea horse, giant
69-70 barracuda **
71-75 merman *
76-80 dolphin
81-85 otter, giant
86-88 otter
89-92 turtle, giant **
93-95 turtle
96-98 masher **
99-00 use MU reincarnation table
* may have class and level
** becomes an NPC
Die Wild Coast von Greyhawk, ein DMG, fünf Spielleiter, unter ADDKON-Bedingungen auf Discord garen lassen – das ist das Erfolgsrezept der interaktiven Wilde-Gestade-Kampagne mit wechselnden Spielern. Von Erfolg kann man durchaus sprechen. 57 Spieler sind auf dem ADDKON-Discord angemeldet, davon 9 auch als Spielleiter, Anzahl wachsend. Die meisten Runden spielen in den Wilden Gestaden, manche finden sogar wöchentlich statt. Ein gutes Dutzend Spieler trifft man immer wieder an, in unterschiedlichen Gruppen.

Das sagen die Spielleiter über die Wilden Gestade:
„Blitzlicht! Inspiration durch Kooperation. Motivation durch Partizipation.“
„Mich begeistert vor allem die kreative Goldgräberstimmung.“
„Das Beste ist die Vielfalt an Zugängen, die alle miteinander Viben, das Jammen.“
„Die Anregung. Multidimensional sozusagen – Inspiration, Austausch, Getrieben Sein/Werden (positiv konnotiert), Helfen Können, Rückhalt und Rückmeldung Haben und Bekommen. Die Anregung. Auch: Das Soziale.“
„Gemeinsam Relevanz schaffen. Also Relevanz des Spielgeschehens.“
Viel wichtiger ist natürlich, was es den Spielern am besten gefällt:
„Die Sterblichkeitsrate in Tassanders Abenteuern.“
„Der Cast an Charakteren (Spieler und Nicht-Spieler), die die Wilden Gestade bewohnen.“
„Die Spielwelt ist weder schwarz noch weiß – als Spieler wähle ich häufig zwischen zwei Übeln das für mich geringere.“
„Das beste an den Wilden Gestaden: Daß ich oft spielen kann.“
„Mir gefällt das ADDKON-Prinzip am besten.“
„Das beste an den Wilden Gestaden ist die Auswirkung der Aktionen einzelner Spieler(gruppen) auf die anderen Gruppen der Gestade.“
Die Wilden Gestade mit ihren Städten Narkwoll (Narwell), Schutzheim (Safeton), Miesbohl (Badwall), Fax (Fix) und Elredd sind sogar schon so populär, dass manch einer über sie bloggt, ohne über sie zu bloggen!
Mehr über die Wilden Gestade erfahrt ihr auf der offiziellen Webseite, in Tassanders Werkstatt (Schutzheim), bei d6ideas (Narkwoll und Fax) und im Zock Bock Radio.
Mitspielen kann man über eine Einladung zum ADDKON-Discord-Server, welche man auf Anfrage von den ADDKON-Spielleitern erhält.