Woehammer Narrative Path to Glory Campaign – Somermund Skerry

Somermund Skerry sits off the northern coast of Andtor in the Realm of Ghur and while has seen its fair share of violence, no one has truly settled the untamed land. Rumours abound that a giant beast who can tame Empire’s resides here. These rumours have proved to be enough for the Grand Alliances’ to send some of their brightest Generals to the island in an effort to locate and tame the God Beast.

This document will act as a live document and will be updated periodically with rules clarifications and other errata both before and as the campaign progresses.

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Who can take part?

Anyone who is both a member of our Discord server and can use a tabletop simulator of some kind, as players from around the world will be taking part.

Players will be divided into four equal sides of five players, each of which represents one of the Grand Alliances.

The players will decide on a leader from amongst their own. This player will dictate general strategy and also the landing points on the island for their alliance forces.

Player Starting Lists

We’ll be using the standard Path to Glory rules as specified inside the Core rule book. Players will need their Battletomes, up to date FAQ information, and an urge to play narrative games. Forces will begin at 600 points and will grow larger in line with the rules set out in the Games Workshop books.

The campaign will start in earnest on the 1st March and will continue as long as there is interest.

As the campaign progresses, the minimum roster size will evolve. At the start of the campaign for the first 4 battles, opponents will be expected to field 600 point armies for battle. For rounds 5-9, this will change to 1,000 points. Therefore, the minimum size of the battle will be set at 1,000 points. If your roster is smaller than this, then you’ll be at a disadvantage to your opponents 1,000 points. In round 10, this ups one final time to 1500 points as the minimum battle size.

Unique Characters

Unique characters are just that, unique. Only 1 of a unique character can appear in the entire campaign. If a player wants a unique character, they’ll need to negotiate with their Allies.

Campaign Map

A random map will be generated for the campaign, with a hexagonal grid laid over the top. Each Grand Alliance will then be given a number of options as to where they want to locate their capital.

Each Grand Alliance player will then explore the land they find themselves in. As players move around the campaign map, they will discover mountains, forests, and plains….. and other players.

A Campaign Turn & Movement

Each campaign turn lasts one week in actual time. During which the players will communicate with a ‘Campaign Master’ what they want to do and where they would like to move.

After that week, players will then have a further week to organise and play any battles that have occurred as a result of their movement.

Each player can move 4 hexes per turn. However, Forests hexes half that movement and Mountain hexes are impassable.

Passes through mountain ranges will be shown on the map as a red dotted line.

While inside a Forest hex, player armies also can’t be seen by other armies unless adjacent to them on the campaign map.

Vision

Player armies can all see 6 hexes in all directions around them. However, Forests and Mountains limit this view any further.

Terrain

Terrain is uncovered as players move through the campaign map. The campaign master will reveal the terrain and then communicate to the player what they’ve discovered.

Settlements

As well as the Grand Alliance capital players and build further settlements , and upgrade existing ones as the campaign progresses. However, upgrading settlements does cost valuable Glory Points (GP). Settlements can only be built and not discovered (apart from the initial capital), and they’re the only method of claiming territory via their Area of Influence (AoI).

Settlements must have at least 2 hexes between each other and can not be built within another settlements AoI.

Settlements fall into three categories;

Villages – Each village costs 10 GP to found and can not be built within 2 hexes of another settlement or within a settlement Area of Influence (AoI). A village has an AoI of 1 hex. Villages also contain their own garrison worth 1,000pts. Once a village has been founded, the garrison list must be created from a faction within the owning Grand Alliance. Villages can also have one construction within it (these are covered later).

A village and its AoI

Towns – Towns can only be upgraded from an existing Village and cost 25 GP to do so. Their Garrison increases from 1,000 to 1,500 points, and their AoI increases to 2 hexes in all directions. They can also have two buildings constructed within them.

A Town and its AoI.

Cities – Finally, there are cities. Cities are upgraded from existing Towns for a cost of 50 GP. These have an AoI of three hexes and also may have three constructions within their walls. Their garrison also increases to 2,000 points.

A City and its AoI

The colour of a settlements AoI will denote which Grand Alliance currently controls it.

Roads

Roads will automatically be constructed between friendly settlements. Moving along a road increases an army movement by 1 (if their entire movement is spent moving along that road).

So a road through plains will mean that a player moves 5 hexes per turn, a road through forests will result in a player moving 3 hexes per turn.

Settlement Constructions

To assist players in their campaigns, there are a number of constructions players can build within settlements;

Realm Gate (25 GP) – Allows fast travel between friendly cities which both have Realm Gates.

Training Pit (10 GP) – If an army stationed within the settlement and that settlementis not under siege, they may elect to send one of their units into the Training Pit. By doing so, that unit gains D6 Renown.

House of Healing (15 GP) – An army stationed inside which has injuries and casualties or both may recover these for free without paying GP to do so. This can only be done if the settlement is not under siege.

Scrying Stone (10 GP) – An army stationed inside this settlement, which also contains a Wizard I’m its roster, may use the Scrying Stone to view an area of the map previously undiscovered. By doing so, it reveals a hex and those immediately around it. Including enemy settlements or armies that are also within view

Aegentium Mine (20 GP) – An army stationed within this settlement may use the Aegentium Mine if the settlement is not under siege. When they do so, their army earns D6 Glory Points.

Boatyard (25gp) – Settlements may construct a Boatyard to construct ships to cross a body of water. To construct a Boatyard, the settlement must have at least one water hex adjacent to it. To construct ships, players will need to be in a settlement with a Boatyard and pay 5gp. Ship movement is 4 hexes per turn, but it must start and end their movement within 2 hexes of a land tile. Players board ships at a settlement with a Boatyard.

Attacking Settlements

Settlements can be attacked if an army moves to within one hex of an enemy settlement, and their army roster is at least the same as that of the settlement (I.e. if an army attacks a village, it must have a roster of at least 1,000 points). If they win their battles over both the Garrison and any player armies residing inside, then they can claim that settlement.

Battle Results

If a player loses a battle, then their army retreats in the following turn their entire movement allowance in the direct opposite direction to the army that defeated them.

The Destruction player loses their battle against the Death player and retreats their full move of 4 directly away from their opponent in the next turn.

In the cases where battles are drawn or are unable to be arranged before the time limit, both players retreat in the following turn.

If players find themselves unable to retreat following a battle, the Campaign Master will teleport that army to its nearest friendly settlement.

Player Communication

Players will be able to communicate with members of their own Grand Alliance as often as they wish each turn. As such, any discoveries one Grand Alliance player uncovers are uncovered for all Allies simultaneously.

To represent this, it is presumed that all Wizards know the Aether Projection spell.

Aether Projection: This wizard is able to project their body across a Realm to communicate with others.

A Wizard using Aether Projection may communicate freely with other armies that contain a Wizard on its roster. A Wizard projecting themselves in this way can neither be harmed by nor harm those that they are communicating with.

If a player wishes, they may purchase a Hedge Wizard for 3gp. This Wizard is not a battle Wizard and is too cowardly to take part in battles. Once purchased, the player notes they have a Hedge Wizard into their vault.

Where players have none of the above, they will instead be able to send messages via a messenger. Messengers move 8 hexes per turn. Players using messengers will be unable to communicate in real time with others unless their army is within 4 hexes of another (representing the messenger being able to make it to their delivery point and back in the same turn).

In practical terms, this means they’ll be a Grand Alliance discord chat for all four Grand Alliances so that their players can communicate freely. Players will also have their own Discord channel to receive turn updates from the Campaign Master and to ask questions and perform their after battle Path to Glory rolls.

Players can also request channels to communicate privately with other Alliance members or even opposing Alliance members if they so wish.

Players Without Battles

Players who are without a battle in a turn are able to join an LFG group where the campaign master will pair them with others who also have no battle that week. Those players may earn renown and glory as with any other battle fought during the campaign.

Random Events

Each campaign turn there will be a roll on the random event table, random events may be positive or negative in nature and may affect either one player or many.

Weak Winds of Magic – A lull in the Winds of Magic means its harder for Wizards to cast their spells in Battle. During a game, Wizards suffer from a -1 casting modifier. This is in addition to any other modifiers when making their casting rolls.

Bounty Hunt – One player is chosen at random as the object of some rando Gods wrath. For a turn, of that player is defeated in battle, the Victor will earn an additional 15 glory points for defeating them. However, should the Bounty defeat any attackers in Battle, any of their units that survive earn an additional D3 renown.

Clear Skies – The weather is particularly nice this week! There’s no swarms of Bray-flies, no killer clouds, everything is B-E-A-utiful. Armies have a vision of 7 hexes instead of 6 this turn.

No Event – Everything carries on as normal… well, as normal as it can in a Realm where continents eat each other and entire armies are destroyed by the flora and fauna in the blink of an eye. Perfectly normal…

Rough Seas – The Realm of Andtor is enraged.  As a result, the seas are frothing in anger, making travel by sea even more dangerous than it normally would be. All ship travel is reduced to 3 hexes per turn, and ships must start or end their move within 1 hex of the coast rather than 2.

Strong Winds of Magic – The Winds of Magic are bellowing through the valleys and plains of Andtor. During any battles this turn, Wizards benefit from a +1 to their casting roll. This is in addition to any other modifiers they may benefit from.

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