After spending a while down in the south and the east I’m finally coming up to the northern edge of the Meniri’s to take a look at #33 Dragon’s Tor.
The first thing that I notice is the location. It’s only two hexes from Siandros and smack in the middle of Turos Telle’s, Legate Aurius Mennictor, territory. Now that’s an oversight on my part since I didn’t address that when I went over the Siandros region so now I need to cover that up as effectively as possible. Plus I had also planned on Dragon’s Tor being a northern vassal for fill up some of the mountain territory to the south of Azen Radokh. That can’t happen now unless I get creative.
I’m going to say that the forces, that I’ll be detailing below, just recently moved into the Dragon’s Tor and are only starting to cause problems. It’s long been a lair for monsters, namely Dragons, over the years and this is just the most recent occupant. That will cover my regional problem but not the problem of filling in territory between Azen Radokh and Orm’s home in Azen Kairn. I’ll worry about that when I get there.
So now that I’ve dealt with my fuck up let’s read over the description of #33 Dragon’s Tor.
So steep rock hill about 350’ in height, okay. I can make the map adjustments, pro-gamer moves. The text describes a Hobgoblin tribe that lives in the warrens where they worship a young red Dragon. Interesting. It also mentions that the young red is a descendant of the Dragon that gave the Tor its name. Well, no way that this boy ain’t part of Orm’s most recent mating. He wouldn’t tolerate another Dragon that wasn’t under his thumb, and kin, this close to his lair plus they mention the whole descendant thing and since this is Orm’s stomping ground the text must be talking about him.
One of Orm’s offspring has decided to move into Auran territory instead of staying in the mountains like the others. There could be quite a few reasons for that.
It could be a probe on Orm’s part. Send out someone that you trust, as much as Orm can trust, with a decent size force to raid and burn and enslave. Watch and see what happens. If the Turos’s get their shit together and quickly push him out then you know something about their unity and military effectiveness. If they scramble and can’t effectively deal with the problem then that tells you that maybe its time to start making more probes into the Borderlands.
It could also be youthful rebellion. A teenager declaring that he doesn’t need you old Boomers and sets off on his own to seek fame and fortune.
I like a combination of both. That Orm or Nindukugga subtly convinced him to rebel against dear old Dad and set up his own little empire. That way Orm is covered win or lose. If the dear son chokes and dies well that’s a fail son that you didn’t want to have grow up and be a more dangerous problem. If he succeeds in grabbing some territory and holds it? Well, then he’s a force to be more respected and used in the future plus that’s intel gained on the Borderlands. Yeah, I’m going to go with that.
The finalized situation is that the young Dragon has been maneuvered by Nindukugga into taking his followers, the Hobgoblin tribe, and moving into one of Orm’s old lairs to start his own Domain.
I’m going to start the math on this by building up Orm’s newest son and seeing what his stats look like. It’ll be interesting to be building a younger dragon for a change.
Kozzaig, Young Red Dragon: MV 90’/240’, AC 5, HD 6***, hp 41, #AT 3 (claw/claw/bite) 1d4/1d4/2d6, Save F6, ML 0, AL C, XP 1070; SA +2, LA +4, ML +2; Special: Clutching Claws, Flight, Speech, Spellcasting, Breath Weapon (Limited use Line shaped fire 5’ wide x 120’ long 3x per day 6d6 extraordinary fire damage); Spells: 2 1st, 1 2nd; Repertoire: 1st - Discern Magic, Slumber; 2nd - Webbing
I got lucky on the 5% speech chance and got him spell casting ability with it so he hits a little harder than the average Young Red Dragon. Also made him 250xp higher in value. I also gave him a +2 Morale Modifier for Domains at War combat due to the Hobgoblins worship of Kozzaig.
The text mentions that he has a tribe of Hobgoblins that worships him. I’ll generate those up next.
The Sword of the Dragon Tribe
This tribe is ruled by Zrazac Bet-Agizul, a Hobgoblin Chieftain. He has the services of Ogrog Bet-Muh'uc, level 5 Witch Doctor and Kozrun Bet-Gezar, level 6 Shaman. He commands 7 Warbands, each lead by a Hobgoblin sub-chieftain. Each Warband is 5 gangs (30 gangs total). Each Gang is made up of a Hobgoblin Champion leading 5 Hobgoblin Warriors, with the exception of the Medium Cavalry gangs which are 3 Warriors each. 3 Warbands are geared as Light Infantry with spear, sword, shields and leather armor. 2 Warbands are geared as Composite bowmen with composite bows, swords, and scale armor. 2 Warbands are geared as Medium Cavalry (lance, sword, shield, lamellar armor, scale barded medium warhorse).
The Sword of the Dragon Tribe have the Martial Beastman Tribal Trait. I’m going to say that they have a proud military tradition that goes back into the Zaharan Empire. It gives all members of the tribe a +1 to damage rolls so I’ll add that into the formula. This tribe have always tried to put themselves into the service of Dragons. They’ve adapted their tactics and unit structure to support having a Dragon present. Daddy Orm did his kid a solid and sent along the adults to keep an eye on him.
Since they’ve got that proud unit history they should have some heraldry so I put together some shit while I was coughing up my lungs the last week.
Crossed white swords under a crenelated castle wall with a Dragon over the wall. Red background with grey border and grey hexes. An 11+ on Manual of Arms, Military Strategy, Knowledge (History) or Loremastery will identify the Sword of the Dragon Tribe by that above banner.
That successful roll towards the heraldry will tell them that the twin swords and Dragon above and below a castle wall explain that the two forces are used to working together. The hexagons are representative of the strategy games that Auran commanders play, Hobgoblins enjoy the same games. Kyrpeges, meaning wargame, is the most common.
Zrazac Bet-Agizul, Hobgoblin Chieftain: Int 13; MV 20’/60’, AC 8, HD 5, hp 35, #AT 1 (+1 Sword 5+, Spear 6+), Damage 1d6+5, 1d6+4; Save F5, ML +1, AL C, XP 200; SA +2, LA +4, ML +2; Proficiencies: Manual of Arms, Fighting Style (weapon and shield), Military Strategy, Riding. Plate armor, shield, +1 sword of Zaharan make, spear.
Zrazac, unlike the rest of his tribe, doesn’t believe in the divinity of Kozzaig. He does however believe in following orders and Orm assigned him to take his tribe and obey Kozzaig. So that’s what he does. Follow orders. Plus, in his opinion, if Kozzaig can be molded then the future is bright for his tribe and his continued leadership.
Ogrog Bet-Muh'uc, Hobgoblin Witch Doctor: MV 30’/90’, AC 5, HD 2, hp 9, #AT 1 (Spear 9+ or spell), Damage 1d6+2 or spell, Save M5, ML 0/+2, AL C, XP 29; SA +1, LA +4, ML +2; Spells: 2 1st level, 2 2nd level, 1 3rd level; Repertoire 1st - Arcane Armor, Unliving Puppet; 2nd - Conjure Petty Elemental, Levitation; 3rd - Cone of Frost; Chain Mail, spear, shield, sword
Ogrog, unlike his Chieftain, believes in the divinity of Dragons over bipeds. The blessed creation of Iskara, the Demon Queen Mother of Monsters. She of the Womb of Shadows. He also believes them to be a source of arcane power that he can use to increase his own power. He searches for the basis for a formula that will let him change form to a Dragon and let him become an exalted creature of power.
Kozrun Bet-Gezar, Hobgoblin Shaman: MV 20’/60’, AC 7, HD 3, hp 14, #AT 1 (Spear 8+ or sword 8+ or spell), Damage 1d6+4 or spell, Save S6, ML 0/+2, AL C, XP 100; SA +0, LA +3, ML +2; Proficiencies: Divine Health; Special: Commune with Spirits, Tribal Traditions, Totem Animal (Lion), Spiritual Ritual, Shapechanging (2x day) Spells: 2 1st level, 2 2nd level, 2 3rd level; lamellar armor, shield+1, spear and sword
Kozrun’s Lion: MV 50’/150’, AC 3, HD 5, hp 35, #AT 3 (2 claws/bite 6+), Damage 1d4+1/1d4+1/1d10, Save F3, ML +1, AL N, XP 350
Kozrun is in the middle between Ogrog’s divine proclamations on Kozzaig’s divinity and Zrazac’s tactical practicalities. Which is something that the Shaman is not happy about. The more Ogrog rants the more Kozrun is seeing the wisdom in Zrazac’s approach to the young dragon.
There’s a total of 7 sub-chieftains, 35 champions, 125 warriors, 20 cavalry. The chieftain can also call on 11 Cave Gorillas. In addition the Hobgoblins have brought their families to Dragon’s Tor, 215 Drudges and 430 Whelps. It’s a regular summer out at the shore for the Sword of the Dragon.
Cave Gorillas (11): MV 40’/120’, AC 3, HD 4, hp 16, #AT 2 (claws 7+) or 1 (rock 7+), Damage 1d4/1d4 or 1d6, Save F2, ML -1, AL N, XP 80
Hobgoblin sub-chieftains (5): MV 30’/90’, AC 6, HD 3, hp 13, #AT 1 (spear or sword 8+), Damage 1d6+3, Save F3, ML 0/+2, AL C, XP 50; lamellar armor, spear, shield, sword
Hobgoblin sub-chieftains, cavalry (2): MV 20’/60’ & 60’/180 AC 6/4, HD 3, hp 13, #AT 1 (spear, sword or lance 8+), Damage 1d6+3 or 1d10+3, Save F3, ML 0/+2, AL C, XP 50; lamellar armor, spear, shield, sword, lance, scale-barded medium warhorse
Hobgoblin champion (25): MV 30’/90’, AC 5, HD 2, hp 9, #AT 1 (spear or sword 9+), Damage 1d6+2, Save F2, ML 0/+2, AL C, XP 20; chain mail, spear, shield, sword
Hobgoblin champion, cavalry (10): MV 20’/60’ & 60’/180’, AC 6/4, HD 2, hp 9, #AT 1 (spear, sword or lance 9+), Damage 1d6+2 or 1d10+2, Save F2, ML 0/+2, AL C, XP 20; lamellar armor, spear, shield, sword
Hobgoblin warrior, light infantry (75): MV 30’/90’, AC 3, HD 1+1, hp 6, #AT 1 (spear or sword 9+), Damage 1d6+2, Save F1, ML 0/+2, AL C, XP 15; leather armor, spear, shield, sword
Hobgoblin warrior, composite bow (75): MV 30’/90’, AC 4, HD 1+1, hp 6, #AT 1 (sword, composite bow 9+), Damage 1d6+2/1d6+2, Save F1, ML 0/+2, AL C, XP 15; scale armor, sword, composite bow
Hobgoblin warrior, medium cavalry (20): MV 20’/60’ & 60’/180’, AC 6/4, HD 1+1, hp 6, #AT 1 (sword, spear, or lance 9+), Damage 1d6+2 or 1d10+2, Save F1, ML 0/+2, AL C, XP 15; lamellar armor, spear, shield, sword
Woof, that was a pile of calculations. Now that gives all the individual numbers of troops and basically what all that makes in a Domains at War campaign is …
Hobgoblin Light Infantry Platoon (3): AC 3, MV 90’, HD 1+1, hp 6, #AT 1, Damage (1d6+1), SV F1, ML 0/+2, BR 2
Hobgoblin Composite Bow Platoon (2): AC 3, MV 90’, HD 1+1, hp 6, #AT 1, Damage (1d6+1), SV F1, ML 0/+2, BR 4.5
Hobgoblin Medium Cavalry Platoon (2): AC 6/4, MV 180’, HD 1+1/3, hp 6/14, #AT 1, Damage 1d6+1/1d10+1, ML +1/+3, BR 7
Now that all that setup is done you have to ask what exactly are they doing there?
Kozzaig wants to start his own domain so that is their primary goal. Clearing out the Auran Watchtowers and border security forces, along with subjugating the local population and some good old fashion looting and pillaging.
For the Borderlands team this is a bad situation. The Sword of the Dragon are well armed and lead and are on the opposite side of the Mirmen bank. Pulling up the description of the Mirmen River it mentions that the river ranges from 100 yards to a mile wide and runs from 50’ to 150’ deep with a slow steady current. The text also describes that there’s not a lot of ways across that river. There’s the bridge north of #34 Siadanos and #42 Turos Telle operates off an island so they’re going to have some barge capacity to move troops. Other than those two points forces are going to be limited to what they can hack down and turn into barges with the exception of the Dwarves up in #26 Azen Radokh. Since they’re on Team Orm they can likely be counted on to build the Sword of the Dragon a route across that east/west stretch coming out of the mountains. But other than those points crossing the river is going to be a slow process for either side.
Turos Telle is in some serious trouble. The Sword of the Dragon forces can cut their domain in half along the foothills of the mountains and pillage to their hearts content. Telle would have small watchtowers along those foothills, according to the text in CoTB page 16, but these small badly staffed watchtowers aren’t going to hold up. While the Sword of the Dragon doesn’t have siege equipment they do have Kozzaig. Even a Young Dragon will put paid to those Watchtowers either by brute force or just leaning into a window and breathing fire into the interior.
The Sword of the Dragon are very likely to go pillaging and raiding as hard and fast as possible isolating and destroying the Watchtowers as Kozzaig has time. Then looting as much of the countryside towards Siandros again as quickly as they can. They know that doing that sort of damage means that Turos Telle is going to call for help and and army is going to be formed up out of Siandros, Turos Telle, Turos Erin, Turos Tem, and Turos Drav.
With the state of the domain and the state of road security the Sword of the Dragon likely have three weeks to a month before a force large enough to threaten them can be formed up. Zrazac is going to understand that. His small force is going to be able to repel Auran reinforcements that have formed up out of multiple Turos’s. Kozzaig’s dream of his own domain is going to depend on his father sending additional troops and that’s only going to be if they have great initial success.
The Sword of the Dragon will be able to range north and south along the mountains and into Siandros’s backyard. Burning, pillaging and enslaving the entire way until those reinforcements get gathered and Kozzaig’s dreams get a reality check.
That’s beyond the scope of this document but will likely be touched on in the future supplement dealing with the military state of the Borderlands. What it would make though is an interesting campaign with the PC’s attached to an ad-hoc Auran army dispatched to fight the Sword of the Dragon before they set all of Turos Telle’s territory to fire and the sword.
This was a pretty large article to put together with a fair number of calculations to make the Domain at War numbers work and the troop levels make sense. If you enjoy these articles give me a subscription below and if you think it’s worth a few dollars then I’d appreciate having them to offset my costs.
“ Other than those two points forces are going to be limited to what they can hack down and turn into barges with the exception of the Dwarves up in #26 Azen Radokh. Since they’re on Team Orm they can likely be counted on to build the Sword of the Dragon a route across that east/west stretch coming out of the mountains.”
Don’t let Norden see that bit :D
Nothing like Team Bad Guy having competent engineers and subordinates. That’s gonna sting.
I was thinking along similar lines for Dragons Tor - it’s either a cunning trap (Aurans hit it, and OUT COMES ORM and goodbye a good chunk of Aura’s troops and heroes), or it’s teenage rebellion (no loss and maybe good gain), or it’s a little nibble here and a little nibble there.
Nice write up, again.