4.28.2024

Ankhara City of the Dead- Intro

The ancient sprawling necropolis of Ankhara is not a silent City of the Dead, it teems with activity. Of course there are mummies of all sorts, but there are other things that skitter about in Ankhara.

Once Lord Khepri moved on to other concerns after or victory over the breathers, Ankhara was left to my care. I have ruled with a light touch, only acting against those who cause too much of a disturbance to the natural order of things. A certain natural division among the ranks of the lesser followers of Lord Khepri has settled in with myself, of course, at the top. 

Squabbling Crypt Lords, with their petty grievances, make up the majority of trouble makers in the city. While I find their misadventures amusing at times, there is a greater purpose behind why their antics are allowed to continue.

Occasionally, a member of the Assembly of Necromancers sets out with a motley band on some unknowable quest for the wider glory of the Eater of the Dead. These bands have been known to contain Death Cultists, various mummies, and even ghouls. The Necromancer bands hearken back to the glorious days when Ankhara was rediscovered which led to the Rise of Lord Khepri.

Scattered enclaves of quivering Death Cultists, some of whom have reassessed their commitment to our cause, are less common. These tiny bands now seek treasure before they leave Ankhara to return to the lands of the breathers. I have issued a call for these traitors to be put to the sword on sight.

The so-called Carrion Queen, Seshenkabba, (formerly the Beast Queen, a Harbinger of Khanum) with her command over a surprising number of lowly ghouls has made her a minor concern. Her domain near the western edge of Ankhara is more dangerous to any breather interlopers than to the Crypt Lords who seek treasures in that part of the city. Though even the mightiest Crypt Lord may be overwhelmed by weight of numbers. the Carrion Queen has some Death Cultist followers who command packs of Ghouls on forays throughout the city.

A more troubling new presence within Ankhara is known only as the Dream Tyrant. It is unclear whether this creature is a Necromancer or a fallen sorcerer of some sort. His presence in the far southern area of the city has caused a thick mist to set in. It is said this mist warps the senses of all who enter those areas. Despite his near complete control of that region, the Dream Tyrant has not seen fit to expand his territory, at least not as of yet. My duties overseeing the city have not allowed me to travel south and investigate the situation.

Often misguided bands of breathers are found within the borders of the city. Most come to loot the tombs and soon fall to the countless dangers that await therein. More frequently,  of late, there have been groups of Anubi and their allies searching for things they seem to believe will aid greater Aegyptus against the forces of the Eater of the Dead. These futile forays amuse me.

Shefdu Sootootma, Scribe of Khepri

Self-proclaimed Nomarch of Ankhara 

Tethru Dark Harbinger


After the disastrous Rise of Khepri in Ankhara, when the armies of the living were soundly defeated by the undead, the risen minor god disappeared. The forces of the Eater of the Dead quickly fell to infighting and the whims of the surviving Dark Harbingers. Shefdu Sootootma, Scribe of Khepri, the Tethru Dark Harbinger who stood at Khepri's right hand during that final battle, attempted to keep the grand alliance of Dark Harbingers intact but few were swayed by his efforts. Shefdu soon declared himself the Nomarch of Ankhara and settled in to plot and scheme against the living of Aegyptus, as well as the rival Dark Harbingers who dismissed his authority. 

Under Shefdu's rule the City of the Dead is now the target of small groups of the living. Some seek treasures from the countless tombs while others seek to protect those tombs and continue the fight against the Eater of the Dead. 

Yet the living are not the only ones rummaging through the City of the Dead. Rogue Crypt Lords are a common sight throughout Ankhara. Whether their Dark Harbinger was lost during the Rise of Khepri or they struck out on their own, these malevolent beings are on personal quests. Most of these Crypt Lords have managed to draw others to their cause, leading these small parties against each other or whoever gets in their way.

Other followers of the Eater have also formed small bands to search through the ruins of Ankhara. Most of the Crypt Lords have come to see the Necromancers as their nemeses, often going out of their way to disrupt the vile wizards' plans. Bands of abandoned Death Cultists search the city for their own reasons. Packs of Ghouls also rove the avenues of tombs, sometimes guided by followers of the Carrion Queen. And there are other, previously unknown, dangers that have risen from the ruins in the aftermath of Khepri's Rise.

SKIRMISHING IN THE CITY OF THE DEAD

Inspired by the ancient GenCon WarGods Skirmish events and some current skirmish games (especially Necropolis28), I wanted to bring Shefdu out of retirement, even if only as a narrator for the setting. The games are meant to be more narrative and fun than power gaming. The warparty creation guidelines are pretty open. Most starting warparties will have about 10 members at most. The play area is meant to be about a 3x3 foot area filled with lots of terrain. I've only gotten one actual playtest game in so far (thanks Grayson!) , but it helped bring about some important changes to the direction I was originally headed. 

After the main rules and scenarios are completed, I plan to work on some specific campaigns taking place in a few specific locations of Ankhara. Of course there must be a Return to the Tomb of Cherkiti, a dungeon crawl-like investigation of the Tomb of Khepri, and something to do with the Dream Tyrant. But it's meant to be a wide open setting where almost anything can happen in your own games (except Shefdu is officially unkillable, so don't even try it).

I started out thinking he minis for Ankhara needed to be on round bases, but I've realized that square bases are fine too, so you can use your favorite minis from your warbands. Oh, and some monsters might show up, so you may want to find some Sphinx Abominations and Scarab Ogres (among other tings).

2.16.2024

Tug of WarGods Rules v0.75

Born rom a wonderful discussion around Adepticon 2023, I've finally taken my quickly jotted down notes and expanded them into a slightly more coherent rule set. There has even been a some playtesting to uncover issues unconceived of originally.

TUG OF WARGODS "RULES"

Teams consist of 3 miniatures. 

Objective is to pull 2 members of the opposing team across the center line.

Also, if the same member of a team is pulled across the center line two different turns, the team that pulled that member across wins.



Building a team must follow regular WarGods restrictions (no Heru with Typhon, etc.)

0-1 Beloved of Sobek, Minotaur =d12

0-2 Sebeki, Wendigo =d10

0-3 Heru, To-Tanem, Typhon, Mycenean =d8

0-3 Asar, Anubi, Khemru, Amazon, other Greeks =d6

0-3 Basti, Nekharu, Tethru, Satyr, Frost Maidens =d4



Setup has a center line. Each team deploys in column formation 4" on opposite sides of the center line. 

Both teams roll all dice simultaneously at the start of each turn. Total each teams' dice roll.

The team with the higher total moves half the difference inches backwards (like a Fall Back order), pulling the opposing team that same distance towards the center line.

Roll all dice for each team again until 2 opposing team miniatures are pulled across the center line (or the front team opposing member is pulled completely across two separate times). 

In the case of each team's roll being the same, there is no movement and each team gets a -1 on the next roll.


Team Example 1

2 Sebeki, 1 To-Tanem = 2d10, 1d8



Team Example 2

1 Amazon, 2 Satyrs = 1d6, 2d4



Team Example 3

1 Wendigo, 2 Frost Maidens = 1d10, 2d4



Play Example

Greentoe's Team (1 Sebeki and 2 Asar) vs Clearsky's Team (1 Heru, 1 Asar, and 1 Basti)

Turn 1

Greentoe's rolls= 4, 3, 6= 13

Clearsky's rolls= 4, 4, 3= 11

13-11= 2 in Greentoe's favor

2/2= 1" Clearsky's team is pulled towards the center line. 

Greentoe's team moves 1" away from the center line. 

Clearsky's team is 3" from the center line. 

Proceed to turn 2...

Tug of WarGods- Playtesting Round 3

A new round of testing. Team Snarl gets a change up to the roster with a Sebeki (d10), an Asar (d6), and a Tethru (d4). And introducing Team Pull with two ToTanem (2d8), and a Khemru (d6). A new play surface was quickly thrown together to make it a little easier to see the action and hopefully reduce any measuring issues from previous test games.


GAME 1

Turn 1- Snarl rolls 10 total, Pull rolls 13 total. 13-10= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Pull. Pulling Snarl 1" toward the center line.

Turn 2- Snarl rolls 14 total, Pull rolls 17 total. 17-14= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Pull. This pulls Snarl another 1" toward the center line.

Turn 3- Snarl rolls 10 total, Pull rolls 16 total. 16-10= 6 divide by 2 to get the amount of inches moved = 3" back for Pull. This pulls the first member of Snarl across the center line!

Turn 4- Snarl rolls 7 total, Pull rolls 11 total. 11-7= 4 divide by 2 to get the amount of inches moved = 2" back for Pull. Pull drags Snarl across the center line winning the game.


GAME 2

Turn 1- Snarl rolls 15 total, Pull rolls 12 total. 15-12= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Snarl. Pulling Pull 1" toward the center line.

Turn 2- Snarl rolls 13 total, Pull rolls 14 total. 14-13= 1 this is a strange result that was decided to be  deemed a 1" back for Pull. Pulling Snarl 1" toward the center line.

Turn 3- Snarl rolls 9 total, Pull rolls 16 total. 16-9= 7 divide by 2 to get the amount of inches moved (rounded down)= 3" back for Pull. Pulling Snarl within 1" of the center line.

Turn 4- Snarl rolls 9 total, Pull rolls 16 total. 16-9= 7 divide by 2 to get the amount of inches moved (rounded down)= 3" back for Pull. This yanks all three members of Snarl across the center line. Another win for pull.


GAME 3

Turn 1- Snarl rolls 8 total, Pull rolls 12 total. 12-9= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Pull. Pulling Snarl 1" toward the center line.

Turn 2- Snarl rolls 11 total, Pull rolls 11 total. It's a tie as both teams manage to stand their ground!

Turn 3- Snarl rolls 13 total, Pull rolls 11 total. 13-11= 2 divide by 2 to get the amount of inches moved = 1" back for Snarl. This pulls Pull 1" toward the center line.

Turn 4- Snarl rolls 13 total, Pull rolls 15 total. 15-13= 2 divide by 2 to get the amount of inches moved = 1" back for Pull. Pulling Snarl 1" toward the center line.


Turn 5- Snarl rolls 12 total, Pull rolls 18 total. 18-12= 6 divide by 2 to get the amount of inches moved = 3" back for Pull. Pulling the first member of Snarl across the center line.

Turn 6- Snarl rolls 9 total, Pull rolls 7 total. 9-7= 2 divide by 2 to get the amount of inches moved = 1" back for Snarl, bringing the firwst member back over the center line.

Turn 7- Snarl rolls 11 total, Pull rolls 7 total. 11-7= 4 divide by 2 to get the amount of inches moved = 2" back for Snarl. Pulling Pull 2" toward the center line.

Turn 8- Snarl rolls 13 total, Pull rolls 12 total. 13-12= 1 the second time we've gotten the 1 result, so we followed the 1" precedent from Game 2. Snarl got 1" move back.

Turn 9- Snarl rolls 15 total, Pull rolls 18 total. 18-15= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Pull. Pulling Snarl 1" toward the center line.

Turn 10- Snarl rolls 12 total, Pull rolls 9 total. 12-9= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Snarl. Pulling Pull 1" toward the center line.

Turn 11- Snarl rolls 14 total, Pull rolls 13 total. 14-13= 1 again. Snarl pulling Pull 1" toward the center line.

Turn 12- Snarl rolls 18 total, Pull rolls 8 total. 18-8= 10 divide by 2 to get the amount of inches moved = 5" back for Snarl. Pulling Pull 5" and the first member across the center line.

Turn 13- Snarl rolls 12 total, Pull rolls 10 total. 12-10= 2 divide by 2 to get the amount of inches moved = 1" back for Snarl. Pull's second member is yanked across the center line giving the win to Snarl!

CONCLUSIONS 

Some poor rolls for Snarl and some good rolls for Pull turned the first two games into pretty quick routs. The third game was much more of a tug of war with Snarl pulling off a win with some more lucky rolls.

The situations where the difference in rolls was a 1 leading to a 1" move instead of a .5" is something I think needs to be looked at. Perhaps it should've been a .5" in that case and larger odd numbers rounded down. I think avoiding half inch moves speeds up play, though.

I think some additional testing will bring up more unexpected situations, like the equal result in game 3. We'll see what else needs to be tweaked in the rules.

2.09.2024

Tug of WarGods Rules v 0.65

Born from a wonderful discussion around Adepticon 2023, I've finally taken my quickly jotted down notes and expanded them into a slightly more coherent rule set. There has even been a tiny bit of playtesting (with pictures!).

THE TUG OF WARGODS "RULES"

Teams of 3 miniatures each. 

Objective is to pull 2 members of the opposing team across the center line.

Also, if the same member of a team is pulled across the center line two different turns, the team that pulled that member across wins.


Building a team must follow regular restrictions (no Heru with Typhon, etc.)

0-1 Beloved of Sobek, Minotaur =d12

0-2 Sebeki, Wendigo =d10

0-3 Heru, To-Tanem, Typhon, Mycenean =d8

0-3 Asar, Anubi, Khemru, Amazon, other Greeks =d6

00-3Basti, Nekharu, Tethru, Satyr, Frost Maidens =d4


Setup has a center line that each team deploys in column formation, 4" on opposite sides of the center line. 

Both teams roll all dice simultaneously. Total each teams' dice roll.

The team with the higher total moves half the difference in inches (rounded down) backwards, pulling the opposing team that same distance forward.

Roll all dice for each team again until 2 opposing team miniatures are pulled across the center line (or the front team opposing member is pulled completely across two separate times). 


Team Example 1

2 Sebeki, 1 To-Tanem = 2d10, 1d8


Team Example 2

1 Amazon, 2 Satyrs = 1d6, 2d4


Team Example 3

1 Wendigo, 2 Frost Maidens = 1d10, 2d4


Play Example

Greentoe's Team (1 Sebeki and 2 Asar) vs Clearsky's Team (1 Heru, 1 Asar, and 1 Basti)

Turn 1

Greentoe's rolls= 4, 3, 6= 13

Clearsky's rolls= 4, 4, 3= 11

13-11= 2 in Greentoe's favor

2/2= 1" Clearsky's team is pulled towards the center line. 

Greentoe's team moves 1" away from the center line. 

Clearsky's team is 3" from the center line. 

Proceed to turn 2...

Tug of WarGods- Sebeki vs Sebeki Playtesting

Three more playtest matches of Tug of WarGods. This time with a Beloved of Sobek on one team and two Sebeki on the other. Team Chomper has the Beloved and 2 Asar (a d20 and 2d6). Returning from their 2 out of 3 wins in the previous playtest, Team Snarl with 2 Sebeki and 1 Asar (2d10 and 1d6).

GAME 1

Turn 1- Snarl rolls 25 total, Chomper rolls 21 total. 25-21= 4 divide by 2 to get the amount of inches moved= 2" back for Snarl. Pulling Chomper 2" from the center line.


Turn 2- Chomper rolls 20 total, Snarl rolls 13 total. 20-13= 7 divide by 2 to get the amount of inches moved (rounded down)= 3" back for Chomper. Pulling Snarl 3" from the center line.


Turn 3- Chomper rolls 15 total, Snarl rolls 11 total. 15-11= 4 divide by 2 to get the amount of inches moved = 2" back for Chomper. Pulling Snarl 1" from the center line.


Turn 4- Chomper rolls 22 total, Snarl rolls 11 total. 22-12= 10 divide by 2 to get the amount of inches moved= 5" back for Chomper. All of team Snarl is pulled across the center line. Victory for Team Chomper!


GAME  2

Turn 1- Snarl rolls 12 total, Chomper rolls 19 total. 19-12= 7 divide by 2 to get the amount of inches moved (rounded down)= 3" back for Chomper. Apparently there was a movement error and Snarl was only moved up 2" from the center line- these things can happen in the heat of Tug of WarGods.


Turn 2- Snarl rolls 21 total, Chomper rolls 24 total. 24-21= 3 divide by 2 to get the amount of inches moved  (rounded down)= 1" back for Chomper. Pulling Snarl 1" from the center line.


Turn 3- Snarl rolls 17 total, Chomper rolls 12 total. 17-12= 5 divide by 2 to get the amount of inches moved (rounded down)= 2" back for Snarl. There is a struggle developing here...


Turn 4- Snarl rolls 17 total, Chomper rolls 20 total. 20-17= 3 divide by 2 to get the amount of inches moved (rounded down)= 1" back for Chomper. Snarl is dragged closer to the center line.


Turn 5- Snarl rolls 19 total, Chomper rolls 8 total. 19-8= 11 divide by 2 to get the amount of inches moved (rounded down)= 5" back for Snarl. Chomper is dragged to 3" from the center line!


Turn 6- Both teams seem to be tiring out this turn. Snarl rolls 7 total, Chomper rolls 9 total. 9-7= 2 divide by 2 to get the amount of inches moved= 1" back for Chomper. Both teams are ack to their starting positions.

Turn 7- Snarl rolls 11 total, Chomper rolls 29 total (the d20 was apparently jostled before the pic was snapped). 29-11= 18 divide by 2 to get the amount of inches moved= 9" back for Chomper. Snarl has been dragged far across the center line for another Chomper victory!

GAME  3

Turn 1- Chomper rolls an impressive 29 total, Snarl rolls 18 total. 29-18= 11 divide by 2 to get the amount of inches moved (rounded down) = 6" back for Chomper! Snarl is pulled across the center line immediately. 

Conclusions 

The d20 for the Beloved is VERY strong. I'm not sure if it should be reduced to a d12 or Beloveds and Minotaurs should be limited in some way. I think the d12 might be the best option, mainly because they already have an advantage with their 40mm bases if placed in the front of the team.

Despite the strength of the d20, the first 2 games were pretty competitive, until they weren't. More testing is probably needed. Perhaps a ToTanem team needs to make a showing in the next playtests?

1.28.2024

Tug of WarGods- Early Playtest Games

 I've gotten some quick playtest games of the hot new Tug of WarGods in. Here are the results. 

GAME 1

Initially I went with 5 members per team. These teams were the Snarl (2 Sebeki and 3 Asar- 2d10 and 3 d6) and the Sons of Aegyptus (2 Heru, 1 Asar, 1 Khemru, 1 Tethru- 2d8, 2d6, and 1d4). Also the start distance was 2" from the centerline.


Turn 1- Sons of Aegyptus roll 24 total, Snarl rolls 20 total. 24-20= 4 divide by 2 to get the amount of inches moved= 2" back for Sons of Aegyptus. That pulls Snarl up to the center line.



Turn 2- Sons of Aegyptus roll 10 total, Snarl roll 21 total. 21-10=11 divide by 2 to get the amount of inches moved= 5" (rounded down from 5.5). The Sons of Aegyptus are pulled 5" towards the center line and this was when the objective was to pull only the first guy across the line.

It's a win for the Snarl team!

GAME 2

I decided the teams might work more smoothly with only 3 members, so the rosters changed slightly. The Snarl team was reduced to 1 Sebeki and 2 Asar (1d10 and 2d6). The Sons of Aegyptus team was reduced to 1 Heru, 1 Asar, and 1 Khemru (1d8 and 2d6). This also saw a change to the distance from center line to 3".

Turn 1- Sons of Aegyptus roll 11 total, Snarl roll 6 total. 11-6= 5 divide by 2 to get the amount of inches moved= 2" (rounded down from 2.5). Sons of Aegyptus move back 2" pulling Snarl up to within 1" of the center line.

Turn 2- Sons of Aegyptus roll 9 total and Snarl roll 16 total. 16-9= 7 divide by 2 to get the amount of inches moved= 3" (rounded down from 3.5). Snarl moves back 3" pulling Sons of Aegyptus 2" from the center line.

Turn 3- Sons of Aegyptus roll 6 total and Snarl roll 13 total. 13-6= 7 divide by 2 to get the amount of inches moved= 3" (rounded down from 3.5). Snarl moves back 3" pulling Sons of Aegyptus across the center line by 2 members.

Snarl wins again!

GAME 3

Same teams of 3 as Game 2. Still using the 3" setup from the center line.


Turn 1- Sons of Aegyptus roll 11 total and Snarl roll 6 total. 11-6= 5 divide by 2 to get the amount of inches moved= 2" (rounded down from 2.5). Sons of Aegyptus pulls back 2" pulling Snarl to within 1" of the center line.

Turn 2- Sons of Aegyptus roll 10 total and Snarl roll 13total. 13-10= 3 divide by 2 to get the amount of inches moved= 1" (rounded down from 1.5). Snarl pulls back 1".

Turn 4- Sons of Aegyptus roll 17total and Snarl roll 11 total. 17-11= 6 divide by 2 to get the amount of inches moved= 3" Sons of Aegyptus pull back 3" pulling Snarl's first member over the center line.

Turn 4- Sons of Aegyptus roll 10 total (the d8 was moved before this picture was taken) and Snarl roll 14 total. 14-10= 4 divide by 2 to get the amount of inches moved= 2" Snarl pulls back 1" to get the lead member at the center line.

Turn 5- Sons of Aegyptus roll 11 total and Snarl roll 8 total. 11-8= 3 divide by 2 to get the amount of inches moved= 1" (rounded down from 1.5). Snarl's lead member is pulled across the center line again.
Turn 6- Sons of Aegyptus roll 13 total and Snarl roll 9 total. 13-9= 4 divide by 2 to get the amount of inches moved= 2" Snarl's second member is pulled across the center line!

Sons of Aegyptus win!


Early Conclusions 

The main thing I learned was that it was fun. 

The second thing I learned was that I need to set up on a more proper surface to play on, because the big tray I was using was convenient but too short. 

I think the mix of dice helps even out the odds in the long run (how many times will the d10 roll a 10 instead of a 3?). The early leads by what seem like the weaker team help prove that to me.

I like the smaller teams, but I think the teams of 5 work well too. Those bigger teams just seem to make for shorter games (in earlier playtest without miniatures it usually only went for 2 or 3 turns). But more testing with larger teams will give more insight.

Changing the victory condition to 2 team members being pulled across the center line makes the choice of larger models on larger bases affect how soon your team might lose. I need to do some testing with Minotaurs and Beloveds to see if this is just wild speculation.