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CRY HAVOC An event book featuring the definitive Third Edition mass combat system

By

Uses the Third Edition rules, including updated material from the v. 3.5 revision.

Additional Credits Editing: Penny Williams Art Direction and Production: Sue Weinlein Cook Cover Illustration: Todd Lockwood Proofreading: Mike Johnstone Interior Illustrations: Eric Lofgren and Kieran Yanner Cartography: Ed Bourelle Terrain Illustrations: Stephen Shepherd Cover and Interior Page Design: Peter Whitley Playtesters: Philippe Daigneault, Bob Greenfield, Daniel Kaufman, Matt Locke, Lorcan E. Murphy, and Pieter Sleijpen

For supplemental material, visit ’s Website: Sample file

Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of , Inc. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copy- right concerned. All other content is ©2003 Skip Williams. This edition of Cry Havoc is produced under version 1.0a and/or draft versions of the and the System Reference Document by permission of .

Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited to Monte Cook’s Arcana Unearthed, The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, Demon God’s Fane, When the Sky Falls, The Diamond Throne, and Requiem for a God; any specific characters, monsters, creatures, and places; capitalized names and original names of places, artifacts, charac- ters, races, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, feats, and abilities; any and all stories, storylines, his- tories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, diagrams, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Cry Havoc are designated as Open Game Content: the entirety of the unit combat game mechanics in Chapter Three; the spell parameters (range, duration, etc.) and game mechanics in Chapter Four; the entirety of the skills and feats in Chapter Five; the entirety of the army combat game mechanics in Chapter Six; the advancement tables and class features for the prestige classes in Chapter Seven; and anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.

Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2003 Wizards of the Coast, Inc. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Cry Havoc ©2003 Skip Williams.” This material is protected under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Skip Williams or Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2 Cry Havoc Table of Contents Introduction: WAR IN YOUR CAMPAIGN Selected Spells ...... 80 What’s an Event Book? ...... 3 New Spells ...... 95 Why War?...... 3 Turn or Rebuke Undead...... 97 Using This Book...... 4 Monster Special Abilities...... 97

Chapter One: PREPARING FOR THE EVENT Chapter Five: BATTLEFIELD SKILLS AND FEATS The War—Near or Far? ...... 5 Skills...... 100 Who’s Fighting?...... 5 New Skill...... 102 Why Go to War? ...... 5 Feats...... 102 Kinds of Wars...... 6 New Feats ...... 103 Ending a War ...... 7 Chapter Six: ARMY COMBAT Chapter Two: INTEGRATING THE EVENT General Principles...... 106 Player Characters at War ...... 8 Army Combat Overview...... 106 Rumors of War...... 9 Army Combat Statistics...... 106 Sidebar: PCs as the Cause of a Local War ...... 10 Strategic Conflict ...... 107 War and the Common Folk ...... 10 Sidebar: Calculating Army Statistics...... 108 Religion and War...... 10 Sidebar: Adjusting the War’s Length ...... 110 The Economics of War ...... 12 Quick Army Combat...... 111 War-Induced Disasters ...... 12 Sidebar: Sieges...... 112 After the War...... 13 Sidebar: Power Ratings for Siege Engines ...... 115 Tactical Army Combat...... 116 Chapter Three: UNIT COMBAT Moving Armies...... 117 General Principles ...... 14 Sidebar: Larger Standing Armies ...... 118 What Is a Unit? ...... 14 Raising Armies...... 119 Unit Combat Sequence...... 14 Supplying Armies...... 122 Unit Combat Statistics...... 14 Replacing Losses ...... 123 Sidebar: Unit Combat Basics ...... 15 Sidebar: Changes to a Unit’s Attack Bonus Chapter Seven: PRESTIGE CLASSES During a Battle...... 17 Death Dealer ...... 124 Sidebar: Checks in a Unit Battle...... 19 Knight Commander ...... 126 Base Line and Rendezvous Point ...... 19 Shieldmate...... 128 Initiative...... 20 Sidebar: Activation Versus Orders ...... 20 Chapter Eight: ADVENTURE IDEAS The Battle Round ...... 20SampleRaid...... 130 file Sidebar: Line of Sight and Line of Effect ...... 22 Reconnaissance ...... 130 Attacks and Damage in Unit Combat...... 23 Rescue...... 130 Sidebar: Combat Shortcut: Attack Rolls...... 23 Assassination ...... 131 Unit Actions Without Orders...... 23 Negotiation ...... 131 Sidebar: Optional Rule: Reduced Hits From Damaged Units...... 26 APPENDIX Sidebar: Siege Engines ...... 32 Sample Unit Record Sheet...... 132 Commanders and Orders ...... 34 Blank Unit Record Sheet ...... 133 Sidebar: Optional Rule: Autonomous Units...... 37 Open Game License...... 134 Injury and Death ...... 44 Terrain Illustrations...... (inside covers) Movement and Position ...... 46 Combat Modifiers ...... 49 DIAGRAMS Unusual Attacks...... 50 1: Adjacent Units and Melee Contact ...... 21 Morale...... 54 2: Movement, Reach, and Attacks of Opportunity ...... 22 Individuals on the Battlefield ...... 56 3: Charging...... 27 Sidebar: Why Special Rules for Individuals?...... 57 4: The Closest Enemy...... 30 Individuals in Unit Combat ...... 58 5: Command Hierarchy ...... 35 Sidebar: Experience Awards for Battles...... 59 6: Guarding...... 40 Terrain and Obstacles...... 60 7: Corners and Squeezing...... 47 8: Cover...... 49 Chapter Four: BATTLEFIELD MAGIC 9: Morale Failure ...... 56 Magic Actions on the Battlefield...... 73 10: A Hero Challenge...... 60 Concentration...... 73 11: Terrain Illustrations Legend...... 65 Counterspells...... 73 12: Cones...... 77 Spell Descriptions...... 73 13: Diminish Plants/Plant Growth Area ...... 86 Introduction 3

War in Your Campaign

Cry havoc,and let slip the dogs of war. —William Shakespeare,Julius Caesar, Act iii.Sc.1.

ry Havoc is an event book that provides advice and rules 8. Adventure Ideas: Offers war-related adventure ideas suitable support for DMs wishing to incorporate a sensational and for various character levels and campaign styles. C provocative happening—a war—into their campaigns. If you’re looking for a how-to guide for implementing a major event Why War? into your game, the event book line from Malhavoc Press is for you. You might want to introduce a war into your campaign for any of several reasons. War can set the tone of a campaign world, herald What’s an Event Book? large-scale changes in its political structure, or simply provide new Each event book takes a major event that could have interesting adventuring options for characters who have grown bored with the repercussions on your campaign and examines it thoroughly from same old plotlines. every angle. It provides DM advice on staging the event, involving The sheer drama and grandeur of warfare can add sparkle to a the player characters (PCs), and making changes to the campaign campaign—nothing quite equals the sights and sounds of armies based on the natural consequences of the event. In short, it’s every- on the march. The measured tramp of booted feet on the road; the thing you need to make the event a part of your own game. The color and pageantry of military standards, coats of arms, and uni- campaign is still yours in every way—the event book merely serves formed troops; the sight of cheering commoners waving flags as as a guide. It doesn’t force you into structured plots or leave you their troops pass in review—all these elements bring with them a with no idea of what happens next. special sort of excitement. Eventually, this movement of troops cul- Previous event books have covered the death of a deity (Requiem minates in the flash of steel in the morning sun and the clash of for a God by Monte Cook) and the impact of a meteorite on a fanta- arms as two armies meet, struggling for supremacy on the battle- sy world (When the Sky Falls by Bruce R. Cordell). field. By playing up these aspects, you can use a war to bring out the Here’s a short chapter-by-chapter outline showing how this heroic nature of your world. book presents the guidelines for introducing a war into your The foregoing describes the bright side of war, but it has a grim campaign. side as well. Troops and animals can become mired in a muddy field 1. Preparing for the Event: Discusses the background planning on a cold, rainy day, or have to flee for their lives before invading the DM must do before introducing the event into the campaign. forces, or end up starving in a ravaged countryside. Treachery and 2. Integrating the Event: Offers a detailed lookSample at various filedeadly ambushes can put a quick end to even the best-laid plans. options for staging the war, as well as its many repercussions upon Finally, the grim picture of carrion feeders flocking to the aftermath society, the economy, and even the campaign world as a whole. of a battle brings home the reality of war in a way that nothing else 3. Unit Combat: Offers detailed rules for running fairly small can. By emphasizing these aspects, you can use war to underscore battles involving a few dozen to a few hundred creatures. The rules the gritty realism of your world. presented here closely parallel the combat rules for the , War touches nearly every aspect of life in the area where con- so both players and DMs can grasp them quickly. flict rages and sometimes in locales far removed from the fighting 4. Battlefield Magic: Offers conversion notes for using standard as well. Player characters who live in a country at war may find d20 magic with the unit combat system in Chapter Three. Some themselves eluding press gangs or perhaps running press gangs new spells with battlefield applications appear here as well. of their own. Some might take more active roles and serve their 5. Battlefield Skills and Feats: Offers conversion notes for using country by fighting on the battlefield, commanding troops, carry- standard d20 skills with the unit combat system in Chapter Three. ing messages, or performing any of myriad other tasks suited to A new skill and several new feats with battlefield applications their abilities. appear here as well. Even when a war is far away, adventurers can still feel its effects. 6. Army Combat: Offers abstract rules for running large-scale They may find themselves shelling out extra gold the next time they battles and even whole wars using just paper and pencil and a few shop for supplies, and some goods may be unavailable at any price. dice rolls. War also tends to bring intrigue to distant places, as diplomats, 7. Prestige Classes: Provides three new prestige classes that spies, and saboteurs work to bring allies into the fray and to keep thrive on the battlefield. their foes from doing the same. 4 Cry Havoc

About the Author Any war can present new challenges to the PCs in a campaign, Skip Williams began working in the game industry in 1976, while still in high no matter what their level. Epic-level characters can hardly ignore school, as a part-time clerk in TSR, Inc.’s Dungeon Hobby Shop in Lake Geneva, WI. In subsequent years he served as a TSR gopher, doing everything from pack- a large-scale invasion—especially if other epic-level characters ing orders to mowing the company lawn to staffing convention booths. Since lead the invading army—but even low-level characters can find then, he has worked as a convention director, a magazine editor, a magazine columnist, a tournament developer, and a game designer. roles to fill. On TSR’s design staff he lent his talents to many product lines and co-created the War also provides an excellent opportunity to make a change SAGA game system for the line. As a senior RPG designer at Wizards of in your campaign world. You can eliminate aspects you don’t like, the Coast, Skip codesigned the 3rd Edition of the Dungeons & Dragons game, authored the , and codesigned such diverse works as the new edi- such as troublesome nonplayer characters (NPCs) or even whole tion of the Campaign Setting, the Chainmail game, and Deities countries. At the same time, you can introduce new elements, and Demigods. He has served as Dragon Magazine’s “Sage” for nearly 15 years and, at present, is a freelance game designer. such as new allies for the PCs, new villains, or even new cultures and religions. About the Editor In short, war can take center stage in your campaign, provide a Penny Williams joined TSR, Inc. in the early 1980s as Games Questions Expert, backdrop for the action, serve as a vehicle for change, or merely answering consumer rules questions. She later took over the reins of the RPGA Network and Polyhedron Newszine. At Wizards of the Coast, she served as line provide the occasional adventure hook. Few campaign develop- editor for the Marvel Super Heroes Adventure Game and the new Star Wars ments can prove so versatile. Roleplaying Game before joining the D&D team and later the Managing Editor’s team. Penny is now a freelance game editor and writer. When not plotting against player characters, she tutors high school students and makes jam. Using This Book Because Cry Havoc is a “how-to” book for your game, most of the About the Illustrators chapters contain boxed “Checklist” sidebars that boil down the Cover artist Todd Lockwood has been drawing since before he can remember, literally since he was old enough to hold a pencil. He taught himself to draw by guidelines in that section to a few clear steps. As you go through making his own comic books on typing paper; it was great practice, and it honed the book, use these checklists to help you make some notes about his storytelling skills at the same time; that storytelling evolved later into Dungeons & Dragons. After a career in advertising illustration, Todd made fantasy implementing the guidelines presented there in your own cam- his reality, working for companies like TSR, Inc. and Wizards of the Coast. Most paign. Other boxes, labeled “Key Terms,” are designed to help you recently he created much of the concept art and many memorable covers for 3rd Edition D&D. Visit his website at . keep track of the new concepts this book introduces. If you like d20 System products, chances are you’ve run across the creative work Throughout Cry Havoc, a dagger (†) is used to signify a spell, of writer, illustrator, and cartographer Ed Bourelle before . His artwork and maps feat, or skill introduced in this book. Otherwise, all references to have appeared in products from Bastion Press, Fantasy Flight Games, Mystic Eye Games, Sovereign Press, Sword & Sorcery, and more. Learn about him at his spells, feats, and other rules pertain to the three Core Rulebooks: website . the Player’s Handbook, the DMG, and the MM. Eric Lofgren’s early influences included comic book art, the oils of Frazetta, and Bonus source material and additional ideas to augment the the inks of Berni Wrightson. After discovering roleplaying games, he schooled himself in fantasy art. After years of working other jobs to sustain himself while information in Cry Havoc appear on Monte Cook’s website. To find drawing away evenings and weekends, he decided to take the plunge, illustrat- the links to these free web enhancements, visit the book’s product ing in the RPG industry. See more of his work at . Samplepage online file at . Stephen Shepherd is a Florida-based artist who got his start with Malhavoc Press, illustrating Book of Eldritch Might II: Songs and Souls of Power and This sourcebook is protected content except for items specifically Demon God’s Fane. He has worked on a number of books for Mongoose called out as Open Gaming Content on the title page. For full Publishing and Troll Lord Games, as well as many others. He lives with his sup- portive wife Julie and his inspirational daughter Andi. He is currently plotting details, please turn to the Legal Appendix. Open content is not world domination. Visit his website at . otherwise marked in the text of this book. Interior artist Kieran Yanner has always been interested in art, roleplaying games, and the fantasy/sci-fi genre. Taking example from such artists as Jim Lee, Tony DiTerlizzi, and Brom, Kieran began shaping his art style long before he ever thought he would actually become a professional illustrator. From Decipher to Malhavoc Press, White Wolf to Dream Pod 9, Kieran has produced hundreds of illustrations for the roleplaying industry and continues to do so. Check out his website at .

Malhavoc Press Malhavoc Press is game designer Monte Cook’s d20 System imprint devoted to the publication of unusual magic, monsters, and evocative game elements that go beyond traditional fantasy. Malhavoc Press products exhibit the mastery of the 3rd Edition rules that only one of its original designers can offer. Other Malhavoc Press event books include Requiem for a God and When the Sky Falls. Also look for The Diamond Throne, a sourcebook for Monte Cook’s Arcana Unearthed, coming soon. Most current titles are available to purchase in either print or electronic (PDF) format at . Chapter One 5

Preparing for the Event

The ambassador scanned the treaty draft with a scowl and a wrinkled brow that had little to do with the fading light in the council chamber. With a derisive snort,he took up the document and twisted it into a crumpled mass.Rising from his seat,he dropped the mangled treaty in a brazier and stormed out of the chamber as a blue cloud of smoke began to rise from the burning parchment.A pair of advisors,who had watched the outburst in grim silence,stood motionless as the flames consumed the treaty.“I guess this means war,” said one presently.

ost fantasy campaigns feature violence in plenty, so a war get away with just announcing the onset of war. As residents of the may seem like a natural development—and perhaps it is. war-torn area, the PCs will rightly expect to see the war clouds M Indeed, the real world has seen no shortage of wars. gathering ahead of time and possibly have a chance to flee the area, Nevertheless, you need to give some thought to such a major event try to prevent it, or do something that will give their side an early before you set it into motion, especially if you expect your player advantage. You’ll need to drop some early hints about the brewing characters to become heavily involved. conflict and provide the PCs with opportunities to influence the coming events, at least in a small way. The War—Near or Far? A local war does offer one significant advantage over a distant A war can happen just about anywhere in your campaign world, so one—the PCs cannot simply ignore it. The conflict will probably it pays to consider its placement. Should it be near the characters’ threaten people, places, and institutions that the PCs care about, base of operations or in some distant land? and they might literally come face to face with enemy troops if they don’t flee the area. A Distant War If you’re depending on the war to help you alter your campaign A war doesn’t have to occur on your PCs’ doorstep to have a signifi- world, a local war offers better possibilities than a distant one cant impact on your campaign. You can regard a war as distant any- because it takes place right where the characters are most active. time the fighting occurs in a place so far removed from your PCs’ Your PCs will witness the changes as they occur and could very normal haunts that they are unlikely to stumble onto a battle or well take a hand in them. Of course, they might also intervene to find their homes under siege. prevent changes they don’t like, but that’s fine too. Nothing A distant war offers several advantages over a conflict closer to cements a PC’s ties to the campaign like taking an active role in home. You can introduce the event fairly quickly, often simply by shaping its history. announcing that war has broken out somewhere. Your players prob- ably don’t know the combatants or the territory very well, so a sud- Who’s Fighting? den announcement of war shouldn’t provoke too many questions. A war typically requires at least two sides to fight each other, If you want to present a war that your PCs haveSample the option to filealthough a conquering army trundling through an unresisting ignore if they wish, a distant one is your best bet. The conflict prob- countryside still constitutes a war of sorts. The conflict might ably won’t affect them directly, and they can choose other pursuits involve armed forces from various sources—national armies from if desired. But a distant war can still affect the PCs indirectly, and several different countries, private armies fielded by wealthy you can provide plenty of opportunities for them to get involved landowners or adventurers, whole tribes of humanoids, large (see the next chapters for details). groups of monsters, and so on. A distant war can also serve as a way to draw your PCs’ attention Although a war can have many different participants, all with to an area of your campaign world that they have so far overlooked. differing goals, these factions usually resolve themselves into only If you have some great adventure ideas for the lands in the frozen two sides, with groups that share similar goals gathering on either north or the tropics, you can use a war to lure the characters there. side. Once the war has ended, groups of allies often splinter, some- Although it has many benefits, a distant war also has some times rearranging themselves into new sides for yet another war. drawbacks. It might be difficult to get your PCs excited about—or Such a secondary war might involve only one belligerent from each even interested in—a war that takes place in an area they don’t side of the previous conflict, or it might involve all the previous know well and don’t particularly care about. Even if the characters combatants, but in a different arrangement. decide to check out the war, you may find yourself scrambling to provide details about the people and places involved in it if you Why Go to War? haven’t prepared enough material. The motivations for going to war can prove as diverse as the nations and groups involved in the conflict. In most cases, how- A War Right in the Neighborhood ever, nations go to war to secure something that they cannot A war could happen anywhere in your world, so why not right obtain any other way, or something that might prove too expen- where the PCs live? A local war requires more planning and more sive, too difficult, or too humiliating to obtain any other way. For careful staging than a distant one. For one thing, you probably can’t the purpose of this discussion, the reasons for war fall into four 6 Cry Havoc

basic categories: territorial, economic, ethnic, and ideological dis- Ethnic Disputes putes. These motivations by no means constitute a complete list, One side believes itself oppressed or unfairly divided by geograph- and the borders between the categories often prove somewhat ic boundaries. Some ethnic wars arise simply because one group blurry. Nevertheless, these root causes can form a useful basis for cannot bear the differences it perceives in another group, or your decisions about why a war might start, what signs of its com- because it covets another group’s wealth or political power. ing the characters might Ethnic disputes often involve territory, but the goal in seizing Checklist see, and what events might that territory is to secure ethic unity or to control key cities or other Where will the war take place? end the conflict. sites that have special meaning to one side or the other. Ethnic dis- A distant war (far from the putes may also involve economics, but here the goal is usually to PCs’ normal haunts) Territorial deprive the other group of its resources, or even to wipe out the A local war (close to the PCs’ normal haunts) other group entirely. Disputes Ethnic wars usually simmer for a long time before any fighting Decide who’s fighting. One side desires the land erupts. Once the war begins, it tends to grind on until one side Decide why the war is occurring. the other side controls, or either virtually annihilates the other or forces it into utter submis- Territorial dispute insists that it has a better sion. Such a result, of course, breeds further resentment and Economic dispute claim to that land. Terri- inevitably causes more wars in the future. Ethnic dispute torial disputes may arise as Ideological dispute Ideological Disputes a result of previous wars in Decide what form the war will take. which one side seized terri- Ideological wars revolve around mere ideas. Different religious International war tory from the other, or as beliefs drive many such conflicts, but an ideological war can also Proxy war complications of political involve such intangibles as lifestyles, social practices, or philosophi- Cold war marriages or dynastic cal concepts. Civil war succession, or just out of Ideological wars often prove exceptionally brutal because the con- Decide what each side must do simple greed. flict seldom ends until one side must admit utter defeat. Even then, to win the war. A long period of diplo- resentments arising from such a war can fester for generations. matic or economic maneu- Ideological wars often follow the same pattern as ethnic wars, vering usually precedes a with trouble starting gradually and building into open conflict over territorial war. During this period, both sides try to solidify their time. A sudden provocation, however, can cause war to flare more claims on the disputed territory. quickly as well. Once a territorial war begins, it usually does not end until one side successfully invades and holds the disputed territory, or until Kinds of Wars the defender decisively repulses the invader. SampleWhatever theirfile causes, wars can take may forms. A useful (though by no means definitive) list of war types follows. Economic Disputes International Wars: These conflicts involve nations, or substan- One side perceives that it has suffered (or will suffer) a loss of tial sections of nations, pitted directly against one another. One wealth or potential wealth because of the economic or political side usually invades the other, but not always. The two sides may practices of the other side. Sometimes a war that appears territorial content themselves with merely probing one another’s borders. actually has an economic foundation because one or more of the An international war fits most people’s conception of what a belligerents seeks some economic advantage—be it access to war in a fantasy setting should be. Substantial armies go on the resources, access to markets, or just safe routes for trade or travel. march and seek out the enemy for pitched battles. An internation- The period before an economic war usually features attempts by al war offers player characters ample opportunities for heroics at least one side to secure trade agreements or concessions from both on and off the battlefield, and success consists of defeating the other, or to ensure a steady supply of needed goods or the enemy. resources by some means short of war. These prewar maneuvers Proxy Wars: These conflicts also involve opposing nations, but might go on for decades before one side runs out of patience and the main combatants choose to fight each other indirectly through resorts to force of arms. third parties. The belligerents may send their armies to another Economic wars sometimes end when one side deems the cost country to fight it out, or they might support their allies indirectly too high. In that case, some sort of diplomatic settlement or con- with money, equipment, and advice. cession usually terminates the conflict before either side actually A proxy war may call for more prudence and delicacy from the achieves a military victory. Otherwise, the war ends when one side PCs than an international war. Simply defeating the enemy may not either gains decisive control over the disputed resource (mines, a suffice. The characters might have to cover their tracks, win with a key port, an agricultural region, or the like) or defeats the other so minimum of casualties (on their own side, on the enemy’s side, or soundly that the loser must concede the dispute. both), and avoid offending or harming bystanders.