Ironfang Invasion and the Militia system. {SPOILERS}


Ironfang Invasion


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I hate to make a separate post from my Troop Template one, but I'm also really confused on the militia system in general. How do you track the number of people in your militia? Do all the rescued refugees get added into your militia's pool, and do you keep track of each individual in your militia like the book suggests?

Like if you're ranking up a refugee cause they leveled up or what ever, do you keep track of that for your militia or do you just track it for the APs weird refugee system that has no outline?

Wayfinders

Great questions I would like to see answered as well.

My PCs have finished Part 1 and have no idea how to build their militia from the rabble the brought with them out of Phaendar.

However, I think the urgency of finding a permanent home is important to the campaign, so I added a system to keep them feeling a little desperate. I drew an approximate map of the Southern Chernasardo on the hex side of a Chessex play mat. I put a marker in each hex that has an item of interest and set a distance of 5 miles for each hex. So moving through a hex takes one day of travel through the thick forest. The PCs can forage each hex using the foraging rules in the AP. The Provision Points they acquire then have to go back to their base camp. They chose a temporary base camp location on the hex map. Since it takes 1 day to leave a hex I can track the passage of time easily. Once a hex has been foraged, it cannot be harvested again. This is recorded on the Chessex mat with a little "F". If the PCs move 5 hexes away from base camp, then the npcs will consume a whopping 200 Provision Points by the time the PCs return. I follow the normal rules of hunger for the npcs and that creates a sufficient amount of drama for my players. They now feel the pressure to find a permanent home.

But since the militia system is lacking I'm going to have to create some kind of setting for the npcs where they are able to be self-sufficient once their provisions can be properly stored.

Help us out Paizo! We need more details on the militia system!


Zeets Zooby wrote:

Great questions I would like to see answered as well.

Help us out Paizo! We need more details on the militia system!

And the material in the Lands of Conflict book doesn't help with this system, which is where I understand the mechanics of this are supposed to exist?


I did a post by post breakdown of incorporating the Militia System into Ironfang in the Assault on Longshadow GM thread. I'd recommend checking out how I worked it to see if that helps answer some of your questions.


Quote:
Help us out Paizo! We need more details on the militia system!

Lands of Conflict explains how to use the Militia System. There is no need for further details outside of, you know, the actual rules.

It's a variation of the Downtime Rules and completely separate from Troop Rules so you have to make that distinction. The Militia System is an abstraction of how to organize a militia inside the boundaries of a larger conflict.

The rules in Lands of Conflict explain how to recruit and build your teams and how many people are considered a part of each. You have to read the chapter on Militia.

It's up to your players to decide who is considered a part of their militia. They can choose team leaders from the major NPCs in the adventure with sidebars in the books offering Militia bonuses for doing so. The rest of your militia is basically faceless. They are teams that are given activities each week.

One doesn't "rank up" individuals, only teams. For example, in book three, my players are working with the remnants of the Chernasardo Rangers, so two or three militia teams are comprised of them. It doesn't matter who comprises your team as the team's actions and qualities are determined by their type and rank. Players decide the team type when they are created.

Again, all explained in the book mentioned above. The players run through the various activities each week. Pay for upkeep. Order more training. Train a team to rank them up and give them more abilities. Send out teams to search or clear the area or spread propaganda to affect the attitudes of nearby towns.

If you understand the Downtime Rules, it's very similar and easy to use. I've taught a group of first time never played D&D before in their lives players how to use it, so surely seasoned gamers can use it as well.

Wayfinders

Brother Fen wrote:
Lands of Conflict explains how to use the Militia System. There is no need for further details outside of, you know, the actual rules.

Thank you for the advice on Lands of Conflict. I picked up that module which fully outlines the rules governing the militia system.

I still have one question. How does one utilize the promotions that are handed out during the campaign? These seem important to the plot and development of the militia and important npcs. Also, some of them are for individuals and others are general promotions. Specifically

Book 1 Boss:
the loot from Scarvinious' tent.


The rewards you're asking about are actually separate from the Militia rules. It is explained on page 22 of Trail of the Hunted.

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