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These are the house rules used by Lixu in his games, meant to be shared and worked on to enhance your gaming experience. 

If you are willing to support my projects, you can do so this way, I hope I can keep providing value to your games and hope you have fun with them, thank you!

Issue 5: Rising Generals

At high levels, the dungeon delvers of old-school fantasy begin to transcend their roots by building castles, attracting armies, and claiming titles. But what happens after the stronghold is raised? What if the baron next door has eyes on your domain? What if the orc chieftain refuses to kneel?

Appendix L#5: Rising Generals bridges the gap between classic dungeon crawling and full-scale warfare, bringing streamlined, domain-level conflict rules to your Old-School table.

Whether your players are commanding soldiers from the ramparts, defending their coastal realms, or launching a naval invasion against an enemy fleet, this guide offers the tools to bring those epic visions to life.

Inside this booklet, you will get:

  • Mass Combat: Run large battles without tracking every sword swing. Rules for unit stats, morale, formations, and more.
  • Siege Warfare: Handle prolonged sieges, starvation, engineering and assaults with siege engines.
  • Naval Combat: Rules for ship-to-ship combat, including boarding, ramming, and naval positioning.
  • Logistics & Supply Lines: Because armies march on their stomachs. Track finances, raising armies, supply lines and communication while campaigning.
  • Realities of War (Optional Rules): Add gritty realism with war upkeep, pillaging, war crimes and the consequences of conquest.
  • And more...


Purchase

Buy Now$3.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $3.99 USD. You will get access to the following files:

Appendix L#5- Rising Generals.pdf 1 MB

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