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"Dragon Rampant Campaign: Follow Along!" Topic

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743 hits since 19 Dec 2017
©1994-2018 Bill Armintrout
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Personal logo Extra Crispy Sponsoring Member of TMP19 Dec 2017 7:54 p.m. PST

I'm running a campaign for the local lads using Wizard Kings as the strategic framework with battles decided by using Dragon Rampant. Email me if you;re interested in a copy of the campaign rules:

Spilldam has died. On the continent of Alesia four of the ruling Ur-Lords have made themselves King of their lands, and are set to become King of all Alesia.


Sensing a power vaccum in mid-Alesia, the Ur-Lords begin to immediately claim large tracts of formerly Imperial land. Behind his walls, Niko remain eerily quiet, and the border is sealed hard to the outside world. Elsewhere, armies are in motion.

Led by their enormous chieftain Brasski the Orcs, with their rat-faced allies, move fast. Fleets of ships, low, black and menacing, speed up the Hatel Passage, seizing Dupont and Faxton. Meanwhile, swarms of fast moving scouts move up the Delinar road, threatening Nivlak, Hadyn, and Zure. Khan, meanwhile, is attacked as well, by a party of steel armed goblins moving stealthily though hidden mountain passes, kept secret from the Emperor.

Freed from Imperial Shackles, an alliance of men and Dwarves likewise strike. Allied under the banner of Ur-Lord Jorb Rustbelt they move in powerful columns. Seizing Roda, Karakhan, and threatening Valkor and Lymarn, the low lying city of the Cai-Jun, swamp people with many knives and few teeth.

Keeping a wary eye on their mercurial neighbor, the forest dwelling men of Tana march to Ervalen and Alder. Swift boats of green and white meanwhile carry their forces to Endela and the key city of Mota, opening the Nemak land bridge and threatening Oldwood and the great plains beyond.

Diplomatic couriers scurry across the hot dry landscape, carrying messages of friendship and peace, each explaining to the others the necessity for these moves in order to keep order, protect the people, and ensure the smooth transition of power to the new king(s).

(Note: on the maps, thick arrows denote the movement of armies. Dashed lines the movement of smaller detachments. Colored triangles show detachment camps, colored stars, camped armies).


Personal logo Extra Crispy Sponsoring Member of TMP19 Dec 2017 7:58 p.m. PST

Note: planned for four teams, one in each corner but we only ended up with 3….

Karellian Knight20 Dec 2017 5:41 a.m. PST

Good idea, I love Wizards Kings and Dragon Rampant. I shall follow with interest.

Personal logo Saber6 Supporting Member of TMP Fezian20 Dec 2017 7:23 a.m. PST

put me on the mailing list. I might do this with my group

rustymusket Supporting Member of TMP20 Dec 2017 7:26 a.m. PST

Interesting. Thanks for sharing. Just learning Dragon Rampant rules.

skinkmasterreturns20 Dec 2017 7:42 a.m. PST

We ran a campaign of Dragon Rampant using Perfect Captains Battle Finder and it worked out really well. We limited each force to 36 points max.

Dentatus Fezian20 Dec 2017 5:21 p.m. PST

Just purchased the Dragon Rampant rulebook. How serendipitous.

Personal logo Extra Crispy Sponsoring Member of TMP10 Jan 2018 10:54 a.m. PST

Turn 2 – still just more land grabbing, no faction conflict yet, but it is coming soon!


Squares with letters represent armies, triangles with numbers are hidden movement markers comprised of 1+ units. Max 30 points per marker, 48 per army.

Rules available – drop me a line at

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