Conquest

Overview

Conquest is a PVE downtime activity a group of 3 or more Player Characters can perform in. The cost in downtime of the activity scales with the city size and difficulty, with larger, more difficult settlements costing more downtime to either assault or defend. A conquest mission is ran by a Combat Master, Questor, or Game Master shortly after the downtime submission was approved, and usually consists of 3 or more "scenes". In a sense a Conquest mission is a series of encounters, numbering more then three, that then allow either a successful defense or conquest of a settlement upon completion. Outside of running away, failure means death.


The main reward and incentive for Conquest is piety, many of the Theros Gods wish for their champion to carry their will in battle. A Champion of Mogis may seek to pillage a simple village, while a follower of Karametra may wish to protect such a village. Likewise, a follower of the God of Death may seek to crush a village of Returned. Or a Champion of evil may wish to protect an oppressive regime's power in the land from rebellion. There are many incentives and motives for a character to carry out a "conquest".

Picking a Side

In a war of Conquest there are always two separate sides, the Defending side, and the Attacking side. However such a thing can't be summed up to one morality or another, instead it is merely a representation of the kinds of battles one will face.

As part of your conquest DT submission, please specify if you wish to Defend or Attack, this will also affect other aspects of Conquest.

Selecting Motivation

Here you can randomize a motivation that is congruent with your side (attacker or defender) by rolling a d10. Alternatively, you can either select one from the chart you like or submit your own as part of the submission process. The "motivation" of the conquest serves as the flavoring a Game Master will follow when building your activity.

Choosing Settlement Sizes

Choose from the table a desired settlement size. Settlement size dictates the amount of encounters as well as the number of possible rewards. A larger city requires more Downtime Days to prepare for, and have minimum number of participants. These participants must be Player Characters.


  • Parties that collectively can breathe underwater (without a spell), can effectively attempt to conquer Triton cities equal to the table.
  • Unconventional settlements, like dungeons or inhabited ruins follow the same principle
  • A Thorp is basically a collection of scattered buildings, while a Metropolis is essentially a full Polis like Meletis or Akros.

Difficulty

The difficulty of a Conquest mission is a very important aspect of the activity. It is easy to raid a seaside fishing village, but it is substantially harder to raid a wizard's fortress monastery, and one yields substantially more rewards.

There are five difficulties: Easy, Average, Hard, Very Hard, and Impossible. Difficulty dictates the difficulty of Conquest encounters and its rewards. It is not affected by player level, or a minimum.

A party of 3 base level characters could attempt to siege a wizard's complex, and they would be allowed to fail.


  • If a Party wishes to raid a specific location or type of location, then a DM can determine its desirability and therefore its Difficulty.
  • Encounter Difficulty determines the average CR of an encounter within the City, this CR can be contributed to by both monsters, environment, and even objects or special encounters like ship battling.
  • "Encounter #" refers to the number of encounters that need to be bested in order to succeed.

Success Outcomes

It is possible in this activity to gain things like human resources, slaves, or even creating a stronghold should the settlement size allow it.

You can work with a GM to create a special success scenario, as the GM will determine if any enemy forces surrender, their amount, and whether or not the settlement is large enough to be made into a stronghold. Some success outcomes can be stacked, such as enslaving a populace and making it your stronghold.

Determining Rewards

Rewards can come in many forms. However, in Conquest, Rewards are considered Material Gain; and consist largely of accumulated gold, items (both magical and not), resources, territory, and any other additional things gained from your success such as slaves. Rewards are affected by the Difficulty of a successful Conquest, failed Conquests do not give any rewards.

The DM running your submission will consult the Difficulty of the Conquest after determining your Success Outcome, whereupon they will generate random loot using this Donjon Generator. The Encounter CR (using the Average on a scale) determines the CR of the generator, while the actual generator will be set on "treasure hoard" as it is the accumulation of your rewards.

Piety may also be given if the motivation and success outcome align with the beliefs of your gods. For example, a follower of Karametra will likely be given piety for defending a passive city, especially so if they do not kill captives. Meanwhile, a follower of Mogis would probably be given piety for attacking a city, slaughtering its inhabitants. Mogis cares not from where the blood flows.

Conquest Downtime Submission Form

When you have assembled a Party of a minimum number of participants for the settlement, have a representative submit the following form. Be sure to specifically mention the Combat Master role, as they primarily run these encounters. Once approved, the submission will be recorded, and a Combat master will discuss with you the details.

**Character Name:**

**Player ID:** @

**Downtime Days Wallet:**

**Downtime Activity:** (put down Conquest)

**Downtime Price:** (A number of DT days equal to the Encounter # in the difficulty column.)

**Remaining Expenses:**

**Participants** (Each participant must spend an amount of DT equal to the Downtime price.)
@
@

**Attacker or Defender:**

**Motivation:**

**Settlement Size:**