[Phase 3] The battle of Pennytree [Act 1]
Jan 11, 2020 16:46:32 GMT 1
Balon Blackbriar and Parmen Redwyne like this
Post by Father on Jan 11, 2020 16:46:32 GMT 1
The village of Pennytree is much like an oversized Motte and Bailey, the outer palisade wall can be breached easily enough, but it's purpose is to stop outlaws and raiders, against the army now marching to take the village it can do little more than give those inside time to retreat into the holdfast, and that is another matter entirely, with stone walls thicker than Lord Eldon and twenty feet tall, it is as strong as any in the Riverlands. Outnumbering the defenders 3 to 1 in men, and 20 to 1 in knights, the Bracken forces should still have good chances of taking it by storm, though one might wonder if the dream of glory and prestige has clouded the minds at Stone Hedge, a great many men is likely to be lost.
Bracken Forces
Commander: Balon
Heroes: Redtusk (over the wall).
3x Trained Freeriders
5x Trained Guardsmen
6x Trained Militia
Seasoned Freeriders with equipment upgrades, these knights of summer might be individually capable but lacks proper discipline and willingness to fight for one another, they expect to be given the glorious task of going up first in the siege tower and is likely to disobey any command that might make them expend energy that they need to win their internal bets about being the one to capture the gate from the inside. Redtusk attaches himself to this unit and doesn't improve it's attitudes in the slightest.
Blackwood Forces
Commander: Ser Robyn Rivers
Seasoned Freeriders
Seasoned Militia
Seasoned Archer Militia
2x Green Peasant Levies
Battlefield Conditions:
-The village is surrounded by a high Palisade Wall without battlements and a palisade gate.
-The Holdfast is roughly 30x30 yards and have a stone wall and a castle gate, the gate is inside the Palisades.
-It is not possible to scale the Holdfast from outside the palisade with the available equipment.
-The Palisade gate is located right below the Holdfast, to get from it to the Holdfast Gate, one must move across the village square (50 yards) before ascending towards the castle gate.
-There are no buildings within 50 yards of the Holdfast, from the village square, a sloped path 5 yards wide stretches 60 yards around the earthworks, moving away from the path from the village gate leading up to the gate of the holdfast. Getting up to this path from anywhere else requires ascending a steep slope.
-It is possible to break through the palisade wall outside the range of any archers manning the Holdfast.
-Defenders have access to incendiary arrows and boiling oil.
-Buildings provides cover (+5 CD) against marksmanship and prevents charging from horseback.
-It is not possible to break down palisades sufficiently to bringin horses or siege equipment until defenders are forced to retreat.
-Attackers have access to rams (capped and small), ladders, grapnels and siege towers.
-A single unit of defenders can man the entire holdfast wall and can perform an attack order against all units trying to scale it.
-Only a single unit of attackers may scale or be on the holdfast walls at the same time as long as there are defenders on it.
-Siege weapons cannot be carried up a steep slope, capped rams can be attacked by stones if beneath the castle gate. Ladders can only be used to scale the holdfast adjacent to the gate.
-Siege Towers and Capped Rams needs a dismounted unit to push them to move, if a unit is already in the tower, another must push it.
-Desperate Ground: Defenders ignores the effects of unit conditions other than annihilated, but will retreat to the holdfast (and/or not leave it) if routed.
-Victory Conditions: Defenders yield if all units have the routed condition (or worse), Ser Robyn is killed or captured or attackers make their way through the breach.
Hero Action: First across the wall:
-A hero that scales the walls can make his way to the gatehouse, for each enemy soldier defeated, he can as a lesser action make an Athletics (Strength) TN 9 test to progress as many yards as they score DoS up to their total movement, allowing a unit he is attached to push forward the same distance with him. Upon reaching the gatehouse, the unit may as a greater action open the gates. If ascending the walls by siege tower, 50 yards must be covered, if by ladders, 25.
-Any other hero may spend a lesser action to automatically progress along with their comrades, if more than one tests for Athletics, the best result counts.
-Per 5 yards progressed, a hero suffers an attack from any adjacent enemy unit with extra +D as if maximum extra time was taken.
-If a hero is not attached to any unit, he suffers thrice the number of attacks (divided on number of heroes in a group on the walls, round up, minimum one attack).
-If reaching the gatehouse with no attached unit, a hero may open the gate by himself if succeeding on an Athletics (Strength) TN 21 test, extra time is allowed, and also adds any assistance bonuses again per +1D, up to five heroes may assist.
Rewards:
+2 Glory to Balon
+3 Glory to Balon and +25 VP if victorious.
+7 Glory split among heroes scaling the wall and opening the gate (round up)
-Further choices (up to 10 coffers worth of plunder for the taking) upon resolution.
Bracken Forces
Commander: Balon
Heroes: Redtusk (over the wall).
3x Trained Freeriders
5x Trained Guardsmen
6x Trained Militia
Seasoned Freeriders with equipment upgrades, these knights of summer might be individually capable but lacks proper discipline and willingness to fight for one another, they expect to be given the glorious task of going up first in the siege tower and is likely to disobey any command that might make them expend energy that they need to win their internal bets about being the one to capture the gate from the inside. Redtusk attaches himself to this unit and doesn't improve it's attitudes in the slightest.
Blackwood Forces
Commander: Ser Robyn Rivers
Seasoned Freeriders
Seasoned Militia
Seasoned Archer Militia
2x Green Peasant Levies
Battlefield Conditions:
-The village is surrounded by a high Palisade Wall without battlements and a palisade gate.
-The Holdfast is roughly 30x30 yards and have a stone wall and a castle gate, the gate is inside the Palisades.
-It is not possible to scale the Holdfast from outside the palisade with the available equipment.
-The Palisade gate is located right below the Holdfast, to get from it to the Holdfast Gate, one must move across the village square (50 yards) before ascending towards the castle gate.
-There are no buildings within 50 yards of the Holdfast, from the village square, a sloped path 5 yards wide stretches 60 yards around the earthworks, moving away from the path from the village gate leading up to the gate of the holdfast. Getting up to this path from anywhere else requires ascending a steep slope.
-It is possible to break through the palisade wall outside the range of any archers manning the Holdfast.
-Defenders have access to incendiary arrows and boiling oil.
-Buildings provides cover (+5 CD) against marksmanship and prevents charging from horseback.
-It is not possible to break down palisades sufficiently to bringin horses or siege equipment until defenders are forced to retreat.
-Attackers have access to rams (capped and small), ladders, grapnels and siege towers.
-A single unit of defenders can man the entire holdfast wall and can perform an attack order against all units trying to scale it.
-Only a single unit of attackers may scale or be on the holdfast walls at the same time as long as there are defenders on it.
-Siege weapons cannot be carried up a steep slope, capped rams can be attacked by stones if beneath the castle gate. Ladders can only be used to scale the holdfast adjacent to the gate.
-Siege Towers and Capped Rams needs a dismounted unit to push them to move, if a unit is already in the tower, another must push it.
-Desperate Ground: Defenders ignores the effects of unit conditions other than annihilated, but will retreat to the holdfast (and/or not leave it) if routed.
-Victory Conditions: Defenders yield if all units have the routed condition (or worse), Ser Robyn is killed or captured or attackers make their way through the breach.
Hero Action: First across the wall:
-A hero that scales the walls can make his way to the gatehouse, for each enemy soldier defeated, he can as a lesser action make an Athletics (Strength) TN 9 test to progress as many yards as they score DoS up to their total movement, allowing a unit he is attached to push forward the same distance with him. Upon reaching the gatehouse, the unit may as a greater action open the gates. If ascending the walls by siege tower, 50 yards must be covered, if by ladders, 25.
-Any other hero may spend a lesser action to automatically progress along with their comrades, if more than one tests for Athletics, the best result counts.
-Per 5 yards progressed, a hero suffers an attack from any adjacent enemy unit with extra +D as if maximum extra time was taken.
-If a hero is not attached to any unit, he suffers thrice the number of attacks (divided on number of heroes in a group on the walls, round up, minimum one attack).
-If reaching the gatehouse with no attached unit, a hero may open the gate by himself if succeeding on an Athletics (Strength) TN 21 test, extra time is allowed, and also adds any assistance bonuses again per +1D, up to five heroes may assist.
Rewards:
+2 Glory to Balon
+3 Glory to Balon and +25 VP if victorious.
+7 Glory split among heroes scaling the wall and opening the gate (round up)
-Further choices (up to 10 coffers worth of plunder for the taking) upon resolution.