Post by Father on Apr 22, 2019 22:22:47 GMT 1
Lord Dunstan Shawney, Ser Quentyn Ball and Ser Aegor Rivers are considered among the finest military minds of The Seven Kingdoms and upon Lord Butterwell's invitation, these three men will preside over a test of tactical skill, having spent days pouring over the accounts of selected battles since Aegon's Landing, some are well known, others less so, at least for those from other places in the Riverlands. They will preside over a contest, where they describe these battles to the challenger appearing before them, the challenger then must describe how he would dispose his forces and the presiding judge will determine how well such a tactic works, describing it and allowing the challenger to make a new decision. While in most of the cases, the challenger plays the part of the historical victor, but in some cases not. The point, the three stress, is to show off their knowledge and ability to quickly make decisions, not whether or not the battle is won.
Restrictions: Only Chivalrous Knights may undertake the challenge, Twist is available for others.
NPC Participation: Players may nominate characters to be featured, for the most part they will only appear if there is a need to fill unclaimed spots in the grand battle enactment. Understaffed Player Houses may have one of their NPC's actively partake. However, players whose PC's are not undertaking the challenge may roll for one of these NPC through three simulations.
Challenge:
Each PC picks three different scenarios to try out, mark their names in the description for the warfare tests (one scenario per roll), ideally try to make it so that each scenario is picked at least two or three times, the corresponding warfare test is used to resolve that scenario (see simulations for specifics), whether you win or lose has no effect on this event. It should generally be assumed that the battles you are given are drawn at random (or maybe not, see twist).
Persuasion (Charm)+CF TN 12
Status (Reputation)+CF TN 12
Warfare (Command) TN 9
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
CF=Highest of Chivalry score and total fire points scored.
Because judges are biased:
-Characters publicly aligned with Fire: +1D on warfare tests.
-Characters not publicly aligned with Fire/Blood: +1b on warfare tests.
-Gain a bonus to Persuasion and Status tests equal to the highest Disposition Rating above neutral among the judges. (Addam +2, Balon +2)
-Suffer a Penalty to Persuasion and Status tests equal to the lowest Disposition Rating below neutral among the judges.
The three warfare tests will be used to simulate the outcomes of various warfare scenarios.
Simulation:
Make a thread to play out your first scenario, once that is resolved, run the second scenario, then the third. If a scenario requires additional warfare tests, you should use the same specialty as used for the first roll for that scenario. Players are encouraged to resolve scenarios by themselves, either by running the opposition for another player, or both sides of the simulation.
Twist
Characters who do not partake in the challenge may instead spot the bias of the judges by succeeding on the following two tests:
Awareness (Empathy) TN 12
Cunning (Logic) TN 12
They might then attempt one of the following (one could try both):
1. a simple intrigue (Incite) TN 9 to call attention to this fact.
-Suffer -2 Disposition with Bittersteel, Fireball and Dunstan Shawney (-1 if using deception specialties).
-Gain +1 Disposition with three randomly selected blood-aligned characters (0 if using deception specialties)
2. a simple intrigue (Convince) TN 12 to attempt to make people overlook it.
-Gain +1 Disposition with three randomly selected fire-aligned characters (0 if using deception specialties)
Special:
-A Point of glory or influence spent before rolling grants +1D to Status and Persuasion tests.
Rewards:
-Success on all five tests: +1 Glory, +1 Chivalry, +1 Influence. Be allowed to serve as an aide in the grand battle enactment at the Feast of Champions.
-10+ DoS: The high esteem for your military mind may increase the likelihood of securing plum commands during phase 3 Riverland events.
-Two Highest total DoS (Reaching 10 suffices to beat the NPC's, re-rolls ): Be selected as the commanders in the grand battle enactment at the Feast of Champions, though that scene may not necessarily be featured.
-If More DoS are scored for Incite than for convince under Twist: +1 Blood
Benefits/Drawbacks:
Attractive: Gain +1b on all status and persuasion tests.
Blood of Valyria: Gain +1 on Persuasion and Status tests under challenge.
Charismatic: Gain +1 on all tests under challenges
Great Bastard: Gain +1D on the simple intrigue under twist.
Head for Numbers: Gain +1D on all tests under challenges (by gaming the system, can be honorable and not do so)
Orator: Gain +1D on the simple intrigue under twist.
Vainglorious: Compels Participation in the challenges (can opt out of them, but bars you from doing twist).
Zealot (Power): Compels Participation in the challenges, and game the system (can opt out of them, but bars you from doing twist).
Available battle scenarios:
The Bridge of Bloodstone
106 AC, The War for the Stepstones.
Without Prince Daemon upon Caraxes to support him, Lord Corlys Velaryon found himself trapped between two opposing forces, in an effort worthy of a song, The Wreckers held off one of the two forces sent by Craghas Drahar at a wooden bridge across a chasm so that The Sea Snake could defeat the other and save his ships. The legendary sellsword company whose original name has been lost to all but the maester's did not survive The War for The Stepstones, it's leader was knighted and took service in the Crownlands. According to Mushroom he was killed by a woman in the melee at Riverrun of the year 124, though as he goes on to claim that she was also his lover, that account is considered to be among his more questionable recollections.
Friendly Force (defending narrow passage): The Wreckers
1x Elite Heavy Foot
Opposition: Admiral Craghas Drahar (4D+2b)
3 forces, attacking after another, each consisting of:
1x Average Light Foot
1x Average Skirmishers
Any attacking unit that holds joins the next wave, any that withdraws in good order forms up to make a fourth wave. (So three additional warfare tests will be made).
The Charge of the Stormbreaker
157 AC, The Conquest of Dorne.
Having managed to circumvent Walton Wyl's defense through goat trails, the forces of the young king come upon the armies of House Yronwood, Ser Aerion Baratheon lead the Vanguard from the front of the wedge made up by five hundred knights to scatter the enemy lines.
Friendly Force: The Stormbreaker's Wedge.
1X Elite Heavy Cavalry
2X Veteran Heavy Cavalry
3X Season Heavy Cavalry
4X Average Heavy Cavalry
Opposition (defending): Lord Anders Yronwood (3D+1b)
2X Seasoned Heavy Cavalry
4X Seasoned Light Cavalry
10X Seasoned Heavy Foot
10X Average Heavy Foot
10X Green Light Foot
10X Raw Light Foot
5X Seasoned Archers
Any attacking unit that holds/withdraws can attack again (if battle wasn't won).
The Battle of the Boneway Plains
157 AC, The Conquest of Dorne.
Some of the first blood spilled during this conflict, the royal host prepared to storm the first waycastle that House Wyl maintains on the Boneway, lest they would have to encircle and besiege it to cover their supply-lines. Ser Walton Wyl fell upon their siege weapons and put them all to the torch.
Friendly Force (defending):
2x Average Light Foot
2x Average Heavy Foot
2x Average Archers.
Opposition: Ser Walton Wyl (5D+2b)
4x Seasoned Light Cavalry
Ser Walton Wyl may make repeated attacks with non-routed until he scores a single victory by a margin of 1 DoS.
The Battle of the Boneway Pass.
157 AC, The Conquest of Dorne.
Under the command of Ser Jorah Holt of the Kingsguard, the royal forces makes a push up through the Boneway, failing to make any headway through the steep steps of the mountain road past the blockade set by Ser Walton Wyl
Friendly Force:
10x Seasoned Heavy Foot
20X Average Heavy Foot
20X Average Light Foot
10X Average archers
Opposition (defending narrow passage, with higher ground and barricades: Ser Walton Wyl (5D+2b)
5x Seasoned Heavy Foot
5x Average Light Foot
5X Seasoned Light Foot
5X Average archers
5X Seasoned archers
Ser Jorah may attempt to attack again with non-routed units, but the historical white cloak pulled back in good order to limit his losses in a fruitless strike.
The Furious Frey meets his match.
125 AC, Near the headwaters of The Tumblestone
Ser Walton The Giant and his men put themselves in the way of Furious Frey and his rampaging band of outlaws who have raped, pillaged and burned their way to carry out a bloody revenge against those who spoke out against him at his trial. Attracting a great many former and newfound followers as bloodthirsty as he.
Friendly Force:
1x Seasoned Heavy Foot
1x Average Archers
Opposition : The Furious Frey (3D)
2x Green Foot
1x Green Light Cavalry
Throwing the Ironborn back into the sea
-1 AC, Aegon's Conquest.
Less than a year after the death of Black Harren, all the Ironborn where driven out of the lands watering the Trident, except for "Landhold", their last fortification yet to have fallen to the Riverlords. The eagle of House Mallister swoops to conquer.
Friendly Force:
2x Veteran Heavy Foot
4x Seasoned Heavy Foot
8x Average Heavy Foot
10x Green Light Foot
1x Veteran Archers
2x Seasoned Archers
4x Average Archers
Catapults (one roll before warfare tests are made): 4D+1b vs TN 9, each DoS lowers defensive bonus of castle by one.
Opposition (defending castle): The one-eyed Sea Dragon (3D+1b)
2x Veteran Heavy Foot
2x Veteran Light Foot
2x Veteran Archers
Continued assaults until the castle is taken.
Ser Steffon's Folly
41 AC, The Faith Militant Uprising
One of the first blows to be struck against "King Abomination", Aenys I, was lead by Ser Steffon Darry of the Warrior's sons, who led a charge against "The Bastard Dragon", believed to be the unacknowledged bastard son of King Aegon The Conqueror, supposedly raised to lordship to curry favor with the Iron Throne. Ser Steffon led a contingent of two score knights, with near two hundred squires and mounted sarjeants of The Warrior's Sons commanding two thousand Poor Fellows.
Friendly Force (defending castle):
1x Elite Heavy Infantry
1x Seasoned Heavy Infantry
2x Average Heavy Infantry
2x Average Archers
Opposing Force: Ser Steffon Darry (4D)
5x Raw Light Foot
5x Green Light Foot
5x Average Light Foot
5x Seasoned Light Foot
1x Average Heavy Cavalry
1x Veteran Heavy Cavalry
Rams (one roll before warfare tests are made): 3D+1b vs TN 9, each DoS lowers defensive bonus of castle by one.
The Faith Militant will keep assaulting in wave after wave until all of them are destroyed/annihilated.
The Battle at Stonehelm
37 AC, The Second Dornish War
The First Vulture King, having scored a number of early victories against the marcher lords split his swelling forces in two, he would lay siege to Nightsong with one part and eventually fall to Lady Ellyn Caron, Lord Harmon Dondarrion and Lord Samwell Tarly, while the rest would march on Stonehelm under the command of Lord Walter Wyl where Lord Orys Baratheon proved victorious.
Friendly Force:
2x Veteran Heavy Cavalry
4x Seasoned Heavy Cavalry
8x Average Heavy Cavalry
20x Average Heavy Foot
10x Avaerage Archers
Opposition (Defending): Walter Wyl (4D+1b)
1x Veteran Heavy Cavalry
1x Seasoned Heavy Cavalry
2x Average Heavy Cavalry
2x Seasoned Light Cavalry
4x Average Light Cavarly
5x Average Archers
5x Green Archers
20x Average Light Foot
20x Green Light Foot
20x Raw Light Foot
Additional Warfare rolls may be required to force all defenders to give up their positions.
The Battle of the Kingsroad
131 AC, The Dance of the Dragons.
Also called "The Muddy Mess", The final battle in the Targaryen civil war occurred after the death of the claimant Queen Rhaenyra, with Lord Borros Baratheon taking his army to face a host of her supporters in the Riverlands under the command of Lord Kermit Tully. They had taken up a strong position with the longbows of Black Aly atop a hill, and days of heavy rains slowing down the warhorses. Lord Borros charged anyway.
Friendly Force (Defending High Ground)
1x Veteran Heavy Cavalry
1x Seasoned Heavy Cavalry
2x Seasoned Light Cavalry
4x Average Heavy Cavalry
2x Average Light Cavalry
5x Veteran Longbowmen
5x Average Longbowmen
10x Average Archers
5x Veteran Heavy Foot
10X Seasoned Heavy Foot
5X Average Heavy Foot
5x Veteran Light Foot
10X Seasoned Light Foot
5X Average Light Foot
Opposition: Borros Baratheon (3D+1B)
2x Veteran Heavy Cavalry
4x Seasoned Heavy Cavalry
8x Average Heavy Cavalry
5x Average Archers
15x Seasoned Heavy Foot
15x Average Heavy Foot
15x Average Light Foot
Muddy Conditions: Cavalry Strength at 2/3, No bonus for cavalry superiority.
Borros Baratheon will continue attacking with whatever he has left until both Veteran Heavy Cavalry Units are routed or worse.
Restrictions: Only Chivalrous Knights may undertake the challenge, Twist is available for others.
NPC Participation: Players may nominate characters to be featured, for the most part they will only appear if there is a need to fill unclaimed spots in the grand battle enactment. Understaffed Player Houses may have one of their NPC's actively partake. However, players whose PC's are not undertaking the challenge may roll for one of these NPC through three simulations.
Challenge:
Each PC picks three different scenarios to try out, mark their names in the description for the warfare tests (one scenario per roll), ideally try to make it so that each scenario is picked at least two or three times, the corresponding warfare test is used to resolve that scenario (see simulations for specifics), whether you win or lose has no effect on this event. It should generally be assumed that the battles you are given are drawn at random (or maybe not, see twist).
Persuasion (Charm)+CF TN 12
Status (Reputation)+CF TN 12
Warfare (Command) TN 9
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
CF=Highest of Chivalry score and total fire points scored.
Because judges are biased:
-Characters publicly aligned with Fire: +1D on warfare tests.
-Characters not publicly aligned with Fire/Blood: +1b on warfare tests.
-Gain a bonus to Persuasion and Status tests equal to the highest Disposition Rating above neutral among the judges. (Addam +2, Balon +2)
-Suffer a Penalty to Persuasion and Status tests equal to the lowest Disposition Rating below neutral among the judges.
The three warfare tests will be used to simulate the outcomes of various warfare scenarios.
Simulation:
Make a thread to play out your first scenario, once that is resolved, run the second scenario, then the third. If a scenario requires additional warfare tests, you should use the same specialty as used for the first roll for that scenario. Players are encouraged to resolve scenarios by themselves, either by running the opposition for another player, or both sides of the simulation.
Twist
Characters who do not partake in the challenge may instead spot the bias of the judges by succeeding on the following two tests:
Awareness (Empathy) TN 12
Cunning (Logic) TN 12
They might then attempt one of the following (one could try both):
1. a simple intrigue (Incite) TN 9 to call attention to this fact.
-Suffer -2 Disposition with Bittersteel, Fireball and Dunstan Shawney (-1 if using deception specialties).
-Gain +1 Disposition with three randomly selected blood-aligned characters (0 if using deception specialties)
2. a simple intrigue (Convince) TN 12 to attempt to make people overlook it.
-Gain +1 Disposition with three randomly selected fire-aligned characters (0 if using deception specialties)
Special:
-A Point of glory or influence spent before rolling grants +1D to Status and Persuasion tests.
Rewards:
-Success on all five tests: +1 Glory, +1 Chivalry, +1 Influence. Be allowed to serve as an aide in the grand battle enactment at the Feast of Champions.
-10+ DoS: The high esteem for your military mind may increase the likelihood of securing plum commands during phase 3 Riverland events.
-Two Highest total DoS (Reaching 10 suffices to beat the NPC's, re-rolls ): Be selected as the commanders in the grand battle enactment at the Feast of Champions, though that scene may not necessarily be featured.
-If More DoS are scored for Incite than for convince under Twist: +1 Blood
Benefits/Drawbacks:
Attractive: Gain +1b on all status and persuasion tests.
Blood of Valyria: Gain +1 on Persuasion and Status tests under challenge.
Charismatic: Gain +1 on all tests under challenges
Great Bastard: Gain +1D on the simple intrigue under twist.
Head for Numbers: Gain +1D on all tests under challenges (by gaming the system, can be honorable and not do so)
Orator: Gain +1D on the simple intrigue under twist.
Vainglorious: Compels Participation in the challenges (can opt out of them, but bars you from doing twist).
Zealot (Power): Compels Participation in the challenges, and game the system (can opt out of them, but bars you from doing twist).
Available battle scenarios:
The Bridge of Bloodstone
106 AC, The War for the Stepstones.
Without Prince Daemon upon Caraxes to support him, Lord Corlys Velaryon found himself trapped between two opposing forces, in an effort worthy of a song, The Wreckers held off one of the two forces sent by Craghas Drahar at a wooden bridge across a chasm so that The Sea Snake could defeat the other and save his ships. The legendary sellsword company whose original name has been lost to all but the maester's did not survive The War for The Stepstones, it's leader was knighted and took service in the Crownlands. According to Mushroom he was killed by a woman in the melee at Riverrun of the year 124, though as he goes on to claim that she was also his lover, that account is considered to be among his more questionable recollections.
Friendly Force (defending narrow passage): The Wreckers
1x Elite Heavy Foot
Opposition: Admiral Craghas Drahar (4D+2b)
3 forces, attacking after another, each consisting of:
1x Average Light Foot
1x Average Skirmishers
Any attacking unit that holds joins the next wave, any that withdraws in good order forms up to make a fourth wave. (So three additional warfare tests will be made).
The Charge of the Stormbreaker
157 AC, The Conquest of Dorne.
Having managed to circumvent Walton Wyl's defense through goat trails, the forces of the young king come upon the armies of House Yronwood, Ser Aerion Baratheon lead the Vanguard from the front of the wedge made up by five hundred knights to scatter the enemy lines.
Friendly Force: The Stormbreaker's Wedge.
1X Elite Heavy Cavalry
2X Veteran Heavy Cavalry
3X Season Heavy Cavalry
4X Average Heavy Cavalry
Opposition (defending): Lord Anders Yronwood (3D+1b)
2X Seasoned Heavy Cavalry
4X Seasoned Light Cavalry
10X Seasoned Heavy Foot
10X Average Heavy Foot
10X Green Light Foot
10X Raw Light Foot
5X Seasoned Archers
Any attacking unit that holds/withdraws can attack again (if battle wasn't won).
The Battle of the Boneway Plains
157 AC, The Conquest of Dorne.
Some of the first blood spilled during this conflict, the royal host prepared to storm the first waycastle that House Wyl maintains on the Boneway, lest they would have to encircle and besiege it to cover their supply-lines. Ser Walton Wyl fell upon their siege weapons and put them all to the torch.
Friendly Force (defending):
2x Average Light Foot
2x Average Heavy Foot
2x Average Archers.
Opposition: Ser Walton Wyl (5D+2b)
4x Seasoned Light Cavalry
Ser Walton Wyl may make repeated attacks with non-routed until he scores a single victory by a margin of 1 DoS.
The Battle of the Boneway Pass.
157 AC, The Conquest of Dorne.
Under the command of Ser Jorah Holt of the Kingsguard, the royal forces makes a push up through the Boneway, failing to make any headway through the steep steps of the mountain road past the blockade set by Ser Walton Wyl
Friendly Force:
10x Seasoned Heavy Foot
20X Average Heavy Foot
20X Average Light Foot
10X Average archers
Opposition (defending narrow passage, with higher ground and barricades: Ser Walton Wyl (5D+2b)
5x Seasoned Heavy Foot
5x Average Light Foot
5X Seasoned Light Foot
5X Average archers
5X Seasoned archers
Ser Jorah may attempt to attack again with non-routed units, but the historical white cloak pulled back in good order to limit his losses in a fruitless strike.
The Furious Frey meets his match.
125 AC, Near the headwaters of The Tumblestone
Ser Walton The Giant and his men put themselves in the way of Furious Frey and his rampaging band of outlaws who have raped, pillaged and burned their way to carry out a bloody revenge against those who spoke out against him at his trial. Attracting a great many former and newfound followers as bloodthirsty as he.
Friendly Force:
1x Seasoned Heavy Foot
1x Average Archers
Opposition : The Furious Frey (3D)
2x Green Foot
1x Green Light Cavalry
Throwing the Ironborn back into the sea
-1 AC, Aegon's Conquest.
Less than a year after the death of Black Harren, all the Ironborn where driven out of the lands watering the Trident, except for "Landhold", their last fortification yet to have fallen to the Riverlords. The eagle of House Mallister swoops to conquer.
Friendly Force:
2x Veteran Heavy Foot
4x Seasoned Heavy Foot
8x Average Heavy Foot
10x Green Light Foot
1x Veteran Archers
2x Seasoned Archers
4x Average Archers
Catapults (one roll before warfare tests are made): 4D+1b vs TN 9, each DoS lowers defensive bonus of castle by one.
Opposition (defending castle): The one-eyed Sea Dragon (3D+1b)
2x Veteran Heavy Foot
2x Veteran Light Foot
2x Veteran Archers
Continued assaults until the castle is taken.
Ser Steffon's Folly
41 AC, The Faith Militant Uprising
One of the first blows to be struck against "King Abomination", Aenys I, was lead by Ser Steffon Darry of the Warrior's sons, who led a charge against "The Bastard Dragon", believed to be the unacknowledged bastard son of King Aegon The Conqueror, supposedly raised to lordship to curry favor with the Iron Throne. Ser Steffon led a contingent of two score knights, with near two hundred squires and mounted sarjeants of The Warrior's Sons commanding two thousand Poor Fellows.
Friendly Force (defending castle):
1x Elite Heavy Infantry
1x Seasoned Heavy Infantry
2x Average Heavy Infantry
2x Average Archers
Opposing Force: Ser Steffon Darry (4D)
5x Raw Light Foot
5x Green Light Foot
5x Average Light Foot
5x Seasoned Light Foot
1x Average Heavy Cavalry
1x Veteran Heavy Cavalry
Rams (one roll before warfare tests are made): 3D+1b vs TN 9, each DoS lowers defensive bonus of castle by one.
The Faith Militant will keep assaulting in wave after wave until all of them are destroyed/annihilated.
The Battle at Stonehelm
37 AC, The Second Dornish War
The First Vulture King, having scored a number of early victories against the marcher lords split his swelling forces in two, he would lay siege to Nightsong with one part and eventually fall to Lady Ellyn Caron, Lord Harmon Dondarrion and Lord Samwell Tarly, while the rest would march on Stonehelm under the command of Lord Walter Wyl where Lord Orys Baratheon proved victorious.
Friendly Force:
2x Veteran Heavy Cavalry
4x Seasoned Heavy Cavalry
8x Average Heavy Cavalry
20x Average Heavy Foot
10x Avaerage Archers
Opposition (Defending): Walter Wyl (4D+1b)
1x Veteran Heavy Cavalry
1x Seasoned Heavy Cavalry
2x Average Heavy Cavalry
2x Seasoned Light Cavalry
4x Average Light Cavarly
5x Average Archers
5x Green Archers
20x Average Light Foot
20x Green Light Foot
20x Raw Light Foot
Additional Warfare rolls may be required to force all defenders to give up their positions.
The Battle of the Kingsroad
131 AC, The Dance of the Dragons.
Also called "The Muddy Mess", The final battle in the Targaryen civil war occurred after the death of the claimant Queen Rhaenyra, with Lord Borros Baratheon taking his army to face a host of her supporters in the Riverlands under the command of Lord Kermit Tully. They had taken up a strong position with the longbows of Black Aly atop a hill, and days of heavy rains slowing down the warhorses. Lord Borros charged anyway.
Friendly Force (Defending High Ground)
1x Veteran Heavy Cavalry
1x Seasoned Heavy Cavalry
2x Seasoned Light Cavalry
4x Average Heavy Cavalry
2x Average Light Cavalry
5x Veteran Longbowmen
5x Average Longbowmen
10x Average Archers
5x Veteran Heavy Foot
10X Seasoned Heavy Foot
5X Average Heavy Foot
5x Veteran Light Foot
10X Seasoned Light Foot
5X Average Light Foot
Opposition: Borros Baratheon (3D+1B)
2x Veteran Heavy Cavalry
4x Seasoned Heavy Cavalry
8x Average Heavy Cavalry
5x Average Archers
15x Seasoned Heavy Foot
15x Average Heavy Foot
15x Average Light Foot
Muddy Conditions: Cavalry Strength at 2/3, No bonus for cavalry superiority.
Borros Baratheon will continue attacking with whatever he has left until both Veteran Heavy Cavalry Units are routed or worse.