Post by Father on Jan 1, 2020 8:53:52 GMT 1
Restrictions: Only characters joining the Blackwoods in this campaign may join.
NPC Participation: All NPC's featured in the campaign will partake (not all will necessarily roll), selecting missions to partake in after the PC's have decided.
OOC Information: PC's should rank their top 4 picks of missions for act 1 in order of preference in their posts (need not be final and people can discuss among one another), after a week missions will be assigned if they are ready to go (earlier if all PC's have declared their choices and made their rolls).
War Council:
Audience Test TN 12
Simple Intrigue (Convince)+Chivalry TN 12
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
-You may spend a point of glory before rolling, gaining +5 to the audience and persuasion tests (for warfare, the +5 only applies when qualifying for missions).
-You may treat your chivalry score to be equal to your total earned blood points for these tests.
-Success on all tests: Command during missions is available to you
-Total DoS scored determines the order with which one may pick limited roles (Status result, then reputation dice, then reroll of status is the tie-breaker).
-Per Critical Failure on the Persuasion and Status tests: -1 influence, -5 Blackwood Strength, nulls any DoS from Persuasion or Status
-A Critical Failure on a Warfare tests counts as -10 DoS.
-Each participant calculates (Persuasion DoS+Status DoS)*(Strategy DoS+Tactics DoS), this is summed up across all participants and divided by the sum of all DoS from Persuasion and Status across all participants. Each DoS of this weighted average translates into a number of strength points equal to 1% of total initial points (round up)
-Distinguished oneself at The Whitewalls war games (10+ DoS in that event): Nobody is particularly impressed of one's accomplishments in that mummer's farce.
-NPC's will roll first to provide a template for how to report things.
-Generally you can only have one role per mission (each listed command is a role, hero is a role).
-The process is repeated for the second act among the missions not taken, new missions may be added to the list.
-Nameless secondary NPC's may fill out spare roles.
-For maneuver missions, another character may assist and receive every third glory and chivalry.
Missions:
Damsels in Distress
-Bloodraven has discovered that two of Lord Bracken's nieces and their handmaids have sought shelter from the raging skirmishes at The Green Door Inn, their protection detail should offer little challenge in securing such valuable hostages (simple battle against an enemy not formidable enough to offer any glory or blood points).
-Simple Battle (+1 chivalry for treating the captives with gallantry), commander may claim ransoms from captured Bracken scions.
-Each Bracken niece is worth 1 Victory Point as captives.
The Taking of Warrior's Seat (Only available in act 2).
-As predictable as the Brackens are, they will march on Battle Valley, leaving old dogs and young whelps to garrison their main fortification north of the Red Fork, it is without a doubt well supplied, and taking it by storm is not feasible, but if one steals a surprise march through the night, a small group might be able to infiltrate the keep undetected and open the gates in the hour of the wolf
Adventure: 15 Glory available, (divided across infiltration team, rounded up). Near guaranteed death or capture on a failure.
Narrator Note: This comes highly recommended for anyone with Stealth 3+, anyone without need not sign up, doing it solo will likely require DP to succeed.
Simple Battle if adventure is successful: +1 glory per status rank above 2 for victorious commander
-Diverts 40 Strength worth of Forces away from Battle Valley to garrison the castle, but holding it will grant considerable advantages in the aftermath of that battle regardless of it's outcome. Any casualties does not count towards strength of either side.
Capturing Warrior's Seat: 50 Victory Points.
Scorched Earth:
-Oldforge has little strategical value in this conflict, but it is the site of the Iron Mines that is a source of House Bracken's wealth, more importantly, it accounts for a sizeable amount of the metal that the Blackfyre faction would rely upon to outfit their armies. An assault here would weaken the defense of Battle Valley, but if the mills used to pump water out of the shafts are destroyed, and the miner's guild chased away and scattered to the winds, it is likely to seriously hurt the fighting ability of any rebellion in the name of Ser Daemon.
-Simple Battle, no glory awards, up to 1 Victory Point and 5 Blood Points available for the taking, up to 5 counts of war crimes inflicted.
Pillage and Plunder:
-The village of Honeytree makes for a tempting target for those out to enrich themselves.
-Maneuver (Up to 3 coffers and 2 Blood Points available)
The Knight of Brackford (Only available in act 1):
-A delegation is sent forth to deliver Lord Blackwood's warning and convince Ser Manfryd to fulfill his oath.
-Adventure (+2 Chivalry and +2 Influence available).
-Non-success: -10 Blackwood Strength.
King of the ashes.
-Claypool was once a redoubtable Blackwood stronghold, but now it's a mass of collapsed and melted stone that none has seen fit to repair since it's destruction of the dance, the Brackens has since taken possession of it and erected palisade walls buttressed by the odd tower base.
-Simple Battle, +2 glory to victorious commander.
-Taking Claypool: +5VP
A little more red in the fork:
-War between Blackwood and Bracken means crossing the Red Fork to go on the offensive, while The Warrior's Seat prevents the Blacwoods from simply blocking the fords, it is possible for a mobile force to circle through the lands of House Darry and disrupt the enemy supply trains, ordinarily this would upset the neighbors, but they are sympathetic to the loyalist cause and thus one can be forgiven for that which never could be permitted.
Maneuver, up to +3 glory on success.
Up to -50 Bracken Strength and 2 Blood Points possible.
Traitor's rewards.
-The last time Blackwood and Bracken fought, House Greenhill turned their cloak and swore fealty to Stone Hedge, joining what they considered the winning side (and promises of low tithes), as much as the new knight of Greenhill might have disagreed with his father's rash decision that everyone including the Brackens considered ill-advised, the debt can only be repaid in blood.
-Simple Battle, +2 glory to victorious commander.
-Taking Greenhill: +5VP
-Force the knight of Greenhill to swear fealty back to Raventree: +10 VP, +1 Blood.
-Extinguish the main Greenhill line to install a cousin loyal to House Blackwood: +10 VP, +10 Strength, +2 Blood, 5 Counts of war crimes.
Broken Lands (Each character can perform this mission):
-As the fighting picks up, refugees and broken men flood the countryside, outlying farms and small hamlets are at risk of raiding and raping, some knights might be inclined to take their squires and others as might follow them to instead travel the lands and protect the innocent.
-Maneuver (+3 Chivalry available)
-Diverts such forces as this character has brought to the campaign away from Battle Valley. (Reduces Blackwood Strength by the number of Blackwood points recruited)
Easy Pickings (Each character can perform this mission, in both acts if desired):
-One could always take a group of men to harass the enemy where he offers openings.
-Warfare (Command) TN 9, +1 Victory Point and -2 Bracken Strength per DoS, +1 glory if gaining at least 3 DoS.
-Captured upon critical failure.
Benefits/Drawbacks
Qualities may very well have special effects in missions.
Impatient: The -1D applies to the war council tests other than Audience.
Honor-Bound: Attempts to compel selecting other missions than Scorched Earth and Pillage&Plunder.
Lascivious: Attempts to compel getting acquainted with one or more camp followers, if so doing test chance TN 9 twice, critical failure on the first: -1 chivalry, critical failure on the second: -10 Strength.
Vainglorious: Attempts to compel undertaking a mission offering glory.
NPC Participation: All NPC's featured in the campaign will partake (not all will necessarily roll), selecting missions to partake in after the PC's have decided.
OOC Information: PC's should rank their top 4 picks of missions for act 1 in order of preference in their posts (need not be final and people can discuss among one another), after a week missions will be assigned if they are ready to go (earlier if all PC's have declared their choices and made their rolls).
War Council:
Audience Test TN 12
Simple Intrigue (Convince)+Chivalry TN 12
Warfare (Strategy) TN 9
Warfare (Tactics) TN 9
-You may spend a point of glory before rolling, gaining +5 to the audience and persuasion tests (for warfare, the +5 only applies when qualifying for missions).
-You may treat your chivalry score to be equal to your total earned blood points for these tests.
-Success on all tests: Command during missions is available to you
-Total DoS scored determines the order with which one may pick limited roles (Status result, then reputation dice, then reroll of status is the tie-breaker).
-Per Critical Failure on the Persuasion and Status tests: -1 influence, -5 Blackwood Strength, nulls any DoS from Persuasion or Status
-A Critical Failure on a Warfare tests counts as -10 DoS.
-Each participant calculates (Persuasion DoS+Status DoS)*(Strategy DoS+Tactics DoS), this is summed up across all participants and divided by the sum of all DoS from Persuasion and Status across all participants. Each DoS of this weighted average translates into a number of strength points equal to 1% of total initial points (round up)
-Distinguished oneself at The Whitewalls war games (10+ DoS in that event): Nobody is particularly impressed of one's accomplishments in that mummer's farce.
-NPC's will roll first to provide a template for how to report things.
-Generally you can only have one role per mission (each listed command is a role, hero is a role).
-The process is repeated for the second act among the missions not taken, new missions may be added to the list.
-Nameless secondary NPC's may fill out spare roles.
-For maneuver missions, another character may assist and receive every third glory and chivalry.
Missions:
Damsels in Distress
-Bloodraven has discovered that two of Lord Bracken's nieces and their handmaids have sought shelter from the raging skirmishes at The Green Door Inn, their protection detail should offer little challenge in securing such valuable hostages (simple battle against an enemy not formidable enough to offer any glory or blood points).
-Simple Battle (+1 chivalry for treating the captives with gallantry), commander may claim ransoms from captured Bracken scions.
-Each Bracken niece is worth 1 Victory Point as captives.
The Taking of Warrior's Seat (Only available in act 2).
-As predictable as the Brackens are, they will march on Battle Valley, leaving old dogs and young whelps to garrison their main fortification north of the Red Fork, it is without a doubt well supplied, and taking it by storm is not feasible, but if one steals a surprise march through the night, a small group might be able to infiltrate the keep undetected and open the gates in the hour of the wolf
Adventure: 15 Glory available, (divided across infiltration team, rounded up). Near guaranteed death or capture on a failure.
Narrator Note: This comes highly recommended for anyone with Stealth 3+, anyone without need not sign up, doing it solo will likely require DP to succeed.
Simple Battle if adventure is successful: +1 glory per status rank above 2 for victorious commander
-Diverts 40 Strength worth of Forces away from Battle Valley to garrison the castle, but holding it will grant considerable advantages in the aftermath of that battle regardless of it's outcome. Any casualties does not count towards strength of either side.
Capturing Warrior's Seat: 50 Victory Points.
Scorched Earth:
-Oldforge has little strategical value in this conflict, but it is the site of the Iron Mines that is a source of House Bracken's wealth, more importantly, it accounts for a sizeable amount of the metal that the Blackfyre faction would rely upon to outfit their armies. An assault here would weaken the defense of Battle Valley, but if the mills used to pump water out of the shafts are destroyed, and the miner's guild chased away and scattered to the winds, it is likely to seriously hurt the fighting ability of any rebellion in the name of Ser Daemon.
-Simple Battle, no glory awards, up to 1 Victory Point and 5 Blood Points available for the taking, up to 5 counts of war crimes inflicted.
Pillage and Plunder:
-The village of Honeytree makes for a tempting target for those out to enrich themselves.
-Maneuver (Up to 3 coffers and 2 Blood Points available)
The Knight of Brackford (Only available in act 1):
-A delegation is sent forth to deliver Lord Blackwood's warning and convince Ser Manfryd to fulfill his oath.
-Adventure (+2 Chivalry and +2 Influence available).
-Non-success: -10 Blackwood Strength.
King of the ashes.
-Claypool was once a redoubtable Blackwood stronghold, but now it's a mass of collapsed and melted stone that none has seen fit to repair since it's destruction of the dance, the Brackens has since taken possession of it and erected palisade walls buttressed by the odd tower base.
-Simple Battle, +2 glory to victorious commander.
-Taking Claypool: +5VP
A little more red in the fork:
-War between Blackwood and Bracken means crossing the Red Fork to go on the offensive, while The Warrior's Seat prevents the Blacwoods from simply blocking the fords, it is possible for a mobile force to circle through the lands of House Darry and disrupt the enemy supply trains, ordinarily this would upset the neighbors, but they are sympathetic to the loyalist cause and thus one can be forgiven for that which never could be permitted.
Maneuver, up to +3 glory on success.
Up to -50 Bracken Strength and 2 Blood Points possible.
Traitor's rewards.
-The last time Blackwood and Bracken fought, House Greenhill turned their cloak and swore fealty to Stone Hedge, joining what they considered the winning side (and promises of low tithes), as much as the new knight of Greenhill might have disagreed with his father's rash decision that everyone including the Brackens considered ill-advised, the debt can only be repaid in blood.
-Simple Battle, +2 glory to victorious commander.
-Taking Greenhill: +5VP
-Force the knight of Greenhill to swear fealty back to Raventree: +10 VP, +1 Blood.
-Extinguish the main Greenhill line to install a cousin loyal to House Blackwood: +10 VP, +10 Strength, +2 Blood, 5 Counts of war crimes.
Broken Lands (Each character can perform this mission):
-As the fighting picks up, refugees and broken men flood the countryside, outlying farms and small hamlets are at risk of raiding and raping, some knights might be inclined to take their squires and others as might follow them to instead travel the lands and protect the innocent.
-Maneuver (+3 Chivalry available)
-Diverts such forces as this character has brought to the campaign away from Battle Valley. (Reduces Blackwood Strength by the number of Blackwood points recruited)
Easy Pickings (Each character can perform this mission, in both acts if desired):
-One could always take a group of men to harass the enemy where he offers openings.
-Warfare (Command) TN 9, +1 Victory Point and -2 Bracken Strength per DoS, +1 glory if gaining at least 3 DoS.
-Captured upon critical failure.
Benefits/Drawbacks
Qualities may very well have special effects in missions.
Impatient: The -1D applies to the war council tests other than Audience.
Honor-Bound: Attempts to compel selecting other missions than Scorched Earth and Pillage&Plunder.
Lascivious: Attempts to compel getting acquainted with one or more camp followers, if so doing test chance TN 9 twice, critical failure on the first: -1 chivalry, critical failure on the second: -10 Strength.
Vainglorious: Attempts to compel undertaking a mission offering glory.