Post by Father on Jan 14, 2020 19:37:09 GMT 1
The market town of Mudgrave lies near the farthest point on Tristifer's knife, a tributary to the Red Fork, that is reachable by the river barges that traverse the Trident with all sorts of goods. Surrounded on three sides by a river bend, it is in a fine defensive position, with a palisade encircling the entire town, the docks themselves are outside the gates, but the storehouses are all inside. A narrow strip of land, made more so by digging trenches to widen the river, is the only approach. A much larger force would ordinarily be needed to take the gates, but whether through romantic notions of gallantry or a realistic assessment of the difference a knight of quality can make, the Bracken war council has decided to make the attempt regardless.
Bracken Forces
Commander: Normyn Flowers (4D+1B, Preferably under PC control, with Daeron being allowed to call first dibs)
Hero: Daeron
1x Trained Freeriders (ordinarily would man the capped ram and be first into the breach).
4x Trained Militia
Blackwood Forces
Commander: Ser Lambert of the Widow's Wash.
2x Trained Militia
1x Trained Militia Archers
Battlefield Conditions:
-Palisade Wall with trench beneath it, archers may man the gatehouse that forms a narrow passage before the gate itself (palisade gate), gaining +1D to attack and +2 damage against any unit directly in front of the gate for flanking in addition to higher ground bonuses.
-The path through the gatehouse is sloping upwards.
-Defenders may use incendiary arrows.
-Attackers have access to normal rams and one capped ram (Trench makes ladders impractical).
-A unit must spend a greater action to move a capped ram.
-Desperate Ground: Defenders ignores the effects of conditions other than annihilated.
-Victory conditions: All defenders at least routed, or more non-routed Bracken units through the gates than there are Blackwood units still defending them.
-Routed defenders are no longer able to block narrow passages.
Man the Ram:
-A hero attached to a unit that takes the "Break" action may use all his actions during a warfare round to substitute the unit's athletics and strength ranks with his own.
-Doing so means he cannot wield any weapon in either hand and takes an archery attack that warfare round resolved as the archery attacks sustained during into the Breach.
-A shield carried (but not wielded) grants half it's defensive bonus to AR against this attack.
-A hero attached to the first unit to engage with the defenders (or unattached and adjacent to the gate when it is breached) may be first into the Breach.
First Into the Breach:
-This generally works as per standard combat action against individual members of a unit.
-Each combat round, you take attacks from all defending units, this is treated as regular attack actions from each unit, but with maximum dices allowed from extra time.
-If an enemy unit has been routed, it no longer attacks you.
-If you defeat an enemy character, you may once as a greater action push forward (Athletics (Strength) TN 12), with an additional attempt allowed per new enemy defeated, but no later than the end of the next combat turn. On a success, you no longer take any attacks from archers other than as normal for being attached to a unit.
-If unattached to a unit, you take twice the number of attacks as normal.
Pillage and plunder:
-Once Mudgrave has fallen, one might engage in good old fashioned looting of such riches as the market town holds, you may test as many of the following as you like:
-Having been first through the Breach grants a head start of +1D to all tests.
-Agility (Quickness), AP applies, TN 9
-Awareness (Notice) TN 9
-Cunning (Logic) TN 9
-Fighting (Any) TN 9, +1 count of war crimes per DoS scored.
-Fighting (Brawling) TN 9, -1 Bracken Strength per DoS scored (morale).
-Simple Intrigue (Intimidate) TN 9, the DoS counts as a negative rumor targeting you.
-Audience Test TN 9
-Each DoS grants 25GD worth of loot.
-A critical failure counts as -3 DoS, if total is negative, Daeron must take an injury.
Rewards:
-Going first into the breach: +1 glory per defending unit that was routed trying to block the Bracken advance before you weren't defeated.
-Capturing Mudgrave: 15 Victory Point
-1 coffers worth of plunder will be awarded per point of glory won by the hero of the breach.
Special:
-The universe conspires to tempt Daeron to seek riches, having just enough status ranks to allow simple intrigue (5D) against his intrigue defense, which is modified by avaricious, for each DoS scored by the universe, Daeron must chose to test one of the fighting options or the intimidate (4 DoS is just overkill in this case).
Bracken Forces
Commander: Normyn Flowers (4D+1B, Preferably under PC control, with Daeron being allowed to call first dibs)
Hero: Daeron
1x Trained Freeriders (ordinarily would man the capped ram and be first into the breach).
4x Trained Militia
Blackwood Forces
Commander: Ser Lambert of the Widow's Wash.
2x Trained Militia
1x Trained Militia Archers
Battlefield Conditions:
-Palisade Wall with trench beneath it, archers may man the gatehouse that forms a narrow passage before the gate itself (palisade gate), gaining +1D to attack and +2 damage against any unit directly in front of the gate for flanking in addition to higher ground bonuses.
-The path through the gatehouse is sloping upwards.
-Defenders may use incendiary arrows.
-Attackers have access to normal rams and one capped ram (Trench makes ladders impractical).
-A unit must spend a greater action to move a capped ram.
-Desperate Ground: Defenders ignores the effects of conditions other than annihilated.
-Victory conditions: All defenders at least routed, or more non-routed Bracken units through the gates than there are Blackwood units still defending them.
-Routed defenders are no longer able to block narrow passages.
Man the Ram:
-A hero attached to a unit that takes the "Break" action may use all his actions during a warfare round to substitute the unit's athletics and strength ranks with his own.
-Doing so means he cannot wield any weapon in either hand and takes an archery attack that warfare round resolved as the archery attacks sustained during into the Breach.
-A shield carried (but not wielded) grants half it's defensive bonus to AR against this attack.
-A hero attached to the first unit to engage with the defenders (or unattached and adjacent to the gate when it is breached) may be first into the Breach.
First Into the Breach:
-This generally works as per standard combat action against individual members of a unit.
-Each combat round, you take attacks from all defending units, this is treated as regular attack actions from each unit, but with maximum dices allowed from extra time.
-If an enemy unit has been routed, it no longer attacks you.
-If you defeat an enemy character, you may once as a greater action push forward (Athletics (Strength) TN 12), with an additional attempt allowed per new enemy defeated, but no later than the end of the next combat turn. On a success, you no longer take any attacks from archers other than as normal for being attached to a unit.
-If unattached to a unit, you take twice the number of attacks as normal.
Pillage and plunder:
-Once Mudgrave has fallen, one might engage in good old fashioned looting of such riches as the market town holds, you may test as many of the following as you like:
-Having been first through the Breach grants a head start of +1D to all tests.
-Agility (Quickness), AP applies, TN 9
-Awareness (Notice) TN 9
-Cunning (Logic) TN 9
-Fighting (Any) TN 9, +1 count of war crimes per DoS scored.
-Fighting (Brawling) TN 9, -1 Bracken Strength per DoS scored (morale).
-Simple Intrigue (Intimidate) TN 9, the DoS counts as a negative rumor targeting you.
-Audience Test TN 9
-Each DoS grants 25GD worth of loot.
-A critical failure counts as -3 DoS, if total is negative, Daeron must take an injury.
Rewards:
-Going first into the breach: +1 glory per defending unit that was routed trying to block the Bracken advance before you weren't defeated.
-Capturing Mudgrave: 15 Victory Point
-1 coffers worth of plunder will be awarded per point of glory won by the hero of the breach.
Special:
-The universe conspires to tempt Daeron to seek riches, having just enough status ranks to allow simple intrigue (5D) against his intrigue defense, which is modified by avaricious, for each DoS scored by the universe, Daeron must chose to test one of the fighting options or the intimidate (4 DoS is just overkill in this case).