Post by Father on Mar 19, 2020 12:03:08 GMT 1
The Warrior's Seat is a bailey with a Stone Wall, ancient and large for it's type, and having changed hands and been torn down so many times, none have particularly cared to expand it, merely content to repair it's existing outer walls, though they are reasonably strong as they are. It's insides has a relatively modest hall for it's size, but with sizable storehouses and barracks, it is more fortified army camp than a true castle, if the Brackens hold it, they can use it as a staging ground for offensives into Battle Valley, while in Blackwood hands, no Bracken holdings north of The Red Fork are safe from raids staged from the place. It is usually a key objective for any side not already holding it.
Event Structure
No rolls must be made before the following decisions have been made:
-Grapnel use.
-Extra time on the stealth tests.
-Any plans for extra time on the climbing tests.
-Gear brought along (especially relevant for bulk and AP)
-Distance to the castle gates for the main force.
Infiltration Team:
-The time will be counted on the combat scale.
-Out of combat, you may spend a greater action to gain +1D to any one test as per taking extra time.
-For each point of bulk carried, 1 greater action must be spent to reach the walls.
-A Destiny Point may be spent to affect a single test as if it was burnt.
-A Destiny Point used to affect a test normally applies to all further tests of that character in like fashion.
-The chance tests counts as being made by an NPC ally (otherwise treated as immaterial), which can be affected by PC's.
-Narrator rolls chance tests at the end of the turn they happen once all actions that turn are resolved, no actions or rolls on subsequent turns should be made before the chance test.
Challenge 1: Stealth
Each turn the infiltration team must make a chance TN 5 test, on a failure, the alarm is raised. At the beginning of each subsequent turn, 1d6-chance result will be rolled until a positive result occurs, then 1d4-1 guards will arrive that turn, with 1d4-1 guards arriving on each subsequent turn.
Stealth (Sneak) TN 9, armor penalty applies.
-Each DoS delays the time before each chance test must be made, a 2 DoS result for example, means that the test is made on turn 3,6,9 and so on.
-On a critical failure, the chance test is now at TN 9.
-Each +1D gained from spending extra time requires twice the amount of actions as the previous (+1D: 1 action, +2D: 1+2 actions, +3D: 1+2+4 actions).
-The infiltration team may throw caution to the wind and forego rolling, the chance test is now at TN 7, but it will be delayed by 5 turns.
Challenge 2: The Walls
Athletics (Climb) TN 15, armor penalty applies, each test takes 1 greater action, 15 yards must be climbed.
-Using grapnels changes the TN to 9, but not using grapnels adds 2 turns between each time the chance test for detection is made.
-Each point of bulk carried inflicts -1 on the test.
-A character having scaled the walls may throw down a rope (lowering the TN to 9 for anyone using it), and assist any climbing tests by characters using that rope (or grapnels), a character being on the walls means that the benefit of not having used grapnels in delaying detection no longer applies.
-A character on the ground may use a greater action to test Athletics (Strength) TN 9, each DoS allows another character to automatically climb 1 yard, but no higher than 5 yards from the ground, this is applied before the results of that character's climb test.
-Guards having arrived to the scene may either cut the ropes of characters (Sunder TN 12) or throw down anyone with 1 yard left to climb (as knockdown, may be readied), if successful, climbers fall down.
-Guards may also drop rocks (4D attack dealing 3 damage per DoS) as a greater action, only one attack allowed against each team member per round.
-You may at any time start climbing without the use of a rope by testing your greater action to climb against TN 15 (or spend a greater action to take extra time while doing it).
-Falling damage is treated as follows:
-Each yard fallen makes an "attack" with as many dice as it's height, with the strongest attack first (So 4 yards fallen is 4D, 3D, 2D, 1D).
-Each attack is resolved against passive endurance (resilience) and deals 1 damage per DoS (ignoring AR).
-Every odd numbered attack dice added starting with the fifth is removed, increasing base damage by 1 for affected attacks.
Challenge 3: The Gatehouse
-If the alarm is not raised, it will take 3 greater actions by the infiltration team to make it from the walls to the gatehouse, this distance can be cut to a single greater action (treated as foregoing the earlier stealth test, but with no delay in chance of detection).
-If the alarm is not raised, it may be possible to neutralize the guards quietly, a new stealth test (TN 13) may be attempted (extra time requires the same amount of additional actions as the previous stealth test), on a success the infiltration team gains surprise.
-If the gatehouse guards are neutralized using the knockout action or pinned before they get to act and fails to break free before they are neutralized, the chance test for the alarm being raised is now TN 7 and made every round.
-If combat other than described above is needed to neutralize the gatehouse guards, the chance test for the alarm being raised is now TN 9 and made every round, with +2 added to the TN for each additional round of combat that is required.
-The gatehouse guards likely have the means to immediately sound the alarm if not prevented.
-If the alarm is raised, a distance of 16 yards must be covered to the Gatehouse (and the infiltration team must probably fight their way through guards to get there).
-Once the infiltration team has reached the gatehouse, 1d6 guards will arrive to the scene each round if the alarm is raised (this overrides the response mechanics noted previously).
Challenge 4: The Gate.
a) Alarm is not raised.
-A number of characters (2 NPC's with strength 3D can join in) may lift the beam off the doors (TN 21 for 1 character, TN 15 for two, 12 for three, 9 with four).
-As a greater action, characters makes an Athletics (Strength) test, once everyone has scored 1 DoS, repeat the process.
-All characters must keep making greater actions until everyone has succeeded, on a critical failure, all DoS across those lifting the beam is lost.
-Everyone needs to score 1 DoS and then everyone needs to score 1 DoS again.
-The doors may then be opened by a TN 9 Athletics (Strength) check as a greater action, two characters can attempt to push open each door in a round.
-A greater action must be spent signalling the Blackwood forces (starting the battle if applicable).
b) Alarm is raised.
-As above, but the gatehouse must be held against the oncoming guards until the doors are opened (The narrator is postponing development of this part until such a time that it clearly is needed).
Challenge 5: The Battle
Simple Battle if the gates are open and the alarm is raised, the infiltration team may join as heroes (and are likely forced to).
If the alarm is not raised, a maneuver should suffice to take the castle.
If the infiltration team fails, a foolhardy commander might attempt to take the castle by storm anyway, but that scenario will be heavily stacked in favor of the defenders.
Ordinarily, attackers will start 200 yards from the castle, but the commander may attempt to shorten the distance, for each 50 yards closer that the force draws, inflict -1D on any stealth tests made by the infiltration team. The commander must also attempt a Warfare (Command) TN 9 and Warfare (Tactics) TN 9 (regardless of whether any distance is closed), reducing the penalty dice (if any) inflicted by 1 per DoS on the lowest test. On a critical failure, the chance test for the discovery of the infiltration will now be at TN 9.
Blackwood Forces:
3x Seasoned Freeriders with upgraded equipment (Dismounted).
Bracken Forces:
1x Seasoned Guards with upgraded equipment (Defending narrow passage)
1x Seasoned Archer Militia with upgraded equipment (On the walls).
Bracken forces surrenders if the Guards are routed. Various suggested tweaks to the warfare rules are likely to be tested out in this scene.
Consequences
15 Glory (divided across infiltration team, rounded up).
1 glory per status rank above 2 for victorious commander (battle or no)
-On a success, 40 Strength worth of Forces must be pulled 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 the strength of either side (If Brackens hold the castle, Blackwood casualties will count towards battle valley strength).
-Capturing Warrior's Seat: 50 Victory Points.
-Should the infiltration team fail, death or capture is a near certainty (captivity would prevent further participation in the conflict).
Consideration for qualities:
Proud: Helping (both aid from the top of the wall or giving a lift from the ground) does count as giving/receiving assistance, but the Self-control test is made at +1D.
Impatient: The -1D applies to stealth tests.
Event Structure
No rolls must be made before the following decisions have been made:
-Grapnel use.
-Extra time on the stealth tests.
-Any plans for extra time on the climbing tests.
-Gear brought along (especially relevant for bulk and AP)
-Distance to the castle gates for the main force.
Infiltration Team:
-The time will be counted on the combat scale.
-Out of combat, you may spend a greater action to gain +1D to any one test as per taking extra time.
-For each point of bulk carried, 1 greater action must be spent to reach the walls.
-A Destiny Point may be spent to affect a single test as if it was burnt.
-A Destiny Point used to affect a test normally applies to all further tests of that character in like fashion.
-The chance tests counts as being made by an NPC ally (otherwise treated as immaterial), which can be affected by PC's.
-Narrator rolls chance tests at the end of the turn they happen once all actions that turn are resolved, no actions or rolls on subsequent turns should be made before the chance test.
Challenge 1: Stealth
Each turn the infiltration team must make a chance TN 5 test, on a failure, the alarm is raised. At the beginning of each subsequent turn, 1d6-chance result will be rolled until a positive result occurs, then 1d4-1 guards will arrive that turn, with 1d4-1 guards arriving on each subsequent turn.
Stealth (Sneak) TN 9, armor penalty applies.
-Each DoS delays the time before each chance test must be made, a 2 DoS result for example, means that the test is made on turn 3,6,9 and so on.
-On a critical failure, the chance test is now at TN 9.
-Each +1D gained from spending extra time requires twice the amount of actions as the previous (+1D: 1 action, +2D: 1+2 actions, +3D: 1+2+4 actions).
-The infiltration team may throw caution to the wind and forego rolling, the chance test is now at TN 7, but it will be delayed by 5 turns.
Challenge 2: The Walls
Athletics (Climb) TN 15, armor penalty applies, each test takes 1 greater action, 15 yards must be climbed.
-Using grapnels changes the TN to 9, but not using grapnels adds 2 turns between each time the chance test for detection is made.
-Each point of bulk carried inflicts -1 on the test.
-A character having scaled the walls may throw down a rope (lowering the TN to 9 for anyone using it), and assist any climbing tests by characters using that rope (or grapnels), a character being on the walls means that the benefit of not having used grapnels in delaying detection no longer applies.
-A character on the ground may use a greater action to test Athletics (Strength) TN 9, each DoS allows another character to automatically climb 1 yard, but no higher than 5 yards from the ground, this is applied before the results of that character's climb test.
-Guards having arrived to the scene may either cut the ropes of characters (Sunder TN 12) or throw down anyone with 1 yard left to climb (as knockdown, may be readied), if successful, climbers fall down.
-Guards may also drop rocks (4D attack dealing 3 damage per DoS) as a greater action, only one attack allowed against each team member per round.
-You may at any time start climbing without the use of a rope by testing your greater action to climb against TN 15 (or spend a greater action to take extra time while doing it).
-Falling damage is treated as follows:
-Each yard fallen makes an "attack" with as many dice as it's height, with the strongest attack first (So 4 yards fallen is 4D, 3D, 2D, 1D).
-Each attack is resolved against passive endurance (resilience) and deals 1 damage per DoS (ignoring AR).
-Every odd numbered attack dice added starting with the fifth is removed, increasing base damage by 1 for affected attacks.
Challenge 3: The Gatehouse
-If the alarm is not raised, it will take 3 greater actions by the infiltration team to make it from the walls to the gatehouse, this distance can be cut to a single greater action (treated as foregoing the earlier stealth test, but with no delay in chance of detection).
-If the alarm is not raised, it may be possible to neutralize the guards quietly, a new stealth test (TN 13) may be attempted (extra time requires the same amount of additional actions as the previous stealth test), on a success the infiltration team gains surprise.
-If the gatehouse guards are neutralized using the knockout action or pinned before they get to act and fails to break free before they are neutralized, the chance test for the alarm being raised is now TN 7 and made every round.
-If combat other than described above is needed to neutralize the gatehouse guards, the chance test for the alarm being raised is now TN 9 and made every round, with +2 added to the TN for each additional round of combat that is required.
-The gatehouse guards likely have the means to immediately sound the alarm if not prevented.
-If the alarm is raised, a distance of 16 yards must be covered to the Gatehouse (and the infiltration team must probably fight their way through guards to get there).
-Once the infiltration team has reached the gatehouse, 1d6 guards will arrive to the scene each round if the alarm is raised (this overrides the response mechanics noted previously).
Challenge 4: The Gate.
a) Alarm is not raised.
-A number of characters (2 NPC's with strength 3D can join in) may lift the beam off the doors (TN 21 for 1 character, TN 15 for two, 12 for three, 9 with four).
-As a greater action, characters makes an Athletics (Strength) test, once everyone has scored 1 DoS, repeat the process.
-All characters must keep making greater actions until everyone has succeeded, on a critical failure, all DoS across those lifting the beam is lost.
-Everyone needs to score 1 DoS and then everyone needs to score 1 DoS again.
-The doors may then be opened by a TN 9 Athletics (Strength) check as a greater action, two characters can attempt to push open each door in a round.
-A greater action must be spent signalling the Blackwood forces (starting the battle if applicable).
b) Alarm is raised.
-As above, but the gatehouse must be held against the oncoming guards until the doors are opened (The narrator is postponing development of this part until such a time that it clearly is needed).
Challenge 5: The Battle
Simple Battle if the gates are open and the alarm is raised, the infiltration team may join as heroes (and are likely forced to).
If the alarm is not raised, a maneuver should suffice to take the castle.
If the infiltration team fails, a foolhardy commander might attempt to take the castle by storm anyway, but that scenario will be heavily stacked in favor of the defenders.
Ordinarily, attackers will start 200 yards from the castle, but the commander may attempt to shorten the distance, for each 50 yards closer that the force draws, inflict -1D on any stealth tests made by the infiltration team. The commander must also attempt a Warfare (Command) TN 9 and Warfare (Tactics) TN 9 (regardless of whether any distance is closed), reducing the penalty dice (if any) inflicted by 1 per DoS on the lowest test. On a critical failure, the chance test for the discovery of the infiltration will now be at TN 9.
Blackwood Forces:
3x Seasoned Freeriders with upgraded equipment (Dismounted).
Bracken Forces:
1x Seasoned Guards with upgraded equipment (Defending narrow passage)
1x Seasoned Archer Militia with upgraded equipment (On the walls).
Bracken forces surrenders if the Guards are routed. Various suggested tweaks to the warfare rules are likely to be tested out in this scene.
Consequences
15 Glory (divided across infiltration team, rounded up).
1 glory per status rank above 2 for victorious commander (battle or no)
-On a success, 40 Strength worth of Forces must be pulled 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 the strength of either side (If Brackens hold the castle, Blackwood casualties will count towards battle valley strength).
-Capturing Warrior's Seat: 50 Victory Points.
-Should the infiltration team fail, death or capture is a near certainty (captivity would prevent further participation in the conflict).
Consideration for qualities:
Proud: Helping (both aid from the top of the wall or giving a lift from the ground) does count as giving/receiving assistance, but the Self-control test is made at +1D.
Impatient: The -1D applies to stealth tests.