fredag 1 maj 2020

Encounter: The Siege of Luthria

This is a decent siege encounter that can be placed basically anywhere as long as you have a wall-encosed location with few soldiers except the PCs. As written, it was prompted by a chance encounter with a Kvaner host when returning to the place that is now the PCs base of operations - hence the strong assumptions about timing and intent. In most other cases, you shouldn't preclude the options of parlaying, surrendering, etc. However, you can probably still use this encounter as a blueprint for enemy tactics, when and if they decide to attack.

**

A Kvaner host has returned to lay waste to Luthria, flags cracking like dissonant marching drums in the gale. A single braying horn at dusk announces their attack, and arrows start hailing down like the wet, storm-slung snow.


SETUP
Place enemy miniatures and allow the players 10 minutes of planning, positioning, etc. Then the attack begins. For building details, see Luthria convent.

TARGET: 12 / 15 (light/dark).
Map is dark, unless as arranged by the PCs.

ARCHERS (3x10): HD 1 (1hp), AR 2 (leather), bow 1d6 (half armour) or daggers 1d6.
+ Fire as one: each unit fights as one and rolls a single attack roll. The attack roll has +1 to hit per unit member alive, and deals +1 damage per 2 unit members alive.

SOLDIERS (12): HD 2, AR 3 (rusty chain), shield: 1d6 + axe: 1d8
+ Batter: each round at least 4 soldiers are by the gate, they swing the battering ram for 1d12 damage against the gate.

COMMANDER VASIL: Mounted, HD 4, AR 4 (chain), poleaxe 1d12

RIDERS (2): Mounted, HD 2, AR 2 (leather), poleaxe 1d12

SCOUT: HD 2, AR 1 (helm), shield: 1d6 + sword: 1d6
+ Agile: evades at +5.

LAYFOLK: HD 0 (6hp), AR 1 (miscellaneous), club or bow 1d6

NUNS:
Will not partake in fighting, but may help with first aid, keeping lookout, putting out fires, etc.

SPECIAL RULES

+ The gate can withstand 20 damage from the battering ram.
+ Indirect fire: each round, everyone inside the convent has a
3/100 risk of being hit by indirect arrows for 1d6 damage.
+ Spotter: Each 1d3 rounds, a spotter climbs a random
unmanned tower. As long as the spy is alive, the risk
from indirect fire increases to 1/10
for all characters within the spotter’s line of sight.

+ The attackers retreat when 4 or less soldiers remain. 

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