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Toni Sihvonen (order #92780) 62.142.248.1

Toni Sihvonen (order #92780) 62.142.248.1

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<strong>Toni</strong> <strong>Sihvonen</strong> (<strong>order</strong> <strong>#92780</strong>) 6<br />

more if you are his heorthgeneat: Critical = +10 to Battle<br />

Rage, even if this starts at zero, in addition to the usual<br />

skill doubling]. Check for Battle Rage. Then roll Battle and<br />

begin the skirmish.<br />

Round 2+: Melee. Characters who are not already<br />

berserk may roll to attempt to become berserk. Start<br />

adding up the modifiers in the box. When the score<br />

reaches twice the number of Player characters at the end<br />

of a round, the enemy retreats and the skirmish ends.<br />

[Battle Rage, Page 1231<br />

Each Player Character Critically Berserk +2<br />

Each Player Character Berserk +1<br />

Each Opponent killed +1<br />

Each Saxon killed -1<br />

Aftermath: Roll Follower’s Fate at -5. Gain +20 Glory if<br />

you went Berserk, +20 more if Critically Berserk. The<br />

enemies you face next Battle round automatically suffer<br />

roll “09: Saxon Lord Dies” on the Unit Events Table.<br />

Berserks remain berserk for the rest of the battle, until<br />

they die, or the day ends.<br />

Attack the Baggage Train!<br />

Situation: Both sides have baggage trains with them.<br />

Hundreds of wagons, whores, horses, wives, cows, cooks,<br />

campfires, slaves, and supplies are protected by the few,<br />

the inept, the unwilling, and the injured. You have broken<br />

through the lines to attack the enemy’s camp - to gain<br />

loot, and maybe to rout enemies who see their supplies<br />

stolen. (Total modifiers: +2)<br />

Round 1: As you rush to the camp, its least cowardly<br />

defenders charge screaming toward you, creating an<br />

instant melee (no Battle rolls). Each player rolls ld3 times<br />

on the chart in the sidebar to find his foes.<br />

Round 2: Melee. On the round after you defeat all your<br />

foes, you enter the camp. During each round in camp,<br />

you can take one action: murder for the fun of it (Cruel<br />

check), rape (Lustful check), loot (Selfish check: gain ld6f<br />

in goods), kill churchmen (Worldly check), leave early for<br />

fear of reinforcements (Cowardly check), get roaring<br />

drunk (Indulgent check), burn tents (Vengeful), and so on.<br />

Rounds 3-4: As above.<br />

Baggage Train Defenders<br />

ld20 Camp defender<br />

(Use stats from Pendragon pages 329-331)<br />

1-3 Scullion (use Serving girl stats)<br />

4 Pageboy (use Maid-in-waiting stats)<br />

5-8 Cook (use Common farmer stats)<br />

09-10 Blacksmith (use Village Blacksmith stats)<br />

11-12 Carter [use Common farmer stats)<br />

13 Squire (use Rich farmer stats)<br />

14-15 Wounded Footsoldier (use Footsoldier stats)<br />

16-17 Wounded Man-at-Arms (use Sergeant stats)<br />

18 Wounded Knight, as Young Knight, plus his<br />

unwounded squire as #13, above.<br />

19 Wounded Lord, as Old Knight, plus two<br />

unwounded squires as above.<br />

20 Wounded Great Lord, as Famous Knight, plus two<br />

squires and ld3 Old Knights. all unwounded.<br />

“Wounded” foes have already suffered 2d6 damage without<br />

armor. Lords, knights, and men-at-arms arrive mounted<br />

and charging if they pass [Horsemanship minus damage].<br />

Round 5: [Awareness: Success = a column of enemy<br />

knights will reach the camp by Round 7: Failure = you<br />

are too busy to notice this]. If you see the knights, you<br />

can try to find and alert your friends [Orate: Critical =<br />

2d6 friends believe your warning, treating you as their<br />

leader: Success = gain ld6 followers: Failure = you are<br />

ignored: Fumble = you found another ld3 camp defenders,<br />

who attack you]. Otherwise as Round 2.<br />

Round 6: As above. Men alerted last round can flee<br />

through the enemy’s rear area: they cannot rejoin the battle<br />

that day.<br />

Round 7+: The knights arrive, and a proper skirmish<br />

begins. Roll Battle (-5 if you aren’t alert yet, +2 for better<br />

ground if you are, +/- quality difference between your<br />

men and average knights). Odds start at 1-1 and increase<br />

one level per round, up to 3-1 against you. Knightly foes<br />

are a mix of skill levels (ld6: 1-2 = Young, 3 = Ordinary,<br />

4 = Old, 5 = Notable, 6 = Famous). Persons carrying<br />

captives or loot suffer -1 to all attacks per Librum of value<br />

or -10 if carrying a body. On the round after a character<br />

defeats all knights opposing him, he can return to his own<br />

lines or aid his comrades.<br />

Aftermath: Gain 10 Glory per round spent looting. Roll<br />

Follower’s Fate, modified by the odds when you escaped<br />

(i.e. -3 for 3-2 odds if in Round 8). Downed and wounded<br />

looters will not be spared!

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