CASTLE SIEGE
Tier 3 Event
An active siege with an attacking force fighting to gain entry to a fortified castle.
Impulses: Bleed out the will to fight, breach the walls, build tension
Difficulty: 17
Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)
FEATURES
Secret Entrance - Passive: A PC can find or recall a secret way into the castle with a successful Instinct or Knowledge Roll.
How do they get in without revealing the pathway to the attackers? Are any of the defenders monitoring this path?
Siege Weapons (Environment Change) - Action: Consequence Countdown (5). The attacking force deploys siege weapons to try to raze the defenders’ fortifications. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders’ fortifications have been breached and the attackers flood in. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it.
What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle?
Reinforcements - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting first? What formation do they take?
Collateral Damage - Reaction: When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefield. All targets within Very Close range of that point must make an Agility Reaction Roll.
- Targets who fail take 3d8+3 physical or magic damage and must mark a Stress.
- Targets who succeed must mark a Stress.
What debris is scattered by the attack? What is broken by the strike that can’t be easily mended?