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 (6). 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 inside. 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. What debris is scattered by the attack? What is broken by the strike that can't be easily mended?
- Targets who fail take 3d8+3 physical or magic damage and must mark a Stress.
- Targets who succeed must mark a Stress.