[HQ Ignorance] Re : Scene 53: The Longest Night, The Battle of Seguarane Forest

Loran aillet_l at yahoo.fr
Mon Feb 11 22:52:29 UTC 2008


I agree with the global vision of Aalmon but I need more time to write a nice story than I have this evening.

I was wondering if I can use fire myself... undeads don't like it so much in general.

Lev,
Could we trap the area in front of the city making it more useable for mounted knights with charges that will push newcomers into great pre-prepared fires (after all Theoblanc doesn't know that the city is so fully against him, he comes perhaps to break the siege) ?

If some elves (or city loggers) can move some trees, we can prepare nice charging lanes in the forest. The wood are prepared as barricades, and if possible the wizards put fire to the barricade. Then knights retreat to the city and defend it to their last breath...
Makable, Lev ?

If somewhere someone could break the chain of command between Theoblanc and lesser undeads than a big part of the army if out of order. 

I thinking also on a way to have action on mercenaries' morale, I'm not sure they love to fight while living then while dead... even if paid.
Loran




----- Message d'origine ----
De : Nic Hughes <nicolas.h at virgin.net>
À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
Envoyé le : Lundi, 11 Février 2008, 23h33mn 11s
Objet : Re: [HQ Ignorance] Scene 53: The Longest Night, The Battle of Seguarane Forest

Lev,

Can I just clarify the timings here. If I read that right the army of 
Theoblanc will enter the forest sometime around midnight on the full 
moon from the South. That means that if we end up following Aalmon's 
plan we have 16 hours or so in which we need to keep the enemy army 
off-balance and avoid getting crushed by their sheer numbers.  If that 
puts him 10 leagues from the city then theoretically he could make it 
there in 10 hours but through thick elf-infested forest I guess we will 
just have to try to make it take longer.

That means that although we have things pretty spread out our 
disposition is going to be something like:

Screening force - the runners/archers (possibly falling back onto the 
left flank to buy time and pull the army round to the East)
Right Flank - Elves (and a big flood which will hopefully force our 
enemy onto our left and wheeling to attack the centre)
Left Flank attack - Telmori
Centre - Seshneli

We will see how Theoblanc draws up his forces as time goes by but most 
of them are heavy troops so will be out of formation in the forest anyway.

Nic

Lev Lafayette wrote:
> Descriptive
>
> So with the elite of Seguarane pledged to follow the
> orders of Anzhur Sinnersbane, with Icthya having
> convinced the rivers to aid them, with Aalmon and
> Knarl having scouted with the Aldryami, and with
> Karala preparing the Telmori lying in wait, the
> evening of Wild Day, Death Week and Death Season
> approached.
>
> The lay of the land before them was now well known.
> Seguarane City lay on the north and west banks where
> the Deu and Tanier rivers joined. Some five leagues
> west the Nidan River flowed from the north into the
> east-west Deu. Surrounding this crossroads of rivers
> was a deep forest, extending some ten leagues along
> the riversides in all directions and some three
> leagues thick. The forest held the remains of smaller
> towns and villages, now mostly deserted with refugees
> fleeing in whatever direction they could.
>
> The lands to the west were hilly and the Deu River
> snaked along them before being held up at the dam
> produced by Kalen and Icthya where the Nidan and Deu
> River met. To the south and east they were flatter,
> once providing the great fields which field the
> Kingdom of Seshnela. Seguarane itself stood atop a
> plateau whose reach extended all the way north and
> east to the swamplands of Sodal.
>
> The sun-god Yelm returned to the Western Lands, and
> the trollkin, having grown strangely accepting of the
> shade of the canopy, breathed a sigh of relief that
> the hurtful light would no longer harm their vision. A
> runner approached Aalmon from the south and reported
> that Theoblanc's army was on the march and would
> arrive at the edge of the forest in less than four
> hours. Aalmon pressured for numbers and when answers
> were not exacting, took to essay the situation
> himself.
>
> With agreement and approval from Anzhur, Aalmon took a
> scouting army towards the southern edge of Segurane
> Forest, where he established a vantage point for his
> skirmishers and where he could espy the approaching
> army of Theoblanc. With his magic starry eyes of the
> moon he could see the great distances necessary to
> count the banner and torches of the massive
> approaching force. It took him some time, but finally
> he could make out the enormity of what was coming
> towards what was their most meagre forces in return.
>
> Tactical
>
> This combat will be run in a narrative fashion,
> although there will be plenty of opportunities for
> tactical and strategic considerations. The key
> elements in each hour however are (a) What happened in
> the battle and (b) What happened to the PCs. Thus,
> starting from a description of where everyone is, I
> would like a description of what commands you're going
> to issue and how you're going to behave (e.g., fight
> defensively, hit-and-run, retreat, attack, fight
> gloriously etc). Combatants are described in classic
> wargame venacular; an attack strength, a defense
> strength, a movement value and a morale value. 
>
> Movement values in the forest are halved for human
> footmen, quartered for cavarly, and remain normal for
> Aldryami and Telmori. Attack values are also reduced
> by a third for human footmen, halved for cavalry, but
> remain the same for Aldryami.
>
> Within Segurane, defensive values are tripled but
> Aldryami may not attack (they feel so ill-at-ease
> within human structures).
>
> Aalmon and the Trollkin: Leading an army of 1500 light
> skirmishers, mostly runners and a handful of Aldryami
> archers. These soldiers are in no fit state to engage
> in hand-to-hand combat, although their magics and
> missile weapons along with their great speed could
> prove to be useful. Attack 1, Defense 2, Movement 4,
> Morale 2.
>
> Anzhur Sinnersbane and Jareena: Leading a mighty force
> of 1500 Knights, 1500 Wizards, plus 1000 auxilleries,
> the best of the Kingdom of Seshnela. The Knights have
> horses and are also capable of fighting from the
> ground. The Wizards are ground troops and are capable
> of impressive attacking and defensive magics. Knights;
> Attack 5, Defense 3, Movement 8, Morale 4. Wizards;
> Attack 4, Defense 4, Movement 3, Morale 4. 
>
> Icthya and Kalen: Set to the west of Seguarane, they
> have a holding position on their dammed high ground
> overlooking the lowlands south of Seguarane. With them
> are 1500 Aldryami, a variety of spearmen, archers and
> shaman. Attack 3, Defense 3, Movement 3, Morale 3.
>
> Karala and Knarl: With the 3,000 Telmori, north and
> east of Segurane, in a largely deserted Seshnelean
> walled village. The Telmori are due to 'awaken' at 4pm
> and will then go into a murderous rage, such is a
> nature of The Curse. Karala is marking time very
> carefully :-) Attack 4 (6 enraged), Defense 2,
> Movement 4, Morale 3 (na when enraged).
>
> Opposing the forces of the Fellowship is an army
> consisting mostly of Undead, but with a sizeable
> number of Nolos militia and mercenaries.
>
> Skeletons: The mainstay of the forces (12,000), in
> four armies of 3,000 each, mostly summoned from
> Asgolan Fields and the Red Ruins. Terribly brittle,
> they can move quite quickly and use weapons. Also,
> noone likes having to fight a skeleton. Attack 2,
> Defense 1, Movement 3, Morale na.
>
> Zombies: Another hefty group (6,000), in two armies of
> 3,000 each, summoned from the dead of the battles
> between Nolos and the Southern Seshnelean Army. They
> reek, they're strong, but they're incredibly slow.
> Attack 4, Defense 3, Movement 1, Morale na.
>
> Vampires and Wizards: A smaller group (1500) who make
> up the elite of Theoblanc's army. Fast and deadly with
> great magics. Attack 5, Defense 5, Movement 5, Morale
> 5. Others are scattered among the Zombies and Vampires
> to control them and less still among the militia and
> mercenaries.
>
> Nolos Militia: A large group of three armies of 3,000
> each (9,000). Lightly armoured with shortsword, spear
> and bow. Attack 2, Defense 2, Movement 3, Morale 2.
>
> Nolos Mercenaries: A large group of two armies of
> 3,000 each (6,000). Medium to heavy armour, on
> horseback back can fight from the ground as well.
> Skilled soldiers who will fight as long as there is
> pay. Attack 4, Defense 3, Movement 6, Morale 4.
>
> Theoblanc's army is moving at the rate of their
> slowest force, i.e., the zombies, who are taking the
> role of front-line fighters. It is winter sunset now,
> it is raining, cold, windy and just a bit miserable,
> and that's not just because you're outnumbered about
> five to one. It is also the longest night of the
> Gloranthan year.
>
> So, what do you do? ;-)
>
>
>
>
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