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

Lev Lafayette lev_lafayette at yahoo.com.au
Thu Feb 14 22:39:11 EST 2008


That's ... wonderful!

--- Loran <aillet_l at yahoo.fr> wrote:

> With the file it is better... :-S
> 
> ----- Message d'origine ----
> De : Loran <aillet_l at yahoo.fr>
> À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
> Envoyé le : Lundi, 11 Février 2008, 18h16mn 48s
> Objet : [HQ Ignorance] Re : Scene 53: The Longest
> Night, The Battle of Seguarane Forest
> 
> [OOC]
> Question 1:
> Lev, could you tell us more about the seguran
> auxilliaries ?
> 
> Question 2:
> We don't have a map, but with the movement values
> and the distances between the different positions,
> are the troops able to join or move between
> positions or are the distances too great to make
> some kind of blitzkrieg ?
> 
> PS : I try to join the first version of the file,
> hmmm much more clearer when data are sorted 
> 
> (WHERE IS THE EXIT OUT ????? AHHHHHH!!!!!!)
> ;-)
> Loran
> 
> ----- Message d'origine ----
> De : Lev Lafayette <lev_lafayette at yahoo.com.au>
> À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
> Envoyé le : Lundi, 11 Février 2008, 14h17mn 56s
> Objet : [HQ Ignorance] Scene 53: The Longest Night,
> The Battle of Seguarane Forest
> 
> 
> 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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