The south of the North. (Campaign Log)

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Re: The south of the North. (Campaign Log)

Postby Cataphract » Thu Nov 24, 2011 9:40 am

There were a couple of topics about ship/boat handling. Some proposed a new ability, others new qualities. Personally, I think it was an important oversight (especially if you're playing ironborn or something else)- even if no new rules were made, there should be a few lines as to how to use the existing ones.
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Re: The south of the North. (Campaign Log)

Postby DaimosofRedstone » Thu Nov 24, 2011 11:08 am

+1
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Re Ships Navagation

Postby Pappystein » Fri Nov 25, 2011 5:50 am

As a Published researcher involved with naval and air combat(obviously in the modern form given the AIR portion,) I would suggest a new Specializations under Agility, Endurance, Knowledge, and Status. These Specializations are for Player characters to serve as crew/captain of a Ship.

Agility: Specialization: Rope Work. This spec is also used for climbing with rope devices etc.
Endurance: Specialization: Sail Ship. Sailing a ship is more about endurance than it ever was about balance or cunning. Thus the catch all for most tasks on a ship (other than Navagation and Command) would fall here.
Knowledge: Specialization: Astro-Navigation. Given the continental hop in the backstory Astro-Navigation has to exist in this timeline. This Specialization would allow you to bust out your Sextant and figure out where you are.
Status: Specialization: Command Ship. This is for a commander of a ship. It allows an individual ships commander to maintain control over the crew. It is after all the ability to express your status (or Ego if you want to talk psychologically) that allows a ships captain to maintain control of the uncouth rabble below decks. Lets face it Ships probably have more criminal types on them than does the Wall.
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Re: Re Ships Navagation

Postby DaimosofRedstone » Fri Nov 25, 2011 6:57 am

Pappystein wrote:Knowledge: Specialization: Astro-Navigation. Given the continental hop in the backstory Astro-Navigation has to exist in this timeline. This Specialization would allow you to bust out your Sextant and figure out where you are.

It does not seem to be known to all.
The Ironmen and the People of the Reach both are quite surprised when Eiron Crowseye leaves the coastline (navigating by sight) and comes in from the sea.
So their seems to be still quite a lot of coasthugging and giving how close the continents are together (the Narrow Sea is really quite narrow) this seems to be got enough even for continentental hop.

Status: Specialization: Command Ship. This is for a commander of a ship. It allows an individual ships commander to maintain control over the crew. It is after all the ability to express your status (or Ego if you want to talk psychologically) that allows a ships captain to maintain control of the uncouth rabble below decks. Lets face it Ships probably have more criminal types on them than does the Wall.

I would simply go with Persuasion.
A criminal does not necessary comply to the normal social mores and might not respect a captain simply because he is a 'von'.
Persuasion would probably depict the 'respect' and 'toughness' portion of naval command better.
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Re: The south of the North. (Campaign Log)

Postby seventhbeacon » Sat Nov 26, 2011 3:19 am

Lol, apparently the Patsy thing was meant to be a joke, and none of us players caught on to that fact. We all took it at face value.
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Re: The south of the North. (Campaign Log)

Postby Carriker » Sat Nov 26, 2011 6:14 am

Truth be told, I'd say that the current Abilities already pretty handily cover what is needful. Yes, there's no "Sail" ability, or anything, but sailing isn't necessarily a single skill set.

The average sailor is going to need some Athletics (specialties such as Climb, Strength and Throw are all useful), with a bit of Agility if he's a ropesman. Officers are probably going to need Persuasion (Intimidation was the most common means of getting work out of the men), along with some Will (Coordinate) for those under-officers who are actively overseeing individual teams on the crew.

Navigation is almost assuredly a Knowledge roll, with the Education specialty if you do it off the cuff, and with Research when consulting charts and the like.
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Re: The south of the North. (Campaign Log)

Postby DaimosofRedstone » Sat Nov 26, 2011 10:14 am

Since we already breached the subject:
What skills would apply to a rowboat, a coach and a sledge?
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Re: The south of the North. (Campaign Log)

Postby Carriker » Sat Nov 26, 2011 1:30 pm

Well, anything pulled by an animal is Animal Handling (Drive). I'd say that a rowboat is probably mostly an Athletics endeavor, probably Athletics (Strength) for the rowing, if my memories of lake-boating are any indication. :)

I like using cross-specialties for things like this. Part of successfully rowing a boat on one's own is an awareness of what's in your environment. Go for Athletics (Notice) specialty for that, then. :)
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Re: The south of the North. (Campaign Log)

Postby seventhbeacon » Sat Nov 26, 2011 6:29 pm

Yeah, I prefer broader applications of skills and specialties versus huge lists filled with too many. Less skills that cross a broad range are easier to keep track of and prevent the rules from devolving into a beast of super-specializations. It's also a great thing to keep in mind when a GM has to figure out what the player should roll in an unplanned and undocumented circumstance, woot!
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Re: The south of the North. (Campaign Log)

Postby Eisen » Wed Nov 30, 2011 4:20 pm

Adventure 4: "For every action.."

This session was a bit shorter then the others due to some work related time constraints. Stupid bosses don't realize that RP > work ! :P

The players started off in the marketplace buying a pair of destriders, and various new weapons before leading their troops back to Ironwood Keep after their victory over Jens Netly. The Milo brothers decided to let Symon give Lord Benjin the bad news while Gavin relayed the positive. Not a bad idea in an effort to improve Gavin's standing with his lord father. Lord Milo congratulated them all for the victory, but was disapointed to hear about the deaths of his veteran infantry unit. He was even more angry to learn that Gavin let Jens Netly yeild and escape with his life. "A dead enemy leads no armies" he said to his son. The Lord predicted that the Netlys would surely respond, and he orderd Krugan to organize the remaining forces in defense of Redport. Symon and Gavin volenteer to help out even though Symon is still nursing a rather nasty head wound.

They ride back into town and get the troops together deploying them in shifts to allow for rest. The effort was sucessful despite a comic three stooges type pile up when a collum of troops were marching past Madame Trista's Baudyhouse. One of the whores called out to a trooper who stopped to respond, the man behind him knocks into him and pretty soon the whole squad resembles a chain of falling dominoes ! The local buisnesses were eager to take advantage of the increased troop presence. Mogor, a friendly but dimwitted shopkeep offered to supply the soilders from his store, Mogors's Mighty Meat Market! Even offering to throw in a free side of his new creation, Moose Nibblers, to sweeten the deal. Krugan accepted, figuring this would increase moral as the soilders rations currently consisted of salted jerky and stale bread. Mogor offered the General some samples of his fresh hog shanks and Moose Nibbler's but Krugan had one of the guards taste them first! (Why is it my players always think I'm out to get them!?)

Krugan then gave a speech to the men explaining that they all must be vigilant, and if he should catch any of them drinking he'd start slitting throats!!!! Natrually moral was a bit lower after this, but the taverns didn't see much buisness from the troops! Gavin took a more tactful aproach and went to Madame Trista's He met with the exotic Tryoshi beauty and asked her if she could close her doors to soilders for at least a day or two so they could get organized. She protested and bemoaned the vast amounts of gold she would loose but soon relented when Gavin said he'd exempt her Baudyhouse from taxes this season.

Two days pass before the predicted attack arives. Sails are spotted on the horizion, Netly longships! Thankfully the Milo warships had been told to put to sea to guard against such an attack. The two squadrons engaged and after a hard battle the Milo ships were victorious! The enemy longships were sent down to their Drowned God. The players celebrated their victory but remained warry of more attacks.

The next day another sail was spotted comming in. Thankfull Gavin's sharp eyes were able to identify the banner of the Bryces; crossed silver swords on gold, before the warships opened fire! Ser Kerrian Bryce and his younger brother Jeremy disembarked from their Gally to thank the Milo's for returning their sister's goods and defending her honor. Ser Kerrian was very eager to assist and offered to add his ship to the Milo fleet while the cogs repaired their damage. He said "We are soon to be brothers Symon, so your battles are now my battles!" His brother Jeremy was less then enthusatic, making several snarky comments like "It was what, 400 to 20? Yea sounds like a great battle to me" *Rolls eyes* He also requested a large honor guard for his trip to the keep to pick up Leanne's chest because "I've heard these lands are infested with hordes of unwashed northern bandits! Such a great place for my noble sister to live.."

The rest of the day passes without incident and the Bryce's head out with the chest, but in the morning report, a guard informs Krugan that 6 of the garrison troops were robbed last night, and relieved of their weapons and armor as well! Krugan almost blows his top! He summons the 6 men, and gives them ten lashes on the spot! He also informs them they'll be fighting without armor and using pitchforks as weapons!!

The next morning brings more bad news another 5 guards have been robbed, and the 6 men from yesterday have deserted! Symon and Gavin sugest something more might be at work here and persuade Krugan to go easy on the new troops. Under questioning they reveal that they were out last night at Madame Trista's Baudyhouse and were knocked out from behind before getting a good look at the culprits. Gavin and Krugan take the calvary out that night to patrol the area but are unable to find anything suspicious. An investigation the next day leads Gavin to a smith whos recently bought about 10 suits of chainmail and spears. He gives a discription of the seller and Gavin alerts Ser Clinton and the rest of the troops to look out for this individual. Several more days pass but no more robberies occur

On the 7th day a messenger comes for Symon, informing him that his good friend Markus Flint has arrived at the keep with a troop of infantry to help defend their allies. The players ride back to the keep and inform Markus about whats been going on. Markus jokes around with them, saying that they better not leave him out the next time they start a war :P He then introduces him to his companion Maester Tollison. Finally Symon will have a chance to recover from that vicious puss filled wound hes been suffering from!

Several days latter the Milos get a visit from Lord Eddard Stark! He and his entourage of Robb Stark, Jory Cassel, and Theon Greyjoy rode from Winterfell as soon as they recieved word of what was happening. Krugan and Gavin were very apprehensive and thought that some heads might start rolling! Symon and Gavin tried to take responsibility for the attacks but Lord Milo steped in and explained that he had authorized everything. Theon Greyjoy berated the players for their.."unprovoked savage attack on my kinsmen" Stark was clearly not amused. He told everyone that he had invited Lord Larson Netly and Lord Balon Greyjoy to the keep to discuss things, and to expect some unpleasent conquenses for breaking the peace.

While his father was chewing out the Milos, Robb wispered to Krugan and asked him to teach him some of his axe moves. He wanted to be able to cleave his way through a ship full of ironborn too someday! :)

(It looks like the players are in a bit of political trouble but managed to avoid a full scale invasion by fending off the initial warship assult. Will their luck hold out? Tune in next week everyone!)
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Re: The south of the North. (Campaign Log)

Postby Eisen » Wed Dec 07, 2011 10:10 am

Adventure 5: "This one time at bandit camp..."

We start off waiting for the arival of the 'distinguished guests' Lord Balon Greyjoy and Lord Larson Netly. The mood is rather grim with their Leige Lord Eddard Stark making known his disproval of the entire situation. Thankfuly his son Rob Stark is a bit more friendly. He and Theon Greyjoy spend most of the time in the practice yard with Krugan. They have a few training sessions and sparing matches using blunted axes. Robb is new to the axe but in one session manages to score a lucky hit and knock Krugan out! ( I do so love the crit rules :P ) There are a few days to kill before and durring the confrence so Gavin and Krugan decide to show their guests around the town. (Symon is still in bed recovering from his wound) They take everyone to Mogor's Mighty Meat Market for some Moose Nibblers. Gavin explains what has been hapening with the recent thefts and blends into the crowd to try to ferret out more information. Markus Flint heads to the marketplace to by gifts for his sisters, and Theon Greyjoy offers his aid in 'investigating' Madame Trista's Baudyhouse.

Back at Ironwood Keep the Lords arive. Lord Larson Netly is an impressive figure, tall, long blonde hair and broad shoulderd. Lord Baelon Greyjoy is showing his age but still does most of the talking. After some tense introductions Lords Stark and Milo escort them in. In the entry hall Larson immediately requests bread and salt, indicating his mistrust of the Milo family. The talks last well into the night, and the players learn of the outcome the next morning. Eddard Stark determined that the Milos were responsible for instigating the conflict. There was a demand for blood money but the Milos didn't have enough gold on hand to satsify such a clam. Thus the only solution to avert full scale warfare was for the Milos to give the Netlys their squadron of veteran warships, to make up for the longships sunk in the attack. Lord Benjin was not happy with this outcome at all (Though he wasn't upset as the players were ooc :P ) but he went along with it because he couldn't risk opposing the Starks.

Baelon and Larson reluctantly accepted and aggred to the peace terms but on the way out Lord Greyjoy remarked to Benjin: "We will abide by the new treaty, but rember; you have sided against us in battle, and this we do not forgive...or forget."

A raven was recieved from Lord Martin Bryce stating that Symon's wedding to his daughter was planed in a months time in Bryce lands. Also a grand tournament was being held in celebration! The prizes were impressive but poor Symon has little skill with horse and lance! Lord Benjin was a bit concerned that their recent power decrease might complicate the planed wedding and neglects to inform the Bryces about the treaty for now. Their good friend Markus Flint sugests the Milos come back with him for a little hunting trip. Symon is eager for some action and Gavin was excited to visit the Flint master smith to be fitted for a new suit of castleforged half plate. Krugan was asked to come along too as the Flint lands were know to be infested with bandits (Law 12)

It was about a 3 day march to Flint lands (Players were mounted but Markus was returning with the infantry unit he came with) The trip was pleasant and they made good time along the cobblestone road that led north to the border. They spent the first night at a roadside in, the "Stone Saber" Over ale and stew they herd roumers of a bandit lord named "The Black Headsman" Some say hes a brutal killer who sulks in the night to beheads innocent farmers. Others say hes a great hero who kills only bandits and gives the stolen loot to the smallfolk. The tales are so exagerated that the players don't really buy into them. Markus saies it's just a smallfolk yarn and this Headsman probally dosen't even exist.

The march goes quickly and soon the group arives at Flint's Finger. It's a castle proper, much more defensible then the meager Milo keep, though located near the calming sounds of the seashore it dosen't have the same opressive atsmophere of Ironwood Keep. They are greeted by Lord Ronnel Flint who bids them welcome and offers them any assistance they might need in these troubled times. The group sets out that evening for some nearby hills to start hunting.

Once in the wilds the group decides to spit up and go off alone! :) Gavin figures he can be more stealthy without his jingling coin armor so he opts to wear only padded armor! :) He also thinks it's unwise to leave the horses unattented, so he leaves his cohort Saber to guard the horses!! :) (Side note: It's moments like this that bring joy to my heart. It's like when someone your trying to kill goes for a swim in gasoline, hands you a lighter and asks if you have a light ;) ) Gavin sucesfully tracks down a boar and kills it with two arrows. Unfortunatly someone was tracking Gavin! He starts dressing his kill but is soon taped on the shoulder. An unkempt smiling man asks him to kindly surrender. Gavin tries to fight his way out of the trap but two bowmen hidden on both sides open fire! He gives a good account of himself but is soon overwhelmed and knocked unconcious after several injuries.

Symon stumbles arcross two bandits who try to capture him as well. Thankfully Symon is able to kill them both at range using his superior longbow skills. Krugan and a group of 3 bandits stumble across each other rather randomly. Krugan mistakes them for fellow hunters, and they play along going their seperate ways. Krugan didn't exactly look like a noble and with his heavy armor and weapons was judged to be more trouble then he was worth. The group notices Gavin is missing an soon finds the site of his battle. The trail is rather easy to follow. (what with all the blood and all) It leads them to the entrance of a pass through a rather high set of hills. Symon tells Markus to go back for reinforcments while he and Krugan blindly hurry into the pass :)

The pair is met with a predicable ambush. One mounted hedgeknight, two footmen and two bowmen in cover. Even before any banter can occur Symon launches an attack! Fortune was with the players here as they killed the knight in two turns then made quick work of the rest of the rabble. (Side note. Don't give bandits hunting bows, they are near usless against armor. Longbows would have made for a sucessful ambush.) They hurry through the pass into a ramshakle bandit camp. The bandits heard the comotion in the pass and rush to meet the invaders. Symon again refuses to surrender and takes on a group of 8 bandits this time!

Meinwhile Gavin slowly regains conciousness. The bandits have tied him up but he awkens to his ropes being cut. He is confronted with a mysterious figure wearing black leather armor, a black hooded cloak, and a black cloth mask that obscures his mouth. Before any questions can be asked he draws a pair of longswords and rushes to the battle, leaving Gavin to search for his belongings.

The fight is looking rather grim for our heros. Symon goes down wounded but not before taking several bandits out with him. Krugan is killing many foes with his beserker fury but taking lots of damage in the process. When the Black Headsman gets there Krugan has only one health point left and two surviving foes! The Headsman spins his swords and plunges them into the backs of the remaining bandits! From there he makes sure to lift Symon's coin purse before making his esacpe. Krugan shrugs and lets it happen, not in good condition to stop the theif.

The group recovers and searches the camp while waiting for Markus to return with help. The find a lot of equipment but suprisingly the camp is empty of currency, not so much as a haypenny was to be found!


(A very fun adventure, well for the GM anways ;) I had to struggle very hard to keep a straight face while confirming that Gavins player was indeed going off alone, sans armor and sabertooth :) Had he not been Marked there's a good chance the bandits wouldn't have reconize him as a noble and kill him right on the spot. But still the group managed to prevail with the help of their mysterious saviour. The players assume the Headsman is actually one of the Flint sisters because I described him as "A little smaller then Gavin" To be fair though at the time I didn't realize Gavin is only 5'3"!!! What do you folks think? Who is the Black Headsman? And how much longer can our heroes survive blindly stumbling into danger? )
Last edited by Eisen on Thu Dec 08, 2011 11:59 am, edited 1 time in total.
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Re: The south of the North. (Campaign Log)

Postby Carriker » Wed Dec 07, 2011 11:14 am

Upset liege lords? Oaths of enmity from a rival? Mysterious bandits? Heroes making terrible decisions that nearly cost them their lives?

Man, it's like you're running a Song of Ice & Fire, here! :)

Great update, Eisen!
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Re: The south of the North. (Campaign Log)

Postby Paedrig » Thu Dec 08, 2011 6:01 am

Hmm....after such an decision (handing the warships over) most vassalls of the Starks will think twice to start a little war. >:)
Although i presume the loyalty of house Milo for Winterfell might be a little bit...strained at the moment. >:)
After this heavy losses and costs the situation is certainly not funny - they look weak for their enemies (and even their friends).
And given the fact who initiated the whole operation i see also the possibility of internal conflicts.
Many possibilities... :D

One question by the way: The sudden appearence of this masked bandit - was it plannedthis way or was it a way to spare the live of the pc? :wink:
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Re: The south of the North. (Campaign Log)

Postby Eisen » Thu Dec 08, 2011 8:19 am

Indeed. Lord Milo is not to happy with the Starks about the new treaty. And the players were pretty ticked off too about loosing their Veteran ships. All told over the course of the last 3 adventures the house has lost about 20 Power! For now Benjin will grudgingly accept it, but I'd hate to think what would happen if the Starks were to find themselves in a weaker position sometime in the future. *gasp*

I did plan to have the Black Headsman in the bandit camp right from the start. I try not to pull stuff from my rear whenever I can help it, and I certinally won't do that to bail out the players from their own stupidity :P They were pretty fortunate to come out of this one intact. But we'll see how long their good luck can last.
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Re: The south of the North. (Campaign Log)

Postby seventhbeacon » Thu Dec 08, 2011 11:29 pm

We just about had 'em on our own! =)
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Re: The south of the North. (Campaign Log)

Postby Eisen » Wed Dec 21, 2011 11:07 am

Short adventure this time thus a shorter update then usual.

The players returned to Flint's Finger to rest up from their previous injuries. Lord Ronnel proclaims a feast to honor his brave allies from House Milo. They enjoy the fine food, but Krugan is aproached by a wealthy merchant who wishes to marry one of the Flint twins. He intrigues Krugan into convincing Symon to take up his cause (Good rolls and a bottle of Arbor Gold helped things along nicely) Sadly Krugan isn't able to persuade Symon and the feast ends.

The next day Gavin is informed that his castle forged plate will be delayed. Apparently the master smith's suplier in town has suddenly closed down and it will be a couple weeks before he can get a new supply. Gavin was really hoping to have his cool new armor in time for the tournament so he and the others decide to head into town to investigate.

The town is small and quiet with few features of note. They are escorted by a squad of Flint soilders (to avoid any random bandit encounters on the way) and promptly make for the smelter's foundry. Nailed to the door is a hangmans noose covered in tar! An indication that the Black Headsman may be involved. Inside the place is a wreck, tables overturned, broken chairs and such as if someone tore the place apart. No sign is found of the owner. The players go to the guard post and the main tavern to ask around. They discover the town has been having some troubles with a gang of crooks calling themselfs "The Headsman's Carta" and it's roumered the Black Headsman himself is at the head of it all. Further inquries prove fruitless as most of the townsfolk are too scared to divulge any more information. Frustrated and out of ideas they give up and make the long journy home. To add insult to injury a house fortune roll resulted in a curse. -1 influence and -1 power to reflect the poor choices the players have made over the last month.


This one was bad. A dreadful combination of painful and boring. Lack of inititave and slightly creative thinking torpedoed things from the start. Gavin straight up walked out on an intrigue that would have yeilded useful information even if he lost. This group seems to be particularly bad at playing the game of thrones, and if your not winning that game...well you know the rest.
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Re: The south of the North. (Campaign Log)

Postby Carriker » Wed Dec 21, 2011 12:00 pm

Ouch! Rough time for our heroes.

Sounds like it's time to look into this Black Headsman and kick his teeth in. You can mess with a PC's family, his friends and his honor...but NO ONE messes with his STUFF. :)
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Re: The south of the North. (Campaign Log)

Postby Paedrig » Fri Dec 23, 2011 2:36 am

How big is this city actually? I mean...if they are only around 1000 or so people (or even less) the number of possibly 'bad guys' is certainly not so big and even the soldiers might know some hints...
Plus - they did have a full sqad soldiers behind them - would it not be possible to convince some man by intimidating (you know - "you might fear the Headsman BUT HES IS NOT HERE AT THE MOMENT. WE ARE!"). Also given the small scale of the city (and the force behind them) it might look convincing if they promised to deal with the problem one and forever...
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Re: The south of the North. (Campaign Log)

Postby DaimosofRedstone » Fri Dec 23, 2011 5:26 pm

1000 people is alot especially since bad guys will be quite thinmouthed if they survive any length of time doing more than a little drunken loitering and public indecency.
And even if they intimidate someone:
Who do you fear more: The guy waving a blade in your face now or your neighbors who might extend their vengenance to your family and beyond if you do not keep your gob shut and deflect this nosy nob nosing around in things that do not concern him.
Actually you would be surprised how hard it is to keep abreast of all news and activities even in a group of 100 people, not the least problem being the misinformation, rumors and outright lies.
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Re: The south of the North. (Campaign Log)

Postby Eisen » Fri Dec 23, 2011 8:36 pm

The city in question was really only a small town. So I'm thinking..couple hundred people tops perhaps? The players did have an escort of about 20 troops to prevent random bandit encounters, but the Flint's lands has a law value of 12 so the thugs and brigands are quite a serious problem.
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Re: The south of the North. (Campaign Log)

Postby Paedrig » Sun Dec 25, 2011 3:21 am

Someone allways talk. And if the population is only some hundred people...

I do not think that a real criminal 'gang' can operate in such an limited area without getting noticed by people who ARE willing to talk (at least towards people who have the means to do something and have more power behind them than the criminals).
And after all whot for are such abilities like 'Persuasion' for? A squad or two behind you might give you a good bonus...
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Re: The south of the North. (Campaign Log)

Postby DaimosofRedstone » Sun Dec 25, 2011 3:53 am

Of course there are people willing to talk... theoretically.
And of course you get a bonus to persuasion for your troops.
You have to counter the flat-malus for getting the house burned down and hanged on the next tree, naturally.
Criminal investigations in the middle ages are anything but conclusive and reliable and turning king's evidence gets you a pardon, not witness protection.
SO even if there is one willing to talk, he will face pressure from his wife (who will be less interested in going out in a blaze of glory) and he will have to consider what will happen to him if 1) gets seen talking to 'the authorities' and 2) if said authorities do not get the whole network.
And whether somebody talks to the nobs IS something that will travel very fast.
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Re: The south of the North. (Campaign Log)

Postby Eisen » Sun Dec 25, 2011 7:16 am

Should have also mentioned that I rolled up a very low Power score as well when I was creating the Flints as a minor house. They do have a trained infantry unit, but the rest of their forces consist of green garision and a couple green archers. If it came down to a pitched battle between their army and the bandits I'd probally put my money on the bandits :P
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Re: The south of the North. (Campaign Log)

Postby Paedrig » Tue Dec 27, 2011 1:42 am

Hey, come on - remember the scale of the units!
If you not use units of smaller scale than normal (remember - a infantery unit = 100 men) the bandits are surely outnumbered i think...

Or did the Hatchetman really have some hundred men under his command? :o Plus the fact that criminals/ raiders (the best equivalent of bandits i think) are surely weaker than infantery if they are not upgraded (and not so easy to command given their weaker morale)...
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Re: The south of the North. (Campaign Log)

Postby DaimosofRedstone » Tue Dec 27, 2011 6:41 am

Amateurs study tactics, but what wins battles is strategy.
If lead sensibly the bandits will had them their asses, especially since they are msot likely better trained and now the territory.
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