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

Loran aillet_l at yahoo.fr
Mon Feb 11 17:46:43 UTC 2008


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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