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

Lev Lafayette lev_lafayette at yahoo.com.au
Tue Feb 12 11:28:37 UTC 2008


Ummm, no. Sunset is quite early (c5pm) and they'll be
entering the forest in about 3 hours time (c8pm). They
could probably reach Segurane sometime early in the
graveyard shift (haha) if they were brave, successful
and/or foolish enough to march directly in.

But apart from that what you describe sounds right.

BTW, anyone want to guess how Undead like Zombies and
Skeletons see in the dark? :-)

--- Nic Hughes <nicolas.h at virgin.net> wrote:

> 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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