Vox Populi Forum

Link back to Spacegamer Here!

Q&D Woodland Ambush (Higher Level)


Message:

Q&D Woodland Ambush
Use this table at three places in the climax: Beam Cutters, Plank Cutters, Mast Cutters. Inverted card event prevents using a Make-Roll.
All players take actions, until each character obtains Victory (escape), plus one extra result is necessary to save the loyal soldiers. Since some players will have an easier time than others, the player may use his own roll to let another player character gain escape. This action may also rescue captured companions. For such benevolence, either gain a plus three for the continuing actions or Check Personal Risk.
At the Beam and Plank yards, the players may swap their successful Victory (escape) and gain a plus four advantage for everyone by burning the site wood piles. This will cause greater campaign events; burning planks will impact French Towns w/ Trait Pestilent(VIII), and the lost beams will delay a Cathedral and cause Church problems w/ reformists.
Ambush King Cups: Lose ten men, unless they’ve escaped. Reverse path and blast your way back through the pursuing enemy. Success for Victory (escape). Regardless, gain swaggering Daring Pistol Fire*. Difficulty: 13 Advantage: Trait Dashing
Ambush Queen Cups: Lose ten men, unless they’ve escaped. Grab a hostage and manhandle him into submission. Success for Victory (escape). Regardless, gain swaggering Wresting Holds*. Difficulty: 14 Advantage: Trait Cunning
Ambush Knight Cups: Lose ten men, unless they’ve escaped. Caught in a thicket, unable to twist and extend. Silence the enemy approaches—kill a lumberjack nearly upon you. Fail and fall w/ vicious wound. If character has skill Longbowman, difficulty decreases by seven. Regardless, gain swaggering Automatic Reload*. Difficulty: 13 Advantage: Crossbowman
Ambush Knave Cups: Lose ten men, unless they’ve escaped. End the life of a sentry pausing for a respite from your chase. Fail and fall w/ vicious wound. Difficulty: 12 Advantage: Uncontested Dagger Thrust*
Ambush Ten Cups: Silently alert your companions to an opportunity without alerting the lackadaisical patrol. Fail and knocked out and captured. Difficulty: 11 Advantage: Gesticulate Garment*
Ambush Nine Cups: Draw the enemy away with the classic tossed rock off the trail. Fail and knocked out and captured. Difficulty: 9 Advantage: Chiasmic Actions*
Ambush Eight Cups: Alter direction up the timbers, while the enemy runs past beneath. Fail and lose any Swaggering. If character does not have any, instead take vicious. Difficulty: 11 Advantage: Acrobat
Ambush Seven Cups: Hopelessly lost in a clearing you’ve run through before, get your bearings from the sun and stars. Fail and lose any Swaggering. If character does not have any, instead take vicious. Difficulty: 12 Advantage: Navigator
Ambush Six Cups: When all else fails, hide. Success for Victory (escape), but fail and suffer vicious along w/ capture. Player may make this event optional by losing one swaggering. Difficulty: 14 Advantage: Spy
Ambush Five Cups: Glancing behind at your pursuit, collide comically with a low hanging limb. Success for Victory (escape), but fail and suffer vicious along w/ capture. If player has the skill Equestrian, upon fail he instead suffers knock out, but his horse is sadly rendered useless. Player may make this event optional by losing one swaggering. Difficulty: 13 Advantage: Armourer
Ambush Four Cups: Outdistance these lumbering dolts. Success for Victory (escape), but fail and suffer vicious along w/ capture. Player may make this event optional by losing one swaggering. Difficulty: 14 Advantage: Equestrian
Ambush Three Cups: Prove that you have not spent your entire life inside kept barracks, unclean pubs and shoddy ship staterooms. Success for Victory (escape), but fail and knocked out and captured. Player may make this event optional by losing one swaggering. Difficulty: 12 Advantage: Gentry-Husbandman
Ambush Two Cups: Are you able to discern the subtle signs of a trap. Fail and all your soldiers are lost. If the soldiers have already been sheltered to safety by previous action, treat success as Victory. Regardless, gain swaggering Tenacious Pistol Fire*. Difficulty: 10 Advantage: Hunter
Ambush Ace Cups: Overhear a conversation of the enemy discussing tactics. Success for Victory (escape). Regardless, gain swaggering Better Valor*. Difficulty: 8 Advantage: Speak German
Ambush High Priestess: Cancel all negative penalty for Major Tarot results. The difficulty bar is reset.
Ambush Chariot: Should the player obtain a Victoyr (escape), he may opt instead to save a servitor and thus gain a loyal henchman. Give the man a name, and one day use this NPC to take a bullet for ye. (Or swap into a Digression.) “Finley, my manservant, will be missed.”
Ambush Wheel: Shuffle and continue.
Ambush Sun: This action is over; all remaining players are treated as safe. However, if any players are captured, suffer that fate. Else, fight on and see what the tables generate.
Ambush Other Majors: Raise next Difficulty by one. Additionally, lose ten men, unless they’ve escaped. Several chained Major Tarot could make the next roll impossible. Inverted, the penalty applies to all for the remainder of the action.


Yours,

   red



Message Replies:
Knight Cups is just there to tick off Tony... -- Mike Miller (posted: 3/19/2018) 
 
Create a New Thread








Reply to this Message:
Name:  
Display Email On Reply Page:  Yes: No:
Email:  
Type "Spammers Suck":  
Message Title:  
Message:

| Home |
copyright SpaceGamer, LLC 2003