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Q&D Woodland Ambush, revised


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Use this table for actions in New World jungles or Olde growth forests. The players will be trying to escape guerilla forces, natives or frontiersmen, people comfortable with the terrain.

All players take actions, until each character obtains Victory (escape). An extra result of Victory must be achieved to save special burdens, treasures, loyal soldiers, important NPCs and cannons. Dogs and Horses will evade on their own after the last player escapes or is captured, provided neither is scattered and lost beforehand.

Since some players will have an easier time than others, any player may use his own roll to let another character gain escape. This action may even rescue captured companions. For such benevolence, either gain a plus one for the continuing actions or Check Personal Risk if the person helped is truly important (or higher level than you).

Instead of escaping, a player may also aid all rolls at plus one by foregoing escape and staying to help lead the way.

If the last player escapes, before all captured companions are freed, the fate of those prisoners is resolved with Digression #F. Any gear or soldiers left in such a rout is forfeit. Rarely will the players be allowed a chance to return and reclaim what they lost or left behind. The ground being covered is usually immense, and the escape may happen over several days.

Ambush King: Lose ten percent of your 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: 11 Advantage: Trait Dashing
Ambush Queen: Lose ten percent of your men, unless they’ve escaped. Grab a hostage and manhandle him into submission. Success for Victory (escape). Regardless, gain swaggering Wresting Holds*. Difficulty: 12 Advantage: Trait Cunning
Ambush Knight: Reach a trail or creek bed and put some distance between you and the enemy. Optional, success and gain Victory (escape), but fail roll and suffer Bane results for the next half D8 events. However, if the roll is skipped, then some or all of the allied horses will be lost (for good). Difficulty: 11 Advantage: Cavalry Support
Ambush Knave: Are you able to discern the subtle signs of a trap. Fail and all your soldiers are lost. If the soldiers have already been guided to safety by previous action, treat success as Victory. Regardless, gain swaggering Tenacious Pistol Fire*. Difficulty: 8 Advantage: Hunter
Ambush Ten: Make a stand in a highly defensible position, the higher ground or switchback. Optional, success and gain Victory (escape), but fail roll and suffer Bane results for the next half D8 events. However, if the roll is skipped, then some or all of the allied canines will be lost (for good). Difficulty: 10 Advantage: War Dogs
Ambush Nine: Take advantage of a distracted pursuit, which had to divide or survey the trail marks of several possible paths your escape might’ve followed. Success and ignore the next half D8 Bane events. Optionally, the player may attempt roll at Difficulty plus three and not just ignore the banes, but treat them as regular events. Difficulty: 9 Advantage: Brawler
Ambush Eight: Capitalize on a hedgerow, ditch, rocky bluff, natural revetment, etc. Optional, success and gain Victory (escape), but fail roll and suffer Bane results for the next half D8 events. However, if the roll is skipped, then some or all of the allied cannons will be lost (for good). Difficulty: 9 Advantage: Field Guns
Ambush Seven: Litter an alternate path with glitter and glass baubles that glint under the dim canopy. Success and ignore the next half D8 Bane events. Optionally, the player may attempt roll at Difficulty plus three and not just ignore the banes, but treat them as regular events. Difficulty: 9 Advantage: Briber
Ambush Six: When all else fails, hide. Success for Victory (escape), but fail and suffer vicious along w/ capture. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 12 Advantage: Spy
Ambush Five: Glancing behind at your pursuit, collide comically with a low hanging limb. Success for Victory (escape), but fail and suffer vicious along w/ capture. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 11 Advantage: Armourer
Ambush Four: Outdistance these lumbering dolts. Success for Victory (escape), but fail and suffer vicious along w/ capture. Player may reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 12 Advantage: Equestrian
Ambush Three: 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 reduce the Difficulty of this event by four by sacrificing and losing one swaggering. Difficulty: 10 Advantage: Gentry-Husbandman
Ambush Two: Use the enemy’s own cartographic experience, trickery, hypnotics or poisons against them. Success for Victory (escape), but fail roll and knocked unconscious (in need of rescue). Regardless, all Difficulties going forward are increased by one. Difficulty: 13 Advantage: Apothecary
Ambush Ace: Overhear a conversation of the enemy discussing tactics. Success for Victory (escape). Regardless, gain swaggering Better Valor*. Difficulty: 6 Advantage: Speak Dialect

Bane Ambush King: Lose ten percent of your men, unless they’ve escaped. Wait, are you really running? Make a brief fight of things. Success and next event ignores inversion; outcome may even temporarily cancel forced Bane events. Difficulty: 11 Advantage: Heroic Swordplay*
Bane Ambush Queen: Lose ten percent of your men, unless they’ve escaped. Provide enfilade or delaying action, while yourself and others gain a respite. Success and all further Difficulties decrease by one. Regardless, next event ignores inversion; outcome may even temporarily cancel forced Bane events. Difficulty: 13 Advantage: Flamboyant Moves*
Bane Ambush Knight: Lose ten percent of your men, unless they’ve escaped. Grab a scout as hostage and hold the man’s body in defilade. Success and next event ignores inversion; outcome may even temporarily cancel forced Bane events. Difficulty: 7 Advantage: Seize Swordarm*
Bane Ambush Knave: Lose ten percent of your 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: 10 Advantage: Uncontested Dagger Thrust*
Bane Ambush Ten: Silently alert your companions to an opportunity without alerting the lackadaisical patrol. Fail and knocked out and captured. Difficulty: 9 Advantage: Gesticulate Garment*
Bane Ambush Nine: Draw the enemy away with the classic tossed rock off the trail. Fail and knocked out and captured. Difficulty: 7 Advantage: Chiasmic Actions*
Bane Ambush Eight: 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: 10 Advantage: Acrobat
Bane Ambush Seven: 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: 10 Advantage: Navigator
Bane Ambush Six: Lose ten percent of your men, unless they’ve escaped. Caught in a thicket, unable to twist and extend. Silence the enemy approaches—kill an adversary nearly upon you. Fail and fall w/ vicious wound. If character has skill Longbowman, difficulty decreases by seven. Regardless, gain swaggering Automatic Reload*. Difficulty: 11 Advantage: Crossbowman
Bane Ambush Five: Perhaps your only regret may be that you have but one life to give for king and country; yet, let’s make the most of it, shall we? Fail roll and lose men and materials, usually Dogs or Horses; else, treasure, cannons or ten percent of the player’s loyalists. Difficulty: 12 Advantage: Tenacious Pistol Fire*
Bane Ambush Four: Stopping one tracker is simple, but these blackhearts pursue in pairs. Fail and fall w/ vicious wound. If character has skill Lordly, difficulty decreases by four. Difficulty: 12 Advantage: Automatic Reload*
Bane Ambush Three: Squelch the heavy panting, yelps of pain or shrieks of terror in a companion (or yourself). Fail roll and lose men and materials, usually Dogs or Horses; else, treasure, cannons or ten percent of the player’s loyalists. Difficulty: 11 Advantage: Wrestling Holds*
Bane Ambush Two: Out of no where, a startled apex predator rushes from the brambles. Fail roll and lose men and materials, usually Dogs or Horses; else, treasure, cannons or ten percent of the player’s loyalists. Difficulty: 9 Advantage: Daring Pistol Fire*
Bane Ambush Ace: A true gentleman avenges all wrongs, but probably dies sooner then a scoundrel. Fail and fall w/ vicious wound. If character has the trait Cunning, difficulty decreases by eight. Difficulty: 11 Advantage: Better Valor*

Ambush Magician: Enemy able to track at night or uses fire and smoke to funnel the players in a particular direction. Increase Difficulties of all rolls.
Ambush High Priestess: Enemy is using exotic beasts of their own, wild cats, spiders, snakes and assorted creepy crawlies; increase Difficulties of all rolls.
Ambush Empress: The enemy wails and scares the soldiers, dogs and horses; increase Difficulties by one.
Ambush Emperor: For the next full round of every player action, treat banes as regular. However, if the battle is not concluded for all, the round thereafter is treated as only banes. Continue this until the battle ends, alternating chance of victory and Bane.
Ambush Pope: The men are embolden by a divine sign or a prayer whispered through the ranks; a grace, gain plus one to dice.
Ambush Lovers: Treasure, important NPC, Cannon, Horses or Dogs, something is captured; add yet another thing that needs to be rescued at victory.
Ambush Chariot: Should the player obtain a Victory (escape), he may opt instead to save a single 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 Justice: Any and all captured characters make their escape. The vicious injuries are retained and a penalty of minus two applies to those characters going forward. Consider, the enemy might have let you escape for the sport of killing.
Ambush Hermit: Everyone starts arguing over the situation, revives past feuds, follows distraction to chart or loot, and generally forgets the danger of the predicament. All Difficulties increase by one.
Ambush Wheel: Shuffle and continue.
Ambush Force: One captive is treated severely and suffers a vicious. If no volunteers, the victim is decided by lowest total of 2D8 plus character level from among the hostages.
Ambush Hanged Man: Enemy has tortured some of the captured. The screams of Godly men, some set on fire, are terrible. The morale consequence causes either plus one to dice for those w/ Cunning or Better Valor; incentive to get away. Else, minus one to dice for those w/ Lordly or Heroic Swordplay. The victims or captives need not ever be player characters (for now).
Ambush Death: One player may elect to escape, but w/ a vicious wound. If any player agrees, all his companions gain a plus four die advantage in the Q&D. This benefit is lost with either the Wheel or Star event. If no one agrees to make this sacrifice, then continue battle w/ all Difficulties raised by two.
Ambush Temperance: Night falls. Add one to all player rolls, since they have more incentive to keep going despite the risk of accident.
Ambush Devil: Weather turns most foul. Add one to all player rolls, since they have more incentive to endure this exposure.
Ambush Tower: Next player to fail a roll on any event suffers a vicious wound. He may continue to flee w/ his walking injury, unless the failed event says otherwise.
Ambush Stars: Cancel all dice modifiers, positive or negative, presently in play.
Ambush Moon: Selecting player has lost his hat, belt buckle, purse of coins, heel of his boot. Else, his pistol lost its flint or his cutlass has broken at the hilt. Player’s choice to receive a minus two penalty for the rest of this Q&D or a minus one penalty in all play thereafter in this adventure.
Ambush Sun: This action is over; all remaining players are treated as safe. However, if any players are captured, they suffer that fate in Digressions #F. Else, fight on and see what the tables generate.
Ambush World: The path ahead is impassible, a canyon, ridge, chasm, ravine, gorge, raging river, falls, tar bog, etc. The players must double back through the enemy w/ all suffering a Bane, or one player must volunteer to be the distraction by surrendering; treat him as a captive.
Ambush Judgment: The enemy reveals they are two factions cooperating or led by quarreling rivals. In a half D8 rounds, the players gain a plus four positive modifier to all rolls because of this internal division.
Ambush Fool: One character who has already made his escape will be drawn back into the pursuit. We need a volunteer to immediately rejoin the main attack; else roll 2D8 plus level for victim.


Yours,

   red



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