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View Full Version : Vae Victis: Looting Saxons after the Battle of Lindsey



Morien
06-05-2014, 01:34 PM
I wanted the looting of the defeated Saxons' homelands to be a bit more involved than just ticking traits and collecting libra. So here you go, modified a bit to reflect the experience from playing this through (added the enemy intervention roll, made the Fortified Hall to give 0 loot on a double fail, to make it a bit riskier). I'll probably use this for post-Badon looting (adding a modifier for the loot), and maybe even whilst raiding a neighbor? Although in later case, I'd expect it to be a bit riskier, as the enemy's army is still intact.


Pillaging Deira & Nohaut

1. Each PK is placed in command of a group of footsoldiers and mercenaries. Thus, each PK gets to make their individual choices. As the King is sponsoring this mission, half of the rolled loot goes to the King, the other half to the PK. Only a suicidal idiot (or someone with Selfish 16+, but even then I'd allow Loyalty Lord or Prudent or Honest to oppose this) would try to embezzle the loot from the King!

2. Each round of pillaging merits a check mark:
1st: Vengeful
2nd: Selfish
3rd: Deceitful
4th: Arbitrary
5th: Cruel
6th: Worldly
7th: Indulgent
- A PK can opt out any of these rounds, and if he rolls a success in the opposing trait, he gets a check mark to that trait. For instance, if the Pk sits out of Vengeful (1st round) and rolls a success in Forgiving, he gains a Forgiving check.
- Each looting round takes about 1 week, which can have impact on how well the PKs heal from their wounds. The healer is in the main camp, so they do not benefit from his First Aid, but can stay there and rest if they need Chirurgery. (First Aid comes from the Squires, First Aid 10.)

3. Enemy intervention (GM secret roll):
- Could also roll this after the PK makes the decision in below, but prior to rolling the effect of that decision.
- 1d20:
-- 1-15: No enemy intervention; busy fighting other raiders or hiding in forests.
-- 16: Light enemy opposition whilst going in. Roll Battle+5 and then Weapon Skill vs. Skill 10*. £1 in loot if win.
-- 17: Light enemy opposition whilst heading out. Roll Battle+5 and then Weapon Skill vs. Skill 10*. £1 in loot if win.
-- 18: Moderate enemy opposition (1d2: in/out). Roll Battle and then Weapon Skill vs. Skill 12*. £1d2 in loot if win.
-- 19: Heavy enemy opposition (1d2: in/out). Roll Battle-5 and then Weapon Skill vs. Skill 14*. £1d6 in loot if win.
-- 20: Enemy ambushes you (1d2: in/out)! Roll Awareness-5. If fumble, suffer -10/+10 modifier on Weapon skill. If failure, you are ambushed and suffer -5/+5 modifier on the Weapon skill roll. If successful, you spot them in time and they count as Moderate enemy opposition like above (check Awareness). On a critical Awareness, you get to turn their ambush against them (+5/-5 for you)! Roll Weapon skill vs. Skill 12 (with modifiers), reading the result from the Assault under Fortified Halls. On a failed Weapon roll, the PK is captured, unless the Awareness was successful or critical. £1d2 in loot if win.
* = Treat like an Assault under Fortified Halls -section. If both Battle and Melee rolls are failures, the raiding party is repulsed/forced to flee without their loot.

4. Each PK gets to choose whether to go after:
a) Fortified Halls
b) Abandoned Villages
c) Chase Peasants in the Forests

a) Fortified Halls
- The PK has an option of burning the hall (Prudent, Cruel & Cowardly Checks), but that destroys the loot. The warriors charge out (roll as in an assault, but the Saxons don't benefit from the hall defensive bonus and the Battle roll is at +5. If the Saxons lose the fight, roll Proud 13. On a success, the Proud Saxon ladies rather burn than suffer rape and slavery. On a failure, the women and children come out, and can be enslaved (£1d6 loot). Assault is the other option.
- Assault: Roll Battle. On a failure, additional -5 to Skill. On a crit, +5. On a fumble, -10 and the PK is captured if he rolls a failure or a fumble in the following Weapon skill roll.
--Roll Weapon skill vs. 10 with -5/+5 modifier to represent the advantage of the defenders (Hate Saxons is appropriate), if they are defending the hall. (Enemy Fumbles improve the result by one, Enemy crits worsen it by one. Enemy Failures mean no damage is dealt even if the PK fails, too.)
--- Fumble: 4d6 damage, no armor (can be a major wound), attack fails and the attacking PK is captured (no loot gained, obviously)!
--- Failure: 3d6 damage, no armor (no major wounds), 5 Glory
--- Partial success: 2d6 damage, no armor (no major wounds), 10 Glory
--- Success: 1d6 damage, no armor, 15 Glory
--- Crit success: no damage, 30 Glory
-- If both Battle and Weapon Skill are failures, the attack fails and the raiders are beaten back (no loot). If either roll is a fumble, the PK is captured, unless the other roll was a critical. A critical Weapon skill increases the Battle result by one for the aftermath.
- Loot: £2d6
- Aftermath: The defenders have women amongst them (shieldmaiden)! If the fighting was hard (Battle failure), then the footsoldiers & mercs are in an ugly mood. If the PK wishes to avoid the rape of the Saxon women, he has to succeed in Merciful. His/Her own Hate(Saxons) opposes this roll, and may get a Cruel check if the hate overrules the PK. Merciful check is gained if this is successful. If Merciful fails, the soldiers attack the Knight if necessary (the PK can instead let the soldiers have their way with the women): Fight against two spearmen (Spear 10, DMG 4d6, HP 24, 4+6). They don't surrender as they expect to hang if the Knight survives this. Honor check is gained if the PK fights against the spearmen. Hate Saxons is lowered by a point for killing Cymri to save Saxons.
- Slaves?: if the PK doesn't wish to take slaves/captives, the loot is halved (roll £1d6 instead). Merciful & Forgiving checks are gained, if the captives are released.

b) Abandoned Villages
- Easy pickings, but nothing much to be looted here. Loot: £1d3
- Prudent check is gained.

c) Chase Peasants in the Forests
- Hunting roll:
-- Fumble: Ambushed by Saxon warriors (Skill 12)! Treat as a 20 in Enemy intervention table.
-- Failure: Scattered bands. £1d3 loot.
-- Success: Peasants and their flocks seized. £1d6 loot.
-- Critical: A Saxon lady with her household & treasure! Roll as a fight in the Fortified Hall, but without the modifiers. £2d6 loot.
- Slaves?: if the PK doesn't wish to take slaves/captives, the loot is halved. Merciful & Forgiving checks are gained, if the captives are released. Some Peasants cry that they are Cymri, not Saxons! (Which is probably correct, as Deira & Nohaut were conquered less than a generation ago.) If such Peasants are released, reduce the loot by £1 and check Just. Alternatively, the PK may suggest relocating the peasantry (found on a successful hunting) to his own estate. This counts as the PK's share of this loot, but gives him a chance to build a village (£1-10 to build it, +£1 / year).


Just quick notes from our campaign:
- One PK (the lady knight) was inspired by Hate Saxons (17) pretty much all the way and thus encouraged the abuse of Saxon Ladies even if the footsoldiers were compliant. She went for the Saxon Halls every round, enslaving the survivors and gained a bit of a reputation amongst the Saxons. She seriously doesn't want to fall into Saxon hands after this. But it wasn't without its benefits: £56 looted, of which £28 into her own pocket. The footsoldiers were quite happy to fight under a knight who 'knew how to reward the troops', although she probably did accumulate a quite nasty band of cutthroats towards the end, as the worst elements migrated to her 'team' (wounded / dead being replaced).
- Another PK tried to start with more chivalric style, but then started enslaving as well (sat out one round). £21 looted, £10.5 into his own pocket.
- Third PK tried to keep his hands clean, and looted only twice, if I recall correctly going after the villages once and once hunting after the peasants. No enslaving and extremely poor rolling resulted in £1 for the King and £1 for himself (which he gave to the mercs and even added £1 from his own funds when they were starting to grumble about the poor looting opportunities).
- Fourth PK raided 4 times, no enslaving, and managed to capture enough halls to net a respectable £8, of which £4 into his own pocket.
- The Moral of the Story? Might makes right and evil knights can make a killing (pun intended) in looting.

Taliesin
06-05-2014, 11:01 PM
Very cool!


T.