AlnothEadricson
04-26-2016, 07:24 PM
Plese, anyone, submit a book, or even an article, on how to raid
OK, this is just a rough idea...
Obviously, the first task in raiding is deciding where to raid. This should be handled as roleplaying situation, discussing likely targets and the repercussions. An Intrigue roll might be appropriate, if rolls are needed.
Getting to the target is the next challenge (taken from Riding in Enemy Lands from GPC).
Raiders have three choices: Be Stealthy, Be Careful or Be Reckless.
Stealthy raiders make a Hunting roll. On a Critical, the raiding party can travel up to 2d6+3 miles unseen. On a Success, the raiders can travel 2d6 miles largely unseen. On a Failure, the raiders travel 1d6 miles but get lost. On a Fumble, the raiders travel 1d6+1 miles, are lost and are spotted by a local peasant who disappears to raise the alarm.
Careful raiders make a Hunting roll. On a Critical, the raiding party can travel up to 15 miles without raising an alarm. On a Success, the raiding party can travel up to 15 miles but is seen by local peasants who will be able to identify the raiders later. On a Failure, the raiding part can travel up to 15 miles but the local peasants raise an alarm. On a Fumble, the raiding party is spotted by a patrol of local knights (roleplay or fight an encounter with an appropriately sized patrol of knights and footmen).
Reckless raiders make a Horsemanship roll (and gain a Reckless check for the player knight leading the raiders). On a Critical, the raiders are able to travel up to 35 miles unchallenged, but are identified. On a Success, the raiders are able to travel to the 35 miles but are challenged by a patrol (roleplay or fight an encounter with an appropriately sized patrol of knights and footmen). On a Failure, the raiders are able to travel up to 30 miles but ride dangerously close to a local garrison and must contend with a superior force of knights and footmen. On a Fumble, the raiders are Ambushed by a superior force of knights and footmen.
If the raiding party is able to reach their target, they must now deal with the defenders. If no alarm has been raised, the raiders face only the local levy and a small garrison. This can be resolved with a Battle roll, or using the Skirmish rules. If the alarm has been raised, the local lord is present with his footmen and (if the raiding party is large) with allies from neighboring manors. Resolve the encounter using the Skirmish rules. If the raiders are victorious, they gain plunder based on the size of the target being raided and the size of their force.
Once the raiders have secured their plunder, they must get home again. Returning raiders have the same choices as they did on the trip in. However, since the presence of raiders will have alerted the countryside, the local lord should be out in force to catch them. The raiders Hunting or Horsemanship rolls are opposed by those of the commander of the lord's garrison at -5/+5 (due to the raiders being weighted down with stolen cattle and other plunder. If the garrison succeeds, the raiders are caught and must either fight, bluff or talk their way out.
Even if they make it home again, the raiders may still face repercussions of their actions, depending on campaign circumstances. At the very least, their lord will demand his (sizable) share of the plunder.
... Like I said, just a rough sketch light on details. Hopefully a place for folks to start.
OK, this is just a rough idea...
Obviously, the first task in raiding is deciding where to raid. This should be handled as roleplaying situation, discussing likely targets and the repercussions. An Intrigue roll might be appropriate, if rolls are needed.
Getting to the target is the next challenge (taken from Riding in Enemy Lands from GPC).
Raiders have three choices: Be Stealthy, Be Careful or Be Reckless.
Stealthy raiders make a Hunting roll. On a Critical, the raiding party can travel up to 2d6+3 miles unseen. On a Success, the raiders can travel 2d6 miles largely unseen. On a Failure, the raiders travel 1d6 miles but get lost. On a Fumble, the raiders travel 1d6+1 miles, are lost and are spotted by a local peasant who disappears to raise the alarm.
Careful raiders make a Hunting roll. On a Critical, the raiding party can travel up to 15 miles without raising an alarm. On a Success, the raiding party can travel up to 15 miles but is seen by local peasants who will be able to identify the raiders later. On a Failure, the raiding part can travel up to 15 miles but the local peasants raise an alarm. On a Fumble, the raiding party is spotted by a patrol of local knights (roleplay or fight an encounter with an appropriately sized patrol of knights and footmen).
Reckless raiders make a Horsemanship roll (and gain a Reckless check for the player knight leading the raiders). On a Critical, the raiders are able to travel up to 35 miles unchallenged, but are identified. On a Success, the raiders are able to travel to the 35 miles but are challenged by a patrol (roleplay or fight an encounter with an appropriately sized patrol of knights and footmen). On a Failure, the raiders are able to travel up to 30 miles but ride dangerously close to a local garrison and must contend with a superior force of knights and footmen. On a Fumble, the raiders are Ambushed by a superior force of knights and footmen.
If the raiding party is able to reach their target, they must now deal with the defenders. If no alarm has been raised, the raiders face only the local levy and a small garrison. This can be resolved with a Battle roll, or using the Skirmish rules. If the alarm has been raised, the local lord is present with his footmen and (if the raiding party is large) with allies from neighboring manors. Resolve the encounter using the Skirmish rules. If the raiders are victorious, they gain plunder based on the size of the target being raided and the size of their force.
Once the raiders have secured their plunder, they must get home again. Returning raiders have the same choices as they did on the trip in. However, since the presence of raiders will have alerted the countryside, the local lord should be out in force to catch them. The raiders Hunting or Horsemanship rolls are opposed by those of the commander of the lord's garrison at -5/+5 (due to the raiders being weighted down with stolen cattle and other plunder. If the garrison succeeds, the raiders are caught and must either fight, bluff or talk their way out.
Even if they make it home again, the raiders may still face repercussions of their actions, depending on campaign circumstances. At the very least, their lord will demand his (sizable) share of the plunder.
... Like I said, just a rough sketch light on details. Hopefully a place for folks to start.