Winter in Remagen
The following is a list of actions your characters may undertake.
Entrenchment
Foxholes, trenches, pits, moats, and direct routes to the earth’s core.
Level: 1 Component Cost: One healing surge (Endurance) or food
Category: Creation Market Price:
Time: 8 hr Key Skill: Endurance, Intimidate, Diplomacy
Duration: Permanent
For every 5 points of success on your skill check, you create one 5’x5’x5’ pit. Climbing out of such a pit requires an Athletics check, DC 15.
Wooden Palisade
Defending frontier villages against savage hordes since… basically forever.
Level: 3 Component Cost: One healing surge (Endurance) or food
Category: Creation Market Price:
Time: 8 hr Key Skill: Endurance, Intimidate, Diplomacy
Duration: Permanent
For every 10 points of success on your skill check, you create a 5’ section of wooden wall, 1’ thick, 8’ tall. You can make this wall thicker at a cost of 5 success points per foot of added thickness.
Watchtower
Good luck getting princes to keep the view.
Level: 5 Component Cost: One healing surge (Endurance) or food
Category: Creation Market Price:
Time: 8 hr Key Skill: Endurance, Intimidate, Diplomacy
Duration: Permanent
For a base of 150 success points (accumulated over multiple days of work), you create one watchtower. It offers a stable firing platform (15 ft high) with cover, a roof, and a rope ladder. It is made of wood, but very solidly built. Adjustments to this baseline will be evaluated on an ad-hoc basis.
Forage
Even very small armies march on their stomachs.
Level: 1 Component Cost: One healing surge
Category: Exploration Market Price:
Time: 8 hr Key Skill: Nature or Athletics
Duration: N/A
For every five points of success, you collect one day of food. This action is moderately likely to lead to encounters with gnoll scouting parties.
Hammer and Tongs
Put your trust in steel.
Level: 1 Component Cost: One healing surge
Category: Creation Market Price:
Time: 8 hr Key Skill: Endurance
Duration: 1 year
For every ten points of success, grant one of the following benefits to the levy.
- +1 to melee attacks
- +1 to ranged attacks
- +1 melee damage
- +1 ranged damage
- +1 minion threshold
- +1 AC
The levy can receive each benefit up to five times, including the similar benefits from Training.
Training
“You ask, what is our aim? I can answer in one word: Victory. Victory at all costs — Victory in spite of all terror — Victory, however long and hard the road may be, for without victory there is no survival.”
Level: 6 Component Cost: 10 days of food
Category: Market Price:
Time: 8 hr Key Skill: Intimidate
Duration: 1 year
For every ten points of success, grant one of the following benefits to the levy.
- +1 to melee attacks
- +1 to ranged attacks
- +1 melee damage
- +1 ranged damage
- +1 AC
- +1 Fortitude, Reflex, and Will
- Maneuvers: evaluated ad-hoc.
Forage for Herbs
“First, I shall gather rare herbs.”
Level: 3 Component Cost: One healing surge
Category: Exploration Market Price:
Time: 8 hr Key Skill: Nature or Arcana
Duration: N/A
For every point of success, you gather 2 gold marks worth of rare herbs for use in ritual magic. You may not gather more than 100 marks of herbs from the area of Remagen and the Mire in a month.
Occult Research
What you lack in libraries, you make up for in spare time.
Level: 6 Component Cost: 50 gp
Category: Creation Market Price:
Time: 8 hr Key Skill: Arcana, Heal, Nature, or Religion
Duration: Permanent
Extensive research into the occult reveals rituals to you and permits you to inscribe them in your ritual book. You must use the skill appropriate to the ritual you are attempting to learn. As with other actions, your successes here are cumulative. The goal for each ritual is 20 success points per level of the ritual. You may not learn a ritual higher than your current level.
Home Field Advantage
You prepare nasty surprises for the unwary.
Level: 3 Component Cost: One healing surge
Category: Warding Market Price:
Time: 8 hr Key Skill: Arcana, Dungeoneering, Nature, Thievery
Duration: 1 month
You construct one of a variety of different traps. The goal for each trap is 20% of its XP total in success points. Environmental conditions may make some traps easier and others outright impossible, so pick something appropriate to the skill you are applying. If you wish to create an entirely new trap, use the rules for Occult Research to design it first.
The Levy
The peasant levy has the following base statblock, modified by the actions Hammer and Tongs and Training.
Levy of Remagen Level 5 Minion
Medium natural humanoid
Initiative +2 Senses Perception +2
HP 1
Minion Threshold 4 (ignores attacks dealing less than 4 damage)
AC 17; Fortitude 15, Reflex 14, Will 14
Speed 6
Melee Attack (standard; at-will) * Weapon
+8 vs. AC; 3 damage.
Ranged Attack (standard; at-will) * Weapon
Range 10; +7 vs. AC; 3 damage.
Alignment Unaligned Languages Common
The Guardsmen
The baronial guardsmen have the following base statblock, modified by the actions Hammer and Tongs and Training.
Guardsmen of Remagen Level 5 Minion
Medium natural humanoid
Initiative +2 Senses Perception +2
HP 1
Minion Threshold 4 (ignores attacks dealing less than 4 damage)
AC 20; Fortitude 18, Reflex 17, Will 17
Speed 6
Melee Attack (standard; at-will) * Weapon
+8 vs. AC; 3 damage.
Ranged Attack (standard; at-will) * Weapon
Range 10; +8 vs. AC; 4 damage.
Alignment Unaligned Languages Common
Remagen’s Supplies
The ten wagons of grain carry 1000 days of grain. The village’s stores currently hold 600 days of food, and Foraging is their only reliable source of further supplies.
Remagen has a total populace of 47 people, 35 of whom are able-bodied.
The current date is 12 October, 1209 AEC.
Update - 21 Oct 1209 AEC
Remagen's stores of grain stand at 950 days of food at the start of the day. Azamon will have one day of actions to conduct. At von Berga's manor, you found 800 days of food.
You have built two watchtowers and two magical traps. You are working on a wooden palisade wall a tenth of a mile long. You currently have 482 out of a total 1410 points of success that you need.
I'll let you stat the twenty guardsmen collectively. They use the base stats of the levy, and have 30 points of Hammer and Tongs successes (three bonuses) and 50 points of Training successes (five bonuses). They are capped at the same point that the Remagen levy is.
Lee has suggested (and no one has yet argued with) gives the guardsmen +3 AC, +3 F/R/W, +1 ranged attack, and +1 ranged damage. (As posted above.)
Update - 28 Oct 1209 AEC
Norman spends 7 days at the forge, gaining 164 success points at Hammer and Tongs. He applies these bonuses as +1 ranged attack and +1 ranged damage for all units, and +1 AC for the four Levy units.
Kiel spends 7 days directing the construction of the wall. He earns 233 success points.
Dendric spends 7 days directing the construction of the wall. He earns 233 success points.
Terrance spends 1 day foraging for food (30 success points) and 6 days directing the construction of the wall. He earns 160 success points toward the wall. The people he has taught to forage bring in enough food to sustain themselves over the six days he is not leading them.
Sulimo spends 2 days foraging for herbs. By the end of the second day, he has taken all valuable and rare herbs from the surrounding area, and will need to wait until next month as more herbs grow. He has gained 100 gold marks in herbs. He has 5 days of unspent actions. (He spent three researching Hand of Fate.)
Azamon has 7 days of unspent actions, which we'll resolve first thing. (He spent them Training the levy. He earned 150 success points, and may assign 15 benefits. This cost 70 food.)
Remagen's food stores stand at 1,017 days of food, less any extra food that Azamon or Sulimo spend in their remaining actions. The wall is at 1108 of 1410 success points.
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