Chaosium Digest Volume 15, Number 4 Date: Sunday, June 30, 1996 Number: 2 of 2 Contents: Ryons, the High King: Year Three (Karl Rodriguez) PENDRAGON -------------------- From: RODRIGUEZK@uthscsa.edu (Karl Rodriguez) Subject: Ryons, the High King: Year Three System: Pendragon RYONS, THE HIGH KING A Three Year Campaign in Norgales and Cameliard (Year 3) MORE WINTER DECISIONS What has happened before depends a lot on how well the player characters tackled Idurans and Nero in the previous year. The ideal for King Ryons is for Penkridge to have been destroyed, any southern allies smashed or occupied with his neighbors, and Stafford to be under siege. The ideal for the characters is for Cameliard to be injured but have its army intact and still based at Stafford. During the Winter Phase, it is imperative that players call on all their resources available to combat Ryons, whether it be family knights or an army from their baronies. If the characters are within Stafford while it is besieged, perhaps a daring rush through the picket lines to allow the non-combatants to flee upriver and escape to gather reinforcements is in order. They should only fight Hillmen (one per character) led by a mercenary knight. The players may have been driven off by Idurans. If this is the case, let them return to their respective lords, appear in court and report. Even if they are in the ideal situation, King Leodegrance will insist that any knight of vassal rank or higher appeal to his lord for aid. Players may also take the initiative in searching for reinforcements back at their own home or in neighboring baronies and dukedoms. Gathering Reinforcements Of the neighbors, only Lambor is wholly unable to send reinforcements as it is involved in internal conflict. Wurensis is relatively stable and has an army of 70 knights and 120 soldiers. Clarence has 100 knights and 300 soldiers available, and Gloucester also has 100 knights and 300 soldiers, although Duke Morvid regularly hires mercenaries (about 200 foot) to raid Clarence. Other places not connected to the characters will not send troops. Obviously, some money may be needed to entice the Duke or Baron to act. A personal gift such as a charger (or the equivalent in librum) may grant an interview, but then it is up to role-play. The GM should adjudicate how well the player states his/her case and if undecided then roll an [Orate]. This goes for players going to their home county as well. Wurensis, the next victim in line for Ryons will send all of its troops if the GM was moved by the oration (or on a Critical Succes if an [Orate] roll was used) or half on a normal success (this is up to 200KV). He will send a token force of 30 knights if the character fails to persuade. If the [Orate] roll is used, give players a +10 if they are from Wurensis. Clarence will be tougher to persuade, sending at most 50 knights and 100 soldiers (which is up to 150 KV). Characters from Clarence will get a +5 on [Orate]. The Lord of Clarence will also ask foreign player characters for help in the following year against the evil Duke Morvid of Gloucester. Duke Morvid of Gloucester is actually more generous. While he will at most send 50 knights and 100 soldiers like Clarence, he will turn over the command of up to all of his mercenaries if the players foot the bill at the rate of 5 librum/25 soldiers (13 KV). These are Irish Raiders looking for plunder but will still have a loyalty of 10 to their employer (+1d6 if of Irish origin). Likewise, a player from Gloucester gets a +5 to [Orate] and foreign players will be asked on oath to help against Clarence next year. Players cannot get both Clarence and Gloucester to help. Both dukes will ask whether or not the other will be or has been recruited. If deceived [Deceitful check] and both send armies to the field, they will fight each other and end up quitting the field. Players will become persona non grata in both locations and vassals will be stripped of their lands or worse for such a deception. Finally, players can attempt to get Orofoise to avenge its honor from year one. They command 75 knights and 150 soldiers. They will send all their troops if the GM likes the player's speech and players did not do any significant damage in an attack on Oroquelenes. If they did attack, they better bring lots of gifts. If the player truly succeeds (critical on an [Orate]) he impresses a local, tribal king who joins the cause (either Clun (148KV) or Godower (83 KV), but not both; see Year Two). In all cases (except Orofoise who sends the wily Sir Tathal [Battle=17]), an Extraordinary Knight leads the force with players as unit commanders if they have a Battle of 16 or more. Characters with 18 or better at this skill may well lead the force if they are natives of the dukedom or earldom. Meanwhile... King Ryons Moves Meanwhile, King Ryons has not been sitting idle. During the Fall and Winter, he and some of his elite guard, important chieftans, and several women, including his mother, went on an expedition into the mountain reaches of Cambria. When he returns, the tale filters through the ranks that he has recovered the Crown of Ordovices from its magical site, the Court of the Crown. Whether, this is true or not, the tribes believe it and many of the reluctant tribesmen rush to fill the ranks of the King of Norgales. For gameplay, many of the warriors can now call in a Passion of Loyalty [King of Norgales] in a pinch. The value will be at 2d6+6 for warriors and at least 16 for elite knights. A Last Chance for Captured Players In the worst cast scenario where the players are captured, they will hear word of this while in the City of Legions and begin to feel the fervor in the air especially among the native warriors. If they are at Dinas Bran, the Raven witch Cabal attempts to seduce warriors to the cause. If successful, the players will have a high Love for the Raven witches and a Loyalty to Ryons. The referee should play this out as he or she deems appropriate. If the characters resist, give them one last chance to escape. If they botch this, their heads become the newest adornements on the walls at Dinas Bran. The Fate of Stafford If Stafford is beseiged, and the characters bring reinforcements, replay the Battle of Stafford with losses taken from both parties that occured in the last battle if appropriate. Of course, the players may have a large force. Nero has not been reinforced. In fact, he has been re-called to Dinas Bran. He will fight a few rounds and retreat if he still has a larger force (in KV) than the opposition. If he is outmatched, he retreats in orderly fashion with knights in the rearguard. There is only one round against mounted foes in this case. In the best case, Leodegrance has mustered his forces and his allies at Stafford. He decides to take the initiative and lead his main force towards the City of Legions. He gathers his full strength (100 knights, 300 soldiers) leaving only the wounded and old behind. If Nero is forced to retreat, Leodegrance makes the next move and decides to lead the army in the same direction. He will only do this if he has significant reinforcements. This means at least half of Wurensis, and half of Clarence or Gloucester. Orofoise is a bonus. If not, he learns of the huge army of Ryons amassing and retreats to Carohaise, conceding Stafford. This would be the end of the scenario and Cameliard is subjected to raid after raid until 510, when Arthur comes to his aid. RYONS MAKES HIS FINAL MOVE Ryons regathers his army at the foot of the Castle of the Raven. However, Leodegrance almost ruins his plans by acting too quickly. Only the tribal warriors of Norgales reinforced by his knights, Cheshire (who only sends knights and warriors, footsoldiers remain at the City of Legions), and Pase gather to see Ryons raise the Crown of Ordovices. Fortunately, he has aerial messengers and sends these to Amans and the tribes of the Peaks. He orders them to harass northern Cameliard with due haste. Although not at full strength, Ryons's army of conquest is still large. The forces meet on the grounds outside of the burned out motte and bailey castle of Malpas. At first only leading elements of the forces meet (players acting as scouts could skirmish with some mounted Hillmen). Ryons stalls so his army can cross the creeks that feed into the River Dee. Leodegrance falls back to some higher ground and makes a stand. Ryons with his numerical superiority and his army's battle fever, charges anyway. Battle of Malpas Commanders: King Leodegrance (Battle = 18) King Ryons (Battle = 19) Battle Size: Medium Army Sizes: King Leodegrance: 165 knights, 438 footsoldiers. This could be more if players are really good at convincing lords or have money for mercenaries. This does not include players and their family knights either (589 KV minimum). King Ryons: 135 knights, 300 mounted hillmen, 1300 warriors (1220 KV). Modifiers: King Leodegrance outnumbered -5/+5 King Leodegrance on higher ground +5/-5 The Fight: Round 1: Hillmen charge up the hill throwing javelins against charging knights. Roll twice against the characters horse. If the player is still mounted he has a +5 on top of any other bonuses against his opponent. Round 2-4: Normal. Round 5: A dark fog encompasses King Leodegrance's Unit. -5 to Unit Events Table. In the Fog: Players can attempt to enter the fog cloud if they are not engaged. Once there, they will see strangely clad knights enaging and driving King Leodegrance's command unit back. The characters are now involved in a skirmish between 10 farie knights and the 5 remaining Cameliard knights with their king. Conduct this as one round of heavy fighting. At one point, let the characters have the opportunity to take a blow for Leodegrance. If he or she does, let the farie battle end suddenly. Even the unseelie cannot fight such sacrificing foes. Round 6: The fog cloud disappears with either Leo badly wounded and alone, with dead knights all around him, or letting out a battle cry for victory. He fumbles or criticals his battle roll: -5 or +5 to Unit Events table. Round 7: If Leodegrance criticals his battle roll above, King Ryons loses his crown. If not, Leo or the next in command calls a retreat to Carohaise. Round 8: Rout of hill men. Enemy knights attack with a vengeance this round. One more round of purusit possible. Glory: 30/rd. Decisive Victory or Indecisive Defeat are possible. Plunder: if a rout, 1-2 chargers, 1-2 hill ponies, 1 librum of goods. Battle Modules: ACB Roll: C +4 No losses S +2 10% losses, 2% killed, 8% wounded PS +0 25% losses, 5% killed, 16% wounded, 4% captured F -2 50% losses, 10% killed, 25% wounded, 15% captured Fum -4 75% losses, 50% killed, 25% captured Foe Table: 01-10 Hillmen, Foot (use Year One Wild Hillman stats) 11-13 Hillmen, mounted (use Year One Wild Hillman chieftan stats) 14-17 Equites (Ordinary (1-3), Mercenary (4-5), or Notable (6)) 18-19 Norgales Knights (possibly Nero or Idurans if they still live) 20 Ryons and command group (Famous 1-4, or Extraordinary 5-6, Ryons is Extraordinary with the physical stats of a Small Giant, or one could use Sir Turquine's stats) See above for battle outcome. Now the players will return home, hopefully with victory. However, upon their return, they hear of raiding in northern Cameliard. They could mount up again to drive the raiders away. If they are healthy vassals of Cameliard they will be forced to do so. They may well lead a force of 20 knights and 30 footsoldiers (plus any other characters). Raiding forces can be hunted for and can be from Amans (5 knights, 25 warriors) or the Peaks (5 knights, 20 soldiers, and 25 warriors) or both as the GM wishes. Treat these encounters as skirmishes. AFTERMATH If Leodegrance is victorious, players may well be the heroes of the Battle. They may be offered lands if landless and asked for loyalty in return. All will definitely be allowed to recuperate and will always be welcome. Ryons will head home in disgust. He slays a few of the kings who fled early. Also, he can continue to harass Cameliard from the fringes. It takes him until 510 to re-amass an army and regain the Crown. Then, he attacks deep into Cameliard. If Ryons is victorious, he consolidates his position, occupies Stafford and raids the interior of Cameliard. This continues until 510 where Ryons makes to finish Leodegrance once and for all. Of course, Arthur raised in Penylln comes to his aid. APPENDIX This Appendix outlines the events of "Ryons, the High King", to help the gamemaster keep a handle on the events. Year One * Ryons creates conflict between Orofoise and its neighbors. Battle: Ambush in Orofoise Year Two * Players may lead attacks on Orofoise. Optional Battles: Assaults on Oroquelenes and Shrewsbury * King Ryons invades Cameliard. An army led by Nero marches South towards Stafford, and is met by King Leodegrance at Market Drayton. Battle: Battle of Market Drayton Afterwards, Leodegrance retreats to Stafford, and Nero continues his advance. * Meanwhile, Idurans leads an army plundering the towns of Cameliard. After destroying several small towns, he sieges Penkridge. Battle: Siege at Penkridge After four days of siege, Idurans leads part of the army south to attack a relief force. This is likely the player's introduction for the year. Battle: Ambush in Arden * If the relief force survived the ambush, it may move to relieve the siege at Penkridge: Optional Battle: Siege at Penkridge (cont.) They can also continue on to Stafford, where they find that Nero has already laid siege: Battle: Battle of Stafford Year Three * Cameliard seeks allies from its neighbors: Lambor, Wurensis, clarence, Gloucester and Orofoise. * Ryons recovers the Crown of Ordovice. * If Stafford is still sieged, reinforcements may try to free it: Optional Battle: Battle of Stafford * King Leodegrance begins moving his army North, forcing Ryons to act prematurely. The two armies meet outside the burned out castle of Malpas. Battle: Battle of Malpas * Afterwards, raiding continues in North Cameliard, due to Amans and Peaks forces. * The campaign ends with either Ryons retreating, or Ryons occupying Stafford, depending on the results of the Battle of Malpas The End for now... Karl Rodriguez (rodriguezk@arwen.uthscsa.edu) -------------------- The Chaosium Digest is an unofficial electronic 'zine about Chaosium's Games. In no way should it be considered representative of the views or beliefs of Chaosium Inc. To submit an article, subscribe or unsubscribe, mail to: appel@erzo.org. The old digests are archived on ftp.csua.berkeley.edu in the directory /pub/chaosium, and may be retrieved via FTP.