Castle Siege
Event — Tier 3
An active siege with an attacking force fighting to gain entry to a fortified castle.
Impulses: Bleed out the will to fight, breach the walls, build tension
Difficulty: 17
Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)
Environment Features
Secret Entrance - Passive
Siege Weapons (Environment Change) - Action
Consequence Countdown (6). The attacking force deploys siege weapons to try to raze the defenders’ fortifications. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders’ fortifications have been breached and the attackers flood inside. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it.
What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle?
Reinforcements! - Action
Collateral Damage - Reaction
When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefield. All targets within Very Close range of that point must make an Agility Reaction Roll.
- Targets who fail take
3d8+3 physical or magic damage and must mark a Stress. - Targets who succeed must mark a Stress.
What debris is scattered by the attack? What is broken by the strike that can’t be easily mended?

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