TEXT:  
   
   
    
   
   
   
   
  ASSAULT ON 
  dunmark 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
    
   
   
  Assault on Dunmark
   
  Rumours & Hooks  
  Aye, you heard it right; Lady Petria slew 
  young Moson in a drunken duel – now Lord 
  Foster is rallying his army to march on 
  Dunmark, raze the keep, and execute his 
  son’s killer. Word is they’re after sellswords to 
  bolster their ranks. Good time to be a 
  mercenary, I guess? 
   
  A Deadly Duel 
  Lord Aeron Foster, as impulsive as he is portly, is 
  renowned for two things: hatred of the 
  Celdwyns, and his unflagging capacity for 
  revenge.  
   
  For generations, the Fosters and Celdwyns have 
  been bitter rivals in politics, love and (above all) 
  mercantile endeavours. Regrettably for both 
  families, their feud recently came to a head when 
  Lady Celdwyn’s daughter Petria killed Foster’s 
  teenage son Moson, in a drunken, back alley 
  duel. 
   
  When this adventure begins, Petria is already in 
  exile at the outpost of Dunmark, while her 
  mother pleads for clemency in the Royal Court. 
  King Uldred, long allied with both families, is in a 
  difficult position. The events leading to the duel 
  are unclear, and until further investigations 
  reveal what really happened, Uldred is unwilling 
  to pass judgment.  
   
  Predictably, Lord Foster is waiting for no-one and 
  has already rallied his army to march on 
  Dunmark, intent on sacking the keep and 
  executing Petria.  
   
   
   
  Equally unsurprisingly, Lady Celdwyn half 
  expected as much, and has bolstered Dunmark’s 
  garrison with additional troops, commanded by 
  the infamous Sir Blaine (the “Green Knight”), to 
  repel the attack.  
   
  In summary, Assault on Dunmark is a “Mass 
  Battle” scenario, involving hundreds of warriors 
  fighting over the Celdwyn’s isolated keep, 
  nestled between Drelnor Forest and the 
  Trackless Moors.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The party might become involved in this 
  adventure as hired mercenaries, conscripts, or 
  other appointed warriors, sent to bolster Foster’s 
  offensive - either through Foster, a bannerman 
  ally, or other third party called to account for 
  2
  
   
   
   
   
  some past reckoning. Part way through the 
  scenario, the PCs might have the chance to learn 
  the truth of the deadly duel, which may (or may 
  not) prompt them to switch sides.  
   
  Foster’s Army 
  Foster’s army is made up of approx 700 footmen, 
  200 archers and 100 heavy cavalry. They are led 
  by Lord Fontaine (20s, golden armour with 
  Argona star icon, brave, commanding presence) 
  and General Baritos (60s, balding, stocky, missing 
  one ear). Baritos’ fighting days are long past, but 
  he is a fine tactician and well respected by his 
  men. Lord Foster himself is not in attendance.  
   
  General Baritos, AC 15, HD 2 (15 hp), 
  Longsword 1d8+1, 19: 2d6 soldiers appear to aid 
  Baritos, S13 D10 C12 I15 P15 W15 Ch13 L11, Mv 
  30 ft. Baritos’ fighting days are long past, but he 
  can still swing a sword if he must. He rides a 
  warhorse and is accompanied at all times by 
  three knights (AC 16, HD 3, sword & shield).  
   
  Lord Fontaine, Champion, AC 15, HD 4 (27 hp), 
  Sword 1d6+3, 19: a random limb is disabled (Luck 
  save negates), S15 D15 C14 I12 P13 W13 Ch13 
  L10, Mv 30 ft. Lord Fontaine rides a warhorse. 
  Shield may negate one directional attack (once).  
   
  Warhorse, AC 15, HD 3, Hoof 1d8+1, 19: trample 
  for double damage and knocked prone, S19 D13 
  C16 I2 P10 W13 Ch6 L6, Mv 60 ft.  
   
  Cavalry, AC 16, HD 1, Lance 2d4+2, 19: knock 
  prone, S14 D10 C13 I10 P10 W10 Ch10 L4, Mv 60 
  ft mounted. Cavalry come with a warhorse and 
  cause double damage on a mounted charge. 
  Shield may negate one directional attack (once).  
   
  Infantry, AC 14, HD 1, Sword, Axe or Hammer 
  1d8+1, 19: as weapon, S13 D10 C12 I10 P12 W10 
  Ch10 L4, Mv 30 ft. Shield may negate one 
  directional attack (once).  
   
  Archer, AC 11, HD 1, Longbow 1d8, 19: as 
  weapon, S10 D11 C10 I10 P10 W10 Ch10 L4, Mv 
  30 ft. Archers also carry a shortsword.  
   
  Celdwyn’s Army 
  Dunmark’s defenders usually consist of 150 
  outlanders (primarily silver miners, all willing and 
  able to raise arms to defend against Skorn, 
  barbarians, etc), and 150 permanent guard.  
   
  In expectation of attack, Lady Celdwyn boosts the 
  garrison by 50 light cavalry, 350 men-at-arms and 
  50 archers only days before Foster’s army arrives. 
  Although the defenders have smaller numbers 
  than the invaders, they have the advantage of 
  defending from a fortified position. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Celdwyn’s forces are led by the dreaded Sir 
  Blaine (6’7”, ruthless, mirthless, calculating), 
  Captain Stanton (Short, black breastplate, dark 
  hair with grey sides; confident) and Brother 
  Horren (a cultist of Graxus (God of war, combat, 
  struggle, glory), Half-Varnori, 5’10”, stubborn,  
  uncompromising). Lady Celdwyn herself is not in 
  attendance.  
  3
  
   
   
   
  Sir Blaine, Boss Monster, AC 16, HD 8 (81 hp), 
  2 x Sword 2d8+2, 19: disarm, S16 D10 C16 I11 
  P14 W16 Ch8 L11, Mv 30 ft. Boss Monster with 
  Off Turn Attacks, Stronger Luck, Reroll Pool and 
  Major Exploit Protection. Sir Blaine causes 2d8 
  base damage with a sword instead of 1d8, and 
  may use the Fighter Adaptable ability 4 
  times/combat (Opportunist default style).  
   
  Armour of Cartigo 
  Unbeknown to most, Sir Blaine’s plate armour is 
  magical (he is ignorant of its history). The Armour 
  of Cartigo is only twenty years old, fashioned by 
  a master smith and enchanted by a dying 
  necromancer in the mountain fortress of Dol-
  Karok. Infused with a dark spirit, the plate has at 
  least four attunements (the first three are 
  unlocked by Sir Blaine):  
   
  1. The amour is impossibly quiet, buoyant 
  and lightweight, negating all armour 
  penalties. 
   
  2. The wearer no longer requires sleep, 
  food or drink. Their skin turns pallid and 
  cool to the touch. 
   
  3. Once every 1d4 days, upon being struck, 
  the armour drains the attacker’s vigour, 
  reducing their Str by 2d4 points (Luck 
  (Con) save for half).  
   
  4. Once every 1d6 months, the armour’s 
  central gem pulses green, generating an 
  Anti-Life Field (as the spell). 
  The armour is known to House Lorca (a powerful 
  arms merchant in Dol-Karok), and the Ordo 
  Malefactos (southern witch hunters). At the 
  GM’s option, agents of one or both might seek to 
  acquire it at some future time. 
   
  Captain Stanton, AC 15, HD 6, Battleaxe 1d8+2, 
  19: injury roll (Luck (con) save resists), S16 D10 
  C14 I12 P13 W13 Ch10 L9, Mv 30 ft. Major Exploit 
  Protection. Delmont may use the Fighter 
  Adaptable ability 3 times/combat (Two hander 
  default style). 
   
  Brother Horren, AC 15, HD 5, Flail 1d6+2, 19: 
  trip or disarm, S14 D13 C10 I10 P10 W16 Ch11 
  L8, Mv 30 ft. Major Exploit Protection. Brother 
  Horren may choose from the following blessings 
  3 times per combat: Lay on Hands, Holy Smite, 
  Sever Arcarnum, Turning. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4
  
   
   
   
   
  On the March 
  Dunmark is approximately 10 days march to the 
  southwest of the city of Crow’s Keep, nestled 
  between Drelnor Forest to the west, and the 
  Trackless Moors to the east.  
   
  Travelling with the army discourages attacks 
  from smaller forces, mitigating the threat of 
  combat related encounters. Instead there is a 
  30% chance of an Marching Encounter every 12 
  hours. If a Marching Encounter occurs, roll 1d12:  
   
  1. Gambling: One or more PCs are drawn 
  into a game of dice, cards or other 
  gambling with 1d6+3 soldiers. On a Luck 
  save (or Dex (Sleight of Hand) check), the 
  PC doubles their gold (capped at 3d6+20 
  gp). 
   
  2. Disease: 
  A 
  swarm 
  of 
  diseased 
  mosquitoes 
  accosts 
  the 
  camp, 
  threatening to infect the warm blooded. 
  A Luck (Con) save is required to avoid 
  Bogland Shakes (Luck (Con) save or 
  moderate madness, plus 1d3 Dex loss 
  due to involuntary shudders. 1d3 day 
  incubation period). 
   
  3. Brawl: 3d4 
  moderately 
  intoxicated 
  soldiers pick a fight with the PCs; hurling 
  insults, urinating on their tents, stealing 
  their food, etc.  
   
  4. Scouting: The PCs are sent on advance 
  scouting duties, and encounter a large 
  5d6+50 
  Skorn 
  warband 
  (Midlands 
  p.104); the Kromoc, faces painted in 
  purple coloured ichor. The Skorn will 
  encircle and kill the scouts if possible, 
  but will not pursue them more than a 
  few miles if the PCs retreat back to the 
  army (which the Skorn are aware of). 
  Might be resolved as a Chase. 
   
  5. Skirmish: A highly mobile skirmish force 
  (3d6+30 light cavalry riders with short 
  bows) from Dunmark makes a surprise 
  assault during the night, seeking to 
  maim army horses and set supply 
  wagons on fire. PCs seeking to put out 
  fires or protect horses will be shot at.  
   
  6. Downpour: A heavy downpour turns the 
  trails to thick, slippery mush, making 
  travel particularly exhausting. PCs must 
  make a Con check or suffer 1 Str loss.  
   
  7. Sparring Match: The opportunity to spar 
  with Lord Fontaine arises one evening 
  while the cookfires are burning. If a PC 
  wins the bout, word spreads through the 
  camp 
  like 
  wildfire, 
  earning 
  the 
  adventurer 
  considerable 
  renown 
  amongst the troops (advantage on Cha 
  and 
  particularly 
  leadership 
  related 
  checks until the siege is over).  
   
  8. Injured Soldier: Sorjan, the best friend of 
  an injured female solider named Hanne, 
  approaches the party for aid. Hanne has 
  a  pulled tendon (horse accident) and 
  will miss the battle if the PCs cannot 
  assist. An Int (Apothecary) check will 
  cause the injury to sufficiently heal by 
  the time the army arrives at Dunmark, 
  much to Hanne’s relief.  
   
  9. Talent Show: An impromptu “talent 
  show” manifests one evening while the 
  troops are in good spirits. Contestants 
  take turns standing atop a small rise in a 
  natural amphitheatre, earning praise or 
  ridicule, according to their performance. 
  5
  
   
   
   
  An impressive act by a PC earns them 
  some celebrity amongst the men, and 
  the approval of Quartermaster Ridley 
  (female, 40s, wide berth, fearless, likes 
  fine food - has access to all manner of 
  military supplies). 
   
  10. Starving Wolf: Whilst scouting a forested 
  region, one or more PCs detects a faint, 
  mournful animal cry (Perc check). 
  Searching the area reveals a pit trap (set 
  by Thuels or Skorn) a short distance 
  away, with a starving grey wolf inside, 
  too weak to stand. The wolf’s pack 
  abandoned it days ago and are long 
  gone. If restored to health, the wolf 
  might become a loyal pet (particularly 
  powerful bite, 1d6+1). 
   
  11. Campfire Rumours: The PCs have the 
  opportunity to swap stories with other 
  troops around the cookfires. If a PC 
  offers at least one tale of their own, roll 
  below (1d6): 
   
  i. 
  Celia, one of the camp cooks, is 
  really a dirty thief, and deserves 
  to ‘ave ‘er ‘hands cut off! (true). 
   
  ii. 
  Stonebrook Castle, in the Ulgoth 
  Foothills, 
  was 
  abandoned 
  centuries ago after a terrible 
  pestilence swept the land. Some 
  say 
  her 
  treasures 
  still 
  lie 
  untouched (true). 
   
  iii. 
  I ‘eard Brother Horren, with the 
  Celdwyn’s, is a genuine prophet 
  of the Iron God. Never seen a 
  real prophet, m’self. Never want 
  to, neither (true). 
   
  iv. 
  General Baritos is blessed, they 
  say. As long as he lives, he 
  cannot lose a battle. It’s his 
  cloak, ye know, enchanted with 
  the blood of the last unicorn. 
  The Celdwyns will send agents to 
  steal it, mark my words (false). 
   
  v. 
  Yeah the Celdwyn’s are filthy 
  dogs - they’ve got sludding 
  Thuels hiding in Dunmark’s 
  northern woods, waiting to 
  ambush us. Scouts picked ‘em 
  up. Now we’ve got a little 
  surprise for them, instead, eh 
  lads! (false). 
   
  vi. 
  Moson deserved what he got, 
  dinne? Way I ‘eard it, skirmy 
  hobnob tried to force ‘imself on 
  Petria’s friend in Croftmon Alley 
  down by Silver Gallows, and she 
  stabbed ‘im in the lung for it. 
  Little bastard died on the spot. 
  One less asshole lord runnin’ 
  about. Thank you Petria, eh, 
  hahar! (true, see Event 21) 
   
  12. Thief! A brazen thief posing as a cook 
  (Celia, 20s, short dark hair, always 
  carrying her wooden spoon) seeks to 
  steal something from one of the PCs 
  (from their tent, or person – coin pouch, 
  potion, etc), ideally when they are 
  distracted or asleep. A Perc (Detection) 
  vs Dex 15 contest determines the 
  outcome. The penalty for theft during a 
  march is having a hand cut off.  
   
   
   
  6
  
   
   
   
   
  Map 
   
   
   
  7
  
   
   
   
  The Battle  
  Foster’s army arrives just north of the map about 
  dawn, and the attack is underway by noon. 
  Groups of soldiers swiftly assemble trebuchets 
  and being firing on the central keep, while 
  battalions of infantry swarm the surrounds, 
  clashing with Celdwyn’s mercenaries in the field. 
  When the battle reaches full tilt, more than a 
  thousand warriors are fighting for their lives. 
   
  Area Locations 
  As the mass combat unfolds, the party must deal 
  with Critical Events at a number of different 
  locations. The PCs do not get to choose where 
  they go, or where these events occur; like 
  everyone else in the conflict, the adventurers are 
  swept up in the tide of battle, inexorably driven 
  by waves of unrelenting warriors.  
   
  To determine which Area the PCs are at each 
  Mass Battle turn, the GM rolls 1d8 + the party’s 
  Event Points (see p.14). After determining 
  location, the GM rolls for Critical Events (p.9). 
  Depending on where the adventurers are, 
  certain events may be more or less difficult to 
  resolve successfully. The Final Confrontation 
  occurs at Area 15 (see also p.14). 
   
  At the GM’s option, PCs that go to great lengths 
  to influence their location (eg being as stealthy 
  as possible, using flying magic, doggedly fighting 
  to reach a specific spot, etc) may choose a 
  location one point either side of the rolled result 
  (eg, on a total of 9, the PCs may choose to be at 
  Area 8, 9 or 10). A Luck check or other roll might 
  be required (GM’s call).  
   
  Areas 1, 2 – Higher Ground  
  Siege weapons are located here on high, rocky 
  outcroppings, pummelling Dunmark with a 
  steady barrage of boulders and flaming pitch. 
  Critical Events occurring down at ground level are 
  harder to reach in a timely manner.  
   
  Area 3 – Raft Crossing 
  The deep and powerful Grindstone River carves 
  its way through the lower flats here. Soldiers fell 
  trees to the north and make rafts under cover of 
  the rocks to cross to Area 8. Harvesting trees and 
  navigating the river is hard work, imposing 
  disadvantage on strength or endurance checks 
  this Mass Battle turn.  
   
  Areas 4, 5, 6, 7 – Bridge Crossings 
  Bridge choke points make defending easier and 
  attacking more difficult, imposing a +2 or -2 
  penalty on related checks. Area effect attacks are 
  particularly 
  hard 
  to 
  avoid, 
  imposing 
  disadvantage on relevant saves.   
   
  Areas 8, 12 – Woodlands 
  The various woodlands provide excellent cover 
  against ranged attacks, and make stealth easier, 
  granting a 3 point modifier on relevant Critical 
  Event tests. 
   
  Area 9 – Open Field 
  The northern field is in constant flux as a pitched 
  battle rages between the Foster and Celdwyn 
  forces. Bodies litter the ground, smoke hangs in 
  the air, and arrows rain down indiscriminately, 
  dropping both friend and foe. Sudden Twists 
  (p.14) occur twice as often here.   
   
  Area 10 – Rising Trail 
  A moderately steep path rises upward here to 
  Dunmark. Defenders from the keep hide along 
  lengths of the trail, using steel poles to topple 
  large boulders down on those below (Luck (Dex) 
  save or 2d6 damage). Fighting along the path is 
  crowded 
  and 
  treacherous, 
  imposing 
  disadvantage on resisting area effect attacks this 
  Mass Battle turn. 
  8
  
   
   
   
   
  Area 11 - Foothills 
  A small contingent of camouflaged Foster scouts 
  are climbing the side of the foothills, hoping to 
  surprise the defenders from the west. Scaling the 
  hills in this way grants advantage on stealth 
  related Critical Events, but disadvantage on 
  avoiding ranged attacks should the PCs be 
  discovered (they are effectively pinned on the 
  hillside, making it difficult to scamper down).  
   
  Areas 13, 14 – Buildings  
  Hundreds of soldiers are battling in and around 
  the buildings of this area, in medieval style urban 
  warfare. The vast majority of the resident 
  outlanders are here, defending their homes and 
  facilities. Many of the wooden structures are on 
  fire, the streets thick with smoke, bodies and 
  battle cries. Catching your breath here is 
  impossible (no short rests permitted). 
   
  Area 15 – Dunmark Keep 
  The keep is garrisoned by two hundred soldiers, 
  along with the General Sir Blaine. When the Final 
  Confrontation is triggered (p.14), Foster’s 
  soldiers finally manage to enter the keep 
  (breaching a wall or gates, scaling the ramparts, 
  etc) and swarm inside, turning the interior into a 
  maelstrom of blades and panicked shouts. If not 
  already dead, General Baritos and Lord Fontaine 
  both die in the final assault.  
   
  The climatic battle between the PCs and Sir 
  Blaine (plus 1d6 cavalry) occurs here. At the GM’s 
  option, Captain Stanton and Brother Horren 
  might also make an appearance part way 
  through the melee (if not already dealt with). 
   
  With the final battle raging around them, roll for 
  a Sudden Twist (p.14, random PC) at the start of 
  every round. Unless the GM determines 
  otherwise, whichever side wins the Final 
  Confrontation also wins the overall Mass Battle. 
  Critical Events 
  The Mass Battle is mostly resolved in an abstract 
  manner, spotlighting the PCs and their ability to 
  handle Critical Events that occur as the attack 
  unfolds.  
   
  Two Critical Events occur each Mass Battle turn, 
  which might take several minutes to several 
  hours to resolve. The GM rolls 1d20 to determine 
  which events arise (or chooses them, perhaps 
  according to location or a prior event). Most 
  importantly, whatever occurs, the PCs are the 
  only characters available to deal with it. NPC 
  allies, if any, are too busy managing other 
  emergencies.  
   
  The GM decides on a case by case basis whether 
  a Critical Event happens to a specific PC(s), 
  random PCs, or whether the players choose who 
  is involved. Some turns might not involve the 
  whole party; if so, PCs who miss out this Mass 
  Battle turn are prioritized next turn.  
   
  Each entry includes a suggested resolution 
  method, which the GM should tweak to taste. By 
  way of assistance, a simple “Party Challenge” 
  framework also appears below:  
   
  • 
  GM rolls 2d6 or decides (moderate 5, 
  difficult 8, hard 11) how many successes 
  are needed to achieve the objective.  
   
  • 
  Players suggest courses of action to 
  progress the mission. GM decides what 
  checks if any might be required.  
   
  • 
  Subject to GM discretion, a PC cannot 
  use the same attribute and/or skill twice 
  in a row. This is intended to encourage 
  variety 
  in 
  approach, 
  rather 
  than 
  repeating the same high percentage 
  tactic over and over (which whilst 
  statistically prudent, makes for a dull 
  session).  
   
  9
  
   
   
   
  • 
  Great Successes count as two successes, 
  Terrible Failures count as two fails.  
   
  • 
  If the PCs fail a total of 3 checks, the 
  Party Challenge is unsuccessful.  
   
  (1) Assume Command 
  A high ranking official (Infantry Captain Fergus 
  (HD 3), Scout Sergeant Merlo (HD 2), Lord 
  Fontaine 
  or 
  General 
  Baritos) 
  is 
  dead, 
  incapacitated or otherwise indisposed, their 
  forces in disarray as the enemy threatens to 
  charge. Can the PCs step in and take control? 
   
  Resolution:  a mix of roleplaying and Party 
  Challenge (difficult: 8 successes), focusing on 
  Cha, Will, Leadership and Persuasion.  
   
  Failure: If the challenge is failed, PCs lose 1 point 
  of Will or Cha (determine randomly). 
   
  (2) A Worthy Foe 
  Captain Stanton appears from the chaos, driving 
  back PC forces with his axe. Can the adventurer 
  defeat the champion and turn the tide?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Resolution: play out a dual between the PC and 
  Captain Stanton. If the PC is reduced to zero hp, 
  they are automatically killed (Stanton ensures 
  they are dead, in a manner calculated to 
  devastate allied morale). 
   
  (3) Death From Above 
  Siege weapons hammer the area the PCs are in 
  with boulders, fire, toxic gas, ballista bolts, etc, 
  raining death from above.  
   
  Resolution: A mix of roleplaying and Party 
  Challenge (difficult: 8 successes), focusing on 
  Dex, Will, Int, Con, Athletics and Acrobatics. 
  Additionally, the PC must make a Luck (Dex) save 
  or roll 1d12 on the Injuries & Setbacks table.  
   
   
  (4) Fire & Flame!  
  A large blaze has broken out nearby (building, 
  wagon, corpse pile, trees, grasslands, etc), thick 
  smoke wafting through the air. If the PCs don’t 
  take action, the fire will swiftly spread/grow into 
  a raging inferno. 
   
  Resolution: the PCs must put out the fire and/or 
  convince others to break away from the fighting 
  to help them. A mix of roleplaying and Party 
  Challenge (hard: 11 successes), focusing on Cha, 
  Will, Str, Con, Leadership, Persuasion and 
  Athletics.  
   
  Failure: If the challenge is failed, PCs lose 1 point 
  of Str or Con (determine randomly). 
   
  (5) Innocent in Peril  
  As the wide ranging melee unfolds, an allied 
  soldier’s helm is knocked off … revealing the 
  warrior to be Harl Wetherstone, the underage 
  heir of the highborn Wetherstone family. Will the 
  PCs intervene?  
   
  Resolution: The PCs may choose not to 
  intervene, but gain some infamy among their 
  allies (imposing disadvantage on later Cha based 
  checks) and possible reprisal by the Wetherstone 
  family. Alternatively the PCs may attempt a 
  Group Rescue exploit (LFG p.48), then play out a 
  combat with 2d4 infantry (per PC). 
  10
  
   
   
   
   
  (6) Hold the Line! 
  Enemies are about to break through the shield 
  wall or other defensive line where the PCs are 
  fighting, can they hold the line? 
   
  Resolution: play out the melee for 2d6 rounds 
  (roll secretly). The PCs must avoid being 
  incapacitated 
  until 
  reinforcements 
  arrive, 
  fighting 1d3 foes (per PC) per round. Foes that 
  survive one round are added to the next.  
   
  (7) A Friend in Need 
  Through the carnage, the PCs spot a wounded 
  NPC friend (someone met during the march, 
  hireling, pet, or other NPC), slowly but inevitably 
  being encircled by enemies as his/her allies are 
  cut down. Can the PC save their friend in time?  
   
  Resolution: play out a melee with the NPC, the 
  PCs, and 2d6 enemies (per PC).  
   
  (8) And My Axe 
  During a furious melee, one PC spots an 
  exhausted soldier drop to both knees after 
  felling multiple foes. Behind him, another enemy 
  readies her spear to skewer him. Will the PC 
  intervene?  
   
  Resolution: The PC may choose not to intervene 
  and fail this event. Alternatively, the PC may 
  attempt a Rescue exploit to save the warrior, 
  followed 
  by 
  combat 
  with 
  the 
  female 
  spearwoman (a champion; AC 15, 4 HD, 1d6+3 
  damage).  
   
  PC Impact: If saved, the grateful soldier pledges 
  to repay his rescuer (PC gains a free random 
  henchmen for 1 year). Once only, reroll repeats. 
   
  (9) Frantic Beasts 
  Nearby animals (war dogs, mules, chargers, 
  supply horses with carts, etc) have been spooked 
  by the death of their handlers, siege weapons, 
  fire, foul weather, etc. Can the PCs help calm the 
  beasts, or will they break free and wreak havoc?  
   
  Resolution: A mix of roleplaying and Party 
  Challenge (moderate: 5 successes), focusing on 
  Cha, Will, Str, Animal Lore, Leadership, and 
  Athletics.  
   
  PC Impact: If the challenge is failed, PCs lose 1 
  point of Con or Luck (player’s choice) 
   
  (10) With Me Brothers! 
  Soldiers fighting alongside the PC are losing 
  heart due to recent setbacks (captain killed, 
  suffered heavy losses, serious fatigue, etc), and 
  are threatening to break. Can the PC rally them?  
   
  Resolution:  Play out a melee with 1d4 enemies 
  (heavy infantry, AC 15), all of whom must be 
  defeated. If at least one foe is slain in spectacular 
  fashion (player describes) using a Major Exploit, 
  a Cha or Will (Leadership) test causes troop 
  morale to soar.  
   
  (11) Traitorous Scum 
  Traitors have been hired or coerced to kill the 
  PCs mid battle by an old nemesis or Lady 
  Celdwyn’s agents. Will the PCs survive the 
  ambush from within?   
   
  Resolution: Determine surprise and play out the 
  melee for 1d6+1 rounds. The PCs must avoid 
  being incapacitated until help arrives, fighting 
  2d4 foes (per PC) armed with poison (50% 
  Fireblood, 
  30% 
  Elderberry 
  Toxin, 
  20% 
  Ghoulsheen Admixture). 
   
  (12) Fall Back!  
  As the battle unfolds, PCs and nearby soldiers are 
  forced 
  to 
  withdraw, 
  driven 
  back 
  by 
  overwhelming odds. Can the adventurers 
  escape? 
   
  Resolution: The withdrawal might be resolved as 
  a Chase, Party Retreat, or Party Challenge 
  (difficult: 8 successes), focusing on Con, Int, Will, 
  Athletics and Acrobatics. 
   
   
   
  11
  
   
   
   
  (13) Behind Enemy Lines 
  A fluke coincidence provides a fleeting chance to 
  gain a battlefield advantage, if only the PCs can 
  sneak behind enemy lines (to sabotage supply 
  lines, steal orders, ambush a special unit, etc). 
  Can the PCs infiltrate enemy territory, get the job 
  done, and make it back in one piece? 
   
  Resolution: A mix of roleplaying and Party 
  Challenge (hard: 11 successes), focusing on Int, 
  Dex, Con, Stealth and Wilderness Lore. If the 
  mission is failed, a Chase (LFG p.83) is required 
  to avoid capture or death. 
   
  (14) Right Place, Right Time 
  As the PC drops another foe, they spot disaster 
  about to unfold a short distance away (battering 
  ram or siege tower flounders when one of the 
  handlers is killed, dying standard bearer can’t 
  raise her signal banner at a crucial time, riderless 
  messenger horse with orders still in the 
  saddlebag). Can the PC complete the task in 
  time?  
   
  Resolution: Reaching the spot quickly requires a 
  Str (Athletics) or Dex (Acrobatics) check (player’s 
  choice). A Party Challenge (moderate: 5 
  successes) focusing on Str, Dex, Will, Con, 
  Leadership and Athletics allows the PC to finish 
  what was started. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Failure: If the challenge is failed, PC loses 1 point 
  of Dex. 
   
  (15) Magic Ritual 
  Word somehow reaches the PCs in the midst of 
  combat that Brother Horren is performing a 
  divine ritual elsewhere on the battlefield 
  (gathering a bowl of hearts to offer to the Iron 
  God). Can the PCs stop the ritual?  
   
  Resolution: A mix of roleplaying and Party 
  Challenge (difficult: 8 successes), focusing on Int, 
  Dex, Perc, Stealth, Arcane Lore and Gather 
  Information. Once the secret ritual site is 
  located, play out the combat with Brother 
  Horren, plus 1d4 infantry per PC. 
   
  Failure: If unsuccessful, the ritual causes an 
  accursed weakness to spread through Foster’s 
  army (all NPCs lose 1d6 Str, PCs may make a Luck 
  (Will) save for half). The party loses 2 Event 
  Points. 
   
  (16) Sniper Hunt 
  A hidden sharpshooter (siege tower, tree line, 
  valley ridge, high building, etc) is targeting the 
  PC’s area, protecting enemy champions and 
  picking off key allied warriors (standard bearers, 
  medics, etc). Can the PC eliminate the sniper? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12
  
   
   
   
   
  Resolution: A mix of roleplaying and Party 
  Challenge as the PC maneuverers for position 
  (difficult: 8 successes), focusing on Perc, Dex, Int, 
  Stealth, 
  Wilderness 
  Lore 
  and 
  Gather 
  Information.  
   
  On a fail, the PC is shot at (+7/2d8+4). If the Party 
  Challenge succeeds, the PC gets one chance to 
  kill the sniper, otherwise they decamp to 
  another battle location (attack roll vs AC 14, or a 
  Luck (Dex) check, player’s choice). 
   
  (17) Medic!  
  Through the smoky haze, urgent cries for a medic 
  ring out as a dying NPC named Ruddock (a 
  messenger with critical orders, scout with 
  information, highly respected sergeant good for 
  morale, etc) is dragged to relative safety. The ally 
  is critically injured and on the verge of death; can 
  the PCs save him/her?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Resolution: A mix of roleplaying and Party 
  Challenge (moderate: 5 successes), focusing on 
  Int, Perc, Will, Apothecary, Insight and Gather 
  Information. A healing kit or similar might be 
  required at the GM’s option. If successful, the 
  NPC lives but remains unconsciousness. The PCs 
  may choose to make a Luck (Int) check to 
  stabilize the NPC at 1 hp (ie conscious) for a short 
  time. 
  Failure: If the challenge is failed, PCs lose 1 point 
  of Luck. 
   
  (18) Shields Up! 
  A barrage of arrows, spears, bolts, fire pots and 
  other personal ranged weapons target the PCs’ 
  location. Soldiers without shields or that can’t 
  find cover drop like flies.  
   
  Resolution: A Luck (Dex) save is required to avoid 
  2d8+2 damage. On a terrible failure, also roll on 
  the Injuries & Setbacks table. At the players’ 
  option, they may face the projectile storm with 
  overt defiance (eg: Braveheart style) and roll 
  their Luck save with disadvantage. If they still 
  succeed, gain a +1 bonus on this turn’s Final 
  Confrontation check, and fame amongst the 
  troops.  
   
  (19) Suicide Mission 
  A genuine suicide mission presents itself (hold 
  the tide of enemies on a bridge or other choke 
  point so allies can escape, collapse part of Area 
  1 or 2 down on enemy troops along with oneself, 
  etc). Will the PC sacrifice themselves for the 
  greater good?  
   
  Resolution: The player chooses whether to 
  complete this task. If they don’t the event 
  automatically fails. If they do, a great success 
  Luck (Will or Con) save is required to succeed.  If 
  successful gain a +1 bonus on this turn’s Final 
  Confrontation check, and the PC’s heroics 
  become legend.  
   
  Either way, the player rolls 1d6 to determine the 
  fate of their PC: (1) dies gloriously, (2-3) rolls 
  1d10 on the Injuries & Setbacks table and is 
  captured for interrogation and torture, (4-6) rolls 
  1d6 on the Injuries & Setbacks table, is reduced 
  to zero hp, and left for dead. The GM might 
  improvise 
  a 
  rescue 
  mission/adventure 
  if 
  appropriate.   
   
  (20) In the Thick of It 
  The PCs are battling where the fighting is 
  fiercest, hewing enemies left and right in a 
  13
  
   
   
   
  desperate bid to survive. But as one foe falls, 
  another takes its place. How much longer can the 
  PCs endure?  
   
  Resolution: A mix of roleplaying and Party 
  Challenge (hard: 11 successes), focusing on Str, 
  Con, Will, Cha, Athletics and Leadership.  
   
  Additionally, PCs suffer 3d6 + PC level damage, 
  and 1d4 Str, Con or Will loss (determine 
  randomly). If the Party Challenge is successful, 
  the damage and attribute loss is halved (round 
  down). 
   
  (21) Optional Event - Petria 
  At the GM’s option, the PCs notice (Perc 
  (Detection) check) a trio of knights (AC 16, 4 HD) 
  escorting a fourth knight (slim build – on a great 
  success Perc check, they deduce the figure is a 
  woman in male plate armour).  
   
  If confronted, the female is revealed as Lady 
  Petria. The PCs might be able to extract the full 
  story of the duel from her (rumour 6, p.6). 
  Whether this changes anything is up to the PCs, 
  but as far as General Baritos is concerned, 
  Dunmark must be taken regardless. 
   
  Event Points 
  The party’s success or failure during Critical 
  Events reflects the overall flow of the battle, 
  moving PCs closer to (or further away from) the 
  Final Confrontation.  
   
  The PCs gain Event Points as outlined below, 
  accumulating turn to turn. 
   
  EVENT POINTS 
  Party succeeds 
  at both Critical 
  Events.  
  Gain 1 Event Point, and a +1 
  bonus on this turn’s Final 
  Confrontation test. 
  Party succeeds 
  at one Critical 
  Event. 
  Gain 1 Event Point. 
  Party fails both 
  Critical Events. 
  Lose 1 Event Point. 
  Final Confrontation 
  After reaching Area 15 (the keep), and spending 
  at least 2 Mass Battle turns there, the Final 
  Confrontation occurs (see Area 15). 
   
  Incapacitated PCs 
  If all PCs are reduced to zero hp (or otherwise 
  incapacitated) whilst dealing with a specific 
  Critical Event, roll 1d6 for each character to 
  determine their fate: (1) Dead, (2-3) Captured for 
  interrogation/torture/ransom, or (4-6) Left for 
  Dead, but somehow make it back to allied 
  territory (player explains). The GM might 
  improvise a rescue scenario if other PCs remain 
  uncaptured.  
   
  Sudden Twists 
  During a Critical Event, if combat is occurring 
  nearby, the first time one of the PCs rolls a 
  natural 1 or 20 on an attack roll (or other 1d20 
  check), a Sudden Twist is triggered. Roll 1d20: 
   
  SUDDEN TWIST 
  1 
  Duck! A stray crossbow bolt or distant 
  marksmen takes a pot shot at the PC 
  (attack roll at +4, 2d8+1 damage).   
  2 
  Incoming! Somebody hurls a brace of 
  fire pots in the PC’s vicinity; a Luck 
  (Dex) save is required to avoid 3d6 
  damage and being set on fire.  
  3 
  Allied Reinforcements appear from 
  nearby trees, over a small rise, from 
  another street, etc. If the PC is mid 
  battle, enemies are automatically 
  defeated (50% chance they are over 
  run and slaughtered, 50% they flee).  
  4 
  Dead Weight. A hireling, henchmen, 
  pet or important NPC accompanying 
  the PC (if any) has been wounded and 
  knocked unconscious for 1d3 hours. 
  Can the PC keep them safe? 
  5 
  Broken Weapon. The PC’s weapon is 
  somehow destroyed (if magical it is 
  damaged instead, not usable until 
  repaired).   
  14
  
   
   
   
   
  6 
  Backstab. A sneaky git stabs the PC in 
  the back whilst they are preoccupied 
  fighting others (1d6 + PC level 
  damage). 
  7 
  Lootin’ Time. The PC seizes the 
  opportunity to quickly loot nearby 
  bodies, gaining 1 x Carry Loot (LFG 
  p.136).  
  8 
  Band of Brothers. Rallying cheers 
  from the PC’s surrounding allies 
  reinvigorates the adventurer (restore 
  up to half of lost hit points). 
  9 
  Corpse Hazard. The PC threatens to 
  become entangled in the growing pile 
  of dead and dying underfoot (Dex 
  (Acrobatics) check or fall prone, plus 
  a further Str check to avoid dropping 
  held items). 
  10 
  Tide of Battle. Sheer numbers 
  threaten to force the PC and their 
  opponent into dangerous terrain (eg 
  toppled off a wall, thrown into a 
  raging river, knocked down a steep 
  slope, pinned against a rock, pushed 
  down a sewer chute, etc). A Str 
  (Athletics) or Dex (Acrobatics) check 
  resists.  
  11 
  Crushing Intervention.  A catapult 
  stone, heavy warhorse, hurtling 
  wagon or other large moving object 
  threatens to crush the PC. A Luck 
  (Dex) save is required to avoid being 
  reduced to zero hp.  
  12 
  Selfless Protector. If the PC is reduced 
  to zero hp sometime during the mass 
  battle, 
  a 
  nameless 
  solider 
  automatically intervenes to negate 
  the attack. The soldier dies in the 
  process (player describes). Once only, 
  reroll repeats. 
  13 
  World of Hurt. A spear, javelin or 
  blackpowder weapon strikes the PC 
  in a vital location, causing serious 
  injury (roll 1d6 on the Injuries & 
  Setbacks table).  
  14 
  Spoils of War. As the PC fells their 
  latest foe, a valuable object is 
  somehow revealed on their person 
  (spills from a pouch, hangs about 
  their neck, etc; 1 x Valuables, LFG 
  p.147).  
  15 
  Shaken Soul. A series of dreadful 
  atrocities personally witnessed by 
  the PC threatens to traumatize them. 
  A Luck (Will) save avoids a serious 
  madness: “Fair warning sister, I 
  fought well just now, but dare not rely 
  on my blade. Sometimes I freeze mid 
  battle, just for a few moments, my 
  mind locked in old terrors.”   
  16 
  Fearsome Charge! A small force of 
  enemy cavalry or war hounds 
  thunder through the area, leaving 
  carnage in their wake! The PC must 
  make a Luck (Con) save or roll on the 
  Injuries & Setbacks table. NPCs in the 
  vicinity are killed or scattered. 
  17 
  Extreme Terrain. Terrain the PC is 
  standing 
  on 
  or 
  near 
  becomes 
  dangerous (a wall falls down, forest 
  wildfire, bridge collapse, rockslide, 
  choking smoke bomb, etc). The PC 
  suffers 6d6 damage (an appropriate 
  Luck save reduces damage by half). 
  nearby NPCs are similarly affected.  
  18 
  Obscurement. A vision obscurement 
  floods the area (heavy smoke from 
  nearby fires, an alchemical smoke 
  bomb, rolling fog, night time torches 
  are extinguished by freak winds, etc), 
  limiting vision to 20 ft and imposing a 
  33% miss chance on attacks. Checks 
  relating to hiding or escape gain 
  advantage.  
  19 
  Snap Opportunity. Captain Stanton or 
  another important NPC is exposed for 
  a moment through the melee. A Dex 
  check allows the PC to take a single 
  action against the NPC.  
  20 
  Magic. Brother Horren or a solider 
  with a one shot magical item 
  15
  
   
   
   
  unleashes it upon the PC and nearby 
  allies. Roll 1d6 (as 7th level Magic 
  User): (1) Lightning Bolt, (ii)Wall of 
  Fire, (iii) Web, (iv) Heat Metal, (v) 
  Hold Person, (vi) Blindness. There is a 
  20% chance of a DDM effect.  
   
  Aftermath  
  Whichever family secures victory gains the upper 
  hand at the Royal Court (along with their allies) 
  for years to come. If the Fosters prevail, the PCs 
  become famous in highborn circles, and are 
  rewarded with a chest of gold, parcel of land, the 
  Armour of Cartigo, or some other suitably grand 
  reward (perhaps a title of some kind?). 
   
  If the Fosters are defeated, assuming the PCs 
  survive, they are likely branded traitors to the 
  Crown and sent into hiding (at least for a time).  
   
   
   
   
   
   
   
   
   
   
   
  16
  
   
   
   
   
   
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki, Copyright © 2018 Pickpocket Press. 
   
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
   
   
  Artwork: 
  Cover copyright Jacob E. Blackmon, used with permission. 
  Some artwork copyright Daniel Comerci, used with permission. 
  Some artwork copyright Claudio Cassini, used with permission. 
  Some artwork copyright Eric Lofgren, used with permission. All rights reserved.  
  Map copyright Maciej Zagorski, The Forge Studios LLC, used with permission. 
  Some artwork copyright Dean Spencer, used with permission. 
   
  Ink splashes copyright 123RF, used with permission. 
   
  Website: 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
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  Check out our DTRPG storefront:  https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
   
   
   
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