Carnatium Farmland
Moving into a hex adjacent to Carnatium and raid the farms takes one day. There is a 50-50 chance that a patrol intercepts the orc horde before it can loot the area. If so, 2d6x10HD worth of human warriors arrive, and must be fought using the standard CRT with the standard 50-50 chance of occurring in the daytime. If the patrol is defeated, roll 1d6 for every surviving 10HD of orc warriors:
- Escape with 200gp worth of loot
- Escape with 100gp and 10HD worth of human slaves
- Escape with 100gp and 20HD worth of human slaves
- Escape with 100gp worth of loot
- Escape with 20HD worth of slaves
- Lose 10HD worth of orc warriors to a stout human farm defense
For every full 200HD worth of attackers brought to the fight, each orcish clan participating can re-roll one result of a 6 per attack.
The farmlands can be passed through without raiding to reach the walls of Carnatium, but at the usual 50-50 risk of encountering a patrol as outlined above.
The four farmland hexes can be raided every day, until the fall of Carnatium
Carnatium Itself
The stout walls of the city (1,7) make for a formidable defense. Any force of less than 1,000HD can find only death beneath the shadow of her walls. If an attacking force can bring 1,000HD worth of attackers to bear upon the city, they can automatically crack the walls and get into the city for a feast of pillaging.
For every 50HD of orc warriors engaged in the assault on Caratium, roll 1d6 on the following table:
- Take no losses and gain 1d6x100gp
- Lose 10HD of orcs and gain 1d6x100gp
- Lose 1d3x10HD of orcs and gain 1d6x100gp
- Lose 1d3x10HD of orcs and gain 1d3x10HD slaves plus 1d3x100gp
- Lose 1d3x10HD of orcs and gain twice that in slaves
- Lose 30HD of orcs and gain 500gp of loot and 50HD slaves
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