Lonely Star

6 Small Unit Missions

This is a post borne out of my frustration with running Pendragon campaigns where the characters are low ranking rather than commanders, wanting to put them in the battlefield, but not being sure how to make it interesting.

The situations presented are suggestions on things I might, in the future, put in the way of the players when they're out and about during open war.

Gunners in the Tower

Situation - We are inside of a city, we managed to breach it, but we haven't taken the inner citadel yet. Our allies or another contingent of our army is under cover of a wall and the enemy is mustering to sally forth and meet them, but there is a tower we didn't conquer preventing us from reinforcing them by covering the open space between our position and our allies' position.

Ticking Clock - In 1d4 rounds, the gates will open and the enemy will join battle. Once that happens, our allies have a cumulative 1 in 6 chance every round of testing Morale to retreat. If needed, assume this is a 2d6 test, they leave if they get 7 or less. Our men will have to test Morale too but trying to fail, if they succeed they will charge in and be massacred by the gunners. They start with a -3 modifier and increase it for every round afterwards.

Enemy - Up the tower, there are no less than 8 men (2d6+6) armed with muskets or crossbows, and carrying swords as sidearms, but lightly armoured.

Possible entry points - Marching directly to the tower is an option, there is a 18 m / 60 ft stretch in front of it without cover that will have to be crossed. It should take a round to climb the tower, and two men fit abreast the stairs. If aware, the gunners will position 2 men crouched and 2 men standing upright in front of the doorway, as well as 2 more men on each side armed with bayonets or spears to close the gap once the gunners have shot.

Other pertinent information is that the tower is contiguous with the wall. If someone could climb up to the battlements they may be able to get inside the tower from there, though this would take about three rounds - 1 to reach the nearest stairway, another to climb up, and a third to dash to the tower.

Consequences of defeat - If our men dash in and the tower has not been conquered, there is a 2 in 6 chance per named NPC in the contingent that they will be seriously injured or dead. The contingent will lose 2/3s of the men to the gunners, and they will ultimately be driven back by the forces in the citadel, as the two damaged forces cannot stand against it.

The Cannon

Situation - Similar to above. We are in a pitched battle, and battle is about to be joined, but our scouts - or just the PCs - have just noticed that the enemy has a Great Weapon (a chained giant, a cannon, etc) set up on the nearby hill overlooking the battlefield. The hill is 200 m (656 ft) away from our current position, here in the battlefield.

Ticking Clock - The Great Weapon will be unleashed (1d3) 1. immediately, in 2 rounds; 2. as battle is joined, targeting our rear, in 4 rounds; 3. once the battle reaches its peak, in 8 rounds.

Once the Great Weapon is deployed, test the Morale of our army per round, routing on a failure.

Enemy - The Great Weapon has a crew of some 10 men, non-combatants, required to operate, it will be disabled if they are reduced to half of that. They also have an escort of 1d6+4 heavy infantry, with half being posted towards our position and half being posted towards the battlefield, 2 rounds away. There is a 2 in 6 chance that they have a reserve of 1d4 posted towards the back, 3 rounds away. Additionally, there are 10 draft horses required to lug the weapon around.

Possible entry points - Zipping directly towards the weapon is possible, but the infantry will quickly notice and start shooting as soon as within range. The slope of the hill is gentle enough that the height won't be a massive difference. Also, if the weapon is deployed as the party is advancing, they will be the first to be targeted.

By doubling the distance required to travel, the unit can reach the hill from the back and away from the field of vision of the enemy.

Consequences of victory - As the consequences of defeat are already known, it should be noted that, if the weapon is taken from the enemy, those same consequences will befall them instead of us.

On the Way

Situation - We are in the process of taking a city in a siege, but a single massive combatant - either a heavy infantryman or some sort of monster - has blocked the street which leads to the citadel. Our men either don't have the means or the morale to face it in single combat.

Ticking Clock - None, except for the fact that, if the enemy isn't defeated, we will have to retreat.

Possible ways around - There are buildings on either side of the path which can be exploited for height, though since it is a siege, there might be (3 in 6) people in there who will cry out in surprise if someone breaks in.

If ranged combat is attempted, the fighter will either hide behind the barricade and yell out insults, or charge in and force the shooters to stop or risk hitting their comrades.

Assorted hassles - You might put in a 1 or 2 in 6 chance that every time someone approaches the borders, a non-combatant in the buildings nearby will drop something heavy such as a chair from above. You might also say that the enemy has some special ability too, such as breathing fire.

Get the Escapees

Situation - We have just seen the enemy commander fleeing the field of battle on a horse and followed by 2d4 elite bodyguards (carabineers, if appropriate). Capture the commander and bring them back alive.

Progress - The commander will gallop down the road until nightfall, where they and their bodyguards will stay at an inn with 2 floors. Half of the bodyguards will sleep on the ground floor, a fourth on the top floor in front of the commander's room, and the last fourth inside the commander's room.

Those with swift horses might be able to reach them during the flight, the bodyguards will stay behind and block the way while their commander flees until out of sight, whereupon they'll switch clothing with a pauper and be basically undetectable except through magic.

Consequences of defeat - Letting the commander go isn't the worst scenario, the commander dying is. They're a prestigious person, the consequences for their death range from the party being tried and fined to the party being court-martialled, losing favour with someone important, use whatever stick available for your game.

Escape the City

Situation - We have been sieged and lost, the men are routing and scattering. Find your way out of this place. As the GM, pick or roll for at least 3 different events to find as they escape, bearing in mind the areas they're traversing. For a medieval or early modern city, these areas might be the inner city, the outer city, the gate, and the environs.

Encounters

  1. 2d6 soldiers are looting (and doing other terrible things to) the area. 2 in 6 chances that they are either looting the player's property or doing a terrible deed to someone they know or are related to.
  2. Someone has been stuck under the flaming debris of the area, they implore for help. Helping them might injure the PCs and require a combined 3 men to lift the debris. Who are they? There is a further 2 in 6 chances that they are maimed in some way (likely lost a leg or cannot walk anymore). (1d8)
    1. A dog, who will require much care and attention to trust someone again, but whose first step will be given if saved.
    2. A horse, neighing as if being killed.
    3. A nobody, a pauper with nothing to offer but their loyalty. Roll here for inspiration.
    4. A nobody, a thief who will pretend to ingratiate themselves to the party and then steal from them, if saved.
    5. A relative of a burgher who died in the sacking. Has a cow's worth of jewellery, half of which they are willing to part with for those who save them.
    6. A local craftsman and burgher with excellent skills. Has 3 cow's worth of jewellery, half of which they are willing to part with for those who save them.
    7. A young noble scion whose family had refused to flee. Their relatives are dead and they carry little of value except their signet ring and a heartful of revenge.
    8. A noble scion of marriageable age, related to powerful people and a potential gateway to the nobility, so long as their bride or groom swears revenge. They will hold them to it.
    9. A seasoned noble or mercenary knight, surrounded by the bodies of those they vanquished. Will swear their undying loyalty to those who save them.
    10. An old noble or mercenary, once a menace on the field, now feeling the weight of their armour. If saved and delivered to family, they are willing to mentor the party.
    11. A churchman of no great consequence, but a useful mind. Can read but does not know great deal about much. Willing to adventure with the party. Knows some magic, if appropriate
    12. A churchman of greater consequence, or perhaps a magician of some sort. A brilliant mind who knows much of the world, a lecturer at the great universities . Unwilling to adventure with the party but might work as a sage.
  3. Someone (roll above) is being harassed by 2d6 soldiers; stripped naked and made to carry men on their back on all fours; having both hands nailed to a wall; forced to play an instrument or sing at gunpoint (or crossbow point), or whatever indignity you might think.
  4. A Great Weapon (such as a giant monster or vicious knight) is loose on the streets, seemingly gorging itself on suffering. Avoiding it is possible for the unarmoured, but once noticed, it will follow and destroy as much of the city as it can. Those who defeat it will find treasure on or inside its body. If a monster, much of it still stuck to partially digested limbs.
  5. The streets here have been barricaded by the citizenry in vain attempts to block the occupiers. The party will need to spend an extra turn fleeing.
  6. A pack of 3d6 wild dogs looking for corpses to eat. If reaction is neutral or above, will start following the party at a distance and eat the corpses they leave behind, or attack them once their back is turned.
  7. A pair of important warriors (knights or officers), locked in mortal combat, one from each side. Helping the one from your side and bringing him back might result in a promotion or reward; helping the one from the other side will let the party to turn coat safely.
  8. A horde of rats and birds, feasting on the silent dead. The stench is unspeakable.

Fire Horse Sally

Situation - Either we are being sieged and need to sally forth, or this is a purely offensive siege. Either way, a shallow river goes through the enemy fortification, and our spy has told us that their powder magazine or commander tent is adjacent to it. Take your unit, ride swiftly through the middle of the river, set fire to the powder magazine, and leave. This heroic manoeuvre may well be suicidal, and only attempted by the fiercest of troops.

Before the attack - Define who's in the vanguard, the ones with the petard and first in line against enemies; and the rear, the ones who will be subject to parting shots.

Layout - The encampment is about 150 m (490 ft) across. The target is around the middle. There is a bell with a sentinel on either end, ready to raise the hue and cry.

If the alarm has not been raised yet (via swift neutralisation of the sentinel), there is a 2 in 6 chance per 100 ft. that 2d6 soldiers have noticed what is happening and are closing in with pikes or trying to shoot with muskets, though unarmoured.

If the alarm has been raised, skip the 2 in 6 chance, there will always be 2d6 soldiers along the way.

Once the target has been neutralized, no alarm is necessary, the fire will notify the entire camp. Lines of 1d6+6 per 100 ft. will be laid in the river. Swift horses may easily jump over them.

Reinforcements - If the group stops to fight a group at any moment, have the soldiers from the next 100 ft start to close in, and so on. If the party can mow down waves of men easily, raise the number to 2d20 instead.

Chase - If the party manages to see this through, there will be 2d6 heavy cavalrymen hot on their heels. They will engage with the rear, who will have to fight them off for 2d6 rounds (or you may fixate a specific distance, just bear in mind how fast the players can move). Upon reaching our camp, a line of muskets or crossbowmen will be at the ready to disperse them.

Further Thoughts

You can twist the situation further by saying that an important person or their child wants glory in battle, and that you've been assigned to chaperone them. They are woefully underprepared and will always do the rashest option available. If you manage to see them through, though, they will endeavour to learn from you.

You can spice up a specific location, such as the Gunner Tower or the stretch after the Fire Horse Sally, by adding constraints such as these to the terrain. Warfare is half morale, half terrain.

You can also make individuals more interesting by making someone, such as the enemy commander or someone found under debris, into the most of something.

And a final reminder that you can always turn any of these spaces in an adventuring location and treat it as a dungeon. The gunner tower can be bigger and have rooms, the monster on the way might be inside some kind of labyrinth or under the castle which has just been conquered, etc. This is terribly incomplete and self-evident 'advice', and as such I leave it here at the end.

#gameable content