Friday, October 30, 2015

Southland: Cross Defense

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)





Cross Defense
The Governor’s Estate is essentially a manor house surrounded by a stone wall.  It is not truly a defensible position.  With limited funds and with Kessla convinced of an imminent attack, this structure was simply thrown up as a quick deterrent.  It worked (along with some aggressive patrolling).  The Humanoid raiders have probed the area, but never attacked the town directly.  While Maxter lobbies Bligh for resources for a proper keep fortress, it’ll have to do.     

About 50 people can live inside (uncomfortably).  However, the estate is no one’s permanent residence, except for the horses.  Keft, Maxter, and Peyton the Butler keep offices there.  About 30 staff and troops rotate on duty at the estate, so it is never unoccupied.  Everyone actually lives outside the estate.  Maxter has a suite at the Goodly Inn, but he will stay at other places when invited.   

Cross’ Defense Company: It consists of about 60 permanent troops, including three officers (one captain, two lieutenants).  There are four squads of mercenaries who can handle formation and archery tactics.  Some are also dedicated siege weapon operators.  There is one cavalry squad, who are Regular Army (as is Captain Horgon), the Red Blade.

The mercenaries are mostly equal to Regular Army troops in abilities (though many are a bit better).  Part of their qualifications includes their “manners,” as these troops are part of the community and civic relations part of their duties.  (Characters can join this group.  Members come and go all the time creating openings.  Keft will often recruit extra troops when he is preparing an operation.)

4 Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Scatter Shot (breaks apart on impact) 4d6 damage, 20’ radius, DC 12 Ref Sv ½ damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 10’ radius, 2d6 continuing damage until extinguished, Range Max L, Min S
+4 to hit 

2 Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Scatter Bolt (splits into 4 bolts when fired) 2d8 damage each, Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S
+4 to hit

Their main duties are guarding the toll stations, Governor’s Estate, the weekly tax caravan, and various other caravans to Fort Zin.  Their other activities include patrolling the town with the Militia and the Outback near Cross.  They are also encouraged to help out with civic projects.  The locals often go directly to the troops help break up fights, catch petty thieves, hear complaints, and monitor local activity, much like regular constables. 


Figure on at least another 20 Regular Army, Frontier Service, and Rangers who are in town at any time, either on caravan assignment or off-duty.  Then there are also some adventurer types and mercenaries, like the Breakers (Six 3rd and 4th level characters of various types), loitering around.  Captain Horgon could impress all these troops into service in an emergency, along with the Wiz and Paladin Van Claire and another 50 Militia types.  (Who are the last resort as the obnoxious Dr. Dun is their leader.)

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