Ready-To-Run Adventures
Encounters in the Harnalda locale
The Rhudaurim patrols operate within a ten-mile radius of their encampment. Encounters within this radius will always
be with one of the Rhudaurim groups as their presence has run off most of the animals from the area. Since certain
encounters can only happen in certain areas around the border fort and certain areas are more heavily traveled, the
encounter tables have been separated into 4 zones. For example, messengers traveling to and from Rhudaur will only
be encountered if the group was north of Harnalda. Also, the chance to encounter a patrol will be higher in the
areas west and north of Harnalda. In addition, encounters will reflect the Stalking/Hiding maneuvers of the party
(to be determined by the GM). Encounters should be rolled for every two hours due to the high saturation of
Rhudaurim forces in the area. During daylight there are 7 roaming reconnaissance patrols and 2 larger war-bands
operating along the extended perimeter. At night, these numbers drop to 3 reconnaissance patrols and 1 war-band.
In addition to the aforementioned groups, there are several other miscellaneous groups working during the day outside
the vicinity of the main encampment that might be encountered. Below is the zone map and encounter tables:
|
| Daytime encounters |
Zone A Base 50% chance |
Zone B Base 50% chance |
Zone C Base 25% chance |
Zone D Base 40% chance |
| 01-60 Small Patrol |
01-70 Small Patrol |
01-70 Small Patrol |
01-60 Small Patrol |
| 61-80 Large Patrol |
71-90 Large Patrol |
71-85 Large Patrol |
61-80 Large Patrol |
| 81-90 Foraging Party |
91-94 Foraging Party |
86-94 Foraging Party |
81-85 Foraging Party |
| 91-95 Ammo Party |
95-00 Ammo Party |
95-00 Ammo Party |
86-90 Ammo Party |
| 96-98 Supply Caravan |
|
|
91-00 Logging Party |
| 99-00 Lone Messenger |
|
|
|
Nighttime encounters
For nighttime encounters simply subtract 10% from the Base chance and if an encounter is rolled, keep re-rolling on
the appropriate table until one of the patrols (small or large) is picked. No foraging parties, Ammo parties,
Logging parties, Lone messengers or Supply caravans will be encountered during nighttime periods.
Encounter Descriptions
- Small patrol: Consisting of 5-7 Easterlings, this group performs the reconnaissance of the perimeter.
They journey the farthest out, are the most numerous and are the most likely band encountered. They are
responsible for warning the Rhudaurim army of any incursion into the vicinity. They do not have explicit
orders to repel intruders, however, due to the high bounty placed on enemy forces captured or killed, should
they encounter small groups of potential foes they will attempt to capture or defeat the group. They will
try to evade and shadow larger groups. If the patrol does decide to attack an intruding force, the patrol
leader will send one of his men back to the camp to report the presence of the intruders. Upon arriving in
the encampment, the messenger will report directly to the officers in the main camp. These officers will
immediately dispatch a larger mounted force to help with the interlopers. If the patrol decides to shadow
the intruders, a messenger will be sent back to the encampment to bring back reinforcements commensurate with
the strength of intruders. If possible, they will attempt to ambush the intruding force, but at the very
least they will attempt to surround the group to cut off escape. Any interlopers captured will be brought
back to the main camp for interrogation. This would be a most unpleasant experience.
- Large patrol: A war-band of 12-17 Northmen back up the reconnaissance parties and provide muscle
should any foray by the forces of the Angle materialize. These groups are more formidable than the
reconnaissance parties and are equipped to deal with most aggressor forces. They are highly mobile and have
horns to warn allied forces of any threat. The Northmen cavalry will almost always attempt to attack
intruders. If the intruders flee, they will give chase, loudly blowing their horns to summon nearby patrols
for assistance. Only a significantly larger force will compel this company to evade or hide. In each case
the leader of the large patrol will act similarly to the leader of the small patrol in regards to alerting
the main camp.
- Foraging party: An army the size of Ermegil's requires extra supplies to stay in prime condition.
These supplies must come from the nearby vicinity since the supply convoys can only bring so much. To this
end, bands of 30-40 roving Dunlendings, led by an mounted officer, wander the area searching for foodstuffs
such as berries, fruits, nuts, vegetables, etc. as well as animals to hunt and streams to fish in. The food
brought in by these bands can often be the difference in an extended campaign. In populated areas these gangs
would plunder the local farmsteads and villages, however in this relatively uninhabited region the only
nourishment available is what nature provides. During these forays the groups will be armed much like they
would in battle. They will be alert and as quiet as they can be so they can surprise their prey. If the
foraging party encounters interlopers they will deal with the enemy force as best as possible. If they
outnumber the enemy they will attempt to capture them. If they meet a larger force they will retreat in the
general direction of the encampment. Being a member of one of these roaming groups is a much sought-after assignment.
Even though the bulk of the foraged food ends up at the banquet table of Ermegil, the members are allotted
a percentage themselves. This ensures that the foraging groups are as honest as possible since the fresh
food is extremely better than the gruel normally served to the troops. The fact that it is a crime
punishable by death to eat anything foraged before it gets to the main camp for re-distribution is also
a factor.
- Logging party: About 150-200 Dunlendings are taking part in a logging operation in the forests to
the south of the border fort. The timber from this enterprise goes into the creation of the siege engines
as well as the stakes forming the palisade around the Dunlendings' camp. With the help of 4 wagons and
around 12 sturdy workhorses, the Dunlendings are supplying the Rhudaurim camp with a significant amount
of lumber. These Dunlendings are for the most part laborers and are not prepared for combat. They wear
no armor, have only their logging tools as weapons and are unconcerned with anything other than the task set
before them. The workers trust the mounted patrols to keep enemies at bay. They are the most vulnerable of
all of the groups that leave the relative safety of the main encampment. The Dunlendings are led by a
mounted officer and if attacked, will defend themselves as best as possible, all the while trying to make it
back to the main camp.
- Ammunition Search party: 15 Dunlending tribesmen have the task of searching for stones of sufficient
size for the siege engines. These stones, each approximately 40-50 lbs., will be fired upon Harnalda by the
trebuchet. They carry picks and shovels as well as stout timbers to use as leverage when digging out and
lifting the heavy stones. Using a wagon pulled by 4 workhorses the laborers search the vicinity around
Harnalda and collect any and all satisfactory specimens. Led by a mounted officer, much like the other groups
that leave the encampment, this band will defend itself with weapons kept on the wagons. If overmatched
they will retreat towards the main encampment. If they come upon a group of less power they will attempt to
capture and/or kill their adversaries.
- Lone Messenger: On occasion, Ermegil needs to send a message north to his remaining forces in
Rhudaur. Not really trusting of crebain for important duties such as this, he prefers utilizing the services
of one of his vassals mounted on a fast horse. These riders travel as fast as possible and if confronted by
enemies, will attempt to outrun them. Their horses are the fastest in the Rhudaurim stables, but not faster
than those owned by the Dunedain in Arthedain or the Northmen in the Angle. If captured, the messenger will
prove to be a valuable resource. The information carried by him will almost certainly be of importance to
the leaders of the Angle.
- Supply train: The forces of Ermegil Stonearm must be supplied by caravan on a regular basis. These
convoys originate in Dol Cultirith in the heart of the Trollshaws. Ermegil has amassed a sizeable quantity
of foodstuffs and other supplies there and a portion is sent south for the campaign once a week. Consisting
of 10-15 wagons, these periodic caravans are protected by approximately 30 mounted Easterling warriors. They
range out in a defensive pattern surrounding the wagons and guard against attack. The destruction of one of
these convoys would be a devastating blow to the efforts of Ermegil, however it would not cripple the siege.
Another caravan, this one guarded by more men, would be sent to Harnalda as soon as possible to keep the
warriors fed and content.