Time: Harvest time (around September)
Character Cast:
- Wyne of Brixworth, convalescing one-armed thegn. (Dan)
- Edlyn, Abbot of Brixworth. (Martin)
- Holt, coerl and caretake of the estate. (NPC)
- Ingram of Brixworth: Danish adoptive son of the Earldorman (Jason).
Story
It had been a terrible harvest in the kingdom of the Middle-Angles. People were starving, although the whether was more to blame than the Danes. The ground in Brixworth was bone dry, the crops had failed, the cattles had to be sacrificed, and so was about half of the sheep's herd. A Dane raid to the south had caused much damage. The Earldorman, answering to the call of neighbor, had left to the south a few days ago with his fyrd made of most of his able-bodied men. Wyne of Brixworth, a thegn, had to stay behind to recover from the amputation of his left arm.Abbey of Brixworth, 9th century. |
Later into the morning, Wyne was walking to the southern edge of the estate when a number of Danes arrived into view. Hey mocked the one-armed Saxon in their own language. Wyne was livid. The Danes demanded a cart full of food, 70 silver coins, and all of the cattles and sheeps. Wyne lost his cool and tried to engage the leader. He only received mockery for it. They promised to come back on the following morning.
The trio, soon joined by Holt, a ceorl (freeman), discussed the possibility of a Dane raid. They settled on moving the valuable assets and the people to the Abbey. Ingram, the Danish adopted son of the Earldorman, came back from a long horse ride to the North. He probed the southern approach. Ingram intended to ride south to make contact with the Danish camp. However, he ran into a pair of sentries camping at the edge of the woods and decided to head back to the Abbey. A watch to the North confirmed that the Northern road was also covered by a pair of Danes. The Saxon decided to mount an ambush on the sentries under the cover of night. They relaxed in the cool of the Abbey while the sweltering heat cursed the world outside.
The ambush went just ducky, giving everyone a false sense of invincibility. |
Edlyn attempted to perform an interrogation on the last one standing, but the Dane spat blood back at his face. Wyne, trying to rough him up, went into a blind rage and killed the Dane before he could spit more blood in his direction. So much for getting information from that one. That lest the other Dane with an arrow in his leg and a great axe gash in his back. Hrothgar stabilized the main wound and contained the bleeding. The Dane was, however, unconscious and on the cusp of death.
They recovered two Danish horses. Edlyn then propted the dead Dane to a tree and wrote on his shield using the Dane's own blood the word: "Cattl". He fell to a grand mal seizure before writing down the last letter. The Saxon contained him while he writhed, then took everyone back to the Abbey.
The new moon left Brixworth in a false semblance of peace. In the Abbey, Abbot Edlyn was recovering from his fit. People were talking: was it the Devil's work, divine retribution, or just the mark of a soul worned down by past atrocities? Edlyn and Ingram decided to scout to the south to locate the Dane's main camp. Holt, Hrothgar and Wyne headed North to scout the position of the sentries over there.
Ingram and Edlyn walked past the grim scarecrow and proceeded down the road until an advantageous bent. Edlyn plotted an ambush site while Ingram moved to contact further down the road. Ingram eventually ran into a group of three Danes having a meal by a bonfire. He couldn't see signs of others and concluded that the camp was much smaller than he expected. They both ended back at the Abbey for a meal and much needed sleep. Wyne and the others were already back and confirmed that two Danes were blocking the way Northward. The sentries detected them and they decided to recoil and regroup.
They were tired, hungry and stressed. However, the prospect of taking the fight to the surprised Dane was still on the table.
What was the point level for the pcs?
ReplyDeleteLow. Ranging in the 110-140 region. If they were more rounded for a long campaign, they'd probably be around 175, but they are kept simple.
DeleteHello !
ReplyDeleteIt's nice to see a new post here, it was one of my favorite blogs (still in my "top list"), made me want to do GURPS again and again ^^.
You spoke of "more rounded for a long campaign", so I ask : what do they lack that they would (should ?) have for a long campaign ?
Curious, as I have a Viking one to one campaign and I'm wondering if there aren't some elements that I should cut or add ...
Keep up the games !
Thanks! In a longer campaign, I'd flesh out more the social and economic skills. But most importantly, the social network of contacts, allies, allies groups, dependents, patrons and enemies. I think that the next episode for Bretwalda will be a political intrigue from the Dane's side where the social network will be important.
DeleteSo depending if I want to waive (or downplay) the economic & social part of the game or not, the point total will greatly vary, while not making a more "powerful character".
DeleteWith 175 points, how much of it is for "action" skills (be it fighting, athletics, stealth and perception stuff), and what is for social & economic stuff ?
My player has a character quite not rounded - I wanted to avoid giving him too much to handle - but I think I'll start adding more social to the game, and the idea of adding points there to "round him" is nice.
A lot of my games are not relying on combat, so two levels of smooth operator and two into Will turns even a low cps character into a god. The richer the play style the higher the point value even though the challenges remain constant. Feel free to unfurl points where it becomes important. Your approach is good.
Delete20 cps in social contacts can either be useless, or a shocking game changer.