Castle Siege
Stats
Features
4A PC can find or recall a secret way into the castle with a successful Instinct or Knowledge Roll.
Consequence Countdown (5). The attacking force deploys siege weapons to try to raze the defenders’ fortifications. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders’ fortifications have been breached and the attackers flood in. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it.
Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefield. All targets within Very Close range of that point must make an Agility Reaction Roll. - Targets who fail take 3d8+3 physical or magic damage and must mark a Stress. - Targets who succeed must mark a Stress.