Sunday, October 25, 2015

Storming The Castle Wandering Guard Tables

I noted in my Review of Bloody Basic Sinew & Steel I noted there was an absence of Wandering Guard Tables for when the PCs are Storming A Castle. Here’s some Tables for Wandering Guard encounters in the Castle of A Petty Lord. 

There are Four States of Alert use don the following tables:
Lax for when the castle residents are letting their guard down and the Lord is not likely to be in residence.
Normal for when the castle residents are using a bit of caution and the Lord is in residence.
Wary means the garrison and staff are on edge and alert
Alarmed! the garrison and residents are aware there are intruders and they are under attack

Chance of Encounters in the Castle of a Petty Lord


Lax
Normal
Wary
Alarmed!
Dawn
1 in 12 every third  turn
1 in 12 every other turn
1 in 10 every turn
1 in 8 every turn
Day
1 in 10 every third turn
1 in 8 every other turn
2 in 6 every turn
3 in 6 every turn
Dusk
1 in 8 every third  turn
1 in 6 every other turn
1 in 6 every turn
1 in 6 every turn
Evening
1 in 10 every third  turn
1 in 6 every other turn
1 in 6 every turn
2 in 6 every turn
Middle of Night
1 in 20 every third  turn
1 in 20 every other turn
1 in 8 every turn
1 in 6 every turn






Wandering Guard Table Ia, Outer Ward in Castle of a Petty Lord

2d6
Lax
Normal
Wary
Alarmed!
2
Lord of the Castle
Lord of the Castle
Laborer
Laborer or Artisan
3
Sergeant at Arms
Sergeant at Arms
Lord of the Castle
Page
4
Laborer
Laborer
Page
Lord of the Castle & 1d6 Knights
5
Child
Page
Sergeant at Arms
Guard
6
Sleepy Archer
Archer
1d4 Archers
1d6 Archers
7
Lowly Churl
Lackey
Knight
Sergeant at Arms and 2d6 Heavy Men At Arms
8
Guard, unarmored
Guard, lightly armed and armored
Squire
Guard, Heavily armed and armored
9
Turnkey
Squire
Squire
1d6 Heavy Men at Arms
10
Artisan
Turnkey
Steward
Turnkey & 1d6 Heavy Men At Arms
11
Steward
Steward
Turnkey
Lady of the Castle
12
Lady of the Castle
Lady of the Castle and Lightly Armed Guard
Lady of the Castle
and 1d3 Knights
Squire and 1d4 Archers

 

Wandering Guard Table Ib,Mid-Wards and Outer Chambers in Castle of a Petty Lord
2d6
Lax
Normal
Wary
Alarmed!
2
Lord of the Castle
Lord of the Castle
Artisan
Artisan
3
Squire
1d6+1 Light Men At Arms
Lord of the Castle
and 1d3 Knights
Child
4
Steward
Artisan
Child
Lord of the Castle and 1d6 Knights
5
Child
Steward
Steward
Steward
6
Laborer
Laborer
1d6 Archers
1d4+2 Archers
7
Washwoman
Lackey
Guard, heavily armed and armored
Squire
8
Artisan
Guard, lightly armed and armored
1d6+1 Light Men at Arms
1d6+1 Light Men at Arms
9
Mason
Mason
Mason
1d6+1 Heavy Men at Arms
10
Turnkey
Child
Laborer
Lady of the Castle and 1d4 Knights
11
1d4 Light Men at Arms
Turnkey
Lady of the Castle and 1d6 Archers
Turnkey&1d6 Men at Arm
12
Lady of the Castle
Lady of the Castle and Lightly Armed Guard
Turnkey
Mason

 

Wandering Guard Table Ic, Inner Ward and Inner Chambers
2d6
Lax
Normal
Wary
Alarmed!
2
Lord of the Castle
Sergeant at Arms and 1d4 Ligh t Men at Arms
Sergeant at Arms and 1d4 Heavy Men at Arms
Child
3
Artisan
1d4 Heavy Men at Arms
Artisan
Artisan
4
Sergeant at Arms
Lord of the Castle
Laborer
Laborer
5
Steward
Steward
Lord of the Castle
and 1d4 Knights
Steward & 1d4 Heavy Men At Arms
6
Laborer
Laborer
1d6 Heavy Men at arms
Lord of the Castle,1d4 Knights and 2d6 Heavy Men at Arms
7
Child
Guard, lightly armed and armored
Knight and Squire
1d6+1 Heavy Men At Arms
8
Page
Child
1d6+1 Light Men At Arms
2d6 Light Men At Arms
9
Squire
Artisan
Child
Sergeant at Arms and 1d4 Knights
10
Turnkey
Lady of the Castle and Heavily Armed and Armored Guard
Lady of the Castle
and 1 Knight
Lady of the Castle and 1d3 Knights
11
1d3 Light Men At Arms
Turnkey
Steward & 1 Knight
Turnkey & 1d6 men at Arms
12
Lady of the Castle
1d4 Light Men at Arms
Turnkey
Lady of the Castle



A Turnkey will have 2 or 3 HD and a set of keys that will open any door or lock in the castle eon a roll of 1-4 in 6.  He will typically be wearing a Gambseon and have a club. If he has time and the castle eis Wary or Alarmed he will grab a helmet and a morningstar.


A Squire will be a 1st level Cavalier in normal and Lax situations he will be unarmored and have himself a Bilbo or Dagger as as arms.  Given time he will armor up as a Knight.

A Guard will have 2 HD and be lightly armored with a Light Helmet most of the time and armed with a spear or club. If the castles wary or Alarmed the Guard will be wearing a Maille Coat and have a Heater Shield.

Laborers such as carpenters are often busty in a castle, one will also find weavers, bearers, and cooks among this category.

Artisans are masons, engineers, visiting portrait artists and sculptors. artisans will be unarmored and poorly armed.

A Steward will typically be a mature knight serving in there administration of the castle. He will be lightly armed and rumored (if at all) unless the castle is Wary or Alarmed and then he will fetch Byrnie and his old sword.

The lord of the castle will typically be unarmored or lightly armored in lax or normal conditions, given the chance he will don his best armor and grab his best weapons when the situation turned for the worse.

The lady of the castle will typically be unarmed (save for a dagger) and unarmored but many a lord will still see his lady has some armor and a sword of some sort on hand should she need it.
Castle Guard (and other) Reaction Table


Castle Guard (and other) Reaction Table

2d6 roll
Lax
Normal
Wary
Alarmed!
2
Hostile,
raise alarm
Hostile
Hostile
Hostile
3
Hostile
Hostile
raise Alarm
Hostile
Hostile
4
Neutral
Hostile
Hostile
Hostile
5
Neutral
Neutral
Hostile
raise alarm
Hostile
6
Neutral
Neutral
Neutral
Hostile
7
Neutral
Neutral
Neutral
Hostile
rasie alarm
8
Neutral
Neutral
Neutral
Neutral
9
Friendly
Neutral
Neutral
Neutral
10
Friendly
Friendly
Neutral
Neutral
11
Friendly
Friendly
Friendly
Friendly
12
Friendly
Friendly
Friendly
Friendly

Each round of combat there in a 4 in 6 chance someone will raise the alarm (i.e. alert status will move form Lax to Normal, to Wary, to Alarmed!)

when the reaction tabel above indicates raise alarm those encountered will attemptto raisee the alarm with a 5 in 6 chance per round of being successful. If successful there is doube normal chance of an additional encounter in 1d4 rounds.

Neutral Guards may stand their ground and challenge strangers but will not necassarily raise the alarm in Lax or Normal Circumstance.

Hostile Guards will raise an alarm over immediate attack in Lax or Normal Situations.

Friendly Guards may offer bribes if in Wary or Alarmed circumstances to avoid a fight.