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04 Night's Watch.pdf - Chaos Bleeds

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CHAPTER 1: The Night’s <strong>Watch</strong>The Mechanics of DesertionThe chase to capture a deserter can be an exciting scene for your players to take part in, especially when the deserter is a member of theircohort and they are trying to recover him before he goes too far and risks execution. A number of specializations can come into play, andjustification can be made for a large number of them, but here are the most common tests during a flight from the Wall.BBBBBBBBBBThe Long Haul: Most deserters travel nonstop once they are away, eschewing sleep and pushing themselves or their mounts to continue.This adheres to the rules for going without sleep found in Chapter 11: The Narrator (under Exploring Westeros) in SIFRP.The temperature rules found in that same section may apply for the deeply chilled nights found in the North even in summer. Finally,a mount is unlikely to have the same motivation as the deserter to continue its flight past reasonable exhaustion, requiring AnimalHandling (Charm or Ride) tests to force it to continue. This starts at a Difficulty of Challenging (9) after the first full day withoutrest, and increases by one step for each 6 hours thereafter.Tracking the Deserter: This is a Survival (Tracking) test, with a Difficulty that ranges between Routine (6) and Challenging(9) depending on the terrain. If the deserter is actively covering up his tracks (an act that reduces his travel speed by half ), the Difficultyis instead the result of the deserter’s Survival (Tracking) test.Chase: Once within sight of his pursuers, most deserters make a last, desperate sprint for freedom. This is a Competition Test usingAnimal Handling (Ride) for horseback chases or Athletics (Run) for foot-chases. Each turn, which reflects about a minute or so ofpursuit, both parties roll. Whoever rolls the highest calculates how many degrees of success they gained above their opponent and addsthis to their tally. The one being chased begins with a number of degrees of success accumulated equal to his Awareness. If at the endof a turn, the deserter’s successes equal the pursuer’s Awareness + Survival + a terrain modifier (2 for areas with greatly limited sight,6 for wide open areas), he loses them. If at the end of any given turn, however, the pursuer’s degrees equal or exceed the deserters, hedraws into close proximity. Marksmanship weapons with Long Range may be used at any point during such a chase; those with ShortRange may only be used if the pursuer is within 5 degrees of success of the deserter.A Second Chance: Should the pursuer manage to draw close enough, an Intrigue to get the deserter to return is always possible.The Last Resort: When all else fails, of course, Combat may be required to return the deserter, dead or alive.to escape allows commanders to be prepared for most cases of flight.In Eastwatch-by-the-Sea, for example, no ship leaves the port until agroup of Sworn Brothers have walked it stem to stern. The search is notthorough, but knowing of it is often enough to keep men from trying toflee by that route. This serves the castle’s commander well, since a manwho fled by sea would force his own execution upon rediscovery.With the sea effectively cut off, men who flee the Wall are restrictedto land. The great majority of these, sick of bitter cold and crushedby the horrors they have seen in the north, head south into the SevenKingdoms and hope to hide among civilized men. While some try tostay far from the roads and inhabited places, the scraggy underbrushand thick trees discourage most and the easy travel of cleared landsproves too tempting to resist long.Men who flee south will find little comfort, even among the smallfolkfrom who he might have come. The Night’s <strong>Watch</strong> offers a rewardfor capturing deserters, and the temptation of money is often enough toturn a man’s former friends against him. A man dressed in the brotherhood’stelltale black draws the eye quickly, especially in the lands of thenorthern lords, where most deserters wind up.As a result of this lack of succor, most deserters are forced quicklyinto criminal acts just to survive. This sometimes starts as close asMole’s Town, and a stolen set of woolens to replace the black. Thieveryis a rough life for a fallen brother, even those who came from criminalbackgrounds; there is no one he can trust, as even other thieves andbrigands would turn him in for the reward.For some, desertion is not about stress or fear at all, but occurs as amatter of filial loyalty. Contrary to perception, this is as likely to happenfor smallfolk who hear of the death of someone looking after their familymembers as it is for highborn nobles unwilling to sit by while theirhouses are at war. For some of these, they will find a welcome whenthey are among their families again. Others, particularly those nobleswhose families still honor service on the Wall, find their welcome lessenthusiastic and often work to help their families from the sidelinesand not reveal their actual involvement. When such aid is provided tosmallfolk, it can present the brothers who retrieve the deserter with adifficult choice: while the oathbreaker must be punished, it often meansremoving the only remaining support for the lowborn family that hascome to depend on his aid.Less acknowledged, and in some cases denied completely, is thefact the some brothers flee into the Far North. These men, oftenrangers who are familiar with the land, are often lured away by theguile of a wildling woman or simply grow tired of the final shredsof civilization that persist on the Wall. They slip through the gatesor leave their patrols and hide among the icy wilds. Most of thesemen hook up with a tribe of wildlings, where their battle skills arecelebrated, and their knowledge of the <strong>Watch</strong> makes them into dangerousopponents. Men who would make this escape often have aparticular grudge against the brotherhood that festers into hate astime passes. They begin to look for ways to avenge themselves onthe <strong>Watch</strong> that once clothed and sheltered them, and lead ambushesagainst rangings that stray too far from the Wall. Most brotherssee this betrayal as far worse than simple flight, and special effort istaken to reclaim the heads of those who would attempt to escape thecivilized world completely.21

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