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DIRECCIÓN DE PLANIFICACIÓN Y DESARROLLO (DPYD)

IV. FUNCIONES DE LAS UNIDADES ORGÁNICAS

4.1. UNIDADES ASESORAS Y CONSULTIVAS

4.1.1. DIRECCIÓN DE PLANIFICACIÓN Y DESARROLLO (DPYD)

In the first phase of the attack, the hurlocks hold back and see what the “runts” can do. They also take the opportunity to study the defenders and try to pick out leaders, cham- pions, and magic-wielders. Assume that wherever the characters happen to be, 1d6+2 genlocks try climbing over the top of the wall every third round. It takes a major action to climb over the top of the wall and shield use is impossible, so they are always vulnerable for at least one round, more if they get pressed back. PCs can use a major action to throw ladders or grappling hooks back off the walls. Either requires a TN 13

Strength (Might) test. Toppling a ladder reduces the

next wave of genlocks by two, tossing back a rope by one, but no amount of this activity can reduce any wave below two enemies.

As the genlocks make it over the wall, they try to gang up on individual characters. The PCs have to kill a number of genlocks equal to three times the number of PCs (so four PCs means 12 genlocks) before a retreat is sounded and the darkspawn fall back.

The characters can take a breather before the next phase.

Phase 2: A Brutal Assault

Less than 20 minutes after the first phase ends, the second begins as a wave of the massive, elite hurlocks charge the wall. They come over the wall near the PCs at a rate of 1d6 every two rounds. Unlike the gen- locks, the hurlocks fight for several rounds—typically three—before leaping off the wall and into Redhold proper to butcher whatever non-combatants they run into. The characters are then faced with the difficult choice of staying on the wall to engage those still pour- ing over the wall, or hunting down those who’ve run into town. Characters can attack the hurlocks’ ladders and ropes as before, with the same target numbers and effects.

One time during this phase, if any PC is about to be killed, a blast of arcane energy blows a hurlock back-

wards off the wall. Elorn materializes out of the shad- ows and nods to the PC he assisted before disappearing down the wall to help elsewhere.

The PCs have to kill a number of hurlocks equal to three times the number of PCs before the attackers once more withdraw. As the hurlocks depart, the darkspawn horde draws back from the wall, retreating to the edge of the dark woods. The characters can take a breather before the final phase unless some hurlocks got past them, in which case they may be called upon to hunt down the infiltrators.

Phase 3: Enter Maargach

An hour after the second phase the characters are roused by guttural chanting from the darkspawn. The PCs can soon discern what sounds like a name being howled over and over again in two syllables: “Maaaaar…” (pause) “Gaaaach!” Then a bestial roar literally shakes the stones of Redhold.

MAARGACH THE BERESKARN An enormous, blight-tainted bear.

Abilities (Focuses) –2 communicAtion

8 constitution (running, stAminA)

–2 cunning

3 dexterity (bite)

–1 mAgic

3 perception (smelling, tAsting, trAcking)

8 strength (clAWs, intimidAtion, might)

3 WillpoWer (morAle)

Combat ratinGs

sPeeD health Defense armor ratinG

13 75 13 4

attaCks

WeaPon attaCk roll DamaGe

bite +5 1d6+8

clAWs +10 2d6+8

PoWers

favoreD stunts: Knock Prone (1 SP), Quick Bite, and Thunderous Bellow.

quiCk bite stunt: The bereskarn can follow a successful claw attack with a Quick Bite as a special stunt costing 2 SP. This bite attack must be taken against the same target as the original attack. Doubles on the bite attack roll does not gener- ate more stunt points.

thunDerous belloW: For 3 SP Maargach can force fear into even the sternest spirit. All who hear must make a TN10 Willpower (Courage or Self-Discipline) test or be unable to attack Maargach the following round, though they can defend themselves as normal.

touGh hiDe: The bony spines of a bereskarn give the crea- ture an AR of 4.

Then a nightmare walks out of the darkness, a titanic blight-tainted bear, one of the infamous bereskarn. At least 15 feet long, the twisted bear-thing is covered in bone spines, and its skin sags loosely on its heavy frame. Five muscular hurlocks hold razored chains attached to its limbs, and drag/prod it toward the gates of Redhold. The rest of the darkspawn horde pulls back swiftly for obvious reasons: The characters can clearly see a genlock that doesn’t move quite fast enough seized by Maargach and pulped with alarm- ing ease.

It becomes clear that the darkspawn did bring a siege engine of sorts, as Maargach slams into the front gates and they groan with the impact. It takes Maargach eight rounds of continuous pounding to breach the gates of Redhold. If he is successful, the rest of the darkspawn horde pours into Redhold and the cause is lost. Arrows and spells are not enough to stop the bereskarn in time, and Maargach’s very existence is of such continuous pain that be barely notices distrac- tions like being set on fire, so it is up to the PCs to slay the beast.

Fortunately, other than Maargach’s hurlock handlers, the rest of the darkspawn have pulled back to let the monster do his work. The PCs can either climb down, or have the Avvars open the gates so they can charge the beast.

Maargach’s handlers are wary of him, as he hates them even more than he hates all other life, if such a thing is possible. They eschew weapons, each keeping one hand on his guide chains while smashing opponents with their gauntleted fists.

With Maargach’s death, a great victory cry that shakes the night surges from the Avvars. The superstitious darkspawn fall back, convinced that the omens are against them this night. Hopefully, the PCs have all lived to fight another day.

The three phases of the night constitute a vicious battle; it is not at all unlikely that one or more PCs will fall defending Redhold. If you want to run a less fatal game, emphasize the assistance of the Avvars. If you think it will add depth to the story later on, Azur has a hand in saving one or more PCs. While the majority of the war- riors are busy fighting along the wall, those below can take up bows or hurl spears. Elorn can provide more direct assistance, or perhaps his spirit allies step in and lend a hand. In the end, though, the brunt of the heroics should be left to the PCs.

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