Kell Guild Takedown Mechanics [Cauldron Born]

al_fredo

First Post
So...have a question or 3 about this.

First Favors:
Group is at Prestige 5 with Risur (Yearsol Vet):This is 50 officers or 12 soldiers in 'a few hours'. Although, the player's handbook states:
"Level 5. A city-wide alert for all officers to assist. A company of one hundred soldiers. A level 14 ritual caster."

In any case, they could potentially call an additional 50 officers or 12 soldiers per day. Seems quite easy for them to double their resources, no?

Secondly, "Bust up a Joint" and "Sting" and even assault. Questions!
Let's say hostiles are 6, and they send optimal of 18.
Roll check. Success. Roll Mishap. Success = TFT, Failure 1d8 die, if an officer is still left (which they will be because they sent more than 8), gain TFT. Location is cleared.
OR Roll check. Fail.
Failure: The task force suffers casualties equal to half the number of hostiles, and takes out a number of hostiles equal to the number of officers sent in.

So, in this case they suffer 3 casualties...and take out 6 (all) hostiles. So as long as they send in at least the number of hostiles, there will be no hostiles left. Then they could suffer the 1d8 mishap. Then
Consequence: Regardless of the result of the skill check, if the taskforce takes out all the hostiles and has at least one survivor, it earns a Task
Force Token. At a Den of Thieves, victory yields two tokens instead.
If all the officers sent are incapacitated without taking out the hostiles,
the hostiles execute the officers.

So it sounds like they will pretty much always take out the hostiles. Very rarely will they not have a person left, so I guess in that case the location is cleared but no TFT (or strike if it's a Sting).

3) Do mishaps happen for Stings and Assaults?

Thanks...Also, are there any missing maps from the PDFs? Seems like there are only a few included, but many more fights.
 

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