THE RAIDERS

Background for Count Zinegesicht of Thezard  

Kine_map_raid.jpg (107333 bytes)Click on the map for a larger view.

You are one of the Counts of Horg. You are continually being asked to provide food for the Chaotic forces passing along the 'Winning Way' to the Eastern front. These supplies going to Count Gherdin's Wastwaed Hold. It is hard enough producing enough for your own people plus the travelling units without the Makgh of Danrin stealing your cattle! You were present at the Sherz Conference and heard Argob the Rheged Margrave of Odyern, complain about the Makgh raiding his lands. King MakDeth of Danrin's, suggestion that Thentians did it in disguise sounded hollow. More raids had followed and the fort at Eimspitze had been captured and many Rheged slain by a combined band of Makgh and Southrons. {Dame Morgana was there with them!}  The Karks of both Eimspitze and Ridor had been slain by these aggressors. It seems to you and to Argob, that instead of fighting in the front line of Kaosium, Danrin is in fact a Lawic Ally. It is many a long year, since Danrin provided food or anything else, for the cause. A moon ago, a herd of your own finest cattle were taken and the boy herding, them slain! You have made plans with Argob. You will raid down from the North whilst he does so from the East. You will meet his force at the ford stone of Drum ready to make a fighting withdrawal eastwards into the Horg Forest if needed. You intend to go via Drum as you suspect the Laird of Drum to be involved with the theft of your cattle. His family had some trifling dispute with your predecessor years ago. The link up is to take place midday, 14th of the Ninth Moon, the Full of the Harvest Moon. "We will go harvesting together!" Said Argob. For a Rheged Goblin, he is almost intelligent! In the past outlaw raiders from your area have been caught by the River rievers patrolling the Suddor River. By carrying on into the forest, you will avoid this.  You asked Count Gherdin for some assistance and he has given you some axe men from Bronnid, who were passing through. They are very willing to come for a share of the loot. Their leader Kark Kummlin has told them that Danrin has defected to the Lawic cause. So you have only a few of your own men plus your daughter Blate. Her job is to guard the prisoners.

 Current Situation   (Everyone can speak Norse and the Officers and Independents Kharsh)

You started out crossing the River Suddor at dusk last night. You have sacked 15 farms and a mill. You have many sacks of grain on miscellaneous booty on 7 pack beats, 6 male and 14 female captives, but only 13 head of assorted cattle so far. At this time of year, the kine are usually farther up into the hills. Also it is difficult finding them in the dark. Though this is the night of the full moon it was completely overcast. In the small hours you collected your men together again and struck out for your present hide to rest. Lannard, a Belmanian mercenary spied out the land and guided you here.  It is now a still overcast dawn. Surveying the scene before you can see grassy hills with farms, cattle and sheep and what could well be the tower of drum in the distance. Perfect! You could be knocking on the door of the tower in two hours and over the ford in three. Not so perfect is the warning beacon, just lit on a nearby bluff! You must strike fast if you are to raid the farms, take the tower and get to the ford before the Makgh can get a force together to stop you. If you sent a party to put out the beacon, would it stop the enemy massing?

   You need to detail men to help herd the cattle and prisoners and pick the best route to send these. Then you also want to send off parties to collect the cattle and sheep scattered around and to loot the farms in the area as well.

Horg Forces   (34)

Zinegesicht  = Off  Mo 6", Fa 5/10, TR +3, SR +2, D -6, C -5, W -4, Ob 1.0

Me +2 -0 = +2 sword strike 0

Threats, Terror Coercion 3 (Once per character or Ti 6 for any who has Succumbed.

Kark = Off  Mo 6", Fa 6/12, TR +3, SR +1, D -5, C -4, W -3, Ob 1.3

Me +3 -2 = +1 2h axe strike +4 Breach -1

Threats, Terror Coercion 4 (Once per character or Ti 6 for any who has

Succumbed.) Weakness Cruelty D6 -3 moves tormenting any new prisoner

Lannard = Ind  Mo 6", Fa 6/12, TR +3, SR +2, D -5, C -4, W -3, Ob 1.3

Me +2 -1 = +1 mace strike +2. Tracker +1. 1st Level magician 1MPU per move

Spells: Charm person, Stranger Sensing, Detect magic, Magic Bolt.

Blate Off  Mo 6", Fa 5/10, TR +3, SR +1, D -5, C -4, W -3, Ob 1.0.

Me +1 -0 = +1 sword strike 0, Target parry melee 7+, missile 7+ strength 3.   Terror Coercion +2.

Expert Turnkey, watches 5 (+2) men or  8 (+3) women prisoners

Moving prisoners with bound hands need a guard for each 3 men or 5 women. For each prisoner more

D10 +F per move. One side blocked by physical feature +1, Independent present -1, Officer -2, Leader -3, prisoner just run -1  = 0- a prisoner runs off and dice again.

Running with bound hands double normal move -3".

Dirge the horn Ind  Mo 6", Fa 6/12, TR +2, SR 0, D -5, C -4, W -3, Ob 1.0

Me +2 -0 = +2 sword strike 0, Horn signals to 36" rally sound 48"

Borde the bow Ind  Mo 6", Fa 6/12, TR +2, SR 0, D -5, C -4, W -3, Ob 1.0

Me +0 -0 = +0 sword strike 0, Longbow 6 arrows 6" 4+, 12" 5+, 18" 6+, 24" 7+ strike -3

Losax Bordsman Off  Mo 6", Fa 6/12, TR +2, SR 0, D -5, C -4, W -3, Ob 1.2

Me +2 -1 = +1 axe strike -2 breach -2, Target parry melee 7+, missile 8+ strength 4

Karat the berserk Ind  Mo 7", Fa 7/14, TR +4, SR 0, D -5, C -4, W -3, Ob 1.0

Me +2 -0 = +2  +2 when in berserk rage strike 0, Target parry melee 7+, missile 7+, strength 4

2x Hagen Spearmen Fol  Mo 6", Fa 6/12, TR +1, SR 0, D -5, C -4, W -3, Ob 1.2

Me +1 -1 = 0, 1st Round +2,  spear 0, Target parry melee 7+, missile 8+ strength 4

2x Hagen Swordsmen Fol, Mo 6", Fa 6/12, TR +2, SR 0, D -5, C -4, W -3, Ob 1.2

Me +2 -0 = +2 sword strike 0, Target parry melee 7+, missile 8+ strength 4   

5x Hagen Slingers Fol, Mo 6", Fa 6/12, TR +2, SR 0, D -4, C -3, W -2, Ob 1.4

Me 0 -1 = -1 dagger strike 0, Sling 12 stones, 4" 5+, 8" 6+, 12" 7+, 16" 8+ strike -4

15x Bronnid Axemen Fol, Mo 6", Fa 6/12, TR +2, SR 0, D -5, C -4, W -3, Ob 1.0

Me +1 -2 = -1 2h axe strike +4, breach -1  

Lhate the herdsman Ind  Mo 6", Fa 6/12, TR +1, SR 0, D -4, C -3, W -2, Ob 1.2

Me 0 -2 = -2 staff strike -1, expert cowherd 8 beasts (+4)

Cattle Herding, 5" moves, 1 person per 4 cows, or 1 rider per 8 cows, -1" per 2 cows in excess.

2x Serf Herdsmen Fol, Mo 6", Fa 6/12, TR 0, SR 0, D -4, C -3, W -2, Ob 1.3

Me -1 -2 = -3 staff strike -1, cowherd 5 beasts (+1)

13 Cows Mo 6" but herded 5", TR -1, SR -2, D -5, C-4, W -3, Ob 1.0

Bharn the shepherd Ind  Mo 6", Fa 6/12, TR +0, SR 0, D -4, C -3, W -2, Ob 1.3

Me 0 -2 = -2 staff strike -1, expert shepherd 10 sheep (+4) has 4 dogs 8 sheep each.

4x Sheepdogs Mo 7", Fa 5/10, TR 0, SR -1, D -4, C -3, W -2, Ob 1.0, Me -2, strike -2

Can herd 8 sheep each within 12" of Shepherd

Sheep Mo 6" but herded 5", TR -1, SR -2, D -4, C-3, W -2, Ob 1.0

Sheep & goat herding 4" moves, 1 person per 6 sheep, 1 dog per 8 sheep, -1" per 3 sheep in excess.

7x Pack mules Mo 6", Fa 4/8, TR -2, SR -2, D -4, C -3, W -2, Ob 1.0.  I person can lead 4.

6x men prisoners hands bound Fol, Mo 6", Fa 6/12, TR -1, SR 0, D -4, C-3, W -2, Ob 1.0

14x women prisoners hands bound Fol, Mo 5", Fa 5/10, TR -2, SR 0, D -4, C -3, W -2, Ob 0.8

Moving prisoners with bound hands need a guard for each 3 men or 5 women. For each prisoner more

D10 +F per move. One side blocked by physical feature +1, Independent present -1, Officer -2, Leader -3, prisoner just run -1  = 0- a prisoner runs off and dice again.

Running with bound hands double normal move -3".

 

THE DEFENDERS

14th 9th Moon 706ATN

Background, Tappit Drummy Laird of Drum  

Kine_map_ump.jpg (109344 bytes)Click on the map for a larger view.

You are a Makgh chieftain in the North of Danrin. King MakDeth has complained that the warriors of the Makgh are getting soft and need to be toughened up for when the war against the Lawics breaks out anew. How to do this other than by the traditional means of raiding? The Lawic borders are far away but your family does have a longstanding feud with the Lord of Thezard. The nephew of the Lord of Thezard ran off with your Aunt Fiona and the Lord refused to return her. She was to have married a Muckle Cloth Merchant of Reekdun for the betterment of the family finances. Whilst it is true that this happened eighteen years ago and Aunt Fiona, her fancy man and the old Lord of Thezard are all dead, no restitution has ever been made! You accordingly sent your son Murch with a band of youngsters to do a little light raiding in Horg. They returned with a fine herd of cattle, which you have split amongst your followers. Seven of the best are with Plaidan, whose pretty wife Borag is friendly with your son Lachmorr. He is at their farm now. You are at your Drum Tower, with your mother Una, second wife Lyra, your son Murch, your drummer Betta, your flag bearer Ian, two pikemen and the maid Kala. At AvD moves after dawn, your mother notices that the Jhazearth alarm beacon, is lit. Your duty is to light your own and go, beating your drum, to the nearby Narnstone, to collect your warriors as they arrive. Should you leave Murch to hold the tower? It will take you nine moves from now to reach the Narnstone. However men from the next glen will flock there 2+ AvD moves after your drum starts beating. There are a few men in the farms of your own glen also. (D6 each move 4+ to start off) The women should drive the livestock to safety. Somewhere out there is your cousin, Odd Drummy with some archers. They are hunting a wild cat that has been killing sheep in the area, plus any wolves they can catch. They can muster at either the Narnstone or the Jhazearth stone. There, Farsicht Laird of Etlond will be rallying the warriors closest to it. 

Makgh Independent Forces   All can speak Norse and Independents & Officers, Kharsh.

No 22: Farsicht Laird of Etlond will arrive here after AvD moves. At the start are

Farsicht Off  Mo 6", Fa 6/12, TR +4, SR +3, D -5, C -4, W -3, Ob 1.2 (Holding bonnet)

Me +3 -0 = +3 sword strike 0,

Fannish Off  Mo 6", Fa 6/12, TR +3, SR +1, D -5, C -4, W -3, Ob 1.2 (Helmet

Me +2 -0 = +2 sword strike 0,

Payne the piper Ind  Mo 6", Fa 6/12, TR +3, SR +2, D -4, C -3, W -2, Ob 1.2

Me +1 -0 = +1 sword strike 0, Bagpipes signals 36", rally music 60"

Amos the axeman Fol  Mo 6", Fa 6/12, TR +2, SR 0, D -4, C -3, W -2, Ob 1.2

Me +1 -2 = -1 2H axe strike +4

   Once there the piper starts playing to call others to the stone. Also Young Erk the slinger can be called from the beacon above or you may wish to keep him there as a look out.

Dice each move D6 -3 = number of warriors arriving at stone. The full muster will be 9 swordsmen and two billmen but you may wish to move before they arrive. If the piper stays the rest will come to the stone as diced for.

Erk the slinger Fol Mo 7", Fa 6/12, TR 0, SR 0, D -4, C -3, W -2, Ob 1.2

Me 0 -1 = 0 dagger strike 0, Sling 12 stones, 4" 5+, 8" 6+, 12" 7+, 16" 8+ strike -4

Swordsmen Fol Mo 6", Fa 6/12, TR +1, SR 0, D -4, C -3, W -2, Ob 1.2

Me +1 -0 = +1 sword strike 0. Targe parry melee 6+ missile 8+ strength 4.

Billmen Off  Mo 6", Fa 6/12, TR +1, SR 0, D -4, C -3, W -2, Ob 1.2

Me +1 -2 = -1 +2 1st round, strike +3 breach -2.   

No 29: Odd Drummy Off  Mo 6", Fa 6/12, TR +3, SR +3, D -5, C -4, W -3, Ob 1.2

Me +2 -0 = +2 sword strike 0, 1st level magic 1 MPU per move

Spells: Air Blasts, Detect magic, Ease Pain, Inflict Vertigo, Stranger Sensing.

Skewbald dog Mo 7", Fa 5/10, TR +1, SR -1, D -4, C -3, W -2, Ob 1.0, Me -1, strike -2

Scent Tracker +2.

4 x Makgh Archers Mo 6", Fa 6/12, TR +1, SR 0, D -4, C -3, W -2, Ob 1.2

Me +0 -1 = -1 Dagger strike 0, Bow 6 arrows, 5" 5+, 10" 6+, 15" 7+, 20" 8+ strike -4

   These have been hunting for the wild cat that has been killing sheep. Now cooking breakfast on fire. When Pipe starts skirling at Jhazearth stone D10 each move. 7+ hear it and start moving towards it. 

 

Click on the Thumbnails for a bigger view.

KWQBettrys2.jpg (58669 bytes) The models are an old Lamming man at arms and two Grenadier (I think) female figures.  The wall is thin plywood covered in "brick paper".  The cobbled area is a different "brick paper" on thin card.  The planked area is made from thin card, planks drawn in ink and then painted.
KWQBettrys3.jpg (49926 bytes) This is a view from a different game.  The walls are now made from strips of wood, painted with emulsion and the pattern drawn on.  The building site is made up of various bits of wood, dowel and left-overs.  The tent is made from painted paper.  The trees are old Merit alder trees.
KWQBettrys4.jpg (57671 bytes) The same game as above.  The huts are card with painted thatched roofs.  The "flower beds" are sawdust and glue mixed and stuck onto thin card.  The well is from the neck of a plastic bottle.  The Manor House is made from embossed plastic card and the leading in the windows from plastic rod. 
KWQBettrys5.jpg (55835 bytes) The figures above and here are from a variety of manufacturers - Games Workshop, Irregular, Lamming, Grenadier amongst others.  The Dovecote is a card roller, the stable and the red roffed hut from embossed card and balsa wood. 
KWQBettrys6.jpg (45811 bytes) The store house is another building made from embossed card.  The doors and windows are either cut into the walls and backed with paper on card buildings or made from thin card and stuck onto the embossed card.  The round hut in the corner is a resin one. 
KWQBettrys7.jpg (62880 bytes) The crane is made from dowelling and strip wood.  It is mounted on a thick card base to give stability.  The altar is made from wood and card.  The shiny brass work came from a Christmas Card and the round "plate" is a fantasy shield.  
KWQBettrys8.jpg (45142 bytes) A general view showing a balsa wood wind mill, carpet tile fields and the painted cereal packet roads.
KWQBettrys9.jpg (51819 bytes) Another view of the main courtyard
KWQBettrys11.jpg (62005 bytes) A view showing how the walls were constructed.
KWQBettrys12.jpg (54435 bytes) The small hay stacks are commercial models from a model railway shop.

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