THE RAIDERS
Background
for Count Zinegesicht of Thezard
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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
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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.
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