Morgana and the Damsels in distress

A might have happened action from 'Exiled!'

The Adventures of Morgana Vol I

The Game Master's Section 

Games Master's Information

The abigail Peurise knows only that she and Lady Eglantine rode to Minbec that morning, bringing medicines, biscuits and preserved fruits for certain ailing villagers. When they got to the gate a knight in black armour and two spearmen, jumped out and grabbed them. When Lady Eglantine tried to turn her palfrey to escape, the knight killed it with a stab to its brain. She then demanded to be let free, saying she was Lady Eglantine Condamet! "Good!" said the knight. "I am Count Duffric of Narchos and I hold you for ransom. You can keep Lady Lys company, she is a widow now. The standard ransom for a lady is 1,000 Gilden Pezzi, so send your damsel to collect it. She has until nightfall to bring it here, as we then set sail. As I mentioned we hold also Lady Lys and more than a score of villagers you may hope to see again. At dusk the lucky ones become our slaves, the rest die!" "I caught sight of a brightly dressed man behind the knight who looked like one of those wicked sorcerers! I came away as fast as I could!" Ends Mistress Peurise.

Mbec_town_gm.jpg (747575 bytes) click on the map to enlarge

Games Master's Map Key   Most buildings are empty and looted. # = Mystic Dice (or secret D6)

1)       Morgana's party encountering Peurise in the wood on the Sincelle road.

2)       Wood

3)       Ploughed field BCC # MD +F 2only + 2, 3 only +1, 5+ -1, 7+ -2, 4+ spotted by Lymphad which is alarmed. 3- OK. .

4)       # Road .MD  +F 2only + 2, 3 only +1, 5+ -1, 7+ -2  = 5+ unnoticed, 4 Gate tower sees but does not alert Inn, 3 Gate tower sees and bars gate shut but does not alert Inn. 2 Gate Tower sees, bars gate and alerts Inn, 1 Gate Tower sees, bars gate and alerts Inn and Lymphad also sees and is alarmed.

5)       Wood

6)       # Bushes beside road MD  +F 2only + 2, 3 only +1, 5+ -1, 7+ -2  = 5+ unnoticed, 4 Gate tower sees but does not alert Inn, 3 Gate tower sees and bars gate shut but does not alert Inn. Lymphad also sees and is alarmed. 2 Gate Tower sees, bars gate and alerts Inn, 1 Gate Tower sees, bars gate and alerts Inn and Lymphad also sees and is alarmed.

7)       Bushes

8)       Ploughed field BCC.

9)       Crossroads, Party will see Chaughern's squad driving the 6 cattle at 58. If not already gate sentries will spot party and Challenge. MD +F 2only + 2, 3 only +1, 5+ -1, 7+ -2  = 7+ leaves gate open, 6 Alerts Inn but leaves gate open, 5 closes gate but fails to alert Inn, 4- shut gate and alerts Inn.

10)    Entry point Ombec Road

11)    Spinney

12)    Entry point Firmaz Road.

13)    Ploughed fields.

14)    Sandy Beach, BCC

15)    Posts marking edge of safe channel.

16)    Punt.

17)    Jetty, current assists vessels pull out into mid river.

18)     Rowing boat.

19)    Palisade tower, dead sentry. 8 hand stones.

20)    Crane. Lymphad will automatically spot any of party arriving here.

21)    Two dead dock workers.

22)    Lymphad St. Fabiola, On deck, Dwarf Captain Haken, two Belmanian rivermen, one spearman and one archer. Below tied up, 4 pigs, 3 goats, Lady Lys and 5 village damsels. (Lady Lys' abigail, Priests hearth maid and 3 peasants.) Stocks of captured wine, flour, peas, and other durable foodstuffs. If alerted: Haken will send spearman and boatman ready to loose mooring ropes on quay. Haken does not like being here since there is a price on his head. If he feels threatened he will sail off, with or without Duffric. If party in village MD +3-number of party seen  = 4+ Stay, 3- Sail, 1 move to cast off if ready, row/ float off 2.5" 1st move, 4" 2nd move, 5" 3rd move 5" 4th move, 5th move  ESCAPED! 

23)    Bodies of Sir Geraint Morse, his squire and a soldier. Lymphad will automatically spot party.

24)    Customs watch tower, on the door (which opens) is a copy of the Grand Dukes Proclamation. Top floor, a springald and a body of a soldier. 8 hand stones.

25)    Body of another soldier.

26)    Customs House, residence of Sir Geraint. Empty & looted.

27)    Stable with water trough beside it. Sir Geraint's Destrier. Dead dog behind it.

28)    Ramp to quay, body of peasant. Lymphad will automatically spot party.

29)    Empty Cot      

30)    Empty Cot

31)    Smithy with body of smith lying outside it. Forge fire still lit.

32)    Ramp up to quay.

33)    Empty Cot

34)    Empty Cot

35)    Priests empty cottage. (Forced chest)

36)    Church tower with body of priest lying outside it. On the door is a copy of the Bishops Ordinance. Tousel on guard inside.

37)    Nave of Church. Full of surrendered prisoners. 4 men, 9 women, 5 smaller children (attached to mothers) and 6 larger children. (Will not fight)

38)    Well

39)    Inn Stable 4 Horses

40)    Empty Inn kitchen and staff quarters. Two bodies outside.

41)    Deer Inn. Ground floor, Count Duffric, Macherib the Wizard, 1 archer, 3 spearmen. Two Inn maids being forced to dance on tables, The Innkeeper and two merchants being forced to watch. Food on the other tables where the raiders have been gorging themselves. Cellars empty and part looted. 1st floor 1st L shaped room has tied up and gagged Lady Eglantine. Rest empty and looted. If alerted make dancers join 3 men & MD 6 send one spearman out to check, 4+ send out 2 spearmen to check, 3 Macherib & 2 spearmen to check, 2- Duffric, Macherib & 2 spearmen to check. 

42)    Empty Cot

43)    Empty Cot

44)    Empty Cot

45)    Empty Cot

46)    Body of man & women peasants.

47)    Gate palisade tower, Aechart the archer on watch. 8 hand stones. Will assume any party of 4 + is hostile and fire at it, calling out alarm. (included in MD dice.)

48)    Spearman manning the open gate. Dead palfrey outside.

49)    Empty goat pen with dead peasant body in it.

50)    Empty Cottage (Village Reeve's)

51)    Empty pigsty.

52)    Empty Cot

53)    Empty Cot

54)    Empty Cot

55)    Empty Cot

56)    Sandy beach BCC.

57)    Posts marking limit of safe channel.

58)    Chaughern & 2 spearmen herding six cows towards village. They will be put of the table when the party emerges from the wood.

Raider Characters

Count Duffric  Off, Mo 5", Fa 5/10, TR 3, SR 1, D-6, C-5, W-4, Ob 1.0"    sword Me +3 +0 = +3 strike 0. Target parry 7+, missile 7+ strength 4. Threats Coercion TC 3        Speaks Kharsh, Simnith

  Wizard Macherib Off, Mo 6", Fa 6/12, TR 1, SR 5, D-4, C-3, W-2, Ob 1.3"  dagger Me 0 -1 = -1 strike 0. Speaks Kharsh, Dabbric, Quenith, Norse (P), & Simnith (P) Writes Q'abba, Runes, Tengthin (P), Lerumint

Mpu's (Magic power units) 4 per move maximum 16.

Spells  Air Blasts, Magic Bolts, Breaching bolts, Change Wind*, Whirlwind*, Cloud Rolling*, Rust iron*. Mist making*, Rain making*. *= not in Simple rules.

Dwarf Captain Haken Off, Mo 5", Fa 6/12, TR 3, SR 3, D-4, C-3, W-2, Ob 1.0" Club & hook  Me +2 +0 = +2 strike -1. Stun 4, Expert sailor Speaks Dwarvish, Kharsh, Simnith (P), Edin (P) Writes runes.

Chaughern Ind, Mo 6", Fa 6/12, TR 3, SR 1, D-5, C-4, W-3, Ob 1.4"  2H Axe Me +2 -2 = 0 strike +4 breach -1. Th Dagger 3" 5+ Strike -3 Speaks Kharsh, Edin (P) Has tinderbox, 1 het of cord.

Aerchart the Archer Ind, Mo 6", Fa 6/12, TR 2, SR 1, D-4, C-3, W-2, Ob 1.4"  Dagger +1 -1 = 0 strike 0.  Longbow 6" 5+, 12" 6+, 18" 7+, 24" 8+ strike -3 1 Ft point each move.  6 arrows Speaks Kharsh, Simnith. Has tinderbox 1 het of cord.

Tousel the Warrior Ind, Mo 6", Fa 6/12, TR 2, SR 1, D-4, C-3, W-2, Ob 1.3"  Axe Me +1 -1 = 0 strike +2 breach -2.  Shield parry melee 8+, missile 6+ strength 4.    Speaks Kharsh. Has tinderbox, 2 hets of cord, 8 bandages.

Narchadian bowman Fol, Mo 6", Fa 6/12, TR 0, SR 0, D-4, C-3, W-2, Ob 1.4"  Dagger 0 -1 = -1 strike 0.  Self bow 5" 5+, 10" 6+, 15" 7+, 20" 8+ strike -4, 6 arrows  Speaks Kharsh.

Narchadian spearman Fol, Mo 6", Fa 6/12, TR 0, SR 0, D-4, C-3, W-2, Ob 1.2" Spear 0 -1 = -1 1st Round +2, strike 0, Shield parry melee 8+, missile 6+ strength 4.  Speaks Kharsh

Belmanian riverman Fol, Mo 6", Fa 6/12, TR 0, SR 0, D-4, C-3, W-2, Ob 1.4"  Sword, 0 -0 = 0 strike 0. Th Dagger 3" 6+, strike -3. Speaks Kharsh, Simnith

Card Abbreviations  (The following details can be put on 5" x 3" cards)

Off = Officer, Ind = Independent, Fol = Follower, Mo = Move rate, Fa = Fatigue Tired/Exhausted, TR = Terror Resistance, SR = Spell Resistance, D-n = Death margin, C-n = Crippled margin, W-n = Wound margin, Ob n = Easy Jump dist, Me = Melee basic & weapon. St = Weapon Strike.  TC n = Terror Coercion value, CI n = Charm Influencing value. Mishts = Missile Hit chances

Herding Rules

Sheep & goat herding 4" moves, 1 person per 6 sheep, 1 dog per 8 sheep, -1" per 3 sheep in excess. Cattle Herding, 5" moves, 1 person per 4 cows, or 1 rider per 8 cows, -1" per 2 cows in excess. 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".

 Random Valuables in Gilden Pezzi (plus as seen on figure) D10 dice

Figure  Money  Jewels 
Count Duffric 6xD   2xD +10
Wizard Macherib 2xD  3xD + 5    
Captain Haken 2xD D +1
Chaughern the axeman 4xD D-2
Aerchart the Archer  2xD D-3
 Tousel the Warrior 5xD 2xD
Narchadian bowman D D-4
Narchadian Spearman 2xD D-2
Belmanian riverman.     D-2 nil

Go to players introduction

Go to maps section

Go to the story of what happened

Return to Home Page