Allied Chaotic Forces
The main column moves at 5" on the road.
You are Gro-Abh the Belmainian Wizard currently serving the Chaotic forces in Alpen. With mighty Hagoth's support, these forces have devastated many square miles of renegade Alpen and sacked the Town of Stemmel. Lord Grocus has ordered you to escort some of the prisoners and loot back to the Korn Gate. This is one entrance to the Goblin's vast tunnel network. There, forces from nearby Puren will be waiting to assist you.
This mission may not be easy, as the prisoners are many and the force you have to guard them weak and heterogeneous. On the road you have to follow, apart from the normal wild animals, there lurk Alpenii fugitives and a strong tribe of Wood Amazons. The Amazons are currently supposed to be neutral in the present conflict but they cannot be trusted.
Descended from Lawic fugitives themselves, they have a tradition of aiding female escapees in particular. Apart from a handful of trusty Belmanians you have been given the dross of the army as escorts. Four mounted huns who only speak Jedonese and four Norsemen who only speak Norse, plus some pathetic Verdh Aughed goblins. You have got thus far with little loss but have now reached the most dangerous area. The prisoners were fed a biscuit and some water at dawn.
It is now the eleventh hour so you plan to halt to give them some more water at the river. There your guards can consume the food they have brought with them. You do not know what arrangements the goblins have made beyond the Korn Gate but most of the prisoners will be going to Belmain eventually. Due to the looting of Stemmel, all the guards have enough money to reduce the risk of bribery. Also thorough searching has stripped the prisoners of all valuables. They have their hands tied with cord but a few keep managing to work these loose. A check for these should be made at the river halt.
Your Belmanians are: Your Gherrin (Concubine) Vincula, who is mounted and can speak both Jedonese and Norse. Your bodyguards Sir Birth and his sister Dame Birthle. Three experienced Turnkesses led by Dame Tankwa.
Gro-Abh Leader
Mo 6", Fa 6/12, TR +4, SR +5 D-4, C-3, W -2, A -1, Ob 1.2,
Me 0 + 0 = 0 sword st
+0. Magic wand adds 4" to ranges of bolts & fireballs
Speaks Kharsh, Simnith,
Kazid, Reads Lerumint, Runes, Tengthin 3
MPU per move
Spells,
Fire Missiles, Magic Bolts, Stranger Sensing, Detect Magic, Mouthwash, Breaching
Bolts.
Vincula, Off Mo 5" (mtd 9"), Fa 4/8, TR 0, SR +3 D-4, C-3, W -2, A +1,
Ob 0.8,
Me -2
-1= -3 dagger st 0. Speaks Kharsh, Norse, Jedonese, Simnith. Reads runes.
Charmer CI 3.
Sir
Birth, Off Mo 7", Fa 7/14, TR +4, SR + 1, D-5, C-4, W -3, A +1, Ob 1.4,
Tracker +2
Me +3 -2 = +1 2h sword
st +4 dagger thrown 4" 6+ st -3 Speaks Kharsh TC 2.
Dame
Birthle, Off Mo 6", Fa 6/12, TR +3, SR +2, D-5, C-4, W -3, A +1, Ob 1.2,
Tracker +2
Me +2 -2 = +0 2h sword
st +4, dagger thrown 3" 6+ st -3 Speaks Kharsh, Simnith, Amazon (P)
Dame
Tankwa, Off Mo 6", Fa 6/12, TR +3, SR +4, D-5, C-4, W -3, A +1, Ob 1.2,
Me +1 -1 = +0 dagger st
+0, Speaks Kharsh, Simnith. Bully D10 -5 moves tormenting.
2 Turnkess Ind
Mo 6", Fa 6/12, TR +3, SR +4, D-4, C-3, W -2, A +2, Ob 1.2,
Me +1 -1 = +0 dagger st
+0, Speak Kharsh, Expert prison turnkess +2.
TC
2 Whip TI 2 Trapping, D10 +3
versus victims D10 + Me = rounds entangled.
4 gags 10 cord bindings for hands or feet.
4 Norse swordsmen Fol
Mo 5", Fa 6/12, TR +2, SR + 0, D-6, C-5, W -4, A -2, Ob 1.0,
Me +1+ 0 = +1, st 0 ShP
melee 8+ missile 6+ strength 4, Speak Norse.
Weakness Alcohol -2 to
temptation
Balditta
Mounted Hun Ind Mo 10", Fa
6/12, TR +2, SR 0, D-5, C -4, W -3, A 0, Ob 1.8
Me +1 +0 +2 = +3 sword
st 0, bow 4" 5+, 12" 6+, 16", 7+, 20" 8+, strike -4
Will kill any escapees
unless directly ordered otherwise. Speaks Jedonese.
3
Mounted Huns Fol Mo 10", Fa 6/12, TR +1, SR 0, D-5, C -4, W -3, A 0, Ob 1.8
Me 0 +0 +2 = +2 sword
st 0, bow 4" 5+, 12" 6+, 16", 7+, 20" 8+, strike -4
Will kill any escapees
unless directly ordered otherwise. Speak Jedones
Ovarash Off, Mo 6", Fa 5/10, TR2, SR 1, D -5, C -4, W -3, A 0, Ob 0.8
Me +1 +0 = +1 sword st
0 Speaks Kharsh sh parry 7+ strength 3
1st & 2nd
Hetgobs Ind, Mo 6", Fa 4/8, TR1,
SR 0, D -5, C -4, W -3, A 0, Ob 0.7
Me +1 -2 = +1 morning
star +3 -2 sh parries, Speaks Kharsh Sh
parry 7+ strength 3
5
Bill Goblins Fol, Mo 6", Fa 4/8, TR0, SR -1, D -4, C -3, W -2, A 0, Ob 0.7
Me 0 -2 = -2
1st rd +2 st +2, Speak Kharsh, sh parry 7+ strength 3
5
Slinger Goblins Fol, Mo 6",
Fa 4/8, TR0, SR -1, D -4, C -3, W -2, A 0, Ob 0.7
Me -1 -1 = -2
knife st -1, Speak Kharsh, sh parry 7+ strength 3
Sling 4" 5+,
8" 6+, 12" 7+, 16" 8+ st -5.
4 Goblinesses Fol,
Mo 5", Fa 3/6, TR-1, SR 0, D -4, C -3, W -2, A -1, Ob 0.6
Me -3 -1 = -4, knife st -1, Speak Kharsh, carry tinderboxes & bandages.
Used to herd the 6 cows. Mo 5" (on road)
The loot & Prisoners (Prisoners will keep trying to untie hands. 1 guard can check 4 per round.)
2 carts of grain and flour. Goblins share. Mo 5" Fa 4/8 Ob 0.3
Led by two prisoners with free hands, who formerly owned each horse & cart.
Fol Mo 6", Fa 6/12, TR 0, SR 0, D -4, C -3, W -2, A+1, Ob 1.4, Me -1 -2 = -3 st -2.
1st Polk of 16 Male prisoners hands bound poorly dressed. Mo 6" Ob 0.9, Goblins share
2nd Polk well dressed, 8 males 8 females hands tied .Mo 5" Ob 0.7, Belmain share
3rd Polk of 16 passably dressed females hands tied Mo 5" Ob 0.7, Belmain share
4th Polk of 16 poorly dressed females hands tied Mo 5" Ob 0.7, Belmain share
5th Polk of 16 poorly dressed females hands tied Mo 5"Ob 0.7, Goblins share