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The Ballad of Dork Turpin, Act 2 "Dork and the Maiden" - Reloaded |
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Written by Matthew Hartley
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Thursday, 14 February 2008 00:00 |
Act II: Dork and The Maiden
After a successful hold up, Dork & the Associates were enjoying some relaxation.
This scene is set in The Three Goats Heads, an coaching inn of low repute on the Jork - Leaks road. The Inn has three guest rooms connected to the lower floor by a staircase stage right. The lower floor - the main bar area - has several long benches at which the drinkers sit, and a bar area stage left. Dork is loudly "entertaining" his current sweetheart, the Bog-Orc lass Nel, in the guest room stage left ( expect lusty cheers from audience ). The Associates are seated in the bar in various states of drunken revelry. The Act begins with Captain Tosh and his Militia , tipped off by one of Dorks' former conquests, bursting into the lower floor stage left and right.
Map and Setup
There is no map provided for this scenario. The tabletop should be setup as described above to represent a two story typical old world/fantasy tavern, you could use floor plans or even 28mm terrain if you have it. The Associates can be setup anywhere in the tavern but at least 10cm away from a door or window. Dork begins play by the door of one of the upstairs rooms. The militia setup within 5cm of any of the doors of the inn.
Scenario Objectives
Here are the objectives for each force in the Scenario:
Dork Turpin and His Associates
Damn ! Those infernal militia have arrived to arrest you ! It must have been one of your past conquests who shopped you, no one else knew about your frequent romantic rendezvous here at the Inn. Not to worry, a quick leap and little fisticuffs and you can away into the night.
Captain Tosh and The Militia
This time you'll get him. That damned infernal Turpin. He's nothing but a common criminal, caught rutting in a decrepit roadside inn. You'll get him, hopefully your men will pull through, some of them are a bit young and don't come across alcohol that often.
Game Length
This game scenario ends automatically upon the completion of the objective of either force in the game.
Victory Conditions
Turpin's player wins by having Dork exit the inn and getting at least 30cm away from the inn and any militia figures. Once at this distance he is assumed to have fled into the night. The militia win by capturing Dork, this is achieved if he is knocked out of action or routed.
Scenario Forces
Dork Turpin and Associates
Dork Turpin [Experienced Orc Guerrilla] 37 Points Standard Pistol, Exquisite Sword (+4) Skill: Seasoned Drinker
Associate [Average Orc Guerrilla] 27 Points Standard Pistol, Knife (0) Skill: Seasoned Drinker
Associate [Average Orc Guerrilla] 27 Points Standard Pistol, Knife (0) Skill: Seasoned Drinker
Associate [Average Orc Guerrilla] 23 Points Knife (0) Skill: Seasoned Drinker
Associate [Average Orc Guerrilla] 23 Points Knife (0) Skill: Seasoned Drinker
Associate [Raw Orc Guerrilla] 19 Points Knife (0) Skill: Seasoned Drinker
Associate [Raw Orc Guerrilla] 19 Points Knife (0) Skill: Seasoned Drinker
Total Force: 7 Orcs and 175 Points.
The Militia
Captain Tosh [Average Orc Militia] 21 Points Sword (+2)
Sergeant Dragrat [Average Orc Militia] 20 Points Half-Pike (+1)
12 x Militia [Raw Orc Militia] 18 Points each Standard Musket
Total Force: 14 Orcs and 293 Points.
The Innkeeper, the Staff and the other Customers
The Innkeeper [Average Bog-Orc Militia] 23 Points Large Spiked Club (+2)
2 Serving Wenches [Raw Orc Militia] 13 Points each Big Jugs (-2)
Customer [Raw Highland Rat Militia] 14 Points Chair Leg (-2)
Customer [Raw Orc Militia] 13 Points Bottle (-2)
Customer [Raw Orc Militia] 13 Points Banjo (-2)
Customer [Raw Bog Orc Militia] 15 Points Big Hat (-2)
Total Force: 3 Orcs, 2 Bog Orcs, 1 Highland Rat and 91 Points.
Scenario Special Rules
Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.
The Clientele: The Innkeeper will guard the bar and attack anyone who tries to have a free drink. All others are moved alternately by each player. They will only attack someone who attacks them first. Their main purpose is to get in the way.
Merit: Seasoned Drinker: A character with this merit is not tempted by alcohol rules found in Alternative Armies excellent supplement “Distractions & Asides 1. The Demon Drinke”.
Temptation: Any characters who do not have the Seasoned Drinker merit are subject to the rules for stumbling across alcohol found in Alternative Armies excellent supplement “Distractions & Asides 1. The Demon Drinke” which can be found in the files section of Alternative Armies Notables Yahoo group.
Wylde Magicke: Both players should roll for magical abilities for each of their characters as per Alternative Armies supplement “Optional Rules for Magicke in Flintloque” which can be found in the files section of Alternative Armies Notables Yahoo group.
Webmaster's Notes
The third and last installment of this epic sees Nel trying to save the life of her beloved. It has been provided for your entertainment here.
This scenario is one of Matthew Hartley's Flawed Gems and I don't believe it has been published anywhere before but it was originally planned to go into the original Orcs in the Hills fanzine back in the nineties before it went bi-monthly (check out the back cover of Issue 5!).
I have added to the original text and also have made changes to the scenario in order to match Alternative Armies new scenario format and make the scenario more accessible to players of Flintloque Reloaded.
The original draft of this scenario (along with its other acts), with no modifications, can be found here. |