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The Ballad of Dork Turpin, Act 3 "The Last Drop" - Reloaded |
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Written by Matthew Hartley
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Thursday, 01 November 2007 00:00 |
Dork Turpin - flamboyant, suave, cunning, charming, a living legend , and scum of the earth - a highwayman of renowned daring, he plied his trade around the southern city of Jork with his band of loyal accomplices when Mordred was but a whelp. Loved by the poor, and loathed by the rich. The D'Orcy Cart Opera Company are proud to present this true and accurate account of his life . . .
Act III: The Last Drop
Betrayed by yet another ex-lover Dork has been sentenced to death by hanging at Jorks' Gallows Tree. His True Love Nel ( wild applause) is determined to rescue him, with the aid of the remaining Associates.
The scene opens with Dork, rope around his neck, standing on a stool beneath a tree ( centre stage ). He is surrounded by soldiers facing outwards towards the crowd, who gather around. The villainous Captain Blagger kicks the stool away...
Map and Setup
There is no map provided for this scenario. There should be a gallows setup in the centre of the table. Dork is placed on the gallows. Blagger starts the game next to Dork, the Militia surround him, none closer than 8cm, facing outwards towards the crowd. Dork's player can place the cart no closer than 15cm to Dork, and the horses no closer than 20cm. The cart can hold up to four Orcs covered in ambush. Other characters can be placed in the crowd. Characters in the crowd cannot carry muskets or blunderbusses.
Scenario Objectives
Here are the objectives for each force in the Scenario:
Nel and Dork's Associates
Bugger ! They got 'im. One moment he was showing you the finer points of sewing and the next he had leapt away, over the balcony and into the militiamen below. The crowd here today is impressive but it should mean you can get close enough to rescue 'im. Thank Sentinel for the Associates and the help they've given you. Now to business, you and Dork must escape this day...
Captain Blagger and The Militia
Villainous swine. Finally Turpin will pay for his crimes.
Game Length
This game scenario ends automatically upon the completion of the objective of either force in the game.
Victory Conditions
For this final installment the objectives are simple. Dork's player wins if they manage to get both Dork and Nel safely off the table. Blagger's player wins if Dork dies.
Scenario Forces
Dork Turpin and Associates
Dork Turpin [Experienced Orc Guerrilla] 25 Points
Nel [Average Bog Orc Guerrilla] 21 Points
Associate [Average Orc Guerrilla] 21 Points
Associate [Average Orc Guerrilla] 21 Points
Associate [Average Orc Guerrilla] 21 Points
Associate [Average Orc Guerrilla] 21 Points
Associate [Raw Orc Guerrilla] 17 Points
Associate [Raw Orc Guerrilla] 17 Points
Equipment:
2 Standard Blunderbusses - 7 Points each 3 Standard Muskets - 5 Points each 3 Standard Pistols - 4 Points each 3 Swords (+2) - 4 Points each 8 Knives (0) - 2 Points each 2 Saddled Horses - 14 Points each A Stationary Cart
Total Force: 7 Orcs and 185 Points.
The Militia
Captain Blagger [Average Orc Militia] 21 Points Sword (+2)
Corporal Shunt [Average Orc Militia] 22 Points Standard Musket
Sergeant Trak [Average Orc Militia] 20 Points Half-Pike (+1)
2 x Militia [Average Orc Militia] 22 Points each Standard Musket
13 x Militia [Raw Orc Militia] 18 Points each Standard Musket
Total Force: 18 Orcs and 341 Points.
Scenario Special Rules
Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.
Arming the Associates: In this scenario part of the key to success is the successful placement of the right person with the right weapon in the right place. The equipment has been provided and can be assigned to any associate (or Nel) as the player wishes. The only proviso is that no Orcs placed in the crowd can carry muskets of blunderbusses at the start of the game. It's up to the player who gets placed where, they can hide up to four Orcs in the cart and any amount of weaponry.
The Crowd: The crowd are an excuse to use all the wargaming figures you have. They should be at least fifty figures pressing in on the Militia. Their unit status is Militia, and they are all Raw. They are armed with small improvised weapons. A crowd member will not attack anyone who has not first attacked them. The crowd is moved by the Dork Turpin player for the first three turns, then they are moved alternately by the players on subsequent turns. Pushing through the crowd gives any character a 2 negative shift to movement.
The Gallows Jig: Dork is unable to do anything (except die) until he his cut down. If at the end of any turn a 6 on 1D6 is rolled, Dork dies. It takes one turn to cut Dork down. Shooting the rope is an improbable action. Dork may not be attacked until he is cut (or shot) down from the gallows.
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
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 it's other acts), with no modifications, can be found here. |