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Sharke's Abbey - Reloaded Print E-mail
Written by James Clay   
Thursday, 01 November 2007 00:00
In the dark misty lands of south-west Albion lie the hills of Fortunth. In amongst the hills between the river and the forest it is said that a devoutly religious Orc by the name of Elgin had a vision (probably something to do with the mushrooms he had just eaten) and news of this vision spread. Hundreds of Orcs from across Albion came to the hills of Fortunth, mostly to find and eat the mushrooms, though some, the more devout Orcs, came to seek Elgin and his wisdom. With money raised they built a small church, which as time went by became a large abbey. The Abbey of St Elgin became a site of pilgrimage for many Orcs, and not all of these were just coming for the mushrooms.

The Abbey of St Elgin had stood for five hundred years, when following a nasty disagreement (something about drinking mushroom soup from the side or front of a spoon), the devotees of St Elgin split.

One thing you can say about religious Orcs (obviously there are a lot of things you can say about religious Orcs, but you wouldn't do it to their face unless you wanted to be excommunicated and the religious order of St Elgin had a way of dealing with the excommunicated, it involved three barrels of water, a long piece of rope and a teaspoon), where were we, oh yes, the one thing you can say about religious Orcs is that when they disagree they disagree violently. It started off innocently enough with the throwing of bread rolls in the dining hall, but once you start with bread rolls, it's not too long before you go onto chicken legs, then the crockery, tankards of mead and finally the cutlery. Before you can say steak knives, the ceremonial weapons are ripped down from the wall and used in the disagreement. It is said that one Orc tried the lift the great sword of Cardinal Tums Backart. Cardinal Backart was a great big fat Orc who was not too averse using his great sword on novice priests, who slurped their soup, cutting them into two halves. The great sword was very old, Cardinal Backart had actually won it in a game of cards in a Tavern, and it was never cleaned or oiled, and when you consider the number of food fights in the past and the tankards of mead and glasses of Elven wine thrown in its direction the great sword wasn't in the best of condition. So this Orc lifted the great sword and found to his surprise that he only held the handle the rest still bolted to the wall. He didn't look for long as he was struck down by a flying roast hog, spit and all. Once the fighting was over, a lot of dead and dying Orcs littered the floor of the Elgin Abbey's dining room and amongst them lay a lot of food. One badly wounded Orc, his left leg was missing, was pleasantly surprised to find a whole leg of roast lamb within arm's reach which he started to gnaw.

However this was the beginning of a religious war which lasted sixty-four years. Both sides fought bravely and ferociously (as Orcs would). The key strategic target was of course Elgin Abbey. It was taken and lost many times, each time more of the building was damaged and each time it was patched up. Before long most of the abbey was in ruins.

The war finally came to an end at the climax of a fierce battle in which the two opposing Cardinal Generals (the Orcs who had started the war were long dead) battled in single combat to the death. As each swung their swords, ducked and dived, after twenty minutes of combat they came to rest with a sword at each others' throats. Both said simultaneously (isn't it nice how these coincidences happen at strategic moments), "You will eat your soup using the side of the spoon!".

Both looked at each other, realised, hugged and kissed each other on the cheek, then slightly embarrassed, blushed and looked away, it was okay, nearly everyone else was dead or dying. During the war both forces could not remember exactly what they were fighting for and they changed their leaders, minds and even changed sides so often that the cause became inconsequential.

Elgin Abbey was never re-built (too expensive) and was left in ruins as a reminder that war could be a problem.

This was of no consequence to Lieutenant Sharke of the Orc Ryfles, but it did explain why two hundred years after the climatic last battle of Elgin Abbey, Sharke and his small band of Ryfles were holed-up in the ruins of the Abbey and there being no hot food available.

Sharke's small unit has been cut off from their regiment following a scouting party (well they were hog hunting, but don't tell the senior officers) by a column of Elven Grenadier Guards. A small platoon of Elven Voltiguers were currently hunting them down, under the command of Major Pointu Orielle. They had chased and hunted Sharke through forests, fields and the odd tavern, never found him in the taverns though. Major Orielle's platoon originally consisted of thirty men it was now down to ten including himself, Sharke's cursed Ryfles responsible for some of the losses, a few desertions, a few had injuries or fallen ill and returned to the regiment, and one died after eating something he shouldn't have.

Sharke was sick of running away and decided that it was time to make a stand against the cursed Elves, do or die as Wheeling-Turn often said (or was it somebody else, he wasn't sure, but it sounded good).

Map and Setup


Flintloque - Sharke's Abbey Map

Elgin Abbey is in ruins, there are various outbuildings (also in ruins) there is some shelter, not much though. To the north-west and south-west of the abbey are a couple of small woods. Running in to the south of the abbey is the River Elgin, which is more of a stream (2 negative column shift to movement). Small rocks and scrubs litter the landscape.

Scenario Objectives

Here are the objectives for each force in the Scenario:

Sharke's Ryfles

Sharke and his Ryfles are making a stand and will attempt to fight to the death (yeah right), in reality this means that their northern route is blocked and the only way back to their regiment is by heading south back along the road those Voltiguers have just marched on. So if they can they will attempt to defeat the Elves and ensure that as many Ryfles as can get away on the south road.

Orielle's Voltigeurs

The Elven Voltiguers enter from the south, and are cautious and all their weapons are loaded and primed. Major Pointu Orielle will stay near the back (he has already seen what Sharke and his Ryfles can do). Their objective is to kill and/or capture as many as the Ryfles as they can. If they can capture Sharke then time to shout hurrah, eat huge amounts of food (with garlic) and buy lots of wine.

Game Length

This game scenario lasts 10 Turns or ends automatically upon the completion of the objective of either force in the game.

Victory Conditions

The Ryfles win once all of Orielle's section are killed or have deserted. The Elves win by killing or capturing all the Orcs.

Scenario Forces

Sharke's Ryfles

Full rules for Sharke's Ryfles can be found in
the Alternative Armies supplement “JOV#09 - Sharke's Ryfles” which can be found here in the files section of Alternative Armies Notables Yahoo group.

Total Force: 1 Half-Orc, 1 Bog Orc, 4 Orcs and 288 Points

Orielle's Voltigeurs

Major Pointu Orielle [Elite Experienced
Ferach Elf] 34 Points
High Elf Musket, Sword (+2)

Corporal Tanier [Experienced
Ferach Elf] 25 Points
High Elf Musket

Blais [Average
Ferach Elf] 21 Points
High Elf Musket

D'Auost [Average
Ferach Elf] 21 Points
High Elf Musket

Frey [Average
Ferach Elf] 21 Points
High Elf Musket

Halonde [Raw
Ferach Elf] 17 Points
High Elf Musket

Guillory [Raw
Ferach Elf] 17 Points
High Elf Musket

Eniaelle [Raw
Ferach Elf] 17 Points
High Elf Musket

Couture [Raw
Ferach Elf] 17 Points
High Elf Musket

Aimee [Raw Ferach Elf]
17 Points
High Elf Musket

Total Force: 10 Elves and 204 Points.


Scenario Special Rules

Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.

Wylde Magicke: The Ferach Elf section should roll for magical abilities for each of their soldiers 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.

Captured!: Instead of routing, when a G result is rolled on the morale table an Orc surrenders instead of routs. This represents the skilled Rifle-Orc believeing he can escape from the Ferach at a later date.

Remnants of Power: As you might imagine a religious site such as Elgin's Abbey holds a certain magical power left from before the annullment of Wild Magicke. This takes different forms during the course of the game. Each turn roll on the following table for each character within the abbey walls. All effects are cumulative.

D10 Roll Effect
1 The character develops a magical ability for the rest of the game, roll 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.
2 The character gets a column shift left for firing for the rest of the game.
3 The character heals one wound (it may not go above it's race's starting wounds).
4+ Nothing happens.

Webmaster's Notes

This scenario was first published in a magazine whose name eludes me at the moment and was reprinted on the author's excellent web site, Felix's Gaming Pages.

James' inspiration for this scenario was a visit to Fountains Abbey in North Yorkshire. A ruin (blame it on Henry VIII) which is set in beautiful grounds, lots of beautiful sunshine really set the scene for Sharke's battle against the Voltiguers in the ruins of Elgin Abbey.

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.