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The Crimson Bunionette |
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Written by Matthew Hartley
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Thursday, 01 November 2007 00:00 |
Prologue
This is the story of True Lust. A lust which transcends the boundaries of race and war to bring together the finest of Albions Orchood with the plucky charm of a Ferach maid.
Cast your minds back, gentle audience, to the beginning of the Wars. With Mordred's usurpation, chaos reigned throughout the lands of Amorica. Those who opposed The Tyrant were exiled, force into hiding, or butchered. This is the time of our drama .
Our hero is none other than that pride of Albions Main, the dashing, the fearless, Capt. Oratio Hornblairer . Horny's deeds of daring on the high seas are familiar to you all, and his services for the King (Gawd Bless Him) have justly earned him the praise all Albion, and the toast of Bristle.
Our heroine is a Freach aristocrat. A lady of high breeding, who, with many of he class, supported Morgana against her son. She became the most wanted maid in Amorica , as with cunning and guile she evaded Mordreds minions to smuggle loyal followers of Morgana to Albion to aid us in the War. For years known only by her pseudonym, she is Bette Noire - The Crimson Bunionette..
This is their story....
ACT 1
Horny and Bette
Introduction
Thrown together during the anarchy surrounding the rise of Mordred, young Oratio "Horny" Hornblairer and Bette Noire must bid each other a fond farewell. He must return to sea and loyal service, and she to rescue her kin in hiding throughout Amorica. The light is low, the beach is windswept, the young lovers embrace, knowing not when they will meet again.
Through the crashing surf, the approaching Militia - seeking loyalist - can be heard. Once again, our couple embrace...
Horny & Bette
These are in two separate Sections:
Horny' Section is regular, with 5 Orc marines (4 Average, 1 Raw), armed with muskets and swords (cutlasses).
Horny himself is an Experienced Orc with a sword.
Bette' followers are a section of guerrillas 3 Elves strong (all Raw), armed with a pistol and knife each.
Bette is a raw elf with 2 pistols and a knife.
Horny and Bette begin deployed in the middle of the table, all section members must be deployed within 15cm of the couple.
The Militia
The Militia are a section of Militia (!), with an Raw Lieutenant armed with a sword, an Average sergeant, and 10 soldiers (2 Average, 8 Raw) armed with muskets.
The militia's Muskets begin the game unloaded (nobody patrols with a loaded musket).
The Militia enter the beach from the southern edge.
Special Rules
Horny and Bette win a complete victory if they can forefill the "Fond Embrace" criteria below and Horny leaves the area by sea, and Bette leaves by land. They win a partial victory if they only escape.
Horny and Bette many attempt to fondly embrace (while the wind whistles a romantic air) . They must be in base to base contact for four consecutive turns. The couple may not be fired upon whilst embracing (even the Ferach militia are romantics at heart), but may be engaged in close combat. If so engaged, the fond embracing must begin all over again.
On a roll of 5 or 6 on 1d6 each turn another unit of Militia identical to the first appears, along the northern edge.
With one rower, the boat moves 4 cm, it moves an additional 3 cm for each additional rower (up to a maximum of 4 rowers in total) . Rowers may perform no other action in the turn. Wounded rowers row at half speed. Shooting from a rowed boat is at - 20 %
ACT 2
The Starlight Underground
With many of her kin cruelly slain or fast in the notorious Le Bst'ard prison, Bette has become the scourge of Mordred's secret police. Liberating loyalists from the very jaws of death and spirited them through a web of aids and helpers, she has led many to freedom in Albion. Her network - The Starlight Underground - saved many persons of influence during the early months of the Wars.
The legend was born. Bette has run Mordred's lackeys a merry chase, and her pursuers nurse their swollen feet and curse their affliction - the Crimson Bunionette.
Here is but one episode where The Crimson Bunionette and her loyal companions overcame Mordred.
Bette and the Comte
Bette' section are guerrillas, her 3 assistants are all Experienced Elves, and armed with a pistol and knife, in addition the wagon driver has a blunderbuss. Bette herself is experienced, and armed with two pistols and a knife.
The Comte and his entourage are part of Bette' section, they are:
The Comte Il Faute, Average, with sword
Comtess. Faute-Pas (the Wife), Raw, small improvised weapon
Fait Accompli (the Mistress), Raw, knife
Sans Fraud (the Coachman), Average, pistol
Les Miserables (the Footman), Raw, knife
Militia road block and Dragoons
The Militia roadblock are Militia status. They are all elves,led by an Average sergeant, with 4 Raw soldiers. All are armed with muskets and bayonets.
All the road block guards begin the game with their muskets unloaded (they arn't expecting trouble and its dangerous to walk around with a loaded gun). They do have bayonets fixed however.
A unit of Dragoons will arrive on the road at the eastern table edge, 1 d6 + 2 turns after the first shot is fired.
The Dragoons are mounted elves. They too are Militia, led by an Average Ensign , there are 7 troopers (2 Average, 5 Raw), all are armed with a sword and carbine.
Special rules
The game begins with the Comte and followers covered in the wagon, Bette and one assistant driving the wagon, and two other assistants following behind on horses. All are currently stopped at the road block and surrounded by the road block guards. Bette and followers can begin with pistols and knives drawn (kept under cloaks etc).
To win, Bette, the Comte, and two of the Comtes' followers must escape off the west side of the table.
The wagon moves at the speed of heavy cavalry, however if one of the four horses are shot, the wagon cannot move until the horse is cut free (one turn) , and the speed will be reduced by 25%. Moving off-road will reduce movement by 50%. Its two horse may be cut free (1 action) and ridden.
ACT 3
West Side Sortie
Having evaded Mordreds clutches for many months, Bette has been betrayed and awaits, imprisoned, in the little fishing town of Le Sank Porte for the guards to take her to a horrendous fate .
All is not lost. Word has reached Oratio of his loves plight. Even now, as his frigate Royal Bilge riding the waves, Our Hero joins his Marines in the jolly boats below, and strikes out on a daring rescue.
Horny & Co
Horny has three sections of 5 Orc marines each. The sections have 2 Experienced and 1 Average NCO, with the remaining 4 marines in each section being 1 Raw and 3 Average. All are armed with muskets and cutlasses (swords). In addition, each section has two Orc sailors assigned to it (making a total of 7 members to each section). The sailors are all Raw and armed with cutlasses. They are intended merely to act as rowers, but can fight. All sections are classed as regular.
Horny is an Experienced orc,armed with a sword and pistol. He may be assigned to any section at the start of the game.
Horny and the marines are in three jolly boats. With one rower, the boat moves 4 cm, it moves an additional 3 cm for each additional rower (up to a maximum of 4 rowers in total) . Rowers may perform no other action in the turn. Wounded rowers row at half speed. The maximum capacity of each boat is 8 . Shooting from a rowed boat is at - 20 %
Hornys' boats appear anywhere along the northern table edge.
Guards and Militia
The Guards are a section of Militia status, with an Raw Lieutenant armed with a sword, an Average sergeant, and 10 soldiers (2 Average, 8 Raw) armed with muskets and bayonets.
The initial section can have up to two of its members anywhere on the table. The remaining members are in the tavern. They can only move the turn after the first shot is fired.
Each turn after the first shot is fired, another section, identical to the first will appear on a roll of 5 or 6 on 1 d6. This new section can appear on any street along the southern table edge.
Special Rules
To win Horny must rescue Bette and escape the table by sea.
To rescue Bette, Horny must enter the prison. He will take three turns to subdue the jailers (this is not played out, he is a hero and will automatically succeed). On the next turn, he and Bette will emerge. Bette will be armed with a sword (taken from the jailer).
Horny' side begins the game with two moves, then the turn sequence is as normal.
The tide is high, so the only way onto the piers and harbour from the boats is by the steps.
Webmasters Notes
These scenarios were originally published on on Mike Baumann's excellent Filbanto Stew website, and are some of Matthew Hartley's Flawed Gems.
They are included here with kind permission from the author.
If you're looking for Flintloque Reloaded versions of these scenarios including troop breakdowns, points costs and set objectives then click here. |
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