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Tales of Albion: Duty Free Print E-mail
Written by Matthew Hartley   
Wednesday, 12 March 2008 00:00
Introduction

War or no war, the inhabitants of the county of Wheatwal continue their age old practices of "Free Trade" with Catalucia, Al-Garvey and the other states on the Karenia Sea. With the onset of hostilities, produce from Empire of Mordred have become particularly sort after, notably Mordredian Bandy (named for its effects on the legs of frequent consumers), and Chapspain (known colloquially as "Fizzy"), another renowned Elvish beverage.

The illicit supply of such wares by the infamous "Free Trader" Adzam Spitzth, has come to the attention of the Authorities. Having been appropriately reassured as to the vital necessity of such covert trade, they duly ignored the matter.

Unfortunately, the very night of a particularly large shipment, an over-eager Militia Lieutenant has insisted on leading his Section on a coastal patrol...

The Smugglers

The Smugglers are in two groups, the first are the sailors led by Adzam Spitzth who deliver the goods, whilst the second is led by Squire Orkinds carry it away and distribute it on land. Everyone is an Orc.

Adzam Spitzth

Spitzth' unit are Guerrillas. Spitzth himself is Experienced, as are two of the 6 crew. The rest are Average.  Spitzth carries a blunderbuss and sword. His crew have 2 carbines, 2 knives, and 4 swords between them.

Spitzth' aim is to get his payment (currently in the hands of the Squire) and escape to his ship The Black Wolf via the jolly boat. Saving at least some of his crew would be an advantage, although the fate of Orkinds is no concern of his.

The jolly boat requires at least 2 crew, and with that will move 2 cm per turn (the sea is choppy), for each additional crew the boat can move another 1cm per turn. Crew who are manning the boat cannot perform any other action.

Squire Orkinds

Orkinds unit are Militia. Orkinds is Average, as are 4 of his Orcs, the remaining 8 are Raw. Orkinds has a pistol, and large bag of gold (small improvised weapon), his accomplices have between them 2 muskets, 6 knives, and unlimited supplies of small rocks.

Orkinds aim is to escape with the gold, as many of his orcs, and any barrels he can.

Lieutenant Bork

Borks orcs are Militia. Bork is Average, he has an Experienced Sergeant, an Average Corporal, 3 Average, and 12 Raw  soldiers. Bork is mounted, and carries two pistols and a sword, the Sergeant carries a Half-pike (spear), and everyone else carries a musket and bayonet.

Borks aim is to kill as may smugglers as possible.

Borks Orcs (but not Bork) are subject to the Alcohol rules in Orcs in the Hills issue 1. The smugglers are too concerned with escaping to worry about the booze.

Set up

Adzam Spitzth and Squire Orkinds orcs are distributed randomly between the boat and the cave entrance ( the cave is only 10 cm deep and is only used as a temporary store ) . Bork deploys on the cliff. The cliff is not steep, but counts as difficult going for anyone going up or down it. Bork may send the Sergeant with up to five "picked men" to enter from either the northerly or southerly edge of the beach ( on a roll of 5 or 6 on 1 d6, each turn to appear ). Barrels of booze will be dumped everywhere between the cave and the jolly boat. They can be used as large improvised weapons and reduce movement by 25%.

Webmaster's Notes

An Orcs in the Webbe exclusive !

This scenario is one of Matthew Hartley's Flawed Gems.

The scenario is presented here in it's original draft format with no changes or modifications.

If you're looking for the Flintloque Reloaded version including troop breakdowns, points costs and set objectives then click here.
 

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