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The Ballad of Dork Turpin Print E-mail
Written by Matthew Hartley   
Thursday, 14 February 2008 00:00
Introduction

Dork Turpin - flamboyant, swarve, 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...

The Ballad of Dork Turpin.
(Act 1)
Robbery with Violins

The scene opens with Turpins accomplices dressed as clowns, and musicians  performing numerous tricks and playing jolly country airs. The signs clearly indicate that the events occurs on the main Londinium - Jork highway.   The mail coach enters stage right, and slows as the passengers observe the show.  Turpin enters stage left riding his trusty stead Black Alice ( wild applause, off stage ).  Dork issues a  call to surrender ("Drop 'um !"). Colonel Gutter (  renowned gentleman and famous blade ), a passenger, utters a stinging rebuttal ("Bugger Off !"). Mayhem ensues.

Dork Turpin & Associates

Dork is Experienced, and the characteristics of his 6 Associates are 4 Average and 2 Raw. The unit status is Guerrilla. Dork rides his famous mount Black Alice ( moves as light cavalry), he is armed with three pistols and a sword. The Associates  have two muskets, 6 knives, and 2 pistols between them. The Muskets are hidden, and will take a turn to uncover. All characters are normal Orcs.

The Highwaymen's aim is to kill all the passengers who wont surrender, and rob them.

The Driver, Guard and Passengers

All together the 6 of them count as a Militia unit. The Driver and Guard are Average, Colonel Gutter is Experienced, and the other passengers are raw. Gutter is assumed to be in command. The Driver carries a sword and pistol. The Guard carries a blunderbuss and knife. Colonel Gutter has two pistols and a sword, the remaining passengers have a pistol, sword, and small improvised weapons (unlimited) between them. Gutter is a Bog-Orc, the others are normal Orcs.

The carriage is drawn by four horses, and moves at the speed of heavy cavalry (on road, 50% reduction elsewhere) . If a horse is killed however, the carriage cannot move until it has been cut free ( one turn ). The carriages speed drops by 25% for each horse lost.

Setup

The carriage is set up in the middle of the table on the road. The Associates & Dork are set up around either side and in front ( but no closer than 5cm ) of the carriage.

The Ballad of Dork Turpin.
(Act 2)
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.

Dork and Associates

Dork is Experienced, and the characteristics of his 6 Associates are 4 Average and 2 Raw. The unit status is Guerrilla. All characters are normal Orcs. Dork appears on the upper floor in his shirt (only) with sword and pistol. Each Associate has a knife, and 2 have a pistol each. There are numerous small and large improvised weapons scattered around.

The alcohol they have been consuming has no noticeable effect on the Associates.

All try to escape through either of the doors , or through either of the lower floor windows.

Captain Tosh and Militia

Tosh is Average and is assisted by an Average corporal, the 12 soldiers are all Raw. The unit status is Militia. Tosh has a sword, the Sergeant has a half-pike (spear), the others all carry muskets. All are normal Orcs.

All the Militia are subject to Alcohol and Women rolls (Orcs 1/1 p.20).

The Militias aim is to kill or capture Dork and the Associates.

Innkeeper, staff, and other customers

The Innkeeper is Average, the 2 serving wenches are Raw, as are the 4 other customers. The Innkeeper is a Bog-Orc, the wenches are Orcs, the other customers are whatever you have to hand. Their unit status is Militia. The Innkeeper has a large spiked club ( treat as Axe ), everyone else has small improvised weapons.

The Innkeeper will guard the bar and attack anyone who try's 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.

The Ballad of Dork Turpin.
(Act 3)
Gallows Tree Or 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 Capt. Blagger kicks the stool away...

Dork, Nel and Associates

Dork is Experienced, Nel is Average, the characteristics of the 6 Associates are 4 Average and 2 Raw. The unit status is Guerrilla. All characters are normal Orcs, except Nel who's a Bog-Orc. Dork is unable to do anything (except die) until he his cut down. The Associates have between them 2 Blunderbusses, 3 Muskets, 4 pistols, 4 swords and 8 knives, two saddled horses, and a stationary cart with tarpaulin cover.

The cart can be placed no closer than  15cm to Dork, and the horses no closer than 20 cm. The cart can hold up to 4 orcs covered in ambush. Other characters can be placed in the crowd. Characters in the crowd  cannot carry muskets or blunderbusses.

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.

The Associates aim is for Dork and Nel to escape off table together.

Captain Blagger and the Militia

Blagger is Average. He has 1 Average corporal and 1Average sergeant, 2 Average and 13 Raw men. The unit status is Militia. Blagger has a sword, the sergeant a half-pike (spear), the rest have muskets.

Blagger starts the game next to Dork, the Militia surround him, none closer than 8cm, facing outwards towards the crowd.

Dork may not be attacked until he is cut (or shot) down from the tree.

The Crowd

The crowd are an excuse to use all the wargamers figures you have. They should be at least 50 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.

Webmaster's Notes

This scenario is one of Matthew Hartley's Flawed Gems and I don't believe it has been published anywhere before. It was originally planned to go into the original Orcs in the Hills fanzine back in the nineties before it went bi-monthly (for those that have it, check out the back cover of Issue 5!).

This is the  original draft of this scenario, with no modifications. The updated Flintloque Reloaded versions can be found on the following pages:

Act One - Robery with Violins
Act Two - Dork and The Maiden
Act Three - The Last Drop
 

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