 Being in the main a description of events unfolding in the exotic Windy Isles after those heretofore depicted in the prior work Dreadloque, by the author. (Recorded for posterity by Mr. Damnall O'Hairy, itinerant Bog-Orc). Act II: Isla de los Tratadores, Windy Isles Bilbo's map leads to Traitors' Island – a bleak expanse of rock, sand and scrub with little to recommend it. Whoever gained the map from the bar-room brawl in Act I will be first on the scene – and unless they are Cap'n Jack, then they won't know what they are looking for! (Personally, I like to use model ships with these pirate games – if you fancy having a go at making them, then http://www.madponies.net/pub/FoundryShips/ is a good place to start). In fact, apart from a few bits and pieces of wildlife, the only other thing on the island is old Bolg Trebuchet – mad as a march hare, and wily as a stoat. He probably started out as an Orc, but has withered down to something more like a Goblin with the passage of time. When ships anchor here looking for supplies, he sometimes manages to steal a few odds and ends. Otherwise he lives on fish, birds, lizards, roots and berries. It seems that anyone who has cornered him has never made any sense of his ravings! But, upon a time, he was a shipmate of young Jack Crebain – and took a post on the “Gargoyle” when she sailed on a raid under Captain Shambog (a notorious Bog-Orc buccaneer). Nothing was ever heard of Shambog and the “Gargoyle”, except for the shanty known as “Dead Dwarf's Chest”, which most hold to be make-believe. But Bolg was the single crewman that survived, which is something that Bilbo found out in a recent visit to the island. Realising what modern pirates would pay for a chance to find the legendary treasure, Bilbo contacted a pair of famous pirates – Captaine DuBois and Captain Crebain, who were then allied against the Ferach Navy. The pair agreed to meet Bilbo's representative in Toblerona with some important Albion Government documents which they had in their possession, and which would be useful to Bilbo in his fight. In return, he would give them a map showing where to find the lost crewman. Of course, being pirates they have tried to double-cross each other (hence the events in Act I). Like the original Dreadloque scenario, the island should be set up with a mix of terrain, and 6 card markers placed on it. One is Old Bolg, and the others are either dummies or... If the game is being run by an umpire, then they should decide on which ones are traps, hornets' nests, wild animals, blank, or Bolg himself. Otherwise use the following system: Every turn, roll 1d6 for movement by the markers (at a random movement rate of 2d6 cm): 1 North 2 East 3 South 4 West 5 Directly away from the nearest characters 6 No movement Once a marker is contacted by a character, roll 1d6 for what it represents: 1-2 Nothing 3 Trap (Roll 1d10 as the “difference in scores” result as if losing a melee by the character that first contacts the marker) 4 Hornet Nest (every character within 10cm must take a morale test as if Wounded) 5 Wild Animal (whatever you have to hand – try using Wolf stats) 6 Old Bolg Trebuchet (treat as an experienced Goblin with 4 wounds and improvised weapons – he wants to get away rather than fight, though!) Whichever crew had the map should arrive on the first turn (either on a table edge, or by longboat), then the others crews at 4 turn intervals (Glorfindelle should be last, unless he had the map!). The Crews i) Orcs (Guerilla unit): Captain Jack Crebain (experienced Orc, sword and pistol) Mate Flasszy (Flassz-Orc; raw orc, sword and pistol – will never willingly engage in combat!) Bosun Shargob (experienced Orc, sword – see Special Rules below) 3 average Orcs, sword and musket Schortzstoff (average dwarf, sword and pistol) ii) Ferach Pirates (Regular unit) Capitaine DuBois (experienced Elf, sword and pistol) Mate Lejeune (experienced Elf, sword and pistol) 4 average Elves with swords and muskets iii) Ferach Privateers (Regular unit) Capitaine Glorfindelle (experienced Elf, sword and pistol) Mate DuLallie (experienced Elf, sword and pistol) 3 average Elves with swords and muskets (Glorfindelle and his gang will always try to find/attack the Ferach pirates before anything else). Special Rules Bosun Shargob: he is secretly in the pay of Capitaine DuBois, and at any time during the game he can be taken over by the Ferach Pirate player. The Orc player should not know about this! Old Bolg Trebuchet: he needs to be either subdued (“killed” without all of the wounds being from gunfire) or persuaded to accompany a character or group. If a character declares that he is trying to talk Bolg round, roll 1d10, and he will accompany them on a 9+, modified by: -1 per character in the group after the first -3 if any of the group are shooting at him +2 if Jack Crebain is in the group +1 if the talking character has not attacked Bolg at all If any of the gangs manage to get Bolg under control and off the island (or to their table edge), then they can try to find out what he knows. Roll 1d10 for the number of turns that they may start ahead of their competition for the next gripping installment, The Search for Shambog's Gold ! Webmaster's Notes An Orcs in the Webbe exclusive ! The above was written by Danny O'Hara exclusively for Orcs in the Webbe, specifically for it's 2008 Advent Calendar. The prelude to this Ripping Yarn, “Strange Winds and Unusual Currents” was published on the 1st December 2008 and can be seen here. It's first act, "The Wild Island" featuring a rousing bar brawl was published on the 7th December 2008 can be found here. The final instalment of this Ripping Yarn will be published at some point over the remaining 10 days, keep coming back. The original adventure - "Dreadloque", being a true tale of banditry, insurrection and the infamous pipeweed, can be found here. |