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Ashes in Your Mouth Print E-mail
Written by Steve Blease   
Friday, 15 January 2010 00:00

Thorgrimm Ironnsson stood defiantlty grasping his four thousand year old warhammer in both hands. Handed down from generation to generation, the six hundred year old dwarf was convinced that he could feel the spirit of his anscestors through it- standing by his side at this time of great adversity - giving him the strength needed to face and defeat his enemies.

With him stood his son. Clad head to toe in chain armour, his face covered by an intricatly engraved metal death mask, Thorgrimm could not see the face of his offspring, but knew that it would be fixed in the same grim determined visage of his own.

Thorgrimm had removed his own mask, his enemies did not deserve the honour of seeing it as the last thing they saw, no, all they would see would be the sad mocking eyes of an honourable dwarf. One who stood by tradition and prayed to the old gods, unlike them.

He ground his teeth as he thought once more of the foolish members of his race who had spurned the ways of old and knelt before the new God of the Iron Star, the one they called Blookha. A false god bearing toys of Elven design and radical ideas. Thorgrimm spurned the changes and like many of his kin, turned their backs on the changing  face of Valon. Unfortunately it did not turn its back on them...

For the last four months Dwarf had fought Dwarf as the supporters of the Usurper God attempted to dominate all Dwarven kind and force the changes upon them. Thorgrimm and the remainder of his clan had been fighting a bitter fight in the Iron Hills and exacted a steep price from their enemies. Unfortunately the enemy had learnt its lessons well and rarely fought in hand to hand combat these days, prefering to rely on their powder toys and kill without honour from a distance, hiding like a cowardly goblin or human. However here in the twisting tunnels and caverns beneath Mount Glainthanniel, the battle was much like those of centuries gone by, when Thorgrimm and others of his clan wrested control of the mountains from the KhymRhu Mountain Orcs in fierce hand to hand combat. Many a warrior had fallen then, but their blood had been spilled honourably, face to face with their foe. Suddenly a movement caught his eye in the dim light of the tunnel ahead, the enemy! Thorgrimm hefted his warhammer over his head and yelled his clans ancient battle cry. Together the dwarves charged towards the enemy. Their iron shod boots sparked on the stone floor. Their weapons held high, caught faint torchlight.

Suddenly the tunnel exploded. A rush of thunderous sound and a force that smashed the two dwarves into the ground. Blinding pain seered through Thorgrimm's body.

Then he felt no more.

Kaptain von Stervarner waved away the acrid gunpowder spoke that smarted his eyes and gazed upon the two torn and dismembered bodies in front of him. Pathetic fools he sneered to himself looking in Thorgrimm's sightless eyes. Idiots to stand in the way of progress. Well he mused, now he'd got some kannon down in this damned warren, the remainder of these die hard fools would soon be erradicated...

Background

This scenario is set soon after Morded's usurpation of the Crystal Throne, but before the Battle of Dresda and the annihilation of Otto V's Dresdan Relief Army. Following the seizure of her throne, the Elven Empress Morgana had been forced to seek asylum within the fastness of her hereditary enemy - the Court of Artur, the Dwarf Kaiser. Using the last vestiges of her power Morgana spied out the secret of her son's new black powder weapons and purchased her continued safety with the Dwarves by selling the secret of black powder.

As Dwarf weaponsmiths turned to producing these new fangled weapons, a new Dwarven God emerged in their pantheon, eclipsing and replacing many of the old Gods; Blookha - God of the Iron Star. However the emergence of Blookha and the sanctuary of Morgana did not meet with the favour of all the Dwarves. Those with their borders close to the Ferach Empire demanded isolationism from Elven affairs and when Artur refused to listen they seceded from the Krautian League and formed the Confederation of Finklestein.

Even some of those who remained within the League seethed with discontent especially the traditionalists and religious orders of the old Gods. Change was for the flighty inferior races of Valon, not the Dwarves. Traditional and stability was what the Dwarven League required as the world around them plunged into catastrophe, and these virtues would see the survival of the Dwarven race, proud and unbowed in its mountain fastness.

Artur and his supporters disagreed, and Dwarves being Dwarves, there was only one outcome, bloodshed. Traditionalist Dwarves balked at the changes in the old order being thrust upon them and openly revolted. It was obvious to them that Artur was under the glamour of the evil Elven Witch and it was their solemn duty to fight for all that was virtuous in Dwarven society - the old traditions must not be allowed to die. Change had to be opposed!

Unfortunately the traditionalists naively underestimated the new order Dwarves and their 'fire-sticks" and whilst early victories almost carried them to victory, the supporters of the Usurper God Blookha, with the aid of advisors supplied by Morgana, soon learnt to us new tactics with their weapons, avoiding by and large, hand to hand combat.

As the war goes against them, the traditionalists have retreated underground into the twisting tunnels, caverns and underground halls that riddle the Iron Hills. Here they have found a degree of respite as their enemies are now forced into close range combat in a restricted environment. The fighting is bloody and no quarter asked from either side. Both are convinced that their cause is just and that it is vital for the survival of the Dwarven peoples that they win. To taste the ashes of defeat is not an option.

The Scenario

The idea for this game arose out of a desire to pitch traditional fantasy troops against black powder fantasy ones using Dresda and Flintloque. Given the commonality of the core systems this proved very simple and enjoyable.

The potential for crossover battles is huge (Sharkes Rifles versus the Doomgarde anyone?), although a degree of care is required to ensure that high fantasy troops don't just become musket fodder. This is quite easily done, just look at historical examples of irregular troops armed with bows and hand weapons taking on, and defeating, troops armed with muskets or rifles, and analyse the reasons why. This particular scenario came to mind when looking at the old Games Workshop Caverns floorplan pack and considering the balance that restrictive fields of fire would give.

Basically it's a simple FIBUA (fighting in built up area) clearance operation. The New Order Dwarves, must clear the Traditionalist Dwarves from the table. The exact set up of the plans isn't that important, a mixture of the Caverns and Dungeons packs work well if you've go them, if not draw up floorplans on paper. Given the nature of the scenario it is possibly best played as a one off and not form part of a unit's development. However if you do decide to develop a campaign around this idea, l'd suggest that the Unit Maintenance part of Dresda is dropped.

New Order Forces

You command a section of the newly formed regular Krautian Army, uniformed in appearance and armed with brand new Dwarf Muskets.

The rise of Blookha, although welcome in your eyes, has been opposed by some stubborn minded Dwarves and the result has been civil war. The use of black powder has given you a decided advantage in the large upper halls of the mountain kingdom and above ground. However, the traditionalists have now retreated deep underground into dark and dank twisting tunnels and natural caverns deep into the mountain. With firing ranges restricted the fighting has become increasing hard and desperate. With the Elves of the Usurper Mordred starting to threaten the League's western border, it is important that this rebellion is quickly finished off.

You have at your disposal a section of twelve regular infantry (two experienced, six average and six raw) as well as yourself (experienced). All your troops (including yourself) are armed with Dwarf Muskets.

Traditionalist Forces

You are the last of the Old Guard Dwarves of tradition and honour, supporters of the Old Gods and free of the Elven witch's glamour. You are fighting a bitter war against the corrupted Dwarves and the only options are victory or death. Your unit comprises of ten Dwarf Regulars all wearing chain armour and carrying a mix of two-handed axes, maces and swords. Three of your Unit additionally carry Crossbows. Two of your unit are Veteran, three Experienced, four Average and one Raw. You are Veteran, wearing Mithril armour and carry a Morning Star.

Other Considerations

When fighting in enclosed spaces a bit of tinkering needs to be done to the rules and a degree of common sense applied by the players.

First off I'd suggest that the movement rates are cut by half, except for reinforcements being brought on through friendly territory. This should allow for a more realistic hesitant approach by the players. Individual figures should be moved alternately.

Secondly it would be a good idea to include an Overwatch order (like Aimed fire) for missile troops guarding a position. They should be declared to be on Overwatch at the start of a turn and noted in what direction they are facing.

They cannot move, but if an enemy moves into sight, they can fire before the enemy. The enemy figure if killed cannot fire back or engage in melee. If wounded the effects of the wound apply immediately.

Finally, some consideration must be given to cave-ins and the like caused by the firing of black-powder weapons in confined spaces. This can be factored in by a die roll after the shots are fired, though more variations could be added by including a stack of purposely designed cards with specific effects. This idea can be applied to a lot of different Dresda and Flintloque games and is well worth considering.

This is especially important if you take a small cannon down the tunnels, something that will add a bit of spice to this scenario when Grapeshotte is finally released in spring 1997.

Webmaster's Notes

The above scenario was originally published in 1996 by Wessex Games in Issue five of their Orcs in the Hills magazine.

Third Edition Conversion Notes

Although written for Flintloque 1st Edition and Dresda (the rules for which are actually reproduced in full here on OITW) the above scenario can easily be played using the Flintloque Third Edition ruleset.

When creating your Traditionalist Dwarves' section give them some skills, traits and flaws from the lists to represent their nature. As the Dwarves aren't covered in either (5025) War in Catalucia or (5026) Death in the Snow, choose from any list. Bear in mind that they are stalwart trained fighters used to fighting in close quarters and do not and will not ever use blackpowder weapons.

Weapon-wise Dwarves favour axes and warhammers over swords. Also give some of them the Exquisite Quality weaponry melee bonus (+2) to represent the weapons handed down from generation to generation by the proud warrior race.

Armour (or armor for those across the pond) is a tricky one. My own suggestion would be to ignore it for the sake of damage from blackpowder weaponry but use the Dresda Defence Factor modifiers as Steady modifiers in Third Edition rules (these are printed below along with Dresda armour movement modifiers below for ease of reference).

Alternative Armies still have a massive selection of beautiful fantasy miniatures, including Dwarves, that are full of character like their Flintloque bretheren. I particulary love the Dwarven cavern fighters (HF005) which have helmets with candles on them !

Dwarf Cavern Fighters


Dresda Defence Factor Modifiers


Shieldless -1
Carrying Shield* 0
Carrying Large Shield +1
Unarmoured -2
Leather Armour 0
Chain/Breastplate +1
Plate Armour +2
MythrylArmour +2

* a character firing a missile or two handed weapon or carrying a heavy object will have his shield slung, and consequently may not claim the appropriate modifier (unless shot in the back!). 

Dresda Movement Modifiers for those Wearing Armour

Wearing Chain/Breastplate -10%
Wearing Plate/Mythryl -25%