by Mark Swanson
Illustrations by Glen Blacow
The Old Colony Wargamers Association (OCWA)* runs several many sided games each year, called "Colchis" after the first example. *This is the wargame group that many of THE COURIER staff belong to. - ED. Almost any set of miniatures rules can be used. Each player gets a small force, an initial position, private briefing sheet and goals. Often they also have a treasury and monetary goals to make bribery practical. The combination of diplomacy and miniatures makes for a very popular game; their number is limited by the work required to set one up! Hence this article, describing a recent successful example that you might try or adapt. While Colchis games often have no rationale, I find the ones with some historical milieu more interesting and easier to invent briefing details for. On the other hand, no one ever claimed Colchis games were accurate historical simulations ofanything. Special rules, additional troop types, unusual victory conditions, etc., usually abound. These base rules must be either simple or well known to the players. A novice encountering WRG Ancients and diplomacy simultaneously often freezes in horror. For that matter, resolving five sided morale checks and melees also require creative interpretations of the Ancients rules! The small forces involved require adjusting almost any set of rules. Therefore, my last few Colchis games have used my Medieval Skirmish rules (summarized below). These were derived from the more complex melee system in Chaosium's R UNEQUEST - role playing rules. If you don't like or can't understand mine, you should be able to convert the game for other sets easily; the exact numbers are NOT critical. The percentage chances represent base skill with a weapon, with veterans typically in the 40-70% range. Hit Points represent size, strength and determination. Armor values (AR) of 1-2 represent leather and light armor, 3-5 is mail and aketons, 6+ are various forms of plate armor. My example represents a recent 12 sided Medieval skirmish game set in the hills of southern France during the 100 Years War. Not all sides need be played (we used 9) and any players wiped out early could take over vacant positions. If you have too many players, give the larger forces two players. If many players have read this description, you might adjust starting positions, initial forces, "secrets" or victory conditions. In any case, I make no claims that the scenario is precisely balanced oran accurate simulation of Medieval warfare. However it should be a lot of fun and a change from your usual games. A DIVISION OF LOOTThe bandit Knight Sire Louis d'Il moved his men into the high Vale of Goats in September 1358, intending to make a winter camp there. They buried or hid their £ 1000 treasure and settled in. Before the snows fell, Louis led his men on one too many raids for food and drink. They were caught and killed nearly to the man by local lords and mercenaries under the Constable of Haut Lirel. Since the snows would soon fall, the various allies agreed to let the treasure wait till spring and then divide it. The separated to go home, where all of them refitted their men and headed for the Vale of Goats. Since snow is in the air, they know that they must either find cover for a later, leisurely search after the storm or else find treasure quickly and depart. (This means that any of the people who hold the three shelters at the end of the game each get 50% credit for unlocated treasures near it, unless your writeup says otherwise. For instance, people who end up in "sure death" positions get no credit.) Individual goals and initial positions will be in the separate writeups. Victory conditions are specified in fs for convenience. Some goals are implied in the writeups, but privately rated by the referee. Notes on how the terrain affects movement are on the map. The leaders below are listed in order of their importance; e.g., if too few players the last sides will get lost en route to this little bickering. A typical warhorse and armor for a man at arms are worth £ 10 each. Knightly equipment costs twice that or more. Most knights pay ransom above &3163 100. Sire Andre d'Valen, Constable of Haut Lirel, leads the strongest force. His deputy Sire Augustus d'Merde, 8 men at arms and 5 Genovese crossbowmen ride at his back. He rides to recover the loot and punish malefactors; a grim man and terrible whose authority no French knight dares challenge. [Note: two people could share this position.] Sir Nigel Loring, a famous and courteous English knight, rides in quest of some small deed he might do in honor of his lady. Of all English knights, only Sir Chandos excels him. With him ride 3 valiant squires and 2 master bowmen. To his great disappointment, he arrived a little late for the battle. [if possible, this player should have read Doyle's THE WHITE COMPANY.] Henry d'II escaped the field after his elder brother's death with 5 men at arms. Though courteous and honorable, unlike his brother, the young man's still under the constable's ban though, unlike his brother, no sentence has been passed on him. Sire Stephen d'Eyudois rides to pick up a few very useful coins or anything else valuable. A long time rival of Sire Claude, with him are 4 men at arms and 5 local foresters with javelins. Has quarreled with all his neighbors. Raul was a leader of the Jacquierre, hated by every true knight. Louis d'll allowed him shelter here, which helped to form the alliance against the robber knight. with him are 15 other peasants, last survivors of many revolts. Edward Blackfeather leads 9 other free company archers. A veteran of the wars, he's said to have a nose for gold. Unpopular with the local knights for many good reasons. Sire Claude d'Blustin leads arms an 5 foresters with bows and spears. Long a rival of Sire Stephen, he's more honorable than most and had some words with the Constable who hung a prisoner that had surrendered to Sire Claude. Olof, a gallowgIass who found Ireland too hot for him, leads 7 others. Their dislike of blustering authority has nearly made France too hot for them! But their axes are strong, their javelins sharp. Godfrey and 7 other Swiss halberdiers fought well at the battle, collected their pay and then headed directly here. Like most Swiss, as long as you can afford them they are trusty. Jacques, another Jacquierre leader, may also be present with 15 peasants. An old rival of Raul, he still swings a mighty hammer and is thought fey and doomed. Paul of Worcester might be present. With him are two other men at arms and 6 archers, all on their way back to England after profitable service in Italy with Sir John Hawkwood and the White Company. They picked up travelling expenses by contracting with the Constable. Wolfgang von Hershburg is roaming the countryside, seeking what, no one knows. With him are 3 men at arms and 5 light horsed Hungarians. THE RULESThese rules are intended for quickly running multiplayer scenarios. They require a referee to rule on special circumstances and actions. I intend that a figure can attempt to do anything which the person it represents could try, with roughly the same chance of success as in a movie. Use a rule of reason: for instance I did not specify what would happen if a knight charged into the woods. No one tried it. Nor did I specify surprise or sighting rules. What's not written can't be argued with! I do try to remain consistent at least during each game. When special circumstances arise, the referee should quickly assign some percentage chance of success, have the player's roll for it, assign effects and keep the game moving. (in a 12 sided game, someone will always be convinced they were done in by the referee. They'll sometimes be right; miniatures magazine editors seem especially vulnerable.) So what; everyone can still have fun. All movement is simultaneous, with the referee helping to resolve interactions. Movement turns last 12 seconds, with each inch being 10' (or 3 meters). We use 25mm figures; base sizes are not significant. Foot move as marked, with mounted figurs walking up to 12"Aurn, trotting up to 24" and galloping up to 36". Mounted may change speed by up to 12"Aurn. They may turn freely at the walk, do about a half circle/turn at the trot and only slightly veer at the gallop. Foot may double move if they do nothing else. Each turn proceeds in the order; move, missile fire, initial attacks with lance, halberd & long spear, other melee. A figure rated at "Lance 60/12% @ 5D6" has a 60% base chance of hitting an enemy (1-60). On 1-12, a "critical hit" will ignore enemy armor. If it does hit, the target may attempt to parry; "Shield 45%" means that 1-45 will block the hit. (Two handed weapons parry with half the attack chance.) Otherwise, roll 5 six sided dice and sum them forth edamage. Un I ess a critica I hit was rol I ed,target armor is subtracted from damage and the rest lost from the target's Hit Points (HP). When Wounded, the victim must roll the number of hit points left or less on 2D6 to keep fighting. Lances, incidentally, do full damage only at the gallop, half at the trot and only DIS when the mounted figure walked that turn. After melee, move mounted figures the rest of their move. Missile weapons work much the same. They have the listed chance of hitting out to the listed range, half that out to twicethe range, a quartered chance out to thrice the range. Figures fighting with an advantage, such as mounted against foot or anyone from behind or above add 20% to base hit chances. Referees should award such other advantages as seem reasonable BEFORE the success check. Each player needs a sheet listing all figures on separate lines, with full specs given for rapid play. They should describe the figure each uses; e.g. the "bend or" knight and mark wounds on the line. SIRE ANDRE d'VALENSire Andre d'valen, Constable of Haut Lirel, leads the strongest force. His deputy Sire Augustus d'Merde, 8 men at arms and 5 Genovese crossbowmen ride at his back. He rides to recover the loot and punish malefactors; a grim man and terrible whose authority no French knight dares challenge. You have come to enforce some order on this place; weakness or defeat wou Id encourage your enemies and maybe get you removed. You cannot stay here lest you lose your office. Naturally, you have every intention of making money out of your position. Enter on Road 2. Malefactors include the dells, rebellious peasants, Edward Blackfeather, Olof and Sire Stephen (who failed to show up for the battle). Also, Sire Stephen's first wife, who died in suspicious circumstances, was a remote cousin. Naturally, no one cares much about dead foreigners or commoners. Each noble malefactor captured or killed is worth E20 (or more if they pay more in ransom). Non noble malefactors are worth (5 each captured or dead (plus armor, of course). Unfortunately, you must largely hand over any loot recovered, which makes it worth only a third offace value. Gifts, on the other hand, are worth full value. Your own ransom is £ 500. Sire Merde's, £ 200. Sir Nigel is an impossible chivalrous idiot, but you r last meeting was friendly enough. You do NOT want to fight him; undoubtedly the best knight here and lucky to boot. He was not at the battle, arriving a little late and sadly disappointed. Stephen d'Eyudois, having proved recreant by not answering the summons, you could make him pay a whopping fine IF you could CAPTURE him (£ 800). However, he's an old fox and not easily captured. Sire Claude's granduncle was St. Claude; the locals have some queer tales about the family. You forced him to swear to come to the battle by St. Claude and come he did. Godfrey and Paul of Worcester both fought for you, insisting on payment in advance. Paul's got some newfangled plate from Milan; very nice (worth £ 50 itself). Several prisoners revealed before they died that treasure is buried in the villages, near the SE corner of hill 13 and on the west side of woods 33. Sire Andre: 15HP, Lance 65/13% @5D6, Bd Sword 75/3% @D8~1+D4, Med Sh 65%; Armor 7 pts., 5" foot move. Sire Augustus: 17HP, Lance60/12% @5D6, Bd Sword 70/3% @D8+1+D4, Med Sh 45%; Armor 7 pts., 5" foot move. 8 x Men At Arms: 12HP, Lance 40/8% @4D6, Bd Sword 50/2% @D8+1, Med Sh 40%; Armor 5 pts., 5" foot move. 5 x Genovese Crossbowmen: 12HP, Med Crossbow 50/15% @2134, Bd Sword 3011% @D8+1; Armor 4 pts., 5" foot move. All mounted. SIR NIGEL LORINGSir Nigel Loring, a famous and courteous English knight, rides in quest of some small deed he might do in honor of his lady. With him ride 3 valiant squires and 2 master bowmen. Enter on Road 6. You are the genuine hero of this scenario, the best knight present both morally and at arms. Money would be useful, but you have little interest in it (divide by 2 unless it's a knight's ransom). Also, you will certainly give any loot you recover back to its owners. Naturally you will not disturb sacred relics, will assist the old, holy men, gentle maidens, unjustly attacked knights, etc. You will of course attack evil men such as the jacquierre. Your major goal is to achieve some notable feat of arms in honor of your lady. Alas, you arrived a little too late to help against Louis D'Il. You know both Sire Andre and Sire Claude and believe them honorable men. Of the rest you've never heard. The squires are all young men of noble families, good characters and not an awful not of sense, following in awe and admiration. one consequence is that they tend to try to emulate Sir Nigel's feats. This leads to a distressing turn over of squires. [To The Player: Sir Nigel (only) is capable of fabulous feats, e.g., riding at the gallop through woods or villages and over rivers. He will normally strike first, with a 95% chance of hitting and 30% chance of a critical hit! if physically possible, he will always intercept a missile with his shield. He never stops fighting until dead. I suggest you consistently roll for all of these and report success to keep these abilities quiet. In addition, Sir Nigel is allowed one "heroic escape", where he dodges a blow, escapes from captivity, etc. Sir Nigel will NOT violate his word, force an honorable man into battle, sell his honor, etc. He will ransom himself and his squires, but has a total fortune of (100. His wife wishes his would bring back more ransoms.) Sir Nigel: 10HP, Lance 95/30% @6D6, Ed Sword 95/30% @D8+1+D6, Med Sh 95%; Armor 7 pts., 7" foot move. Squire Alleyne: 16HP, Lance 45/9% @4D6, Mace 50/2% @D8~2+D4, Med Sh 35%; Armor 6 pts., 5" foot move. Squire Peter: 12HP, Lance 40/8% @4D6, Ed Sword 30/1% @D8+1, Med Sh 45%; Armor 6 pts., 5" foot move. Squire Walter: 13HP, Lance 35/7% @4D6, Bel Sword 40/2% @D8+1+D4; Med Sh 40 /; Armor 6 pts., 5" foot move. Bowman Aylward: 13HP, Longbow 90/18% @D8+3, Bill Sword 55/2% @D8+1, Armor 4 pts., 5" foot move. Bowman John: 18HP, Longbow 60/12% @D813, Maul 50/2% @2D8+D6; Armor 3 pts., 7" foot move. All mounted. HENRY d'ILHenry d'Il escaped the field after his elder brother's death with 5 men at arms. Though courteous and honorable, unlike his brother, the young man is still under the Constable's ban. First of all, you are Henrietta, alone with 5 men in the Stronghold. So far you've managed to stay alive and free, but things are getting tight. Only as strong minded a woman as you could have made it this far. Joan of Arc being a century in the future, you have no real precedents and are rather worried. You assumed men's clothes because you decided that living with Louis was safer (well, more pleasant) than the alternatives. Most notably, since with Louis dead you are heiress to an estate of £ 1000+ (ignoring the local treasure), your other relatives wanted to marry you off to distressing husbands, such as Sire Stephen, who tricked Louis into turning outlaw and whose first wife died in very suspicious circumstances. You don't think much better of the Constable. So far, your (mostly wounded) men at arms are obeying you though they know you're female. (Your brother provided one imaginative lesson early.) However, they would not be trusty over the winter. (Nor would even shreds of your reputation survive.) You need a safe way out. You have the only horse. You also hate and fear Jacques (in the village) and Raul (in the hamlet). You are sure they plan a night attack if they survive. You have watched them carry in a good deal of treasure yesterday. Other treasure (about £ 100 each) is with you, in the center of hill 5, SE corner of 13, N edge of 22, S end of 28 and west side of 33. Most recently, Olof and his Gallowglasses arrived and hid in woods 27 while the Swiss are hiding in woods 33. Henry (Henrietta) 0 1: 10HP, Lance 20/4% @3D6, Bd Sword 50/2% @D8+1, Med Xbow (16") 35/7% @2D4, Med Sh 40%; Armor 6 pts., 5" foot move, Ransom £ 50. 5 x Men At Arms: 14HP, Lance 50/8% @4D6, Bd Sword 50/2% @D8+1+D4, Med Sh 40%; Armor 5 pts., 5" foot move. SIRE STEPHEN d'EYUDOISSire Stephen d'Eyudois rides to pick up a few very useful coins or anything else valuable. A long time rival of Sire Claude, with him are 4 men at arms and 5 local foresters with javelins. Enter on Road 4. An absolute realist, you are out for what you can get and the devil take the hindmost. However, you will avoid anything that would lead to disgrace; fortunately you are never scared and you men are only afraid of you. Several of d'Il's men fell into your hands, so you know that treasure was buried in the center of hill 5, inside the stronghold, and at the south side of woods 28. Ignoring the Constable's summons led to Sire Claude making insulting remarks; you would like to kill him (worth ESE). His family has given £ 200+ to the Shrine of St. Claude; it would be worth picking up. Even more interestingly, you knew Louis as a child, He had no brother, but did have a pretty sister Henrietta. She would be a toothsome morsel, especially as you are newly widowed from the Constable's cousin. She might be worth marrying if no other method would serve; the D'Il estates have not been confiscated so she'd bring lands worth £ 1000. Killing all the Jacquierre leaders is worth £ 500. Otherwise, you will be obliged to take many tiresome precautions as your peasants are restless. If need be, you could wait out the storm under cover and finish up afterwards, possibly with fewer witnesses. Sire Stephen: 18HP, Lance 70/14% @5D6, Ed Sword 50/2% @D8+1+D4, Med Sh 75%; Armor 7 pts., 5" foot move, Ransom £ 4OO. 4 x Men At Arms: 12HP, Lance40/8% @4D6, Bell Sword 50/2% @D8+1, Med Sh 40%; Armor 5 pts., 5" foot move. 5 x Foresters: 11HP, JLS 30/6% @D8+1 thrown, 40/8% melee; Armor 2 pts. RAULRaul was a leader of the Jacquierre, hated by every true knight. Louis d'Il allowed him shelter here, which helped to form the alliance against the robber knight. With him are 15 other peasants, last survivors of many revolts. This looks tight. You have £ 200 with you in the Hamlet, all you could hope to carry. You hope to escape off roads 3 or 6 if need be. You would prefer to stay here, but you could only survive the winter if no knights stay around. [Value your lives at (50 each if you stay here safely, £ 25 if you flee unpursued.] You've survived this long because you don't start fights you can't win. You are the survivors of thousands, so are pretty tough and don't run any more. However, you can't stand up to cavalry in the open. Unknown to anyone, you've dug 4 1"x2" staked pits inside and near the village, [Sketch the village and mark where they are.] People trying to enter your stone huts must fight up to 3 inside. You also have tunnels connecting the huts. You've done all this because you always expected Louis d'Il to turn on you. If this hadn't happened, you and Jacques planned to take out Henry shortly, as soon as you agreed on precautions; he's a real twister and could easily sell you out. For some reason a bunch of Swiss are hiding in Woods 33. One of the few places you might be safe (if you had money) is up there in the Swiss mountains. Mercenaries never care whothey kill but can sometimes be hired. Raul: 17HP, Maul 55/2% @2D8+D6; Armor 4 pts., 7" foot move. 7 x Strong Peasants: 14HP, Maul 45/2% @2D8+D4, Armor 3 pts., 7" foot move. 8 x Weaker Peasants: 10HP, Long Spear40/8% @D10+1, Darts (10") 30/6% @D6; Armor 1 pt.,8" foot move. 2 pack animals, loaded with £ 100 of treasure each. EDWARD BLACKFEATHEREdward Blackfeather leads 9 other free company archers. A veteran of the wars, he's said to have a nose for gold; able to sniff it out wherever it be hidden. Enter along Road 1. You did not help the Constable win his little battle. While the money would have been very useful, the two of you havea blood fued going. (You'd value the satisfaction of his death at £ 100, if you had it.) Running a small Free Company's not all it was claimed; at your size the local knights call you bandits and hunt you. Actually, you are relatively honest, considering you have never broken your sworn word save over women, nor drawn bow against your king, nor betrayed a friend. However, you've never been adverse to a bit of money and bargain well. You do have one wild talent; as advertised, if you get down on your face for a full turn, you can smell buried gold. The trouble is, there's not usually much gold lying around. You can also smell it when it rides by; usually with too many guards for that to be useful. You respect and trust Sir Nigel but fear the consequences of ollowing him; while he's always lived through his hairbrained feats, not all of his followers have. For French peasants you have a good hearted contempt; they've no fighting spirit in them but with such lords as they've got, who can blame them? You've never known a foreign knight to keep an oath with a commoner without sharp arguments encouraging him, Ransoming a rich knight would be the best way to make a fortune, but collecting it out of the ground would do just fine. You and Paul of Worcester were battle comrades 10 years back, before he left to make his fortune in Italy. Edward Blackfeather: 13HP, Long Bow (20") 70114% @D8+3, Maul 45/2% @D8+D4,Armor 3 pts.,7" foot move. 3 x Master Bowmen: 14HP, Long Bow (20") 60/12% @D8+3, Maul 55/2% @2D8+D4; Armor 3 pts., 7" foot move. 5 x Lo.gbowmen: 11 HP, Long Bow (20") 40/8% @D813, Mace 45/2% @D8+2; Armor 2 pts., 7" foot move. SIRE CLAUDE d'EILUSTINSire Claude d'Blustin leads 4 men at arms and 5 forsters with bows and spears. Long a rival of Sire Stephen, he's more honorable than most and had some words with the Constable who hung a prisoner who'd surrendered to Sire Claude. Enter on Road 3. You are an honorable knight, here mostly to deal with the Jacquierre as you would with wolves. (Destroying them is worth £ 100 to you.) In addition, you have had brushes with such as Olof and the bowmen before and want none of them nearby. You want all the loot and ransoms you can get. Your scouts tell you that a good deal of treasure's been brought into the villages. They also saw treasure hidden in the crest of hill 5 and on the south side of woods 33. If possible you want to avoid the Constable; you dislike him but are not ready to commit treason by attacking him. Obeying his orders would be distasteful. Balking him would be pleasant. You are named after your Great Uncle Saint Claude, to whose shrine your family has contributed £ 200 worth of gifts. Your wife is convinced that he saved your heir's life. Under no circumstances will you break an oath sworn by St. Claude (that's why you showed up to help the Constable). You will not allow anyone to loot that shrine. You tolerated Louis D'Il because he promised to leave the shrine alone and have nothing against Henry, yet (though the Constable will probably try to order otherwise). You hate Sire Stephen, but have sworn not to attack him first. So did he, but the treacherous dog won't care for that. If he did die, his men would flee. [Player: if a figure is wounded defending the Shrine (or some equivalent act), bringing that person inside the Shrine might result in a miraculous cure. Sire Claude would automatically appeal to his patron saint in a tight pinch.] Sire Claude: 15HP, Lance 60/12% @5D6, Bel Sword 70/3% @D8+1+D4, Med Sh 70%; Armor 7 pts., 5" foot move, ransom £ 250. 4x Men AtArms: 12HP, Lance50/8% @4D6, Bd Sword 40/2% @D8+1, Med Sh40'/; Armor 5 pts., 5" foot move. 5 x Foresters: 11HP, Self Bow (12") 40/8% @D6+1, JLS 20/10% @D8+1 thrown, 45/9% melee, Med Sh 40%; Armor 3 pts. OLOFOlof, a gallowgiass who found Ireland too hot for him, leads 7 others. Their dislike of blustering authority has nearly made France too hot for them! You and your men arrived last night are are hiding in woods 27. You've come to France because your enemies had temporarily dropped their quarrels to unite against you. According to the lying Sassanachs, loot lay about freely to every hand but devil a bit have you seen ere no.. (in fact, you're not sure that you don't prefer Englishmen to such cold hearted villains as the Constable who hanged poor Patrick overa trifle of fighting and borrowing a pig for a good feast.) You intend to make up for lost time. In particular, you know that both Henry d'Il in the Stronghold and the peasants in the villages have a good deal of gold. Likely they know where there's more. You had been planning a little night visit, but may not have time for it now. The Shrine has £ 200 or more of gifts in it; it would well become a good Christian man to remove them to a better place (like your home church) lest they fall into the hands of the ungodly, Since the smell of snow's in the air you need to find shelter or leave for home soon. Clef: 16HP, Great Axe 65/3% @2D6+21D4, Thrown Javelins (15") 60/12% @D8; Armor 5 pts., 7" foot move. 7xGallowgiasses: 15HP, Great Axe 60/3%@2D6+2,ThrownJaveIin (6")40/8%@D8; A rmor4 pts., 7" foot move. GODFREYGodfrey and 8 other Swiss halbercliers fought well at the battle, collected their pay and then marched here. Like most Swiss, as long as you can afford them they are trusty. While the Constable was generous enough, this valley sounded very attractive. Besides all the treasure buried here, more seems to be riding in. Paul of Worcester, you judge, must have picked up a good deal in Italy, Also he insulted Swiss honor in camp before the battle. A Swiss keeps his contract but also his memory. You are waiting in woods 33. Sire Claude and Sir Nigel seem honest enough, though you are not sure they'd go as far as to pay a mercenary if they didn't have to. The local peasants seem to have more spirit than most and far better arms than usual. For enough money, you might find room for them at home. Of course, they and Henry d'll in the stronghold also have a great deal of gold; getting the gold back home would be much easier if the local knights weren't hunting for your companions. Godfrey: 17HP, Halberd 70/13% @D6+1; Armor 5 pts., 5" foot move. 5 x Swiss Halberdiers: 12HP, Halberd 60/3% @2D6+1; Armor 4 pts., 5" foot move. 2 x Swiss Light Halberdiers: IOHP, Halberd 3011% @2D6+1, Med Xbow (16") 4018% @2D4; Armor 2 pts., 5" foot move. 1 pack animal with £ 50 gold. JACQUESJacques, another Jacquierre leader, may also be present with 15 peasants. An old rival of Raul, he still swings a mighty hammer. Well, here comes the Constable. We're all gonna die here in the village. Having abandoned all hope, you are determined to take as many as possible with you. To survive the winter, you will have to arrange that no knight stays here ((40 each if so). Otherwise, you could escape unpursued off Road 4 or 6 (fat chance; (10 each). Or you could just kill. Count £ 10 for each man at arms or anyone else who attacks you) for squires, full ransom value for knights. The Irish are hiding in woods 27. Jacques: 18HP, Maul 65/13% @2D8+D4, Arbalest (25") 4018% @3D6+1 (every 3 turns); Armor4 pts., 7" foot move. 10 x Strong Peasants: 13HP, Maul 40/2% @2D8; Armor 3 pts., 7" foot move. 5 x Weaker Peasants: 10HP, Hvy Club 40/2% @2136, Med Xbow (16") 25/5% @2D4; Armor 1 pt., 8" foot move. 2 pack animals, loaded with £ 100 of treasure each. PAUL OF WORCESTERPaul of Worcester may also be present. With him are two other men at arms and 6 archers, all on their way back to England after profitable service in Italy with Sir John Hawkwood and the White Company. They picked up some more from the Constable for the battle. Notice the packhorses below. You really had no reason to take the Constable's chicken feed, but did as camouflage. (When you get home you intend to buy an estate and turn gentleman.) Almost anyone would grab your treasure if they knew about it. Instead, you are trying to sneak back to English held territory; off the western edge. You enger on Road 5 (eastern edge). Edward would probably demand a share, but otherwise be trusty. Sir Nigel is absolutely trusty but prone to leading one into impossible positions. After Italians, Frenchmen will seem trusty but not nearly enough so! You thought Godfrey suspected something; that's why you decided to take this quiet remote route! Arrrrrrrgh! Paul of Worcester: 15HP, Lance 55/10%@6D6,Bd Sword 70/3%@D8~1+D4,MedSh70%; Armor 8 pts., 5" foot move, ransom £ 5O. 2 x Men At Arms: 14HP, Lance 4517% @4D6, Bd Sword 50/2% @D8+1+D4, Med Sh 40%; Armor 6 pts., 5" foot move. 6 x Longbowmen: 11 HP, Long Bow (20") 60/12% @D8+3, Mace 45% @D8+2; Sm Sh 30%; Armor 4 pts., 5" foot move. 2 x Pack Horses: each has £ 100 in treasure aboard. WOLFGANG VON HERSHBURGWolfgang von Hershburg is roaming the countryside, seeking what, no one knows. With him are 3 men at arms and 5 light horsed Hungarians. it's a long story and nobody's business, but in essence you've been serving a year's exile and are now heading home. However, you would like to pick up some money and fame. A passage at arms with the Knights Andre, Stephen or Nigel would all be agreeable. Slaying bandits and rebels is merely a gentleman's duty (and pleasure). Enter between woods 23 & 25. Wolfgang von Hershburg: 15HP, Lance 80/16% @5D6, Bd Sword 60/3% @D8+1+D4, Med Sh 70%; Armor 7 pts., 5" foot move, ransom £ 100. 3 x Men At Arms: 12HP, Lance 50/10% @4136, Bd Sword 40/2% @D8+1, Med Sh 40%; Armor6 pts., 5" foot move 5 x Hungarians: 11HP, Composite Bow (16") 50/10% @D6+3, Lance 35/7'Y,, @2D6, Son Sh 40%, Sabre 35/7% @D6+1; Armor 2 pts., 8" foot move. THE GAME
|