by Karen A. Summerfelt
The ancient parchment crackled as rough Orcish hands rolled up the map and returned it to its case. "Be careful Gulgrof!. The chief will have our vitals if that map is damaged," growled Bullbait, who was trying vainly to pry one more gold tooth out of his latest victim. "Shut up you sons of Elven dogs! We're still deep in Law country and this don't look like no school picnic," growled the Captain. The rest of the Orcs grinned with glee -not only had they captured the map Bradgliff Swordspawn, a Knight of Chaos, wanted, but they had also managed to totally wipe out the twenty soldiers of Law escorting the messenger. Their wolves were already enjoying the fresh meat for dinner. Now all they had to do was get back to Bradgliff with the map. Spirits were high as the Orcs prepared to move out-Bradgliff was generous when pleased with a soldier's services. Generous with punishment too, when you failed, which made this success even sweeter. This map was a coup for Chaos if any of the places shown still existed. It was a map of 11safehouses" used in ancient times by the members of the Guild of the Seven Flames to hide themselves, their magic items, and their books. According to several old letters written by a Dark Elf wizard, one Dragonneth Aeliel, the map showed places used specifically by the wizard Olerion and several of his journeyman students. Dragonneth was one of those students, so Bradgliff felt the map should be most useful. Afterall, only packrats were worse than magic users when it came to hoarding things. Meanwhile, life in the camps of Law bordered on total boredom. The fighting had come to a standstill, the forces of Chaos had been pretty badly broken up in this area and the Knights of Law were shut up in some peasant hut pouring over some musty old scrolls that some equally musty old archivist had unearthed. The troops waited, growing more restless-and careless-by the day. The old timers knew how to pass the time, but the new recruits just chafed at the bit. They wanted to fight. mostly they fought among themselves or got drunk. It was worse for the sentries. They had to be quiet, hidden, and alone. Mostly they whittled or fell asleep. Fortunately for the Law camp, old One Ear, an over-aged Elven scout who didn't have enough sense to retire from the army, had not dozed off. He could smell Orcs coming a mile away, or so he said. He wasted no time, sounding the alarm when he spotted the shadows moving near the woods' edge. "Ride for your life! and curse that overzealous sentry." The Orcish captain would have given his full year's pay to have One Ear in his claws right now. He wouldn't even leave any bones for the wolves to gnaw on. One Ear would have been most amused. The Orcs had one chance-to reach the Standing Stones before the Law troops reached them. At least there they could defend themselves until help could be summoned. if only one of them could get out and reach their main camp. Terrain Features: Most of the ground is open, grassy plains. Near the center on each side of the table are heavy woods, usable by infantry or nonhuman cavalry but impassable by Human cavalry. There are two small hills and one larger elongated hill which is one elevation higher than the other two hills. The two most notable features are the small stone ruins and the Standing Stones. The stone ruins appear to have been a small chapel and roadhouse for travelers with a barn and stock pen as well. The Standing Stones date back beyond any history of Law or Chaos. They form a circle of 13 stones with smaller stones within the circle scattered about. The inner stones may have been seats or altars or just later additions with no purpose at all. Troops and Entry Sequences: Turn 1 -Entry Point 1: Wood Elves, 2
regiments (28 soldiers) Equipment: elf
bows, knives, no armor
Turn 2-Entry Point 2 Wood Elves, 1
regiment (14 soldiers) Equipment: elf
bows, knives, no armor
Turn 2-Entry Point 3 Wood Elf cavalry,
2 regiments (16 soldiers) Equipment: mail
armor, sword, and shield
Turn 2-Entry Point 3 Human Men at
Arms, 2 regiments (40 soldiers) Equipment:
chain mail, sword, and shield
Turn 2-Entry Point 5 Human Infantry,
1 regiment (22 soldiers)
Turn 4 -Entry Point 4 Orcish Infantry, 2
regiments (40 soldiers) Equipment: mixed
chain and/or leather and swords
Orcish Wolf Riders, 2 regiments (20
soldiers) Equipment: leather armor, swords,
and short bows
Turn 6-Entry Point 4 Human Cavalry, 4
regiments (48 soldiers) Equipment: mail
armor, swords, and shields
Turn 12-Entry Point 6 Knights of Law,
3 regiments (30 soldiers) Equipment: mail
armor, lance, and sword
Special Notes: The woods areas are impassable to Human cavalry. Victory Conditions: 1) Chaos must leave the board at
entry point #1.
Note: Law will have the advantage of position against the cavalry of Chaos, just as the English longbowmen had the advantage of position against the flower of French nobility at the battle of Agincourt. Orders of Battle
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