Chaotic Briefing

You are Chieftain Vorillo Commander of a force of Taurgh horsemen. You have with you some Dabbric horsemen under Ali Badweh also. Part of Hagoth’s army you have been involved in a three-day battle which has completely smashed the Lawic Alliance. The rump of the Lawic army was surrounded and being destroyed when, as part of General Muzdak’s Command you were sacking the enemy baggage train.  Muzdak then ordered you to pursue some of the routed troops fleeing to the southeast.

 “Vorillo, take all the mounted survivors you can get and follow those! Kill all you can for as far as you can! The enemy brought every fighting man he could for the battle so we must make sure there are none left to trouble us again in the future!”

 Muzdak remained with his foot looting the enemy baggage train, whilst obediently you led your force to harry the fleeing enemies. For some hours even after dark you pursued them until your horses were all blown and you had to rest for the night. You roused your men for an early breakfast before dawn for you anticipate a busy day. One wing of the Lawic army was shattered on the second day and you think some of the foot killed last night belonged to them. You must have travelled sixty myles slaying Lawics as you rode onwards! Now it is dawn and you see a tower above a stockaded village. Bedside it is the Undomeel River, you must have come more than sixty myles! The village must be Catena on the Moran-Yent border! The High Command have talked wildly of taking the elf lands of Amelia and Regalia in the mountains to the south. However you have had a long war fighting in Tempania. This is now the fertile plain of Loriador where living should be easy for a horse breeder. Lilith has cursed the elf lands with horse plague so you have no wish to go there. No, now should be the time to think of carving out some land and settling down. Last night you slew everyone you met and burnt two villages. Now perhaps it is time to gather slaves and look for a secure base. Your and Badweh’s men are down to three arrows apiece. In theory Gnarlstif can call on the support of his dragon but after the battle who knows if it is still alive? Ali says from sounds in the night there have been many tarkghs sneaking past, shake each tree and bush to find them!

Decisions? Should you concentrate on wiping out the scattered foes in the open, harass vessels on the river or take the village to do that better? The latter could give you a good base if Muzdak or some other Lord does not take it from you later? Also, if refugees from the Lawic host have fled there it might be a tough nut to crack. Your men can fight on foot however if need be.

Commander Vorillo’s Horse, Vorillo, Kaptan Hunbred, Kaptan Palle, Wizard Gnarlstif, 5 Hetmen, 7 Lancers 10 Riders = 26 Plus Ali Badweh’s Horse Ali, Turbahn, 2 lancers, 7 turcopoles = 11 (total 37)

Vorillo Lea Mo 10” (5”), Fa 7/14, TR –2 (+3), SR –2 (+3), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +3 – 0 +2 = +5 sword st 0, Speaks Kharsh, Simnith, Edin Reads Runes

Hunbred Off Mo 10” (5”), Fa 7/14, TR –2 (+3), SR –2 (+2), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +3 – 1 +2 = +5 +2 1st rd Lance st +1, Speaks Kharsh, Simnith, Reads Runes

Palle Off Mo 10” (5”), Fa 7/14, TR –2 (+3), SR –2 (+2), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +3 – 1 +2 = +5 +2 1st rd Lance st +1, Speaks Kharsh, Simnith, Reads Runes

Wizard Gnarlstif Off Mo 10” (5”), Fa 7/14, TR –2 (+2), SR –2 (+4), D-5 (-4), C –4 (-3), W –3 (-2), A –1 (+1), Ob 1.0 (1.2), Me +1 – 2 +2 = +1 staff stun st –1 stun 4, Speaks Kharsh, Simnith, Edin Reads Runes

3rd level Wizard: Terror Beams, Magic Bolts, Blinding Flash, Illumination, Stranger Sensing, Unco-ordinate Spell, Breaching Bolts, Fire Repelling Zone, Missile Deflection Zone, Part Air, Stun Gas, Earth Tremor, Rock Crumble, Telepathic communication with dragon Sprigensharn. Call needs 9

Hetman Ind Mo 9” (5”), Fa 7/14, TR –2 (+2), SR –2 (+1), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +1 – 1 +2 = +2 axe st +2, Shield Parry melee only 7+ St 4

Bow 5” 5+, 10” 6+, 15” 7+, 20” 8+ st –4 3 arrows Speaks, Kharsh, Simnith, tinderbox

 Lancer Fol Mo 9” (5”), Fa 6/12, TR –2 (+1), SR –2 (0), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +1 – 1 +2 = +2 +2 1st rd lance st +1, Shield Parry melee only 7+ St 4

Bow 5” 5+, 10” 6+, 15” 7+, 20” 8+ st –4 3 arrows Speaks, Kharsh, Simnith,

 Rider Fol Mo 9” (5”), Fa 6/12, TR –2 (+1), SR –2 (0), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +1 – 0 +2 = +2 sword st 0, Shield Parry melee only 7+ St 4

Bow 5” 5+, 10” 6+, 15” 7+, 20” 8+ st –4 3 arrows Speaks, Kharsh, Simnith,

Dragon Sprigensharn Verdigris Ind Mo 6”, Fly 12”, Fa 7/14, TI 6 TR 7, SR -1, D –6, C-5, W –4, A 0, Ob F Me +8 –1 = +7 Claws/Teeth st –0 Scales flame proof. Speaks Ausprek. Will come within AvD moves of being called on a 9 spell must be cast whilst wizard is static.  

Dragon Flames cone 5” x 2” fire strike 9 Can flame only every 3rd move

Ali Lea Mo 9” (6”), Fa 7/14, TR –2 (+3), SR –2 (+3), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +3 – 0 +2 = +5 sword st 0, Speaks Dabbric, Kharsh, Reads Quaba, Runes

Turbahn Officer Mo 9” (6”), Fa 6/12, TR –2 (+1), SR –2 (0), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +2 – 1 +2 = +3 +2 1st rd lance st +1, Shield Parry melee only 7+ St 4. Speaks Dabbric Kharsh

Lancer Fol Mo 9” (6”), Fa 6/12, TR –2 (+1), SR –2 (0), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +1 – 1 +2 = +2 +2 1st rd lance st +1, Shield Parry melee only 7+ St 4 Speaks Dabbric

Turcopole Fol Mo 9” (6”), Fa 6/12, TR –2 (+1), SR –2 (0), D-5 (-5), C –4 (-4), W –3 (-3), A –1 (+1), Ob 1.0 (1.2), Me +0 – 0 +2 = +2 sword st 0, Shield Parry melee only 7+ St 4

Bow 5” 5+, 10” 6+, 15” 7+, 20” 8+ st –4 3 arrows Speaks Dabbric

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Umpires go to the map and key

Flotilla Briefing

Town commander Briefing

Pictures of the Action

Reports by the characters

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