Tuesday, 9 June 2026

The Night Attack

Act II — Resistance

Reprisals begin.
Fyrd gather.
Scottish influence stirs unrest.

Scenarios

  1. Night assault on timber fort
  2. Cattle raid interception
  3. Hostage rescue or punitive expedition

The Night attack

Robert Fitz-Ivo and his men defend the old fort at Allerdale.

The Game

Night attack.  The Cumbrians close up to the wall in deployment.

First spear group goes in, and the Normans push them off.

The second do better, killing a knight.  They scale the wall.

Getting a bit desperate.  The Normans have work to do.

The Knights beat back another two attacks, but are losing men.

One of the attacking units goes to half strength and loses half its dice 

And critically the knights also go to half strength.  

Only a matter of time.  Robert Fitz-Ivo mounts and leaves in a hurry.  It's a win for the Cumbrians. Unrest goes to -4.

He's going to have to explain to his dad why he lost both his Retinue and the castle!

Saturday, 6 June 2026

Ambush on the road to Penrith

 Normans in Cumbria 1093




Retinue

Robert fitz Ivo — The Bastard of the Border
Politically vulnerable. Militarily adaptable.

Leader (mounted or on foot)
6 Knights
12 Spearmen 
6 Javelinmen

The Opposition

Waltheof of Allerdale, Earl Dolfin's brother

6 light horse
6 housecarles
12 retainers armed as spearmen
6 bow armed bidowers


The Game

Robert's patrol reaches the ambush


I say, are those the locals what?

Housecarles

The glorious chsrge

The Housecarles are thrown back.

And even the javelin slinging bidowers do damage


The Norman foot come up in shieldwall

So light cavalry raiders versus Robert's Armoured Milites

And the locals flee.


Friday, 5 June 2026

Normans in Cumbria, 1092

 

⚔️ Normans in Cumbria, 1092

A Lion Rampant Campaign of Consolidation




⚔️ Normans in Cumbria, 1092

A Campaign for the Earldom of Lancaster

The Historical Setting

Unlike much of England, Cumbria was not conquered in 1066.

The old Kingdom of Cumbria — stretching from Strathclyde to the Solway — lingered in fragmented form. While the Normans subdued southern England, the lands north of the River Lowther fell under the influence of .

Carlisle itself had declined since Norse sackings in the ninth century. Its Roman walls stood amid decay.

In 1092, — William Rufus, the Conqueror's Successor, marched north.

He expelled Dolfin, son of Gospatric.
He repaired the Roman walls.
He ordered the construction of Carlisle Castle.
He settled colonists from Lincolnshire.

But conquest did not mean control.

For decades after 1092, Norman authority in Cumbria remained thin, contested, and violent.


The Taillebois Ambition

The first Norman strongman in the region was:

Ivo de Taillebois

Historically associated with Westmorland and the early enforcement of Norman authority, he died in 1094. His tenure was brief.

This campaign imagines a different possibility.

What if Ivo and his sons did not merely enforce royal will?

What if they sought something greater?

The Earldom of Lancaster.

Not yet formally established — but ripe for creation.

Cumbria is a proving ground.
Success brings land, title, permanence.
Failure brings replacement.


The Commanders of House Taillebois

⚔️ Ivo de Taillebois — The King’s Hand

Royal enforcer. Builder of castles. Suppressor of rebellion.

Retinue

  • Elite Mounted Leader
  • 4 Mounted Knights
  • 6 Armoured Sergeants
  • 6 Crossbowmen
  • 6 Spearmen

Ivo seeks legitimacy through order.


🦁 Hugh de Taillebois — The Heir

Aggressive. Glory-seeking. Conscious that title must be earned.

Retinue

  • Mounted Leader
  • 3 Mounted Knights
  • 6 Spearmen
  • 4 Crossbowmen

Hugh seeks honour through decisive battle.


🐺 Robert fitz Ivo — The Bastard of the Border

Politically vulnerable. Militarily adaptable.

Retinue

  • Leader (mounted or on foot)
  • 3 Knights
  • 6 Mixed Infantry
  • 4 Javelinmen
  • 3 Crossbowmen.

Together they form a 100-point Lion Rampant host.  Individually "Pillage" forces.


The Campaign Arc

Act I — The Foothold (1092)

Carlisle is taken.
Timber rises over Roman stone.

Scenarios

  1. Escort engineers to build a motte
  2. Forage in hostile countryside
  3. Ambush on the Eden road

Goal: Establish presence.


Act II — Resistance

Reprisals begin.
Fyrd gather.
Scottish influence stirs unrest.

Scenarios

  1. Night assault on timber fort
  2. Cattle raid interception
  3. Hostage rescue or punitive expedition

Goal: Break organised resistance.


Act III — The Border War (1093)

If instability persists, Scotland intervenes.

Malcolm III historically invaded England in 1093 and died later that year.

In this campaign, his invasion becomes the test of Norman permanence.

Scenarios

  1. Vanguard clash near the Solway
  2. Defence of a river crossing
  3. Field battle before Carlisle

Goal: Survive the invasion.


Act IV — Consolidation or Collapse

Track Stability vs Unrest.

Measure:

  • Castles standing
  • Loyal villages
  • Surviving knights
  • Scottish hostility

If the Taillebois hold Cumbria through invasion and rebellion:

They petition Rufus.

They claim Lancaster.

If they fail:

Another Norman lord replaces them — as history did when Ranulf Meschin rose in 1098.


Tone of the Campaign

This is frontier politics.

  • Roman ruins reused as Norman fortifications
  • Timber towers over Celtic fields
  • Brutality as policy
  • Marriage as strategy
  • Ambition as fuel

⚖️ The Cumbria Stability / Unrest Tracker

This is a single sliding scale from –6 to +6


–6  –5  –4  –3  –2  –1 0 +1  +2  +3  +4  +5  +6
REBELLION            TENSE         CONSOLIDATED

Starts at 0 (Tense Occupation)


📉 What Moves the Track?

After each game, adjust based on outcomes.

Increase Stability (+)

+1 Successful defence of settlement
+1 Escort/build fortification completed
+1 Hostage taken without massacre
+1 Major Norman victory (enemy rout)
+2 Scottish force repelled decisively


Increase Unrest (–)

–1 Norman unit destroyed
–1 Failed forage or escort mission
–1 Excessive brutality (village burned)
–2 Norman leader wounded or routed
–2 Scots win a clear battlefield victory


🔥 Threshold Effects

At –3: Organised Resistance

  • Add +1 unit of local levies to all non-Norman forces.
  • 4+ on a d6 after each game = Scottish agents present next scenario.

At –5: Open Rebellion

  • Immediate Scottish incursion scenario.
  • Local levies may refuse Norman orders (roll Courage).

At +3: Firm Control

  • One local levy unit becomes permanently loyal.
  • Norman activations gain +1 on first turn of next battle.

At +5: Consolidation

  • Tax revenue secured.
  • Remove one Scottish intervention roll permanently.
  • End campaign if maintained for 2 consecutive games.

🦁 The Scottish Invasion Trigger

After each game:

If Stability is –2 or worse, roll a d6.

  • 1–3: Border raid
  • 4–5: Scottish warband enters next scenario
  • 6: Full invasion phase begins

If Stability reaches –5, invasion triggers automatically.


🏰 Commander Influence

Each Taillebois affects the tracker differently.

Ivo

If present and wins: +1 additional Stability.

Hugh

If he destroys an enemy unit in melee: +1 Stability. If he is routed: –1 Unrest.

Robert

If at least one local unit survives under his command: +1 Stability. If he burns a village: –1 additional Unrest.

This reinforces their personalities mechanically.

Game One

Escort.









Ivo and his men deploy

Herewad and the Cumbrians group behind the housecarls

Ivo sends the archers forwards

Three hits from twelve dice?

The Norman horse surge forwards.

And a couple of kids drives back the Spearmen.  They managed to roll no hits at all

The archers do better,  driving back the housecarles

And the second Norrman horse group charges too.

Not good for the  Cumbrians.

Ivo wins the skirmish. Herewad is killed.

Unrest tracker at +2. Tense





Tuesday, 2 June 2026

The drowned city


Port Royal, Jamaica, 

June 1692

The sea still spits timber onto the shore. Half-buried in the wreckage lie the bones of Port Royal, once the wickedest city in the Caribbean. Somewhere among the shattered hulls is a chart that could make a pirate king of any man who possesses it. As the tide creeps over the ruins and gulls circle overhead, two rival crews emerge from the wreckage. Pistols are primed. Cutlasses drawn. Fortune waits among the dead city—and only one crew will leave with its secrets.

Port Royal

When the earth shook and half the city slid beneath the sea, fortunes vanished overnight. Yet rumours persist that one of the harbour pilots escaped with a chart showing the locations of several submerged warehouses, merchant strongrooms, and wrecked treasure ships.

Now two pirate crews have arrived at the Graveyard Shore, where wreckage from the ruined city washes in with every tide.

Neither crew knows exactly where the map is hidden.

Neither crew intends to share.

The Crews

The English

Captain Nathaniel "Black Jack" Crowe

A former privateer turned pirate, Crowe claims the map belongs to him by right of discovery.

Crew

Tom Cutter

Old Ben Rooke

Samuel Pike

Will Fletcher

Jack Dawkins

The French

Capitaine Étienne "Le Requin" Moreau (The Shark)

A ruthless buccaneer from Tortuga who has learned of the chart from surviving sailors.

Crew

Pierre LaFitte

Jean Baptiste Rouge

Michel Dupré

Henri Vautrin

Luc Garnier

Objectives

Place three Plunder Tokens on the table.

Token 1 – The Survivor

A terrified harbour clerk named Elias Finch.

He carries a small gold pouch and knows where the map is hidden.

When discovered, place a civilian figure.

A pirate in base contact may escort him.

If Finch reaches a table edge with a crew, that crew gains:

The gold pouch

Information worth 2 Victory Points

If Finch is killed, drop the pouch where he falls.

Token 2 – The Pilot's Chest

Contains navigation papers and valuables.

Worth:

3 Victory Points

Standard treasure value

Token 3 – The Map Case

Contains the chart showing the wreck sites of drowned Port Royal.

Worth:

5 Victory Points

Counts as the primary objective

A figure carrying the map moves at normal speed but may not climb or run.

Special Rules

Shifting Ruins

At the beginning of each turn after Turn 3:

Roll a die.

On a 10: A section of wreckage collapses.

Randomly select a terrain piece.

Black Jack Crowe and his crew on table.

Tom goes after a survivor. The clerk with the map case.

The crews face off.

The French send men after the brandy barrels

Dawkins takes out a Frenchman, knocking him back

And then he gets a second

Tom and the clerk go after more loot, the sea chest, played by a barrel in this movie.  Black Jack's crew are on three points.

Finally Black Jack gets stuck in.

A general melee breaks out.

The wreck shifts under Tom.  He hangs on.

And the French have grabbed the booze.

Black Jack sees off the bulk of the enemy crew.  Capitaine Étienne "Le Requin" Moreau (The Shark) falls.  The French strike.

But beforecthe turn ends the wreck shifts again.  A crocodile come close and snaps at Tom.

Game's end:

Map Case: 1 SP

Pilot's Chest: 1SP (the barrel in this game)

Survivor Escaped: 1 SP

Enemy Captain Down: 1SP

The gold pouch  1 SP

The brandy 1SP