The Anarchy in Midshire: Game 2
The Factions
1. Hugh Biggot Earl of Midshire. Controls the the great coastal fortress of Bumburgh. 24 points
2. Bishop Phallus de Farthingdale, of Midshire Minster. 18 points
1. Hugh Biggot Earl of Midshire. Controls the the great coastal fortress of Bumburgh. 24 points
2. Bishop Phallus de Farthingdale, of Midshire Minster. 18 points
3. Lord Rollo de Nestlé , of Castle Grope. 18 points
4. Odo Tanville, Mercenary Captain. 12 Points
5. Robbing Hood, a woodland outlaw leader of the Mincing Woods, and his lieutenant Scarlet Willy. 12 Points
6. Squire FitzQuilp - the twisted Crookback, Sheriff Of Much Rutting, obsessive tile collector. 12 Points
Rewards
Game 2. The dice:
2. The Bishop
6. The Sheriff
9. Find the Lady
15. Slippery Bent
11. Abbess Audrey of Great Juggs
Terrain generator
This game is tied to the campaign map but some surprise terrain will add to my fog of war. Using one of these on a battlefield.
1. Rough - Marshy bog,
2. Rough - Deep snow , or muddy field
3. Obstacles - ditches,
4. Obstacles/Roungh - More Trees,
5. Obstacles - Walls
6. Obstacles - Stream
The Game
The Bishop's Retinue
The Bishop's Conroi - x 6 Mtd Knights @6
Feudal Knights - x 6 Mtd Knights @6
The Sheriff's Knights
Sir Gui of Seaburn - Heroic Knight @1
Sir Gui's Conroi 6 Mtd Knights @6
Foot Sergeants - x 12 @ 2 (Inferior)
Bowmen - x 12 @3 (Inferior)
Game Narrative
Abbess Audrey of Great Juggs has been abducted from her Nunnery by the twisted, vile, hunchbacked and leprous Fitz-Quilp, Sheriff of Midshire and Much Rutting. (The Sheriff has taken to wearing a golden mask to hide his ugly face)
The Bishop has vowed to put a stop to Fitz-Quilp despoiling Nuns. That's his job! He is more concerned about rumours that the Sheriff is building a Motte and Bailey castle at Slippery Bent. In the Name of the Empress the Bishop must put a stop to this and rescue the Abbess of Great Juggs.
The Game
6. Squire FitzQuilp - the twisted Crookback, Sheriff Of Much Rutting, obsessive tile collector. 12 Points
d20
|
Missions cards
|
Location
|
Random Encounters
|
1
|
A taxing afternoon
|
Feltup
| Enemy Character+ Retinue |
2
|
Street Fight
|
Much Rutting
| Enemy Character+Retinue |
3
|
Peasant revolt
|
Lower Tosser
| Enemy Character+Retinue |
4
|
Robbery with Violence
|
Long Winkle Hill
| Mercenary Band |
5
|
The trap
|
Potter's Knob
| Mercenary Band |
6
|
The Border raid
|
The Midden Bridge
| Wolf's head Outlaw Gang |
7
|
Bloodfeud
|
Nether Quarters
| Ancient Quilp, Hermit |
8
|
Heroic last stand
|
Great Juggs
| Master Grasping, Merchant |
9
|
Find the Lady
|
Pratt's Bottom
| Mayor of Much Rutting |
10
|
The Convoy
|
Cold Keep
| Edward de Farthingdale |
11
|
Coup de main
|
Fircombe
| Abbess Audrey, Great Juggs |
2
|
Assaulting the breach
|
Lower Cocker
| Witch of Long Winkle hill |
13
|
Burning the Camp
|
Grope
| Friar Feck |
14
|
The strategem
|
Spanker
| Grumpy old John the Archer |
15
|
Royal Justice
|
Slippery Bent
| Old Mother Paxman, |
16
|
In Extremis
|
Dribbly Rump
| The homely Abbess Griselda |
17
|
Vanguard Clash
|
Upper Midden
| Minstrel Eric O'Clapton |
18
|
Royal Writ
|
Ball's Cross
| The King's Marshal |
19
|
Royal Writ
|
Mincing Woods
| The Bishop of Winchester, |
20
|
Royal Writ
|
The Town of Midden
| The Earl of Pembroke |
Royal Writ (Missions issued by the King or the Empress)
1 Protect the Messenger
2 Capture the Fugitive
3 Send monies to the Royals
4 Provide troops outside the County
5 Lay siege to or Capture...
6 Break the siege at...Rewards
Additional Retinue - Awarded for
winning skirmishes
|
|||
1
|
Academic
|
7
|
Loyal Old Sergeant
|
2
|
Artillerist
|
8
|
Master bowman
|
3
|
Scribe
|
9
|
Master Huntsman
|
4
|
Fool
|
10
|
Personal Priest
|
5
|
Mercenary Captain
|
11
|
Reeve
|
6
|
Herald
|
12
|
A lady heiress
|
The Game So
far
|
Retinue
|
|
The Earl
|
24
|
Herald, Heiress.
|
The Bishop
|
24
|
Fool, Artillerist
|
Lord Rollo
|
18
|
Reeve
|
Mercenary Band
|
12
|
Reeve
|
Scallywag Outlaw
|
12
|
Academic
|
The Sheriff
|
6
|
Herald.
|
2. The Bishop
6. The Sheriff
9. Find the Lady
15. Slippery Bent
11. Abbess Audrey of Great Juggs
Terrain generator
This game is tied to the campaign map but some surprise terrain will add to my fog of war. Using one of these on a battlefield.
1. Rough - Marshy bog,
2. Rough - Deep snow , or muddy field
3. Obstacles - ditches,
4. Obstacles/Roungh - More Trees,
5. Obstacles - Walls
6. Obstacles - Stream
The Game
The Bishop's Retinue
The Bishop's Conroi - x 6 Mtd Knights @6
Feudal Knights - x 6 Mtd Knights @6
Foot Yeomen Spearmen - x 12 @3
Crossbowmen - x 12 @3The Sheriff's Knights
Sir Gui of Seaburn - Heroic Knight @1
Sir Gui's Conroi 6 Mtd Knights @6
Foot Sergeants - x 12 @ 2 (Inferior)
Bowmen - x 12 @3 (Inferior)
Game Narrative
Abbess Audrey of Great Juggs has been abducted from her Nunnery by the twisted, vile, hunchbacked and leprous Fitz-Quilp, Sheriff of Midshire and Much Rutting. (The Sheriff has taken to wearing a golden mask to hide his ugly face)
The Bishop has vowed to put a stop to Fitz-Quilp despoiling Nuns. That's his job! He is more concerned about rumours that the Sheriff is building a Motte and Bailey castle at Slippery Bent. In the Name of the Empress the Bishop must put a stop to this and rescue the Abbess of Great Juggs.
The Game
The Skirmish at Slippery Bent |
Sheriff Fitz-Quilp, the vile, leprous, twisted, hunchback in his golden mask! Turn One. Refuses to move! Double 1 means I have a roll for a character to appear on table. Instead I choose Abbess Audrey since she is indicated in the setup. |
With his bowmen in the bailey and a strong group of Foot Sergeants to his left the Sheriff must feel secure. |
Abbess Audrey dressed as a gnome. She was once a strapping Lancashire games slinger so it may be an improvement. A little too much milliput in the chest area, but she is the Abbess of Great Juggs. |
And he refuses a second time! |
The Bishop's retinue moves up to the hedge line, crossbowmen to the right, the Conroi to the left. |
But the Sheriff refuses again, on a double 2 |
The Foot Sergeants move to protect the Sheriff |
And its a firm course today at Slippery Bent as the Bishop and his retinue are up... and over the first fence. |
And yet again with the same double 1. Three doubles none of them any use. No doubting the quality of the Sheriff. |
The Bishop gets stuck in. To no great effect. |
Finally the Sheriff moves and cowers behind his Foot Sergeants. |
The Bishop;s remaining retinue crosses the hedge line |
Took a risk here, the Crossbowmen advance on the palisade. |
The Bishop's Knights get stuck into the Sergeants again. |
The Sheriff bugs out. "Flee, flee, the Bishop is upon me!" |
The Abbess is abandoned by the Sheriff, and must return to her day job... of being a Gnome lookalike |
The Bishop is rewarded with 6 extra AP, bringing him to 24. He also has an Artillerist added to his retinue (a roll of 2)
The Sheriff is reduced to a total of 6 AP and is in some straits. He must wait to rebuild his forces and hope that he is not picked on again.
Running totals
|
Retinue
| |
The Earl
|
24
|
Herald, Heiress.
|
The Bishop
|
24
|
Fool, Artillerist
|
Lord Rollo
|
18
|
Reeve
|
Mercenary Band
|
12
|
Reeve
|
Scallywag Outlaw
|
12
|
Academic
|
The Sheriff
|
6
|
Herald.
|
Ahh the curse of the Quilps - a Quilp can fail multiple command rolls even on the far side of the world and by proxy!
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