“Wolves on the Water” Interlude Scenario.
Between Scenarios 3: The Marsh of Broken Reeds and 4: The Forest Clearing
NARRATIVE SETUP
Word reaches Alsuum that two supply vessels are sailing upriver from the Duke, bearing:
- Reinforcements
- Supplies
- A rival lord’s authority
Among them sails Serjent Lambert, one of Crispinus’ trusted Sergeants at Arms, sent to guide them through the river mouths and dykes.
They do not sail alone.
Three Viking longships, under a newly risen chieftain, lurk among the islands and tidal channels — raiders, mercenaries, or something worse.
THE VIKING CHIEFTAIN (INTRODUCTION)
Hróðgeirr Black-Oar
Sea-Wolf of the Wädden Coast
- Ruthless, calculating, not a berserker
- Interested in plunder, hostages, and leverage
- Will return later in the campaign regardless of outcome
FORCES INVOLVED
Frankish Convoy
- 2 Supply Vessels
- Each carries:
- 1 Foot Serjeant unit (reinforcements)
- 1 Missile unit (archers or crossbows)
- One named Crispinus retainer, Serjant Lambert, aboard
Vikings
- 3 Longships
- Each carries:
- 1 Foot Men-at-Arms–equivalent unit
- Optional missile support (javelins or bows)
TABLE SETUP
- Long table (river or coastal channel)
- Narrow navigable lanes
- Sandbanks, islands, tidal flats
- Cogs start together; longships may start hidden or staggered
OBJECTIVES
Frankish Player
- Get at least one cog safely off-table
- Prevent capture of the named retainer
Viking Player
- Capture or sink at least one cog
- Capture a character (preferred over killing)
HRÓÐGEIRR BLACK-OAR
Sea-Wolf of the Wadden Coast
Role in the Campaign
- Naval raider, opportunist, hostage-taker
- Prefers leverage over slaughter
- Will retreat if victory is uncertain
- Returns stronger if not decisively defeated
HRÓÐGEIRR BLACK-OAR (Leader Profile)
Counts as: Foot Men-at-Arms (Viking Hird)
Leader Type: Commanding Villain
Combat Stats (base unit)
- Attack: 5+
- Defence: 3+
- Courage: 3+
- Armour: Heavy
- Weapons: Axes, spears, shields
SPECIAL TRAITS (choose ALL – he is a major villain)
⚓ Sea-Born Commander
- Units within 12” may re-roll one failed Activation if they are:
- Embarked
- Within 6” of water terrain
- This represents disciplined ship crews and naval confidence.
🪓 Measured Brutality
- Once per game, after winning a melee, Hróðgeirr may:
- Force the enemy to re-roll successful Courage tests
- If this causes the enemy unit to flee, it counts as captured, not destroyed.
🐺 Never the Last Man
- If Hróðgeirr’s unit would be destroyed:
- Roll 1d6
- 4+ → He escapes and returns in a later scenario
- 1–3 → He is wounded and misses the next game
- Only death occurs if defeated twice in one campaign arc.
🧠 Ransom Over Revenge
- If Hróðgeirr captures a character:
- Viking player gains +1 Campaign Resource
- Frankish player must roll on a Ransom / Humiliation table (optional later)
HRÓÐGEIRR’S PERSONALITY (Narrative Use)
- Cold, mocking, pragmatic
- Will parley mid-battle
- Respects competence, not rank
- Knows the coast better than anyone except the Frisians
SUBORDINATE CHARACTER
Egil Sharp-nose
Hróðgeirr’s Boarding Master
Lost part of his hand to a cog’s anchor chain. Replaced it with an iron hook. Brutal, loyal, hates knights.
EGIL Sharp-nose (Sub-Leader)
Counts as: Foot Serjeants (Veteran Raiders)
Leader Type: Subordinate Villain
Combat Stats
- Attack: 5+
- Defence: 4+
- Courage: 4+
- Armour: Medium
- Weapons: Axe, hook, shield
SPECIAL TRAITS
⚔️ Boarding Specialist
- Gains +1 Attack die when charging from:
- A ship
- Difficult terrain
- Marsh, ford, or riverbank
🩸 Cruel Enforcer
- Enemy units Engaged with Egil suffer −1 Courage when testing to Rally or Withdraw.
🔗 Hook and Drag
- Once per game, Egil may:
- Cancel an enemy Withdraw
- Forcing a second round of melee immediately
CAMPAIGN RELATIONSHIP
- If Egil is killed:
- Hróðgeirr gains Hatred (Crispinus’ Retinue) in future battles
- If Egil survives multiple games:
- He may be promoted to lead a second raiding force
RETINUE LOYALTY IMPACT
Whenever Hróðgeirr appears:
- Frankish Retinue:
- −1 Loyalty if supplies, ships, or men are lost to him
- If Hróðgeirr is driven off:
- +1 Loyalty (men believe the coast can be held)
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| Sergeant Lambert, the game and the narrative versions! |
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| The Rhine Estuary. Frankish supply ships sight three Viking raiders |
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| The lines close and the Franks launch a volley of arrows |
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| But the lead Viking grapple, and fails. |
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| The second d Viking ship does grapple. The second Frankish ship swings out to bypass. |
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| The Viking shooting is poor. |
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| A boarding action. The Franks do well. I'm using e chipboard terrain as rough. All figures hit on 5-6. |
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| And the Franks get onto the Vling ship |
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| More shooting |
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| And the Viking shooting is poor, again. |
SPECIAL EVENTS (Roll When a double is rolled for activation --> on 1d6)- Shifting Tides – Random sandbank emerges
- Fog Bank – All shooting −1 this turn
- Oar Clash – One longship loses movement
- Panicked Crew – Test Courage or lose activation
- Favorable Wind – One cog gains extra move
- Boarding Opportunity – Free Charge if in contact
CAMPAIGN CONSEQUENCESIf the Franks Win:- One reinforcement unit arrives immediately in Scenario 4
- The Duke’s favor increases (future event bonus)
If the Vikings Win:- One reinforcement unit is lost or captured
- Hróðgeirr gains intelligence about Alsuum
- Vikings may appear in a future land raid
If It’s a Draw:- Supplies lost, but men survive
- Both sides gain reason to escalate
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