[A Flintloque Scenario for Three Players]

 Introduction 

War or no war, the inhabitants of the county of Wheatwal continue their age old practices of  " Free Trade " with Catalucia , Al-Garvey  and the other states on the Karenia Sea. With the onset of  hostilities, produce from  Empire of Mordred have become particularly  sort after, notably Mordredian Bandy ( named for its effects on the legs of frequent consumers ), and Chapspain ( know colloquially as "Fizzy"), another renowned elfish beverage. 

The illicit supply of such wares by the infamous "Free Trader" Adzam Spitzth, has  come to the attention of the Authorities. Having been appropriately reassured as to the vital necessity of such covert trade, they duly ignored the matter . 

Unfortunately, the very night of a particularly large shipment,  an over-eager  Militia Lieutenant has insisted on leading his Section on a  coastal patrol... 

The Smugglers. 

The Smugglers are in two groups, the first are the sailors led by Adzam Spitzth who deliver the goods, whilst the second is led by Squire Orkinds carry it away and distribute it on land . Everyone is an Orc. 

Adzam Spitzth 

Spitzth' unit are Guerrillas. Spitzth himself is Experienced, as are two of the 6 crew. The rest are Average.   Spitzth carries a blunderbuss and sword. His crew have 2 carbines, 2 knives, and 4 swords between them.

 Spitzth' aim is to get his payment ( currently in the hands of the Squire ) and escape to his ship The Black Wolf  via the jolly boat. Saving at least some of his crew would be an advantage, although the fate of Orkinds is no concern of his. 

The jolly boat requires at least 2 crew, and with that will move 2 cm per turn ( the sea is choppy), for each additional crew the boat can move another 1cm per turn. Crew who are manning the boat cannot perform any other action. 

Squire Orkinds 

Orkinds unit are Militia. Orkinds is Average, as are 4 of his Orcs, the remaining 8 are Raw. Orkinds has a pistol,  and  large bag of gold ( small improvised weapon ), his accomplices have between them 2 muskets, 6 knives, and unlimited supplies of small rocks.

 Orkinds aim is to escape with the gold, as many of his orcs, and any barrels he can.

Lieutenant Bork 

Borks  orcs are Militia. Bork is Average, he has an Experienced Sergeant, an Average Corporal, 3 Average, and 12 Raw   soldiers. Bork is mounted, and carries two  pistols and a sword, the Sergeant carries a Half-pike (spear) , and everyone else carries a musket and bayonet. 

Borks aim is to kill as may smugglers as possible. 

Borks orcs (but not Bork) are subject to the Alcohol rules in Orcs in the Hills issue 1. The smugglers are too concerned with escaping to worry about the booze. 

Set up 

Adzam Spitzth and Squire Orkinds orcs are distributed randomly between the boat and the cave entrance ( the cave is only 10 cm deep and is only used as a temporary store ) .  Bork deploys on the cliff. The cliff is not steep, but counts as difficult going for anyone going up or down it. Bork may send the Sergeant with up to five "picked men" to enter from either the northerly or southerly edge of the beach ( on a roll of 5 or 6 on 1 d6, each turn to appear ).  Barrels of booze will be dumped everywhere between the cave and the jolly boat.  They can be used as large improvised weapons and reduce movement by 25%.

Scenario Notes 

An Orcs in the Webbe exclusive ! 

This scenario is one of Matthew Hartley's Flawed Gems.

The scenario is presented here in it's original draft format with no changes or modifications. 

The updated draft of this scenario, altered to be more accesible to players of Flintloque Reloaded can be found here. 

Craig
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Orcs in the Webbe
http://www.orcsinthewebbe.co.uk

Duty Free by Matthew Hartley
oitw version 1.0 -flintloque