'A Tale of Two Hobbits' is a scenario for
Advanced Songs of Blades and Heroes, though it could quite easily be
converted to set of different skirmish rules. A Downloadable pdf version can be found here. It is designed for two
players. One takes the part of GM and should read all of the
following rules. The GM controls of the NPCs, takes control of the
scenario and gives out information to the Player as it is needed.
SECTION
I
The other player controls a small band of
characters and is only fed information about the scenario by the GM.
The Player (capital 'P',as in not the GM) may read the first section
of this scenario if he wishes, but should read no more.
The GM should read the whole scenario
first, it is his job to know what is going on, and too assemble all
the required miniatures and scenery.
The text on a pink background should be read aloud to
the Player:
'Twere all excitement and rejoicing in
Brebitton. The two great dynasties of the town were to be united in
marriage in the morning, and there was much laughter and ale.
The bride: Gloria Whinnock, considered by
most to be the best looking Halfling of her generation. Her soon to
be husband Griskin Hasp was nervously pacing his room, convinced he
would forget what to say and make a fool of himself in front of every
Hobbit of import this side of the Shady Mountains.
Griskin jumped near out of his skin as
the bedroom door clattered open. A rattled-looking Squire Whinnock
hurried into the room.
'She's gone, Griskin! She's gone!'
'What do you mean, she's gone?' Surely
Gloria wouldn't have done a runner, they had been sweethearts since
childhood.
'Swiped, Griskin! Stolen! Hobbit-napped!
That's what I mean!'
Squire Whinnock sank into a chair, felt
for his pipe then immediately stood again.
'It's those no-good Hobbits from
Four-Crosses, Awd Dimmery saw them!'
'Who!' Who did he see?' Griskin was
taking his sword from its place in his luggage.
'The drunk fool couldn't say. But he saw
them take her, down the main street and over the bridge into
Haggitwood.'
The Four-Crossers would do almost
anything to get one over on Brebitton, but kidnap? They'd gone to far
this time.
'Quick, we need to raise a party.'
'There are still plenty abroad at the
Golden Apple, drinking your health. Let's see who we can muster…'
And so a small band is assembled
featuring those Hobbits and big folk who are currently frequenting
the common room of the Golden Apple, not necessarily the abode of
heroes, but needs must.
The Player's force consists of the
following characters:
Griskin Hasp: Betrothed
to the missing Gloria. Griskin is armed with a
short sword and a sling. He
is particularly motivated at the thought of loosing his bride-to-be
and has with him an early wedding present; some Lombuss Bread from
his good friend Lasoleg the elf.
He
has the following stats: Q: 3+, C:3, Hero, Lucky, Fearless,
Good Shot, Sling (w) Lombuss Bread (Potion of Healing).
Squire Whinnock: Like
Griskin, Whinnock has more to loose than most and this is refelcted
in his stats. He is armed with xxx and as the following stats: Q:
3+, C:2, Hero, Fearless, Good Shot, Sling (w).
Trapper Timble: A
woods-hobbit who Griskin and Whinnock found slumped in the corner of
the Apple, while not the best warrior, he is expert at tracking.
Q:4+, C:1, Traps, Tracker*. Tracker
is a scenario special skill how it is used is detailed later.
Billwood Barnicle: A
young hobbbit eager at the chance of adventure. Q:4+, C:2,
Good Shot, Sling (w).
Jonbert Flummock: Another
young hobbbit eager at the chance of adventure. Q:4+, C:2,
Good Shot, Sling (w).
Blodwynn: A
human woman, who is passing through town. Q: 4+, C:3,
Crossbow (W) Good Shot.
Barry Ithiraî: The
first of a pair of dwarven brothers, happy to help out the hobbits.
Barry is armed with a two handed sword and is in armour. Q:
3+, C:4, Heavy Weapon, Heavy Armour, Short Move
Paul Ithiraî: The
second of a pair of dwarven brothers, happy to help out the hobbits.
Paul is armed with a cross bow. Q: 3+, C:3, Crossbow (w),
Short Move.
If
you are the player then stop reading now!
SECTION
II
OK, so if your reading this then you are
the GM. And seeing as you are the GM I'll let you into a little
secret: it wasn't hobbitses what did it. Unbeknown to the good folk
of Brebitton Stenstorp the Troll has moved into Haggitwood. He has
decided to take Gloria as his troll-bride and sent his goblin
henchmen to kidnap her (hence the small shadows, see, I've thought
this through). The player will find this out in good time, for now,
keep him in the dark.
What You Will Need
Scenery: A table about 3'x3', maybe a
little bigger. Lots of trees (to form Haggitwood) and a good deal of
path. You will also need Stenstorp's hideout, a ruined building or
similar where Gloria can be placed.
Miniatures: The good guys are detailed in
Section I, if you can't find miniatures that exactly correspond then
change the stats so they do. If you are going to buy some miniatures
especially then lots of people do good halfings, but I can recommend
any that have been sculpted by Mark Copplestone.
For the baddies you are going to need the
following:
Stenstorp the two headed troll
sculpted by Drew Williams and sold by Ryan McKnight is excellent.
Baldrick the Goblin jester. The
Oldhammer Weekend Goblin is perfect for this.
6 Goblin Archers available from
any number of manufacturers
8 Goblins with Swords ditto
6 Evil Little Blighters
Human-headed-daemon-rat-creatures available from Bolt Thrower
Miniatures, run by yours truly and available from
www.bolt-throwers-miniatures.co.uk.
A Spitebringer A daemon creature
also from those fine chaps at Bolt Thrower Miniatures.
Gloria Whinnock will also be
needed for Griskin to rescue. Reaper do some gloriously 80s female
halflings.
Again all these are all replaceable if
you don't have any of the miniatures, just use your imagination.
Read all of Section III before the game.
SECTION
III
So
to the game! Set up a board, about 3' square, in one corner there
should be path which forks in three directions. Haggitwood
should be represented on either side of the path.
As the party descends into Haggitwood
they remember the tales told to them as children. Bad things lurk in
the shadows, just out of sight. Unconsciously they draw in to the
centre of the path.
Three ways lead into the darkness ahead,
Trapper Timble is pushed forward…
'Come on then Trapper, which way did them
blasted Four-Crossers go?' Squire Whinnock demanded…
The Player should deploy their miniatures
on the path. Then Trapper Timble makes three Q rolls to try and
follow the tracks (this is the Tracker trait) the number of successes
he gets determines which box you read out below.
[0 successes]
“Tracks are all a bit confused Squire,
can't rightly say which way they went.”
While Trapper Timble releaves himself
against a tree, the others have a look at the three paths, down the
middle one some fresh tracks can be clearly seen.
[1 success]
“This way!” Trapper Timble exclaims
loudly pointing at the middle path. “Them's hobbit tracks or I'm an
orc.”
[2 successes]
“Tracks go that way” says Trapper
pointing at the middle path. “Clear as day. But also there's some
less clear tracks going down the right path.”
[3 successes]
“Tracks go that way” says Trapper
Timble pointing at the middle path. “Clear as day. But also there's
some less clear tracks going down the right path, and what's more
these ain't no Hobbit tracks. Don't know what they are, Squire, but
they ain't no Hobbitses”
What happens next depends on which path
the Player. He may split his party up, which is fine from your point
of view but could land him in some trouble. He may also decide to go
through the woods rather than down the path. In this case roll a die
each turn for each miniature as soon as they have moved off the path:
1-2 Nothing happens.
3-4 They see something unspeakable. Make
an immediate moral check. Griskin and Squire Whinnock treat this
result as 'Noting happens'
5-6 They are attacked by d3 Evil Little
Blighters: Q: 5+, C:3, Gang, Gregarious, Rabble
Otherwise the paths are as follows:
Left Hand Path: To
start with there is nothing down this path, then it curves to the
right and they are met by a terrifying Spite Bringer: Q:3+,
C:4, Big, Combat Master, Poison, Terror. The
Spitebringer will attack anyone who comes with in L distance of it,
other wise will hold its ground. If the Spitebringer is beaten (and
that is a big if) then the path curves again to the right and joins
up with the middle path (where they will find the trap, see below).
Middle Path:
There are clear tracks down
this path. The first character to head down this path sets off the
trap. At the end of his first movement onto the path make he makes
three Q rolls (note that Trapper Timble gets a +1) and consults the
following table for effects(again Timble gets +1):
3
Successes – No effect.
2
Successes – Roll as if for combat vs C:3
1
Success – Roll as if for combat vs C:4
0
Successes – Roll for combat vs C:5
Also
any other miniatures with in short distance must also try and avoid
the trap, they get +1 to both sets of rolls (+2 for Timble)
Once
they are past the trap the path curves round to the left, where they
will meet the Spitebringer (see above.)
Right Hand Path:
This is the correct way. As
soon as the group set off down it they will be shot at by 6
hidden goblins. After the
players first complete turn with takes them onto this path. Make Six
shooting attacks with the goblins Q: 4+, C:2, Poison, Short
Bow. But do not tell
the Player where these attacks are coming from. Next turn the player
gets a chance to spot the goblins. Before they move each character
makes 3x Q rolls:
0
Successes – Tell them nothing.
1
Success – Place a counter or other marker in the woods, and tell
them this is a shadowy figure.
2+
Successes – Place a Goblin on the board.
The
group can leave the path to fight the goblins with out any ill
effects as long as they remain in combat with a goblin, if for any
reason they leave the path but do not engage a goblin in combat then
roll as normal.
Goblins
will fight if in combat, any goblins that have not been engaged
(including those not yet spotted, will continue to shoot at any
eligible target.
After
the goblin archers have been beaten the group will (hopefully)
continue along this paths. When they reach the opposite corner to
which they started they have found Stenstorp's lair. Place the
relevent scenary right in the corner. Gloria is placed in building
and is being watched by Baldrick. Stenstorp himself starts somewhere
near the building, another 8 goblins (warriors this time) are
deployed between him and the group.
“She's mine!” growls the troll as the
group approach. “I claim the right of Troll-Bride, and which of you
dum-dums is going to stop me? Haggitwood has a knew king now, King
Stenstorp, and that lovely little morsel will be my queen!”
Cackling manically the goblins approach,
Stenstorp lumbers behind. It looks as if you owe the Four-Crossers an
apology….
Baldrick
will stay guarding Gloria (unless he fails a moral test) the rest of
the group will move forward and engage, the
baddies take the first turn after they are deployed.
Stenstorp: Q:4+,
C:4, Big, Tough, Terror, Regenerate, Leader
Baldrick: Q:3+,
C:3, Block, Difficult Target, Group Fighter.
Goblins: Q:4+,
C:3, Difficult Target, Group Fighter
Gloria can be freed (2 tasks) and will then join the group.
Gloria Q4+, C:2.
Coming Next Week:
Miniature Spotlight: White Knight's/The Assault Groups Dwarf Knights