The Chase, Or Benny Hill In A Medieval Fantasy Setting.

In the course of our Medieval Fantasy campaign it was discovered that Mathew's Bogavanian knight courier had entered the same hex as my Beersteiner employed Chaos light cavalry. We would have just rolled the percentage dice for it with odds favoring the lights to catch the knight and overcome with superior numbers. However i decided to set it up as a game with the following added provisos; Instead of rolling for initiative tfor first move at only the start of the game we would do it each move, giving the chance for a player to have two moves in a row, Also I introduced the prospect of appearance of various beasts. In two ruins the prospect was for D12 zombies. In three other spots it was for one of the following - Rhinox, snookum ookum bird or bloody great big snookum ookum bird. The creatures initial actions would be decided by direction dice and then if humans or other creatures came within 60cm, and especially 30cm range we would roll for ch forested regions. The Bogavanian knight had to dodge the human pursuers and also any creatures that might appear. The Beersteiner employees had to catch their prey without thmselves becoming some thing's dinner.

The 'chasm' is not really a chasm but a gap so the players can get through as we used the bigger playing area this time. The figures could pass over this gap. The dark green are represents the Western edge that the Bogavanian knight, Peter Ivansky entered from with his message from the king to order one of his more Easterly armies to link up with the previously defeated army and attempt to take Castle Mathers again. ( I was able to read this when my unit entered the same hex the courier entered and we had the same cards in the same drawer. Ideally I should only have been able to read the presence of the knight - something to organize differently next time with mission orders on the down side of the card perhaps).

      The giant snookum ookum bird appeared and then the rhinox, causing Peter Ivanski to swerve South and the scouts to swerve South-East. The Rhinox scented diiner and set off in pursuit of the riders who had entered 'his' forest. The giant bird. however, was content staying where he was for nearly the entire game, probably digesting a couple of deer.
                                   Peter turns nervously to look at the feathered monstrosity.



                             Peter has a small chance of evading the scouts but then disaster strikes as three white walkers appear from some ruins and edge towards him. He winces as he hears their gutteral mumbling and urges his nervous horse on, but too late; the zombies grab at the horses furniture and bite at its kicking legs. They are unfazed and pull the knight from his horse, ignoring his flailing sword biting into their putrid flesh.  The scouts soon are surveying the scene. Aware of the rhinox behind them and the foul creatures devouring their prey in front of them the scouts turn from the scene and gallop to safety, sure that no message from that knight would reach anyone. They will not risk their lives to read whatever message is there.













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