McHaggis Last Jig

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McHaggis Last Jig

McHaggis Last JigDrunken Dwarfs on March!ShamefullyUnknownx 26x 1x 1x 26x 5x 1x 1x 1x 5Brigands' Denx 2x 1Symbols &xGraphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.Produced with permission, 4 for non-commercial use only.Olindo's TevernCuttroaths' CaveStoneskin CampRuined Tower


Historical NotesNobles are somewhat a petty bunch. Nobleswho give themselves to mercenary lifeusually don't retain old cliched mannerism,but one could always find the tricky one.After a good night devoted to singing anddrinking at Olindo's tavern, ended with theusually exquisite housekeeper waving amace toward his head, now MacHaggis,no-nonsense bagpiper of the WhiteCompany, is asking himself "Why?".Was the allusion to his prowess in battlewhich enraged Gualtiero? Or was the vividone about is prowess outside battle? Or,again, the more explicit one about his"rusty pointy knife more renown amongstenemies than ladies"?Gualtiero daVillanovaLivid, Jelous, Petty NobleVictory ConditionsX 46WAR COUNCIL Level 0Spicy McHaggisMost Excellent BagpiperVictory ConditionsX 55WAR COUNCIL Level 0Worst of all, why in the craggy dwarvenhell Olindo let himself get corrupted andlose his best customers?But this is not a time for thinking aboutmotives. Now, scattered everywhere afterthe ambush, some brute for hire arestalking them and hitting hard the dwarveswhen they are less prone to combat:drunken and probably drugged, MacHaggismust gather his fellow Scots and returnto Stoneskin Camp... and, better, survive...more or less...BriefingA touch of madness...Conditions of VictoryNormal rules for scoring victory banner aren't used (at least, partially).Instead:"Standard" player get a victory banner for every Standard Bearer who enter Stoneskin Camp Hex. After that, retirethe unit from the board."Pennant" player get a victory banner for every Dwarven unit eliminated, as usual. McHaggis Unit, marked with aGreen (A) symbol, grants an extra banner for Gualtiero's side (it seems the Dwarf said something really terrible tothe noble).See Special Rules below.Special RulesThe entire river is fordable. In addition, the very shallow fords do not stop a unit's movement.Drunken Dwarves Everywhere:For this adventure you need around 40 Dwarves figures.Deploy the Dwarven Red Infantry unit and the Red Bagpiper unit as usual, ye with 4 figures each.Then, deploy only the Standard Bearer for every Dwarven Blue Infantry with a (Note) Marker, and only him.Place the rest of the Dwarves scattered on the board, one for each Dwarf Badge on the Map.Pennants deploy normally.Dwarven Escape:Everytime a Dwarven unit finish its"figures per unit" cap remain 4.Dwarves not attached with a unit canThey must obey standard terrain restrThey cannot occupy the same Hex unThey cannot leave again their comradThey cannot be attacked while alonfumes) the impending doom. They hiDwarves are always considered as beplay the bagpipe, at least, he shouldn'If, after reuniting, the disparate miniadwarfs... my point exactly.Iron Dwarves are bold as usual; evenSpecial Hexes:Lore master landamark rules are not inOlindo's Tavern is impassable.Dwarven Bagpipers and Red Infantries work as usual.Brigands'Den, Cutthroats'Cave and RStandard Units with a (Note) marker are a little dizzled, but fully functional: they can move and fight normally.- There isn't any one Pennant unit inSymbols & Graphics Copyright (c) 2004 - 2007 Days of Wonder, Inc.Produced with permission, for non-commercial use only.

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