This is a skirmish scenario for 2 players and a Referee. It is suggested that each player should not read the Command Sheet of the other player. This is especially important for the Norman player who may receive even greater advantage.
Before play begins the Lockslay player should decide which cottage is occupied by Aelric, and this should be kept secret from the Norman player. Aelrics horse is located in the furthest cottage from the one he is in. The Childe Robyn starts on the north side of the river near the ferry, the villagers start in their houses.
Location: Lockslay VillageLockslay village is a small settlement of 4 cottages, including a small blacksmiths forge and lays to the north of the river Loxley which runs from the east to the west.
< map depicts a village of 5 cottages in a circle, a river on the south edge, woods to the north >
The River Locks takes 2 turns to cross by ferry.
Norman Command Sheet
Setting off before dawn, a 2 hour hard ride to this God-forsaken mud hole. A local ruffian has been stirring up trouble and you have it on good account that he is in the village. You've been ordered to bring him back to Knottingham dead or alive by any means necessary. The Sheriffs exact words were "Burn down the whole village! I don't care! Just bring me this bloody troublemaker.". You hate this miserable grey damp country and the miserable dirty peasants. You'd rather be off reclaiming the Holy Land, but the money is regular, and there is less chance of your head ending atop a Saracens spear. The one bit of good news is that your incompetent "captain" was too hung-over from last nights revelry's and declined to accompanied you so hopefully you can get the job done and get home before dinner.
Orders: Cross the river Locks by raft at daybreak, route out the traitor Alric, capture him and bring him to the Shire Reeve of Knottingham, by any means necessary.
|5 Soldiers (Mounted)||4/8||3||3||3||3||1||3||1||7||7||7||7||13|
Armed with Spears, Shield, Chain, on horseback, also carry Torches.
Anglo Saxon Command Sheet
A normal day, collecting turnips and making pottage. Perhaps someone will get around to fixing the broken cart. Used to a quiet life and have no interest in risking your life.
Armed with improvised Weapons To Hit -1, and savers receive +1 to their saving roll.
Cottagers must test for Panic at first sighting of the Soldiers, and test for Terror each time a Soldier sets fire to a cottage.
Goals: Stay alive, defend hearth and home, kith and kin.
Alric, Thegn of Loxley
You have been leading a rebellion against Norman rule, in recent times an old hermit in the woods to the north has been giving you strategic guidance and has spoken to you of the prophecy of the Hooded Man - a hero who will overthrow the oppressors. To the East (off map) stands Loxley Mill - home to a good family who have supported the local people with food in hard times. To the north is open heath where lays an ancient stone circle where you have hidden The Silver Arrow, an artefact the hermit has stated may one day be needed by the Hooded Man to overcome a great evil. You are currently living in Loxley village with your son Robyn - a bright boy.
|Aelric of Loxley||4/8||5||5||4||4||2||5||2||8||8||8||8||49|
Leather Armour, Long Bow, Sword
Goals: Protect Childe Robyn.
Victory PointsAnglo Saxons
For every villager left alive: 10pts
Alric escapes: 20pts
Robyn dies: -100pts
Dead villager: 10pts
Burned buildings: 20pts
Captured Alric: +100pts