Donnybrook Skirmish Scenario-Father Abraham and his 5 monks

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Craftfeld
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Donnybrook Skirmish Scenario-Father Abraham and his 5 monks

Post by Craftfeld » Tue Apr 29, 2014 8:23 am

This is the second scenario I just finished. So hope you will enjoy this one again :)

"Father Abraham and his five monks"

Setting the Scene
It is dark times. Every lord needs money and wealth to fund new armies against their personal open thread. It is Scotland and you are right at the boarder between the Parliaments and Kings armies. What you should do as a priest ? Nothing easy as that. Take the churches wealth , choose your side and head towards to safety. Sounds easy ? Yes, if you wouldnt be the focus of attention.

Set-up:
Father Abraham has hidden the wealth of his small church into his robes and has the mayor part of the treasure stored away in a hopefully secure place. No he wants to join up with the kings loyal army for his own safety. Parliament forces got to know about the monk, the treasure and the possible escape routes and yes this would add some nice money to their warchests.

Father Abraham, and five of his monks are currently on the move, unaware of the peril they are in, directly between the opposing forces. They can be up to 12″ to the left or right of the centre of the table, but must not be closer to one player.

Both players roll a die, with the highest roll determining which player chooses their deployment area. The table should be setup so as to not offer either player an advantage.

Objective:
The objective for both players is to either capture Father Abraham or, should he fall into enemy hands, kill him. They may not attempt to kill him until he has been captured by the opposing player. In order to capture him, a player must have a unit close to within 6″ of him, at which point both he and his surviving men will surrender.

Special Conditions

The beauty of the landscape:

Being unaware of the peril along Father Abraham and his 5 Monks make a random move each round as long as they are not being captured. As being not familiar with the region and normally used being in their abbey they simply wander aimlessly around and enjoy the beauty of the landscape.

Why do priests always look the same ?
In order to hit Father Abraham, players must roll 4+ to reflect those escorting him get in the way and keep him as low down as possible. As Father Abraham is with five of his monks roll D6 to find out if you really capture him or simply one of his monks. Captured Monks as well as Father Abraham must have one allocated guard per two Monks.

Alternatively, they can execute the Monk on the spot. This action results in -1 Victory Point.

"And he rose from his grave within 3 inch....."

If Father Abraham gets killed any unit within 3" can revive him and bandage his wounds.

"Like a prayer"
In case for negative VP a player can spend one round with one model within 3" of a living monk to receive absolution for his sins. This model cant do any other action this turn except for praying and commiting his sins. This eleminates one negative VP.

Specials for the players - Riding not allowed:

Neither side can use Cavalry.


First Turn
Both players players bring their entire force onto the table.

Game Duration
Players have six turns to achieve their objective. If none achieved one of the victory conditions the game is a draw.

Victory!
Victory is achieved in two ways.

Capture Father Abraham and escort him off their table edge +5 Points
Kill Father Abraham before he can be escorted off the opposing players table edge +1 Point
Kill a monk -1 Point
"Like a prayer" (only if being negative in points) +1 Point
Craftfeld
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Posts: 13
Joined: Thu Sep 06, 2012 10:35 pm

Re: Donnybrook Skirmish Scenario-Father Abraham and his 5 mo

Post by Craftfeld » Tue Apr 29, 2014 9:00 am

Optional Spices:

In case you like a bit more Roleplaying into the game:

"Psalm 23":
As blood will surely be spilled and which will frighten the monks alongside their sanity must be retained.
If not calmed down each turn the captured living monks including Father Abraham will try to break out. Roll D6 and determine two numbers before. If one of this numbers hits the board the captured break free and make a random move away from their capturers.
To prevent this the player currently capturing the monks can receite one verse from Psalm 23 depending on the current turn to his opponent:

1 The Lord is my shepherd, I lack nothing.
2 He makes me lie down in green pastures,
he leads me beside quiet waters,
3 he refreshes my soul.
He guides me along the right paths
for his name’s sake.
4 Even though I walk
through the darkest valley,[a]
I will fear no evil,
for you are with me;
your rod and your staff,
they comfort me.

5 You prepare a table before me
in the presence of my enemies.
You anoint my head with oil;
my cup overflows.
6 Surely your goodness and love will follow me
all the days of my life,
and I will dwell in the house of the Lord
forever.
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