The Doom of Aethelweard Part Three
Now he had learned that one of the monks had been able to slip the Draugr's clutches. And without the aid of a satnav, he was stuck in the marshes looking for a way home...
This next part of our Saga (and it really is turning into a right one, I can tell you!) was Bring Them Back Alive! (10.4.1) Aethelweard has lost the last two encounters. Can he turn things around at last?
Our two forces would set up on opposite sides of the table, with 6" deep deployment zones. The hapless monk was placed right in the centre of the board where he would remain until he came into base contact with one of our troops. He would then be moved with the aforesaid model. Of course, if anyone else made base contact, the possession of the Monk would be contested and Melee would have to result. At stake were +40RP for escorting the Monk from the table, or +10RP to the Draugr if they killed him.
Aethelwear's doom was on the dice roll, which of course I managed to fail. Glars was activated first, succeeded his Fate roll to get on his feet, and the Fyrd were all back to square one. Of course, the player with the initiative gets to split the fights and make the first attack. With no hope of having enough warriors to come to his aid, Glars Glarsson lifted his mighty axe and brought it crashing down on the hapless monk. The monk managed to fail his Fate roll and he was cleaved in two.
And with that the fate of the encounter, and that of Aethelweard himself, was determined. The brave Anglo-Saxons surrendered the field, and Aethelweard's doom seemed certain as he now had a hat trick of failures under his belt.
On the plus side, none of his injured Fyrd were killed, and I managed to pick up +4RP for the casualties I had caused. I ended this part of the Saga with a grand total of 341 points.