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THE GRUDGE OF DRONG By Nigel Stillman, adapted for Warmaster by Steve Hambrook Those Warmaster players who are also veterans of Warhammer will remember when GW released several narrative based campaigns for Warhammer, 4th edition. This was the first of these campaigns from way back in 1996. We thought what a great idea it would be to adapt it for Warmaster. If this proves popular amongst readers we will waste no time in adapting the other campaigns too. THE CAMPAIGN In this campaign, there are three preliminary battles which then lead up to an all-out, death- or-glory final conflict. The first three battles are relatively small actions with up to 1,500 points per side. The final battle involves massed armies of 3,000 points or more. The campaign you are going to fight is set in a particular time and place, and involves two of the great races or kingdoms of the Old World. The events leading up to each battle, the motives of the leaders and the story behind the campaign are all described. There are also hints on transporting this campaign to another time or place, and fighting it using different armies. THE FOUR BATTLES The campaign is designed so that the results of each of the three preliminary games affect the final battle in some important way. For example, if the Dwarfs win the Battle of Grudge Pass then they are assumed to retain the services of Master Engineer Krudd Mad- Mattock and may therefore field war machines in the Battle of Krag Bryn. On the other hand, if the Dwarfs lose the battle they also lose Krudd and can bring only a single war machine to the final battle. All of the battles leading up to the Battle of Krag Bryn affect the Dwarf player’s choice of troops, characters, runes or war machines for the concluding game. Thus, the better the Dwarf player does in the initial games the better chance he has during the final showdown. If you look at the Battle Scrolls for each game you’ll see that the rewards for winning the game are described under the heading of Victory Gains. The Victory Gain is literally the advantage gained by winning the game. WM16_04_19 7/21/04 4:35 PM Page 4

THE GRUDGE OF DRONG - Forum Gw Tilea · 21/07/2004  · Warhammer, 4th edition. This was the first of these campaigns from way back in 1996. We thought what a great idea it would

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  • THE GRUDGE OF DRONG

    By Nigel Stillman, adapted for Warmaster by Steve Hambrook

    Those Warmaster players who are also veteransof Warhammer will remember when GWreleased several narrative based campaigns forWarhammer, 4th edition. This was the first ofthese campaigns from way back in 1996. Wethought what a great idea it would be to adaptit for Warmaster. If this proves popularamongst readers we will waste no time inadapting the other campaigns too.

    THE CAMPAIGNIn this campaign, there are three preliminarybattles which then lead up to an all-out, death-or-glory final conflict. The first

    three battles are relatively small actions withup to 1,500 points per side. The final battleinvolves massed armies of 3,000 points ormore.

    The campaign you are going to fight is set in aparticular time and place, and involves two ofthe great races or kingdoms of the Old World.The events leading up to each battle, themotives of the leaders and the story behind thecampaign are all described. There are alsohints on transporting this campaign to anothertime or place, and fighting it using differentarmies.

    THE FOUR BATTLESThe campaign is designed so that the results ofeach of the three preliminary games affect thefinal battle in some important way. Forexample, if the Dwarfs win the Battle ofGrudge Pass then they are assumed to retainthe services of Master Engineer Krudd Mad-Mattock and may therefore field war machinesin the Battle of Krag Bryn. On the other hand,if the Dwarfs lose the battle they also loseKrudd and can bring only a single war machineto the final battle.

    All of the battles leading up to the Battle ofKrag Bryn affect the Dwarf player’s choice oftroops, characters, runes or war machines forthe concluding game. Thus, the better theDwarf player does in the initial games thebetter chance he has during the finalshowdown.

    If you look at the Battle Scrolls for each gameyou’ll see that the rewards for winning thegame are described under the heading ofVictory Gains. The Victory Gain is literally theadvantage gained by winning the game.

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    Grudge of Drong

    THE FOUNDING OF TOL ELDROTHFar back in the time of Caledor II, during theFourth Age of Ulthuan, the High Elf LordEldroth set sail from Lothern with a greatfollowing, bound for the shores of the OldWorld. There they discovered a fine naturalharbour on the coast, overlooked by a range ofhigh mountains. Eldroth and his folk foundeda trading colony which they called Tol Eldroth.

    Soon Elf adventurers had explored far amongthe mountain peaks which loomed upon thehorizon. They brought back tales of preciousmetals and gems hidden in the rocks. They alsoencountered the Dwarfs.

    BRONN’S STRONGHOLDMany centuries before the Elves landed onthese shores, the Dwarf adventurer, Bronn theBold, and his clan had migrated along themountain tracks until they reached the peaksoverlooking the coastal plain. Bronn’sprospectors discovered the gems and goldlocked within the mountains and so Bronn andhis expedition established a mining settlement.This new colony soon attracted miners,merchants and settlers from other clans andgrew rapidly into a mighty stronghold whichwas ruled over by Bronn and later hisdescendants. The stronghold became knownas Krag Bryn, which means ‘GleamingMountain’ in the Dwarf tongue.

    THE COMING OF THRUNDHearing of the wealth of Krag Bryn, the DwarfLord Thrund the Angry gathered a great throngof adventurers, outcasts and restless clanseager for new lands to claim. Thrund held along-standing ancestral grudge against Bronn,the exact nature of which had long becomeobscure. Whatever its origin, the grudge itselfwas still remembered by all of his clan. Thrundresolved to find Krag Bryn and seize the thronefor himself.

    In the mighty battle that followed, Thrund wasdefeated by Bronn and mortally wounded.Before he gasped his last, he made his heirsswear an oath to uphold the grudge, which wasnow drenched with fresh clan blood. True totheir pledge, but lacking the force to take KragBryn, these ‘Thrundlings’ built their ownstronghold, overlooking the only pass throughthe mountains and so barring the trade routefrom the Dwarf Empire to Krag Bryn. Theynamed this fortress Kazad Thrund in honour oftheir illustrious ancestor. From here they levieda tax on all merchants travelling through thepass. It was for this reason that the pass soonbecame known far and wide as Grudge Pass.

    THE LAST OF THE BRONNLINGSThe centuries passed. When Eldroth’s kindredlanded on the coastal plain below the toweringpeaks, the rivalry between Bronnlings andThrundlings was already old. Endless feudshad taken their toll on the Bronnlings and onlyone Dwarf of the true lineage of Bronn

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  • Grudge of Drong

    remained. Elven emissaries sent to the court ofKrag Bryn were astonished to be welcomed bya Dwarf Queen! She was Helgar, the last livingdescendant of Bronn the Bold.

    The coming of the Elves was an unexpectedboon for Krag Bryn. A new trade route to thefabulous Elf empire of the west was suddenlyopened up for them. The miners could forgetthe treacherous pass of Kazad Thrund. Nowthey could sell gold, silver and gems to theElves, who paid much more than cannyDwarfs, and without so much hard bargainingbesides.

    Queen Helgar immediately made a trading pactwith the Elves and her popularity with theDwarfs of Krag Bryn soared. In truth, she badlyneeded such prestige, since there were none ofher own clan left to support her claim to thethrone, yet kinsfolk of Thrund were alreadynumerous among the miners. Furthermore,few Dwarfs liked being told what to do by abeardless queen – even if she could drink alelike a Trollslayer and her lineage was as long asher (very long) plaits.

    THE WRATH OF DRONGMeanwhile, in Kazad Thrund, power was in thesturdy hands of Drong the Hard, of thebloodline of Thrund. He looked upon thearrival of the Elves with outrage and disgust. Asthe treasures of Krag Bryn were loaded ontosleek Elven ships bound for destinationsunknown, trade through the pass of Kazad

    Thrund dwindled to virtually nothing. Drongwas becoming poor and his clan was growingangry. The grudge was written down and theaxes were sharpened. Drong sought to exploitthis growing discontent to raise his fortunes.To this end, he cunningly invented a spuriousancestral claim to the throne of Krag Bryn.

    He claimed that his ancestor Thrund had beenthe rightful lord of Krag Bryn. He had beenousted in a coup and slain most treacherously,rather than in a fair and honourable fight.Drong’s words circulated at a time whendistrust of the Elves was spreading throughoutthe Dwarf realms. The false rumour had thedesired effect and soon adventurers with axesto grind flocked to Kazad Thrund.

    DRONG PREPARES FOR WARSoon Drong felt that the time was right tochallenge Helgar’s claim to her throne, withforce if necessary. His following was strong,hers was weak. As for her allies, the Elves, whatmatch would they be for good honest Dwarfs!So reckoned Drong, as he made his war-plans.He sent his kinsmen into the mining outpostsof Krag Bryn to stir up discontent.

    Thus began the Tale of the Grudge of Drong, asit is known in the sagas. This war between Elfand Dwarf colonies, savage in its ferocity, was aforetaste of what was to come in the long andterrible War of the Beard which broke out soonafter.

    6

    Eldroth was resplendent in his war panoply,as befitted a lord of one of the noble kindredsof Ulthuan. Beside him rode Fendar, Tethanand Ardath, and several more fine noblesbesides. They were the representatives of thekindreds of Tol Eldroth, on their way to thecourt of Queen Helgar to seal the pact. Allwere attired to impress the queen and herpeople with Elven splendour. The Dwarfswould understand that the Elves were anancient race and a force to be reckoned with.Eldroth was discussing matters of diplomacyand protocol with his companions.

    “It is said, Ardath, that you have muchknowledge of Dwarfs,” Eldroth said. “Howshould we negotiate with this queen?”

    Ardath, an Elf of few words, thought awhilebefore replying, “Respect and reverence forancestors is all amongst Dwarfs. The Queen’spride in her ancient lineage is the key to ournegotiations. It is only her desire to cling tothe birthright of her ancestors that promptsher to tolerate us here at all!”

    “Is this more important to her than thewealth of Ulthuan, which flows from us into

    her treasury in return for metals and gems?”asked Fendar.

    “That is useful to her, perhaps, but there is notmuch that the Dwarfs need from us. They areexpert craftsmen, not savages,” Ardathanswered.

    Tethan spoke: “You would call Dwarf work“art”, would you, Ardath?” Everyone smiled,as indeed did Ardath as he offered anexplanation.

    “True, their work is grotesque to our eyes, andwho in his right mind would give a Dwarfring to a lady of Lothern? But let us notdeceive ourselves: this Queen does not tradewith us just because she likes the silks ofSaphery or the wines of Chrace.”

    “Indeed, it is said that she swills thatdisgusting brew they all have a passion for bythe very barrel!” joked Eldroth. “So what is itthat she really wants from us, Ardath?” the ElfLord continued.

    “She has no warriors and so she seeks to useus to defend her from her arch rival, Drong”

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    Grudge of Drong

    replied Ardath with the shrewd insight of aseasoned warrior and veteran of many pastencounters with Dwarfs. “She plans to fightfor her throne, down to the last Elf if needbe!”

    “Do I sense that you disapprove of my policy,Ardath?” Eldroth asked.

    “Not at all, lord. It suits us well to supporther. Remember the old proverb: “Divide andrule”. We will prevail over the Dwarfs becausewe are united, whereas they are riven withancient grudges and clan feuds,” Ardathreplied.

    “Alas, Ardath, you are old fashioned. Perhapsyou have been in the colonies too long. Haveyou not heard of the kinstrife in Ulthuan? Itseems we, too, are united no more.”

    While Ardath was considering his reply, thedebate was put aside as the partyapproached the great gates of Krag Bryn.Even the Elves marvelled at the massive stonemasonry. The immense gates opened beforethem, operated by some hidden device of theDwarfs. The party rode down the great pavedroadway, through arches and betweencolossal seated statues depicting Helgar’sgrim-visaged ancestors, and on into the greathall itself. The dim light was barely banishedby the flickering torches. At the end of theaudience chamber Queen Helgar sat upon anenormous throne. On the wall behind herhung a wide tapestry depicting her ancestorBronn slaying his arch-enemy Thrund withhis immense axe.

    “Welcome, lord of Tol Eldroth,” QueenHelgar greeted them.

    The Elves dismounted and wereseated on carved Dwarf chairs.They listened politely as the longlineage and ancestralaccomplishments of the Bronnlingswas read from a great rune-inscribed book of sagas. Flagons ofmead were brought. Eldroth dulynoted the wisdom of the queen inoffering them this noble beverage ratherthan Dwarf ale.

    Then Helgar herself spoke. Shepointed out to Eldroth, in haughtytones, that his folk had arriveduninvited upon her shores.However, she was prepared tooverlook this in return forEldroth’s recognition of her asHigh Queen.

    Eldroth’s keen mind appreciated thesymbolism and the politics. Despite herprotest, the queen recognised that Eldroth’scolony was now firmly established and therewas nothing she could do about it.

    By acknowledging Helgar as High Queen, hewould be symbolically recognising herauthority. In this way Dwarf pride would besatisfied. He would also be recognisingHelgar as legitimate heir to the throne of KragBryn, over and above the rival claim ofDrong. This was sure to bring the wrath ofDrong down upon his own people. A furtherimplication was that the queen could callupon the warriors of Tol Eldroth to supporther as if they were her own troops. Eldrothhad not seen many warriors on the walls ofthe stronghold, and there were few guards inthe great hall.

    Eldroth took counsel with his retinue. It wassoon agreed. Elven trade goods would arrivein Krag Bryn as ‘gifts’ from the Phoenix Kinghimself, much to the benefit of Helgar’sprestige. Treasures from the Dwarf mineswould pour through Tol Eldroth as ‘subsidies’to the queen’s loyal allies.

    The deal was done.

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  • Grudge of Drong

    8

    SCENARIO I - THE BATTLE OF GRUDGE PASSOne day Krudd Mad-Mattock, Master Engineerand kinsman to Drong, called an extraordinarymeeting of the Engineers and Miners Guild.Everybody at the mining settlements downedtools to indulge in a marathon drinking andgrudging session.

    Soon the ravines that led to Krag Brynresounded with revolutionary slogans: “Downwith Queen Helgar!”, “Dwarf gold for theDwarfs!” and “Drong for King!” A motleythrong of drunken and disgruntled Dwarfrebels was marching on the Queen’sstronghold. At their head was their hastily-appointed leader, none other than Kruddhimself.

    Helgar was brought advanced warning of thetrouble by a few loyal Dwarfs, who had beenfortunate to escape being pick-axed by therebels. The queen had no warriors she couldsend to put down the revolt, so in desperationshe sent a messenger to plead with Tol Eldrothfor aid.

    ELVES IN THE NICK OF TIMEEldroth responded quickly, dispatching a taskforce of his fastest troops under the commandof Fendar, an experienced captain. The Elvesmoved faster than the rabble of drunken Dwarfrebels and so it was that they intercepted themas the Dwarfs marched down Grudge Passtowards Krag Bryn.

    Fendar spread his troops across the pass to barthe way of the rebels. Taking out his sword, hegouged a line in the dust between the twoforces, a bowshot forward of his own troops,who were deploying into a battle line.

    As the rebels approached the line, Fendarwarned them sternly not to cross it or theywould provoke war with the Elves.

    “Out of the way, Elf, this is Dwarf business!”the arrogant and indignant Krudd spat back ashe strode purposefully onwards.

    “Then you shall die!” said Fendar plainly androde back to his troops.

    “Bite my axe, beardless Elf!” Krudd shoutedafter him, as his men let out a loud, drunkenraucous cheer and surged over the line.Silently, the Elves drew their bows and tookaim, waiting for the signal from Fendar. And sothe Battle of Grudge Pass began.

    FIGHTING THE BATTLEThe Battle of Grudge Pass is the first in a seriesof encounters between Elf and Dwarf forcesthat will lead to the Battle of Krag Bryn. Theoutcome of this battle decides the fate of

    TROUBLE AT THE MINESThe rumour of Drong’s claim to the throne ofKrag Bryn spread to that stronghold itself andtook root among many disgruntled miners ofThrund’s clan. By this time, most of the Dwarfsin the mining outposts were eitherThrundlings or Dwarf settlers of a variety ofclans, who owed no great loyalty to Helgar.Indeed, most tended to favour Drong. Theymuttered to themselves as they picked away atthe rock, working to make the queen rich.

    Why should this hard-won wealth, theygrumbled, go to a ruler of the wrong clan andworse, be given away to the decadent Elves?Surely it should be traded only with goodhonest Dwarfs!

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    Grudge of Drong

    Dwarf player’s deployment zone

    AbandonedMine

    AbandonedMine

    Fendar’s line in the dust

    60cm

    20cm

    40cm

    AbandonedMine

    AbandonedMineHigh Elf player’s deployment zone

    Krudd Mad-Mattock, and whether or not themines of Krag Bryn fall into the hands ofHelgar’s arch rival, Drong.

    THE BATTLEFIELDThe setting for this battle straddles GrudgePass. This runs along a barren, rocky valleyflanked on either side by hills, mountains andcrags. The pass is wide and there are stonehuts built by Dwarf miners and prospectorsscattered here and there along the route. Mostof these are abandoned ruins since the minersworked their way further up the mountainvalleys in search of richer veins of ore,abandoning their hazardous disused mineshafts. There are no forests and virtually notrees, as these were all felled long ago for pitprops.

    Set up the battlefield as shown on theBattlefield map. Alternatively, you might preferto generate the scenery randomly, or agreewith your opponent on a variation of thebattlefield to suit the scenery which you haveavailable.

    THE ARMIESTHE DWARFSThe rebel Dwarf force consists of 1,500 points,chosen from the army list in the Warmasterrulebook. The only restrictions are that theDwarfs may not field any war machines, artilleryor take a Runesmith.

    THE ELVESThe High Elf force consists of 1,500 pointschosen from the army list in the Warmasterrulebook. The only restrictions are that the Elvesmay not field any artillery or take any flyers(including flyers as monstrous mounts) and theymay not take any wizards.

    DEPLOYING FOR BATTLEThe ‘line in the dust’ made by Fendar runsacross the battlefield, 40cm away from theDwarf Player’s table edge. Temporarily markthis line with a row of dice while the armies aredeployed. The Dwarf army deploys within20cm of the Dwarf player’s table edge. All unitsdeploy facing the Elf player’s table edge.

    The Elves deploy 60cm back from the line inthe dust.

    Starting with the player who rolls the highestscore on a D6, each side takes it in turns todeploy a single unit or brigade. Characters areplaced once all of the units are in position.

    A LINE IN THE DUSTThe Elves cannot shoot or attack unless theDwarfs cross the line in the dust, or the Dwarfsstart the battle by shooting at the Elves orattacking them in any way. The Elves will notcross the line themselves unless hostilities havealready begun, but may move up to it. TheDwarfs automatically provoke war byadvancing across the line, either by movingwhile the Elves are still deploying or by

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  • advancing recklessly under the influence ofalcohol.

    As soon as a single stand of Dwarfs crosses thatline, the battle starts and the Elves are free tolet loose with everything they have got. If theDwarfs shoot at the Elves before crossing theline, that will start the war as well. Once theline has been crossed, all Dwarfs are fair game,no matter what side of the line they arecurrently on.

    In the unlikely event that the Dwarfs manage tohold back from crossing the line, the Elves maymove or manoeuvre over the rest of thebattlefield during their turn. For their part, theDwarfs might as well cross the line in the dustto deny the cunning Elves this advantage.

    SPECIAL RULESABANDONED MINE SHAFTSThere are four abandoned mine shafts on theedges of the pass. These can be represented bya ring of small pebbles about 40cm in diameter.

    These are considered impassable terrain for allintents and purposes and any stands that moveinto them for any reason are automaticallydestroyed.

    DRUNKEN DWARFSAll of the rebel Dwarfs are totally drunk. Thisactually makes them brave to the point of utterrecklessness. Consequently, they cannot bedriven back by shooting although they may stillbe confused. Another effect of thedrunkenness is that the Dwarf units shambleforwards as undisciplined mobs, stoppingoccasionally to throw up. To represent thisDwarf units blunder on a roll of 11 or 12.

    THE BATTLEWHO HAS THE FIRST TURNThe Dwarf army has the first turn.

    HOW LONG DOES THE BATTLE LASTThe Battle of Grudge Pass lasted from mid-afternoon to sunset. To represent this, thebattle lasts for six game turns, each turnrepresenting about an hour of daylight in theoriginal battle. Each player will thereforecomplete six turns.

    VICTORY OR DEFEATVICTORY POINTSIf the battle continues until sunset, decide whohas won by counting up Victory points asdescribed in the Warmaster rulebook. In theevent of a draw on Victory points, this iscounted as an Elf Victory instead, becauseunless the rebels actually win, the rebellion iscrushed.

    The rebellion is a major test of Dwarf solidarity.If any Dwarf unit retreats off the table of its

    own accord (that includes being under theinfluence of alcohol), the rest of the rebelsthink that they have lost their faith in therebellion. The unit is therefore treated exactlyas if it had fled when it comes to counting upVictory points.

    VICTORY GAINSTHE DWARFSIf Krudd wins the battle, he can take over themines and put them to work in the service ofhis kinsman, Drong. This will allow Drong tobuild up a contingent of war machines readyfor the Battle of Krag Bryn. The mines willsupply the metal for their construction andcoal for the steam engines. Victory permits youto include war machines and artillery in yourarmy in the final battle.

    THE ELVESIf the Elves win the battle, the rebel Miners willeither be slain, or scattered and fleeing fortheir lives. Krudd will be dead, or he will endup as a fugitive hiding in a cave. The mines willremain under the control of Queen Helgar, butthere will be no one there to do any work.Drong will not get his hands on the metal orcoal he needs to make war machines, nor haveaccess to Krudd’s expertise as an engineer. TheDwarf player will therefore be restricted to justone choice of war machine or artillery in hisarmy in the final battle.

    Grudge of Drong

    10

    Every Dwarf stronghold possesses its ownunique book of Grudges, whose pages recordevery slight ever suffered by the Dwarfs of thatstronghold.

    Within Karaz-a-Karak, the capital of theDwarf Empire and seat of the High King, liesDammaz Kron, the Great Book of Grudgesitself. That its creation dates back to the timeof the Dwarfs’ first ancestors speaks volumesabout how deeply grudge-bearing is ingrainedinto the Dwarf psyche.

    To the Dwarfs, personal and familial honouris all-important. To have one’s honourslighted, or to suffer any loss of face, is a fatewhich all Dwarfs dread and feel aninstinctive righteous desire to defend against.

    The Great Book of Grudges exists as arepository of every offense ever levelled at theDwarven race. Unfortunately, it is all to easyto offend a Dwarf, and without the Book, theywould soon lose track of all but the mostheinous crimes against them. Tragically, mostof the entries in the Book are never strickenfrom its pages. Many have learned to theircost that it is easy to offend a Dwarf, butalmost impossible to make reparationstoward him.

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    Grudge of Drong

    THE SAGA OFDRONG AND HELGAR

    Despite the rebellion at the mines, Helgar heldon to the throne of Krag Bryn, so Drongdecided to change his tactics drastically. Hesent messengers to the queen with presentsand offers of friendship and reconciliation.Helgar was won over with jewels of exquisiteDwarf workmanship obtained at great expensefrom Karak Izril. She summoned Drong to afeast to resolve their differences and proclaimpeace.

    This was a magnificent occasion, at which thebest Dwarf ale flowed in vast quantities. WhenDrong saw Queen Helgar wielding her tankardlike a true Dwarf, he was well and trulysmitten. He began to think that he had beenwrong about her after all. Perhaps the two rivalclans should unite! As Drong pondered thisthought, surrounded by a thousand Dwarfsfrom both factions singing and drinking, hebegan to see in his mind a son and heir whowould one day rightfully sit upon the throne ofKrag Bryn.

    With this thought in his befuddled head, heproposed to the queen that they be married.Her Majesty, having made good use of hertankard and quite taken with Drong’simpressive beard to boot, accepted.

    The entire throng rejoiced and toasted thecouple with yet more ale. Even in the dawn ofa new day, with the effects of the Dwarf alehammering as if on anvils in their heads, Drongand Helgar continued to see the advantage oftheir decision. The queen would no longer bethe last of her clan and her heirs would stillhold the throne. The ancient grudges could bestruck off the book, which would be handy asthat would make room for some new ones!

    When they heard the news, Eldroth and all ofthe Elf-folk breathed a sigh of relief. Thequeen’s crown seemed secure and a new traderoute had opened through the pass of KazadThrund. This allowed them to trade directlywith the Dwarf Empire. Drong lifted the tax ontrade through the pass and went to live in KragBryn, which was a much finer stronghold thanKazad Thrund. Everyone seemed very happy.Tol Eldroth continued to prosper under thequeen’s protection. Drong forgot about thegrudge against the Elves… for the moment.

    THE GRUDGE-BRINGERElsewhere, though, the storm clouds weregathering. Everywhere war was loomingbetween Elves and Dwarfs. Minor conflicts hadalready started to break out. Tension was rife.It seemed as though Elves and Dwarfs werewaiting for any excuse to set about each otheronce more.

    One day a Dwarf Runesmith turned up in KragBryn. His name was Grung and he came frombeyond the mountains. His kinsmen had beenattacked and driven out by Elves. He bore agrudge. This stranger was summoned to attendthe feasts of Drong, who enjoyed hearing newsfrom elsewhere and showing off his new-foundwealth. As the evening progressed, however,Grung became very drunk and began tellinghis story at length. It was a tale that cast spiteagainst the Elves while extolling Dwarfishpride and valour.

    “Is it fitting,” he asked all those assembledaround him at Drong’s feast, “for a Dwarf suchas Drong to make Elves rich?” Drong wasshamed and his Dwarf pride was hurt. SoonDrong and the stranger were plotting a grudge-war against the Elven colony. Queen Helgarlistened to these proceedings and began to fretabout her own shaky hold on her throne.Worse still, Grung was not showing her therespect due to a Dwarf of noble lineage. Werenot her plaits equal to any beard? She satsilently, smouldering with suppressed outrage,continually twirling one of her prodigiousplaits in a white-knuckled hand. Later, in

    SCENARIO 2 - THE AMBUSH

    Queen Helga of Krag Bryn

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  • Grudge of Drong

    private, she made her own plans anddispatched secret messages to Eldroth.

    The next day Grung was riding out on theDwarf High Road not far from Krag Bryn, nodoubt intending some mischief or other.Somewhere along the route, however, he wasambushed by Elves, acting on the orders ofEldroth himself.

    FIGHTING THE BATTLEAmbush on the Dwarf Road is the second clashbetween Elf and Dwarf forces on the road tothe Battle of Krag Bryn. Each of theseencounters will influence that final battle insome way. The outcome of this battle decidesthe fate of Grung and whether the Dwarf armywill be able to include a Runesmith in the finalbattle.

    THE BATTLEFIELDThe ambush takes place in a wild and ruggedarea of mountain wilderness between KragBryn and Kazad Thrund. Grung and his retinueare travelling along the ancient Dwarf HighRoad.

    Set up the battlefield as shown on theBattlefield map. Alternatively, you can generateyour own version of the battlefield by agreeingon a variation of the battlefield to suit thescenery which you have available.

    The Dwarf High Road runs parallel to the longsides of the table. It runs right through theDwarf player’s half of the table and joins one ofthe shorter table edges to the other. The roadcan be marked with a line of dice, a strip ofcloth or by sprinkling sand. The road shouldbe no further than 20cm from the Dwarfplayer’s table edge, and a single infantry standwide (see page 111 of the Warmaster rulebook

    for rules for roads). If you are generatingterrain for the battle randomly, note that theroad is a fixed feature of the battlefield whichshould be placed first. No features shouldblock the road or prevent movement along it.Ensure that there are some terrain features toscreen the Elf force lying in ambush from theDwarf column. These features should not beimpassable to movement, so that the Elves cango over or through them to attack, or use themfor defended status.

    THE ARMIESTHE DWARFSThe Runesmith’s retinue consists of 1,200 points,chosen from the army list in the Warmasterrulebook. The only restrictions are that theDwarfs may not field any war machines orartillery. In addition, the General in the army listis replaced by the Runesmith who counts as thearmy General.

    THE ELVESThe High Elf ambushers consist of 1,500 pointschosen from the army list in the Warmasterrulebook. The only restrictions are that the Elvesmay not field any artillery, chariots or Dragons. Inaddition, the General in the army list is replacedby a Wizard who counts as the army General.

    DEPLOYING FOR BATTLEThe whole of the Dwarf force is deployed firstand the Elf force is then deployed afterwards.The Dwarf army is deployed along the road, nofurther than 20cm from the Dwarf player’stable edge (see Special Rules opposite) and nocloser than 60cm to the side edges.

    All Dwarf units are deployed facing to theDwarf player’s right, to represent the fact thatthey are travelling along the road when theyare unexpectedly ambushed. The Dwarf armyis thus deployed in a marching column,presenting its flank to the ambushers.

    The Runesmith is placed in the middle of theDwarf column, no closer than 80cm to eitherside edge of the table. This is because the Elvesdo not attack until the Runesmith himself isright in front of them. If he is too close to theside edge of the table it makes it easier for himto escape by moving as fast as he can off theside edge. By placing him in the middle, therewill be plenty of time for the Elf player to delayhim. If the Runesmith does manage tovoluntarily leave the table via a side edge, itdoes not mean that he gets away or that hewins the battle. Instead, the battle continuesuntil sunset and if the Dwarf army is defeated,it is assumed that the Elves catch up withGrung later and finish him off! (See VictoryPoints opposite.)

    The Elf force lying in ambush is deployed no

    12

    The Dwarf High Road is a means of getting toKrag Bryn which avoids Grudge Pass. It isused by some merchants to avoid the tollsexacted by Drong. It is a very treacheroustrack which is only open in summer when thesnow and ice melt. For the greater part of theway, the track runs along the stark edge of theprecipitous Chasm of Doom.

    The route is totally unsuitable for wagons andhorses and all travellers have to carry theirmerchandise on their backs. In winter, snowand avalanches make the road extremelydeadly. In the spring thaw, the frozen bodiesof Dwarfs, often centuries old, havesometimes been revealed, along with theirartifacts. What or who Grung was looking forhere, we shall probably never know. Maybe hewas going to Karaz-a-Karak on some obscureerrand for Drong? Or perhaps seekingsomething to help further Drong’s ambitions.

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    closer than 40cm to the Dwarf army and nocloser than 20cm to the side edges. The Elfforce may not be deployed within sight of anyDwarf models.

    SPECIAL RULESTHE CHASM OF DOOMThe Dwarf player’s table edge represents asheer drop into the Chasm of Doom, so thereis no escape off the table in that direction foranyone travelling along the road. Any forceambushed while moving along the road willtherefore be caught with their backs to thedeadly chasm.

    Any troops which go off the table via the Dwarfplayer’s table edge, whether voluntarily or not,fall down the Chasm of Doom and are lost.Troops are not foolish enough to pursue afleeing enemy over the edge and so will halt onthe table edge instead.

    THE BATTLEWHO HAS THE FIRST TURNThe Elf army is lying in ambush and benefitsfrom the element of surprise. To represent this,the Elf player has the first turn of the game.

    HOW LONG DOES THE BATTLE LASTThe ambush on the Dwarf High Road lastedfrom midday until sunset. The battle will lastfor five game turns, each turn representingabout an hour of daylight. Each player willtherefore complete five turns

    If the Elves achieve their sudden death victorycondition in any turn before sunset, the battle

    ends in a decisive Elf victory at the end of thatturn.

    VICTORY OR DEFEATVICTORY POINTSIf the battle continues until sunset, determinewho has won in the usual fashion, by countingup Victory points as described in theWarmaster rulebook. If the Elves win onpoints, it is assumed that the Runesmith andhis retinue ultimately come to a bad end orleave the realm. If Grung escapes via the sideedge on the Dwarf player’s right, the Dwarfscan claim 300 Victory points and, so long as theDwarfs can win, Grung is assumed to survive.In the event of a draw on Victory points, this iscounted as a Dwarf victory instead, because theambush has failed and Grung survived.

    VICTORY GAINSTHE DWARFSIf the Dwarfs win the battle, Grung theRunesmith will join Drong’s army. The Dwarfplayer will thus be able to choose Grung forthe final battle.

    THE ELVESIf the Elves win the battle, Grung will eitherhave been slain or plunged to his doom downthe chasm, or gone into hiding. Either way, hewill never be seen again! The Dwarf player willnot be able to include a Runesmith in the finalbattle, since they are a rare breed and Grungwas the only one in either of the strongholds.

    THE FEUD OF

    Dwarf player’s deployment zone

    60cm

    20cm

    40cm

    Woods

    Woods

    High Elf player’s deployment zone

    60cm

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    14

    SCENARIO 3 - THE BREWERY BASH

    DRONG AND HELGARWhen Drong heard about the ambush of hisfavourite drinking companion, he confrontedthe queen in a rage, as he suspected that shehad betrayed him to the Elves. Drong andHelgar had a thunderous row, like only a Dwarfmarried couple can do. Ale was spilt – this wasa very serious matter indeed. Drong narrowlyescaped having his beard shorn by Helgar’s axeand stormed off in a grudge-huff to return tohis own stronghold. Most of the warriors inKrag Bryn drained their tankards, grabbedtheir axes and hurried after him.

    THE HOSTAGE BREWMASTERQueen Helgar acted promptly to try andforestall any attack that Drong might have beenplanning. It seemed certain that he would nowrenew the feud and try to overthrow her.Helgar immediately sent her guards to arrestDrong’s Brewmaster, Largs, whom herhusband had brought from Kazad Thrund. Thisrotund Dwarf had set up a brewery outsideKrag Bryn, near the mines and all their thirstyemployees. Largs had been too drunk to makea brisk getaway from the queen’s domain withthe rest of Drong’s retinue, and was capturedeasily. The Brewmaster was thrown into a bigcopper vat, which fortunately for himhappened to be empty at the time, and the lidwas locked shut. Helgar sent a cruel messageto her estranged husband: “If you dare toattack me, it’s no more ale for you!”

    Drong was quite understandably enragedwhen he heard what the queen had

    done. No more ale meant that hecouldn’t reward his followers in the

    manner to which they wereextremely accustomed. They

    would drift away to followother lords.

    For sure,she hadhim by

    the beard! After several terrifying sober nights,Drong’s mind was clear enough to hatch acunning plan.

    THE BATTLE FOR THE BREWERYDrong dispatched a hand-picked force ofdesperate and thirsty Dwarfs into the realm ofKrag Bryn. These raiders were led by Skag theStealthy. Their mission – to rescue theBrewmaster, or die in the attempt. Theirchances of success were better than theyimagined, since Queen Helgar had preciousfew warriors left, save from a personalbodyguard of Trollslayers of the sort who areattracted to lost causes. Helgar happened togain advance warning of the task forceapproach from spies sent by Eldroth to keepwatch over the mountain passes.Unfortunately, none of the queen’s bodyguardwere willing to raise an axe against fellowDwarfs. Once again Helgar had to send a pleafor aid to Eldroth.

    Eldroth immediately dispatched Ardath theVengeful, a determined Elf who could be reliedon to defy ten thousand Dwarfs on his own ifnecessary, along with a force of hardenedwarriors, to deny the vital ale resources to theenemy. When Skag and his force reached thebrewery, they found Ardath’s Elves waiting forthem.

    FIGHTING THE BATTLEThe Brewery Bash is the third clash betweenElf and Dwarf forces leading to the final Battleof Krag Bryn. Each of these encounters willinfluence the result of that battle. The outcomeof this scenario decides whether Drong regainshis master brewer so that his troops can begiven the ale ration to which they areaccustomed. If not, many of them will desertthus greatly reducing the Dwarf army in thefinal battle.

    THE BATTLEFIELDThe most important feature on the battlefieldis the brewery. It consists of three sturdy Dwarfbuildings built of stone, one of these is thebrewhouse which holds the vat where theBrewmaster is imprisoned. There is also astorehouse containing barrels of ale. Thebrewhouse is located beside the path leadingfrom Krag Bryn to the mines. The surroundingarea consists of mountain scenery with hills,boulders and clumps of trees.

    Set up the battlefield as shown on theBattlefield map. Alternately, you can agree on avariation of the battlefield to suit the scenerywhich you have available.Drong the Hard of Karad Thrund

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    Mark a line across the width of the table fromone side edge to another using dice. This lineshould divide the table exactly into two equalhalves. These are the Dwarf player’s half andthe Elf player’s half. The brewery buildingsshould be placed astride the half-way line, orwith an edge resting on the line. Thebrewhouse itself, though, should be placedslightly further back from the line, but nocloser than 30cm to the edge.

    If you are generating your own scenery, notethat the brewery is a fixed feature of thebattlefield and it should be placed before anyother terrain, as described above.

    The area between the buildings should beclear of any other terrain features except forthe brewery’s walls. These should be placed sothey link buildings or make an enclosurearound them. There should be clear gatewaysor gaps through the walls, allowing access tothe buildings facing the Dwarf and Elf tableedges. These should be wide enough for atleast two infantry stands to pass throughabreast.

    Both the Beer Hall and the Ale House maycontain up to two units of infantry. Simplyplace the units either on top of the buildings oradjacent to them. Units within these buildingscount as Fortified.

    THE ARMIESTHE DWARFSThe Dwarf army consists of 1,800 points,chosen from the army list in the Warmaster

    rulebook. The only restrictions are that theDwarfs may only take a single war machine orartillery choice and they may not choose aRunesmith.

    THE ELVESThe Elven army consists of 1,500 points,chosen from the army list in the Warmasterrulebook. The only restrictions are that theElves may not take any flyers (including flyersas monstrous mounts).

    DEPLOYING FOR BATTLESkag the Stealthy led his army towards thebrewery very early in the morning, under a veilof mist hanging in the mountain valleys. Whenthey were almost there, the mist clearedrevealing the Dwarfs to the Elf defenderswaiting among the buildings. The mist enabledSkag’s force to approach as close as 40cm tothe buildings and their Elf defenders beforethe battle commenced.

    When the battlefield is set up, the Elf force isdeployed first and the Dwarf force is deployedafterwards.

    The Elf army is deployed within the Elf half ofthe table, up to the line dividing the table inhalf, but no closer than 40cm to the side edges.

    The Dwarf army is deployed no closer than40cm to the brewery area.

    Skag is renowned for his cunning. To representthis the Dwarf player may deploy up to fourDwarf units in the flank zone along either shorttable edge. The unit may be placed within

    Dwarf player’s deployment zone

    40cm

    40cm

    High Elf player’s deployment zone

    FlankingZone

    FlankingZone

    40cm

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  • Grudge of Drong

    16

    20cm of the table edge, but not within 30cm ofany Elf troops. These units may be placed afterall other troops of both sides have deployed.

    THE BATTLEWHO HAS THE FIRST TURNThe first turn of the game goes to the Elfplayer. As the mist lifted from over thebattlefield, the keen eyes of the Elves saw theDwarfs before the Dwarfs realised how nearthey had come to their destination. The Elvesreacted immediately to defend the brewhouse.

    HOW LONG DOES THE BATTLE LASTThe Battle of the Brewery lasted from morninguntil sunset. The battle will last for six gameturns, each game turn representing about anhour of daylight in the original battle. Eachplayer will therefore complete six turns.

    RESCUING THE BREWMASTERThe Dwarf objective in this battle is to rescuethe Brewmaster, either by breaking into thebrewhouse and freeing him (which secures asudden death victory for the Dwarfs) or bycapturing the brewery (which happens if theDwarfs win on Victory points).

    As soon as a Dwarf unit reaches the brewhouse(ie, stands move up to and touch thebrewhouse), the Dwarf player rolls one dicefor each Dwarf stand (this may be any Dwarfunit except for Gyrocopter). This representsthe efforts of the Dwarfs to break into thebrewhouse, overpower the guards inside,unseal the vat and drag out the drunken Largs.If a 6 is rolled, this has happened and theDwarfs achieve their sudden death victory. TheDwarf player rolls in the Movement phase ofany of his subsequent turns in which a Dwarfunit is in contact with the brewhouse, even ifthe unit is in close combat, but not if it isfleeing.

    Note that the Brewmaster cannot be harmed inany way by either side due to a secret runictalisman that he wears, or more possibly as aresult of his beer laden breath which makes itimpossible to get near him!

    VICTORY OR DEFEATSUDDEN DEATH VICTORYCONDITIONIf the Brewmaster is rescued in any turn beforesunset, the battle ends in a sudden deathvictory for the Dwarfs at the end of that turn.

    VICTORY POINTSIf the battle continues until sunset, determinewho has won by counting up Victory points asdescribed in the Warmaster rulebook. If theDwarfs win, they ultimately rescue theBrewmaster. In the event of a draw on Victorypoints, this is counted as an Elf victory.

    VICTORY GAINSTHE DWARFSIf the Dwarf side wins the battle, theBrewmaster will be escorted safely to KazadThrund. Here he will brew gallons and gallonsof Dwarf ale to supply Drong’s army. This willenable Drong to keep his troops in high spiritsand eager for battle.

    He will also brew high-octane gyrocopter fuel,without which any gyrocopters Drong mayhave will be grounded and out of action.

    THE ELVESIf the Elves win the battle, the Brewmasterremains locked in the vat indefinitely. Drong’sarmy has to go without ale. Soon his troopsbecome disheartened and mutinous. Drongwill find it hard to persuade them to fight, letalone recruit more to join them. Disgruntledwarriors will begin deserting Drong’s causeand his army will dwindle in size. The Dwarfplayer will have to reduce his total points valuefor the last battle by 500 points and will not beable to field any Gyrocopters.

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    Grudge of Drong

    DRONG GATHERS HIS ARMYIn Kazad Thrund, the sound of hammersstriking anvils resounded throughout themountains as Drong prepared a mighty throngfor war. With or without his Engineers,Runesmith or Brewmaster, the grim-facedDrong was determined to lead out his army toconquer Krag Bryn and drive the Elves back intothe sea.

    Drong’s enormous horde marched alongGrudge Pass and beyond Krag Bryn, heading forthe Elf colony. Using this strategy, Drong knewhe could drive a wedge between Tol Eldrothand Krag Bryn. Drong was a shrewd andexperienced commander. He knew that theElves, rather than Queen Helgar’s tiny retinue,were the main enemy. He decided to destroythe Elves first and turn against the fortress ofKrag Bryn later. The queen would then eithersurrender or, failing that, he would have all thetime in the world to besiege her stronghold andtake it for his own.

    Drong planned to deploy his army with secureflanks resting against the mountain torrent ofKrag Bryn on one side and the steep mountaincrags on the other. This was where he couldexpect to meet the Elf army marching up fromthe coast. It was a good place in which to win abattle.

    ELDROTH’S COUNCIL OF WARThe Elf Lord Eldroth was constantly informed ofevents in the neighbouring Dwarf strongholds.He had placed emissaries and spies at thequeen’s court as a precaution, knowing thatone day he would need the information thatthey would gain. Even before Drong’s armymarched out, Eldroth knew that his arch-enemyhad gathered his forces for a final onslaught,and so he called a council of war in Tol Eldroth.

    When the nobles were assembled, Eldrothaddressed them:

    “We are now living in dark times! Throughoutthe Old World, the Dwarfs have turned againstus and there is war. Queen Helgar is our onlyfriend and that is because she has no otherchoice. The fate of her throne is linked to ours.If she falls, sooner or later we will be driveninto the sea by the enemy. I therefore recommend to the council that wearm ourselves and march out to fight Drongand his army without delay.”

    Anarion the trader rose to speak:

    “I speak for the merchants and traders. Eldrothis right! Even if we manage to defend ourselveshere it will be to no avail if Queen Helgar loses

    her throne. Then Drong will have the mines. Hewill ask extortionate prices or, worse still, hewill not trade with us at all. If that happens,this colony might as well pack up its belongingsand go home.”

    Then Fendar, a renowned warrior, gave hisopinion:

    “I say we should fight and win a great victory.This will show the Dwarfs that we are here tostay. It will give heart to all those othercolonies of our kinsfolk which are at presentsuffering the wrath of the Dwarfs. If they seethat they cannot beat us, then perhaps they willforget all this grudge nonsense. If Queen Helgarkeeps her throne it will show the hot-heads thatit is better to be friends with us!”

    Lastly Ardath, a hardened veteran and refugeefrom the Dwarf conflict raging to the north,stood and spoke:

    “Friends and kinsfolk. The queen does notmatter. She may be on our side now, but neverforget that she is a Dwarf and will betray us inthe end! We must seize our chance to crush theThrundlings once and for all. Waste no morewords! Let us draw our swords and slay the foethis day!”

    The council unanimously voted for war. Thedecision was immediately vindicated, for amessenger arrived bearing the news of Drong’sadvance. Eldroth gathered all the Elf warriors hecould muster, including several shiploads ofElves who had recently sailed in from Ulthuanto help fight for Tol Eldroth. Sure of the justnessof their cause, the army marched out to meetthe Dwarfs.

    FIGHTING THE BATTLEKrag Bryn is the final episode in the Grudge ofDrong campaign. The outcome of this conflictwill be influenced by the results of all of theprevious battles. This battle decides the fate ofDrong, it determines who rules Krag Bryn andultimately seals the fate of the Elves of TolEldroth.

    THE BATTLEFIELDCunningly, Drong has decided to march withthe raging torrent of Krag Bryn upon his leftflank. So whether the Elves meet him in themountains or on the plain, the stream will runalong one flank of the battlefield. On the farside of the torrent is the stronghold of KragBryn itself. Any forces coming from here to jointhe battle must cross the torrent. In this way,Drong has tried to protect the flank of his armyfrom a surprise attack by Queen Helgaremerging from the gates of Krag Bryn.

    SCENARIO 4 - THE BATTLE OF KRAG BRYN

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  • Grudge of Drong

    Set up the battlefield as shown on the map.Alternatively, you can generate your ownversion of the battlefield. Whether you aregenerating your own scenery or not, you mustfirst mark out a flanking zone on the Dwarfplayer’s left, separated from the rest of thebattlefield by a stream. The stream should be nofurther than 20cm from the nearest side edge,give or take a few cm to allow for the curvinessof any terrain pieces. This terrain feature is theraging torrent of Krag Bryn and marks theborder of Helgar’s realm.

    Now mark an imaginary line, using dice, acrossthe width of the table from one side to theother. This marks the centre of the table anddivides it into two equal halves. The ragingtorrent of Krag Bryn is bridged in many placesby Dwarf stone bridges. One of these crossesthe stream close to this middle line. This featureis placed at the same time as the stream andagain is a fixed feature of the battlefield. Placethe bridge more or less on the centre linedividing the table in half. The bridge can, if youprefer, be replaced by a ford.

    DEPLOYING FOR BATTLEQueen Helgar’s bodyguard of Slayers isdeployed first, before either the Elf or Dwarfarmy. The monarch has led them out of herstronghold and deployed them on her side ofthe river. From here she intends to observe thebattle and join in on the winning side. The unitis placed in the middle of the flanking zone,ready to cross the bridge. At the start of thegame, neither player has control of this unit.

    Now the High Elf and Dwarf armies aredeployed. Each army is deployed no closer than40cm to the centre line dividing the table into

    two halves. Each side deploys a single unit orbrigade at a time, one after the other, startingwith whichever player rolls the highest score ona D6. Characters are placed only after all of theunits have been deployed.

    THE BATTLEWHO HAS THE FIRST TURNBoth players roll one dice. The player scoringhighest has the first turn.

    HOW LONG DOES THE BATTLE LASTThe Battle of Krag Bryn lasted from mid-morning to sunset. Thus it lasts for eight gameturns, each turn representing approximately anhour of daylight in the original battle. Eachplayer will therefore complete eight turns.

    THE ARMIESTHE DWARFSThe army of Kazak Thrund consists of 3,000points commanded by Drong the Hard. It canbe larger than this if both players agree to ahigher points value; any points bonus orpenalty resulting from victory or defeat in aprevious battle will still apply. If the Dwarfs lostthe Battle of Grudge Pass then they may onlytake a single choice of war machine or artilleryfrom their army list. If the Dwarfs lost theBrewery Bash, the total points value of theDwarf army will be 500 points less than the Elfarmy, due to desertion resulting from the lack ofbeer rations and they will not be able to fieldany Gyrocopters due to a lack of fuel. If theDwarfs lost the Ambush on the Dwarf Road thenthey may not choose Runesmiths from theirarmy list. The army is chosen from the Dwarfarmy list in the Warmaster rulebook.

    18

    Dwarf player’s deployment zone

    Helgar’sdeployment

    zoneFlanking

    Zone

    High Elf player’s deployment zone

    40cm

    40cm

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  • Grudge of Drong

    THE ELVESThe High Elf army consists of 3,000 pointscommanded by Eldroth, Lord of Tol Eldroth.The army can be larger if both players agree toplay a higher points value; however, any pointsbonus or penalty resulting from victory ordefeat in a previous battle will still apply.

    The High Elf army is chosen from the army listin the Warmaster rulebook. The onlyrestrictions is that they cannot take any Dragonsas monsters or mounts.

    SPECIAL RULESWHO WILL HELGAR SUPPORT?Although Queen Helgar has led her bodyguardout to the battlefield, she cannot make up hermind whether to join one side or the other –indeed, whether to join in the battle at all. As forher followers, they are divided amongthemselves about raising their axes againstfellow Dwarfs. Some bear grudges againstDrong, others bear grudges against Elves. Whoknows: they might even end up fighting amongthemselves.

    Helgar’s Dwarf pride tells her that she shouldnot fight for Elves against fellow Dwarfs. What aterrible grudge this would bring down uponher! It would be remembered forever, and thensome. Even the king of Karaz-a-Karak wouldwrite it down in his great Book of Grudges!Perhaps if she was seen to be neutral, she wouldredeem herself in the eyes of Drong and all thedisgruntled Dwarfs, and so save her throne afterall!

    If she followed this course of action, and theElves won, she could make an excuse aboutholding her bodyguard back as a reserve. Evenbetter, if the Dwarfs won, she could say exactlythe same thing! She could fool both sides intothinking that she would have joined in to helpthem, without ever doing anything.

    The river marks the border of Helgar’s realm. Ifany player sends troops across the river orattacks Helgar’s bodyguard, she willimmediately join the other side and fall underthe control of the opposing player.

    Otherwise, Helgar will either join the Dwarfside or remain neutral. She helps her allies, theElves, by not joining in to help the Dwarfs. Ifshe is overcome with a surge of Dwarf pride andloyalty on seeing her husband in his warpanoply and wielding his mighty hammer, shewill join in on his side against the Elves. If thishappens, the Elves will suddenly findthemselves out-flanked.

    This is decided in the following manner. At thestart of each turn, both players roll a dice. If theresult is a double, Helgar joins the battle on theDwarf side and falls under the control of the

    Dwarf player. On any other score, herbodyguard stay out of the battle, supporting theElves by staying neutral.

    Helgar’s force is only tiny and consists of 800ptschosen from the Dwarf army list from theWarmaster rulebook. The Dwarf player decidesthe composition of this army and may onlychoose from the following regiments: Warriors,Handgunners, Rangers, Troll Slayers and mayonly be led by Heroes (one of which is Helgarherself). If this army joins one of the player’sarmies add the extra units to their exisitingarmy thereby increasing their Break point.

    VICTORY OR DEFEATDetermine who has won in the usual way, bycounting up Victory points as described in theWarmaster rulebook. Each side is fighting for adecisive victory, so there is no sudden deathvictory condition in this battle. It is fought tothe bitter end.

    If the Dwarfs win this final battle, Krag Bryn willfall under the control of Drong either asconqueror or because of a renewed pactbetween him and Queen Helgar. The army ofTol Eldroth will be lying strewn upon thebloody field and the doom of the Elven colonywill be sealed. Within a year, the city will fall tothe siege machines of Drong and the last of theElves will sail away to the west.

    If the Elves win, the power of the Thrundlingswill have been broken and Drong’s claim to thethrone of Krag Bryn will count for nothing.Either Queen Helgar will have met her doomfighting or fleeing beside Drong, or she willcontinue to rule under the protection of theElves. The Elf colony will continue to thrive andprosper as one of the last enclaves of High Elvesin the Old World. Everywhere Elves will takeheart from Eldroth’s example and counter-attack the Dwarfs.

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    Elf Lord Eldroth

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