As a minimum in this game, we have to reveal at least three exploration markers. We have also been contracted to retrieve the Golden Jhamjarh of Sticky Gods. Two adventure points are on offer, if we Hold the Field.
There are 8 exploration markers on the table, cunningly numbered 1 to 8. When it is the enemy phase, any unaware patrols will head towards a randomly determined marker (by throwing a D8), by the shortest possible route. Due to the nature of this battle, the following restrictions apply; all base movements are reduced by1”, no one can dash and maximum range is 8”.


There are 4 patrols, 3 consisting of 3 Roving Fiends each and one patrol which is a Craven Hex-Chanter.
The art of cursing chants brings ill luck to those it targets. Hex-chanters slowly lose their Human form, changing shape into something altogether more grotesque, though few practitioners will survive the conclusion of their transformation.
Flocks of humanoid beasts with rudimentary intelligence, they live off carcasses and what they can kill with their clawed hands.


Once again, the Compagnye splits into two parties. Ilsa, Barney, Tiffany and Lew elect to enter behind the market stalls.

Whilst Cuthbert, Bara, Thorvald and Hugh enter further to the east.

It appears that our heroes to the west are knocking over market stalls. This was due to my inability to move the figures through the narrow gap. The Roving Fiend patrol which were guarding the central marker, start to move away. This is a lucky break for the Compagnye, as their Contract objective is the Golden Jhamjarh of Sticky Gods, the gold-coloured object on the roof of the building in the centre.

The Roving Fiends are seen crossing an alleyway, swiftly bows and slings are readied and both Bara and Thorvald kill a Fiend each. They cannot yet see the third, which is hidden by a building.

Meanwhile Ilsa, at an exploration marker, finds an icon. Later, this turned out to be rather valuable, selling for 8 gold marks.

Ilsa has a faster movement rate and the rest of her party are trying to keep up.

Cuthbert advances and makes his first kill, taking out the third Fiend.

We now get very lucky. All the enemy patrols, by a random dice throw, all move away form the Compagnye. The Sticky Gods are indeed shining on us today!


Ilsa and party move on to explore further, leaving chaos behind in the market.


The three surviving patrols, by a strange coincidence, head towards the same marker. It could have been much worse for us.

Ilsa finds another marker, but it is just an obstacle, nothing more.

The patrols reach their destination and throws are made to see where they go next.

Bara leads the other party up on the roof. The marker turns out to be a man-trap and Bara is pinned to it.

Hugh jumps over Bara, who is pinned and claims the Golden Jhamjarh of the Sticky Gods. Thorvald manages to free Bara (a successful Wits test).

One patrol of Fiends returns to another marker.

However, the Hex-Chanter and another patrol sight the Compagnye, at last.

With Bara limping his way down the steps and Hugh right behind him, clutching the sacred Jhamjarh, the Compagnye elect to make a swift exit from Djelibeen. We had located three markers and we had our objective. No need to push our luck.

The Hex-Chanter and Fiends are in hot pursuit…

But we have too much of a lead on them and exit Djelibeen at speed, scattering market stalls, left, right and centre!



A short but fun game and we were rather lucky. Very enjoyable and a pleasure to have the three Gentlemen of Much-Piddling back together again!