Monday, 11 May 2026

The foot bridge at Black Spur

Final Scenario: “The foot bridge at Black Spur”

Police Gazette – Southern District, Late Winter, 1863

Following the disturbances at the gorge and the disgrace of Eugene’s performance, intelligence has been received from a known associate—“Red Mary”—that two fugitives of the Butler Gang remain at large.

They are believed to be hiding in a remote mountain area above the diggings.

Four constables have been dispatched.


🎭 Cast of Characters

🔫 Big Bernard Butler – Last of the Gang

  • Wounded pride, not body (unless you carry injuries forward)
  • Knows the game is up—but not how to stop
  • Goal: Escape… or go out remembered

🩺 Doc Parker – Failed Dentist

  • Half-charlatan, half tragic figure
  • Clings to dignity: “I am a man of learning…”
  • Goal: Survive and redeem himself (or prove he’s not a coward)

Aru and Rapata.  

  • Two Maori lads linked to the Butlers
  • Both have shotguns
  • Neither are keen to be here.  50% chance of legging it.

👮 Four Armed Constables

  • Understrength, but determined
  • Represent the tightening grip of order on the goldfields
  • Historically appropriate: small detachments often operated in rough terrain, acting as both police and paramilitary units
Including Clarence Whitmore, but I'm keeping him as unarmed.

🗺️ Table & Terrain

Core Feature: The Stream

  • Fast mountain stream.
  • Lean-to footbridge.

Surroundings:

  • Rocky slope / bush
  • Narrow track (entry route for constables)
  • Steep drop or gully edge (escape route / danger zone)
  • Optional: abandoned diggings or sluice tailings

Atmosphere:

  • Cold, wind howling
  • Low visibility (mist or dusk preferred)

🎯 Objectives

Constables

  • Capture at least one outlaw alive
  • Recover stolen goods / evidence
  • Survive

Outlaws

  • Escape off-table (across the foot bridge)
  • OR eliminate the constables
  • Optional: destroy incriminating evidence

⚖️ Special Scenario Rules

🟥 1. Red Mary’s Betrayal

At game start, roll d6

I rolled:

  • 3–4: She told the truth → Standard deployment

🩸 2. Doc Parker’s Crisis of Identity

Once per game, when things go wrong:

  • He may:
    • Rally himself → gains temporary bravery
    • Freeze / panic → loses an action
    • Attempt “treatment” → heal OR make things worse

🔥 3. The Heather Burns

Any firearm discharge near clumps of heather risks fire.

  • On trigger: slow-burning blaze spreads each turn
  • Forces movement → prevents static shootout

🪙 4. Goldfields Reality

  • Hidden stash (optional): small bag of gold dust
  • Big Bernard carries it = a target
  • Reflects the constant tension and criminal opportunism of the goldfields

⏱️ Game Length

  • 6–8 turns OR until one side breaks / escapes / burns

🎬 Narrative Endings (Choose or Roll After Game)

🔗 “Taken Alive”

One outlaw captured
→ Trial in Dunedin… or a rope somewhere quieter

🌫️ “Gone to Ground”

One escapes
→Never heard of again.

🩺 “Doc’s Redemption”

Doc saves someone (even an enemy)
→ Reputation restored… slightly


👍 The Game

The Black Spur battlefield

Doc with a bag on his head, long story, Big Bernard, Aru and Rapata Maori (Alf and Bob)

Clarence looking disfigured with mutton chop moustaches.

The Butler Gang head for the bridge.

And the detachment move up behind the heather raking cover.

A long range shot hits Aru.  He loses 3 action dice. I roll and ge gets ac1.  His loyalty to the Butlers fails.

In a moment of clarity Aru legs it, in an ironically distorted photo!


Bernard rolls for his AI action.  He takes a mad charge, missing two shots in the process.

The detachment wounds him

Clarence, unarmed, charges and kicks Bernard in the nads.

Doc is shot in the back, running away.

The end of a tragic figure, still with a bag on his head.

The Maori lads successfully leg it

Bernard severely wounded, Doc killed.  Bernard's golden poke is discovered.

And Clarence will probably get promoted for that one Heroic moment.

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