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.
๐ญ Cast of Characters
๐ซ 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
๐ฉบ 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.
๐ฎ 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.
๐บ️ 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)
๐ฏ 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
๐ฅ 1. Red Mary’s Betrayal
At game start, roll d6
I rolled:
- 3–4: She told the truth → Standard deployment
๐ฉธ 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
๐ฅ 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
๐ช 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
๐ฌ Narrative Endings (Choose or Roll After Game)
๐ “Taken Alive”
One outlaw captured
→ Trial in Dunedin… or a rope somewhere quieter
๐ซ️ “Gone to Ground”
One escapes
→Never heard of again.
๐ฉบ “Doc’s Redemption”
Doc saves someone (even an enemy)
→ Reputation restored… slightly
๐ The Game
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| The Black Spur battlefield |
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| Doc with a bag on his head, long story, Big Bernard, Aru and Rapata Maori (Alf and Bob) |
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| Clarence looking disfigured with mutton chop moustaches. |
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| The Butler Gang head for the bridge. |
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| And the detachment move up behind the heather raking cover. |
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| A long range shot hits Aru. He loses 3 action dice. I roll and ge gets ac1. His loyalty to the Butlers fails. |
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| In a moment of clarity Aru legs it, in an ironically distorted photo! |
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| Bernard rolls for his AI action. He takes a mad charge, missing two shots in the process. |
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| The detachment wounds him |
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| Clarence, unarmed, charges and kicks Bernard in the nads. |
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| Doc is shot in the back, running away. |
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| The end of a tragic figure, still with a bag on his head. |
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| The Maori lads successfully leg it |
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| Bernard severely wounded, Doc killed. Bernard's golden poke is discovered. |
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| And Clarence will probably get promoted for that one Heroic moment. |
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