A Wee African Jaunt.
Having set up the "timed" table for the previous "How To" post; a quick game...
The Tale:
Col. Jack "Biggin" Hill has set off for the rocky outcrops near the railway Watering Stop at Bomini Wells at the behest of the Durani Pans Railway Company; it having been reported that a man-eating lion - possibly more than one - has been putting the wind up visiting maintenance crews. His mission; to search the area and deal with any human-hungry felines.
He is accompanied by his good friend Major Barker-Hinds, his bearer Mingo M'bosi, their cook, washerwoman and general camp helper Bountiful Misuri and a donkey (name unknown) to carry the stuff Bountiful can't manage.
The environs of the watering stop consist of a number of low hills, riddled with stony outcrops and possible small caves (ideal lurking places for dangerous critters) scrub and a couple of small fields.
Also near the watering stop is the home and shebeen of independent, gun-totin' Mam'selle Fifi La Tour; a lady of some considerable reputation, whom, it is rumoured, is apt to take considerable violent offence at any refusal to accept her hospitality.
The group is aware that as soon as a shot is fired this is likely to draw Ms. La Tour from her lair to investigate. If she encounters the party they will be delayed while a polite refusal to sample her wares is negotiated (any failure on the Colonel's part to successfully talk his way out of this will mean the remainder of that day's hunting is lost).
A shack, inhabited by Fifi's handyman and gardener, "Railway Jim", also lies nearby. He is not likely to cause a problem, but will support Fifi if there is any trouble.
Our party has only three days to scout the whole area twice, dealing with any dangerous lions encountered. At some point they must set up camp (one move to set up, one move to strike) for overnight. Ideally out of sight of the shebeen.
Technical Notes
My usual rules and routine for this kind of adventure. A movement allowance of 6" plus 1x6D in inches for fast walking, less terrain effects. More distance (an extra 2" and an extra dice) for running. 2" for sneaking. Simple dice-driven shooting conventions, with tests for individual speed/initiative. Simple ad hoc dice tests where actions or decision tests are called for. Personality activation by character-modified dice throws as soon as there is any conflict.
Mid game notes in italics (below).
The Game
Day One: Our party move along the east side of the table, to avoid the shebeen and intending to set up camp towards the north east end of the area. No issues for a couple of moves, then, breasting a small rise, they see some dust near some scrub.
They deploy; but it turns out [Events Table check] to be a couple of Wild Dogs, which make off....
The two hunters press on; crossing the railway and making their way towards one of the rocky outcrops. Mingo and Bountiful [dice test] follow; bringing the donkey.
As the move ends [there is another Event Test] the Colonel spots something moving in the shade of the rocks.
The Colonel and the Major spread out, approaching the suspicious movement carefully [in the pic the "puff" of "dust"; normally I'd use one of my "wee birds" blind markers, but their box is under a load of others].
The Colonel creeps closer, covered by the Major.
What the !!!!!
Suddenly an enraged hippo - presumably drawn by the pool at the Watering Station during the night, and now resting up in the shade of the rocks - rushes out - and straight at the Colonel [type of animal, direction and attitude diced for].
At this distance running is no good (anyone who has seen an angry hippo in real life will know that where it is you don't want to be...). As the hippo rushes at him the Colonel looses a shot - a hit, but only a wound. We now have a wounded angry hippo....
[Priority, initiative and effect on the above diced for. Simple dice tests.]
The Major fires; again hitting the animal, but like the Colonel only winging it.
The animal crashes into the Colonel, swinging it's mighty jaws, and he goes down.
The stricken creature makes off, leaving the Colonel with three massive wounds; he is VERY lucky to still be alive but is definitely out of the game.
The shooting has drawn the attention of Fifi La Tour. Grabbing her trusty elephant gun and a pair of pistols she rushes out of the shebeen, being quickly joined by Railway Jim. They watch the hippo rush off, and make their way to where the shooting occurred without incident.
The hippo attack has seriously upset the proceedings. Fifi and Jim help safely carry the Colonel to the shebeen, where he is tended. He may live, but his wounds are VERY serious.
It is likely to be five days trek to the nearest town, but a train to Ambolini will pass though in three days. It is safer to tend the Colonel here, and wait for the train. The party will rest at the shebeen. Day One has NOT been a success.....
Bountiful tends to the Colonel's wounds. Railway Jim and Mingo take a bottle to Jim's shack. The Major will bed down at the shebeen. Fifi IS pleased....
Day Two
Leaving the Colonel at the shebeen, in the care of Bountiful, the Major decides that rather than sit around he will try to complete the Colonel's quest.
He and Mingo set off but, surprisingly [dice decision], Fifi and Railway Jim elect to accompany him. They move north, crossing the railway tracks and moving up onto one of the rocky spurs without incident.
Not at all what anyone was expecting... (Especially me)
Fifi is enraged that this party are on her land, but Jim and Mingo are reluctant to get involved. The Major, however, senses sport...
[Determination tests all round].
There are three gun runners at the head of the column, some five or so bearers, and two more criminals at the rear. The Major and Fifi sneak to suitable positions flanking both sides of the group.
The criminals are not looking for - or expecting - trouble. As they turn to head towards the rail crossing Fifi, hidden among the rocks on their flank, jumps up. She fires..
Was it meant to be a warning shot ? Who knows, but whatever the case it wings Morg-Rhys himself. Shocked and surprised - as well as hurt - he staggers, throwing his arms up in surrender.
One of his henchmen shoots; hitting Fifi, who falls badly wounded. The Major fires, dropping the shooter. The last of the leading trio drops his weapon, and following his leader's example, raises his hands. These guys are made of very poor stuff after all...
Or are they ? The two at the rear test. One panics, and runs off, but the other has more grit, and rushes through the group of bearers towards the front of the column.
Railway Jim, who, overcoming his own fear at seeing Fifi fall, runs up to join in.
There is a short, sharp fire-fight with the last fighting gang member. Jim is himself hit in the arm - a flesh wound, as the Major wings the last active gang member; whose courage doesn't last. Although just wounded he drops his weapon - possibly thinking the rocks hold more good guys than is actually the case...
Mingo runs up to help herd the captives. The gang, hands tied, are rounded up and made to carry the stricken Fifi back to the shebeen.
The Major decides lion-hunting will have to wait; it looks like there will be several passengers for tomorrow's train. The group may not have bagged any lions, but there is likely a reward for grabbing the villains....
Summary:
Well that was a short, sharp exercise - with a totally unexpected result. Great fun.
Rules were VERY simple. Lots of very basic dice tests once the action got flowing for initiative but fast and didn't get bogged down.
I'll likely have a replay and mess about on this set up before stripping the table.
Or maybe tweak it and the action shifts to Arabia for some train-blowing...? Hmm...
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