Apologies for the lack of activity lately but I have had prac and exams that have taken up a huge amount of time. I have now managed to find some time for a quick game in the continuing story of Paradise and the Diltons (it helps that holidays have now started) using THW Six Gun Sound: Blaze of Glory.
Pursuit.
The Diltons have managed to get away with $13000 from their robbery of the bank in our last adventure. Currently they are on a stage coach and are fleeing the posse that is rapidly catching up to them. The sheriff and deputy were injured in the escape so are unable to pursue themselves but the posse has been formed by men under the employ of Silus Smith, owner of the Pairadice Saloon and power behind the town. He believes that the money stolen was his and so has taken this personally. As a result, he formed a quick posse and gave them orders to get back his money or at least report back as to where the Diltons have holed up.
The quality of the stagecoach is 5 (due to the team leader otherwise the rest of the horses are counted as quality 4, with horsemanship of 3. This 3 may seem low but the Diltons have very little experience handling a stage coach. This would be a HUGE learning experience for them)
The Posse stats : horses quality, horsemanship.
Howard:5, 5, James: 5,4, Frank: 4,4.
Under the rules of a chase, activations are rolled each turn but unless a double 1 is rolled this roll will play not part in the game. I have added a rule that if a double 2-6 is rolled, the Diltons have found a place to hole up and will hopefully either outpace their pursuers or have a good place for a last stand.
Each turn will be made up of four sets of rolls. One for each member of the posse and one for the stagecoach. This game is not played on a table but can be represented by 10 bands drawn up with the lead runner on band 1, while the posse start on band 6. I have used my village boards from WWG and miniatures.
Activation 1 roll 3:5
Stagecoach passes 1D6 on chase table which then means that they have to make a horsemanship roll. It then passes 2d6 on so counts as pass 2D6 on the chase table and so does not lose any ground.
Howard: Pass 2d6 so he keeps up but does not gain on the coach, James: passes 2D6 and he also keeps pace and Frank: passes 1d6 then 2d6 for horsemanship roll so counts 2d6 on chase as well so keeps pace also.
Activation 2 4:6
Stagecoach: pass 2d6 and keeps going at a steady pace.
Howard: passes 2d6 and keeps up with the stagecoach, James: passes 1d6 so rolls on the horsemanship table and passes 0d6 so his horse has stumbled and this means that he falls back one band and Frank passes 2d6 so he keeps up as well.
Activation 3 1:6
Stagecoach passes 1d6 on chase so rolls on horsemanship table and passes 0d6 so falls back 1 band and it careens out of control but then Zach Dilton manages to get control but as a result has allowed the posse to get closer.
Howard: passes 2d6 so is keeping pace and due to the stagecoach slowing has managed to close the gap by 1 band, James passes 1d6 then passes 2d6 on the table so counts as pass 2d6 on chase table and keeps pace while Frank passes 1d6 then passes 2d6 so no change.
Activation 4 6:5
Stagecoach passes 2d6 so no change.
Howard: passes 2d6 so again no change, James passes 1d6 then passes 0d6 on horsemanship so falls back 1 band and Frank passes 2d6 so no change for him as well.
Activation 5 5:6
Stagecoach passes 2d6 so has managed to keep pace but cannot seem to lose the posse.
Howard: passes 1d6 then 2d6 so no change, he cannot gain any more ground but at least is not losing it either, James: passes 2d6 and keeps up, James: also passes 2d6 so no change.
Act 6 2,5
Stagecoach passes 1d6 only and then passes 2d6 on the horsemanship table so counts as passing 2d6 on the chase table so maintains it pace.
Howard: passes 1d6 then 2d6, see above so manages to maintain his pace as well, James: passes 2d6 so maintain his pace while Frank: only passes 1d6 then 1d6 but as his horsemanship is equal to his horse quality so no change as he manages to control his trusty steed.
Activation 7 5:1
Stagecoach passes 0d6 then pass 0d6 as the horses are getting tired as they are not used to such a fast pace for an extended period of time and so it falls back 1 band.
Howard: passes 2d6 so maintains pace, James: passes 2d6 as well so no change also and Frank: passes 1d6 then passes only 1d6 but as his quality equals horsemanship there is no change .
Activation 8 4:4 (Doubles are rolled)
At this point in the chase the brothers decide that they had better start looking out for somewhere to make a stand (hopefully not their last, they hope), as the horses are starting to tire and the last thing they want right now is for the Stagecoach to crash. They manage to spot a cave and after disembarking, all 4 hurry themselves into the cave and quietly say a quick pray to which ever God is listening (they aren’t the religious types but feel that one of the different ones they have heard about may be listening).
The posse cautiously makes its way to a clump of trees and while James goes back to town to get extra men, the other two make sure that no one leaves the cave.
The next mission will be the posse trying to retrieve the money and the Diltons (dead or alive).