A walk in the woods

 

Games Master’s Key

GM has control of the inhabitants of Elysia Lodge and some of the characters belonging to the players for concealment purposes.

Lucia Umbri Player D dices D6 for move she wheels her pram out from Elysia Lodge GM will move her until an encounter occurs.

Boy Desmond will lead B’s 1st Squad to the bicycle and return to the stable. 

Lucia Umbri WA Mo 5” (Pram 4”), Fa 2/2/2, Ag +1, Th 0, Me -2, hands Bst  -3,

Charm M +1, F  MC £0 – 0-0d. In pram 1st aid kit, 2 revolvers & 6 milk bottle grenades

Grenade 1 Round to prepare & light, Range 5” burst pattern 4” D10 + Th, 3- lands fizzing D6 2 rounds time (2- fails, 3+ fizzes on, 5+ explodes) 4+ lands 1 ½ ” from target {use arrow dice} 6+ explodes on target 1” Bst -1, 2” Bst -2, 3” Bst -3, 4” Bst -4  

Class III (II) Dubious MC £0 -0s -4d Speaks English, Italian.

On a Card 3 trigger happy Ashdown shooting club men.

Eager shoot anything especially escaped convicts!

Thomas Smith, Richard Brown  & Henry Robinson. Each

By +1, Mo 6” Fa 3/.3/2 Ag 0, Th 0, Me 0, Rifle Bst -2

3” 5+ Pst -1, 6” 6+ Pst -1, 11” 7+ Pst -1, 18” 8+ Pst -2 10 bullets

Single shot 4rds to reload. Speak English, Latin Class VI, Respectable MC £2 – 0 – 0d

Movement on the paths and track are at normal rate, minus two inches for furtive or searching rates. Movement through the overgrown woodlands is at half plus 1” rate, with minus two inches for furtive or searching moves.

Locating others 2”- 6” away in dense wood D6 +F needing 3+ (4+ 9”, 5+ 12”)

Others stationary -3, others moving furtively -1, others normal move 0, doubling +2 

Searchers normal move 0, Searching move +1, stationary +2. 

Plan Key

  1. Possible Card starting position

  2.  Possible Card starting position

  3. Possible Card starting position

  4. Possible Card starting position

  5. Possible Card starting position

  6. Possible Card starting position

  7. Possible Card starting position

  8. Possible Card starting position

  9. Possible Card starting position

  10. Possible Card starting position

  11. Charcoal Clearing with woodsman’s padlocked hut BS 6; inside 4 x 6" lengths of rope, 10" cord, bow-saw, felling axe & lantern

  1. Area of dense woodland

  2. Charcoal Clearing 4 bee hives with bees buzzing. FV2 within 4”, within 2” must dice for a bee attack of AvD -2 swarms, Each swarm D6  6 = 2 flesh wounds, 5 = 1 flesh wound  3+ = follow figures 2- = move away.

  3.  Area of dense woodland

  4. Area of dense woodland

  5. Area of dense woodland

  6. Area of dense woodland

  7. Area of dense woodland

  8. Pasture field

  9. Tarmacadam Road +1” to movement

  10. Tarmacadam Road +1” to movement

  11. Tarmacadam Road +1” to movement

  12. Tarmacadam Road +1” to movement Any convicts heading West are caught by Chief Inspector Tyneside’s men at the barn just off the table.

  13.  Pasture field

  14. Dutch Barn with Chief Inspector Carslake’s THQ Player C

  15. Haystack

  16. Area of dense woodland

  17. Area of dense woodland

  18. Charcoal Clearing

  19. Area of dense woodland

  20. Area of dense woodland

  21. Charcoal Clearing Gypsy Caravan Witch Zingara & Frau Seher Run by Player D

  22. Area of dense woodland

  23. Area of dense woodland

  24. Charcoal Clearing

  25. Area of dense woodland

  26. Area of dense woodland

  27. Area of dense woodland

  28. Charcoal Clearing with ruined Factory Player D’s ambush place

  29. Area of dense woodland

  30. Path & hedge where cycle patrol had their rest.

  31. Water trough & hitching rail

  32. Arcadia Lodge House with 2 dog kennels in front. Dogs FV 2 Growl threateningly Neuserk unknown males 3” (Mo 7”) Me -2 Pst -1

In the Warbleton’s house at door

            Maid Autumn Pale, By M0 5”, Fa 2/2/2, Ag 0, Th 0, Me -2, Pail Bst - 1,

            Cl II Du Charm M -1, F 0, Co 0, MC £0 – 0-0d. 

            Miss Aspasia By M0 5”, Fa 2/2/2, Ag 0, Th +1, Me -2, revolver Bst -2,

            Sb Revolver Firing 3” 4+ Pst -1, 6” 5+ Pst -1, 11” 6+ Pst -2, 5 rounds.

            Cl V Re Charm M -1, F +1, Co +1, MC £1 – 2-0d. 

            Mrs Hypatia By M0 5”, Fa 2/1/1, Ag -2, Th -1, Me -2, handbag Bst -3,

            Cl V Re Charm M -2, F 0, Co +2, MC £10 – 12- 11d. 

            Cook Mrs Stout By M0 5”, Fa 2/2/2, Ag -2, Th -1, Me -1, Rolling Pin Bst -2,

            Cl III Du Charm M -2, F 0, Co +1, MC £0 – 10- 10d.

            K Maid Lizzie By M0 5”, Fa 2/2/2, Ag -1, Th 0, Me -2, Dagger Pin Pst -1,

            Cl II Du Charm M -2, F 0, Co +1, MC £0 – 10- 10d.

  1. Stable & Office. One horse in the stable.

  2. Shed with bicycles

  3. Garden & way out onto path to road.

  4. Pasture field

  5. Pasture field

  6. Clump of bushes with Inspector Ireton’s rifle squad Player C

  

Introduction

 

Sherlock

 

Escapees

 

Police

 

Moriarty

 

Umpire

 

The Game

 

Player accounts

Rules

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