And then... a small Spanish vanguard appears at the other end of the dyke. La Fontenelle, although technically an allied, apparently does not want to meet them. He abandons the cart which cannot turn round on the narrow dyke and walks back with his men and his prisoner, but not to the village, they follow the bank of the pond (they can be seen in the background). The Spanish walk around the cart and enter the village.
The woman in red has joined La Fontenelle's group obviously trying to leave the place as fast as possible.
Seeing this, Antonin the League officer follows his instinct (and is gaining confidence with the Spanish approach). With some soldiers on foot behind him, he rides towards La Fontenelle to stop him and to ask a few questions.
La Fontenelle protests and say they are on the same side, and that he his going away with his own belongings and a prisoner. Antonin has more men and more firearms, and thinks that stealing from thieves is a good thing. He says he'll keep the prisoner, and also the three small chests, and that the thieves carrying them will follow him too. He lets the furious La Fontenelle go away alone with sword and horse.
Antonin does not let the red woman go. She says her name is Katell Ruz (that means Red Cathy in Breton, probably not her true name). He thinks they are on the same side but he does not take any risk and he confiscates her arquebus.
(A smiley die says that) she is unhappy of this and she slaps him.
He then asks the prisoner who he his. The man answers in English "my name is Robert Davidson, I'm a master gunner, je souis maître canonnier..." (with the GM accent...) So this man is a highly qualified English technician, La Fontenelle wanted to ransom him (that's why he did not want the Spanish to see him, they could have killed him).
The attacking Englishmen are too far to hear these discussions but ask themselves what is going on.
Far from there, near the poorest houses, some peasants are interested by the load of the mule left behind by the English.
The Royalists think it's time to go back to where they came from.
The English decide to go back too. Two Spanish cavalrymen charge some of them...
...One of the Spanish riders is shot before contact, the other one rides over a caliverman. The survivors of both sides disengage, the English continue to retreat without haste, the Spanish vanguard follows them but not fast.
Antonin returns to the village, this time with his troop. Having cautiously avoided melee contact all the time he had not many casualties, and with a few of the fanatics still alive and the three thieves pressed into his service he now has more men than before!
He has accomplished his mission, and as ever he does not forget his own interests (...some players have a great imagination for this and may surprise the GM, who cannot plan in advance all possibilities and ideas and must follow as well as possible).
He sends one of his men to the retreating English to ask them if they want to buy the prisoner! It appears that this man is highly considered and needed (recovering him was a secondary mission for the English). After some discussion they accept to pay 200 livres for him.
In the thieves' chests he finds some jewels, precious things, and coins, probably stolen from nearby manors. He gives the coins to the village priest for charity and to pray for him, he keeps the rest which is more than 200 livres value also.
He then invites Katell Ruz to the village inn. She says (it was quite obvious) that she works for the League on important secret matters. He politely asks her if she wants to spend the night with him, but
(a smiley die says that) the answer is no. He does not insist and gives her her arquebus back.
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Conception details, for inspiration:
Two weeks before the event I didn't know how many players could be present, if any, and if they would be new gamers or not. So I decided to go for an easy scenario to run, with very small and uneven forces (the rules are not really intended for traditional battle on equal terms).
First part of game: two groups of attackers advance towards the village, outnumbering a group of defenders which can use optional rules for ambush (which basically are that the ambushed cannot shoot back or strike back in the game turn when the ambush happens; in a skirmish between small groups it has some effect).
Second part of game: defenders reinforcements or allies arrive from the other side of the gaming table, the situation is reversed.
This could have allowed to cut the game duration in two halves; and also to accept different numbers of players. There was only one player, so he handled the defending group (and the GM the attackers). With two players it could have been the contrary. In such cases, with one or two players "against" the GM, players are given some good advantages over their GM-run NPC opponents as in good old RPGs. If more players they would have been on opposite sides, so even with unequal forces an overall balance would be more important. Small squads could also have been handled by passers-by, even for a short time, but visitors were more interested in looking at the terrain and discussing details or history than actually trying to play.
Note also that the importance that some NPCs take in the game often depends on the players themselves: if the players ignore them they stay ...almost ignored, or idle; if players develop an interest towards them the GM gives them more reality and motivations on the spot and it can be more interesting and funny than the main tactical situation (as happened in the second part of this game).