Once more it is Rescue from the Hangman's Noose as I test another variant of my skirmish game rules. More than skirmish rules, really, they have the mechanics to transition into table top rpg.
Four musketeers attempt to save a friend from the hangman's noose. Andre, D'Hubert, Arnaud, and Paul sneak into the square as the grim ceremony is set to begin. A drummer beats the solemn prelude and the musketeers linger out of sight at the edges of the square. Five of the Cardinal's Guard watch the crowd for the would-be rescuers. (I've dispensed with the crowd for my purposes today).
Hearing the guards shout a warning about the musketeers, Paul runs in from the shadows of the auberge to take Joussac, who is waiting for the hangman and prisoner to emerge from the cells, and runs him through. (The green markers denote hidden items the musketeers can use but which were not significant factors to play as the circumstances developed). D'Hubert has come around the other side of the auberge.
Joussac's death cry attracts the attention of the lightly-wounded Rousseau. The guard's rush toward the hangman and prisoner is interrupted by D'Hubert. Paul charges the hangman and introduces the pommel of his sword to the hangman's skull. The hangman is completely floored by the encounter. (The hangman is played by a cowboy sheriff figure, and the condemned is played by another cowboy figure).
Even with three of their number stretched upon stones, the two remaining guards keep their heads. Before Paul can escape with the prisoner, Colbert fires his pistol at Paul. Although his lead message doesn't strike the rescuer, Paul does leap for cover, abandoning the prisoner.
With Joubert converted and Colbert stewing in his own juices, no guards remain to impede the rescue.