Chapter IV - Comancheria (Charlie & Ezekiel)

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#61 Post by Rex »

Charlie

Charlie will try to grab the dog and then ride hard for the wagon train. If he can't get the dog, he just rides hard for the wagon train.

Grab [1d20]=19

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#62 Post by Bluetongue »

'Sarge' Ezekiel

If he observes Charlie and can understand his signals regarding the war-party danger, then I will act like this:

Quickly ask Styles about his fastest rider. Send him now onwards to the fort at all speed to warn the army that the wagon train is in danger and we need cavalry help.

Sarge Ezekiel: Stature (7) [1d20]=8

Ezekiel: Observation (14) [1d20]=11 Luck (7) [1d20]=15

Secondly we need corral wagons and beasts in orderly fashion and barricade ourselves in order to defend against indian attacks. We might have just a minute to act, so need to do so quickly.

If we can use any landscape to advantage, getting cover from a bluff, copses of trees or even a creek hollow, we should use that.

I will advise Styles, expecting the settlers to take to his authority rather than give orders myself.

If I see an injun riding after Charlie, I will cover his retreat back to the wagon train.

Ezekiel: Rifle (4): Careful Shot vs Dex 17 [1d20]=10Wound Location [1d20]=14 Severity [1d6]=1

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#63 Post by jemmus »

Mister Grant turns from barking at the prairie dogs to yapping furiously at the mostly naked, eagle feathered riders at the brim of the rise. Charlie turns his pinto mare Pict around and lopes toward the little terrier, trying to scoop him up in passing. But the dog is just too low to properly reach from the saddle, and besides, the overly-active thing is having a fit and jumping all around with each bark. Charlie urges Pict into a full gallop. He looks back and sees that the dog has decided to do the sensible the sensible thing-- stop barking and follow the man and horse back toward the run. Because the eight mounted men have also broken into a gallop in pursuit. The prairie dogs who had been standing and regarding Mr. Grant with curious bemusement duck into their tunnels. The terrier flies over the prairie ground as he runs for his very life. One of the native plainsmen raises an old Sharps carbine and takes a pot shot at Charlie.

Extreme range for a Sharps single shot carbine (200 yards or more): -5
Galloping: -4
Target galloping: -4

[1d20]=18

Then another of the whooping riders does the same.
[1d20]=6
But the rest don't waste ammo. They urge their paint horses forward, leaving a low cloud of dry dirt dust. Trying to close the gap between interloper and his fiddling with an odd little dog. Then Charlie remembers that he's galloping Pict in a prairie dog town: a place dotted with cleverly concealed entrances to tunnels-- holes in the ground-- scattered all around. Perfect for fatally breaking a running horse's leg. He considers the options. Continue riding toward the settlers train and its likely many rifles and other firearms at breakneck speed. Or slow to a lope, trot, or walk, and hope he or Pict spot a hole and avoid it. Behind, the lateral line of galloping horsemen starts to turn into an irregular V, as two horses start to outpace the others. The lead one has it's head full forward and it runs with full strong horse spirit and determination.

Charlie's roll to grab for Mr. Grant fails on either Coordination or Riding. It probably would have been a hard roll anyway, with or without dismounting.
Charlie will need Riding rolls to either lope or gallop Pict through prairie dog town without horse breaking a leg and rider getting a leg pinned under a heavy horse's side. (That was frequent cause of death for 19th century and before generals and kings, btw). If Charlie's rolls fail, Pict will get Intelligent saving throw of her own.
Galloping: -4 to the skill
Loping: -2 to the skill
Presumably the pursuers would face the same modifiers. Unless they're Comanches, native to these lands, and seeming miracle workers when on horseback...

Having observed the riders more closely (and being shot at by them), Charlie can choose to do another Indian Contact roll to identify the riders' tribe. This time at +4 to the skill.
Last edited by jemmus on Fri Jan 26, 2024 2:06 am, edited 1 time in total.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#64 Post by Rex »

Charlie

Charlie will slow Pict down to avoid the holes and hope that his pursers get caught by them.

Indian Contact (13) [1d20]=6

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#65 Post by jemmus »

From their particular (and very expert) style of riding, half-Comanche Charlie learns that his pursuers are Comanches.
Charlie and Ezekiel both know that Comanches are widely considered the best horsemen on the Plains. Or in North America, for that matter.
After re-reading the rules for using work skills, I'm going to revise the modifiers.
Galloping: No modifier. A Riding roll is only required when attempting some especially challenging move.
Loping: +3 to the skill score to lope through the prairie dog town with no mishaps.
If Charlie still wants to lope through the prairie dog town, please make a Riding roll at +3 to the skill. If it fails, please make an unmodified Luck roll.


Ezekiel and the people of the settlers train hear the sound of two large-bore rifle shots from beyond the rise to the west. Sykes's head jerks around, as do those of the settlers riding in and walking beside the wagons. A man in his fifties carrying a lever action carbine comes galloping up from the head of the train. He and Sykes exchange a glance. Full Moon tonight,, the older man says. "Comanche Moon," Sykes replies. But could be hunters or some cattleman shootin at coyotes or a rattler. The older man says, Yeah. Could be. They turn their horses to face the rise and ride forward a few paces, watching carefully.

We'll get to Sarge Ezekiel's post as soon as Charlie gets to the wagon train and reports about the Comanches.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#66 Post by Rex »

Charlie

Charlie will ride through as fast as he can without making a roll. He knows he isn't a good horseman.

Once in sight of the wagons he will start shouting "Comanches!"

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#67 Post by jemmus »

Charlie hurries Pict through the prairie dog town at a fast walk. Little Mister Grant flies past the horse and rider in the direction of the wagons. The galloping Comanches close ground, coming to around 75 yards back. Charlie reaches what he hopes is the edge of the prairie dog town and spurs his horse into a gallop. He looks back and sees the Comanches cross through the holes of the prairie dog town still at a gallop, the riders watching the ground and veering their horses left and right. One of the horses breaks its gait, one hoof and leg seemingly encountering an obstacle. It seems about to stumble and fall-- but it catches itself, quickly resumes the rhythm of its gait, and charges on. One of the boys who fired his rifle calmly open the breeches, extract the spent shell, and loads another one. While at a full gallop, and without taking his eyes off of the pursued.

It's now a horse race across the open prairie. Pict is a strong horse, and fast. He passes Mr. Grant, leaving the energetic terrier behind, but running at full speed in the same direction. The dog barks a dog bark to the man and horse. Charlie looks behind and sees that the riders are in a general line abreast, with the exception of one. His paint horse is running like the wind and has pulled around 10 yards ahead of the rest. The man wears a full eagle feather war, complete with a trailing train.
Image
One feather for each coup counted on an enemy, or recognized exceptional feat of courage. The man calls out in Comanche. In the frantic chase, Charlie thinks he can make out, [something] white man! Are you Comanche? [something something] Comanche, we can speak!

That was a 10 second Combat Turn. Charlie estimates it will be another minute, a little less, to reach the rise beside the road and the settlers wagon train. He can proceed with his posted action (ride and yell Comanches!" to the settlers), or retcon and do something else.

Riding[1d20]=16[1d20]=11[1d20]=20[1d20]=15[1d20]=6[1d20]=4[1d20]=2[1d20]=12
Luck [1d20]=10
Horse Luck [1d20]=3
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#68 Post by Rex »

Charlie

Charlie will continue until he can warn the wagons, then he will stop Pict and turn to meet the Comanche. His rifle is in hand but not pointed at the Comanche.

"Both!"

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#69 Post by jemmus »

Charlie calls back the man with many eagle feathers, Both! If the man has a reply, Charlie doesn't hear it. His paint horse continues to fly over the grass of the prairie, outstripping the other seven galloping Comanches and closing on Charlie and Pict. After maybe six seconds the horse and rider have closed the gap from around 75 yards to some yards over 60. In another 20 or 30 or so, he'll close to short range for his lever action carbine. Charlie sees the rise to the side of the wagon train's road ahead. But it will take a long half a minute or so of hard riding to reach it.

Charlie's lever action rifle is in Short range at 30 yards. He knows that man's carbine is at Short range at probably around 25 yards or less. So Charlie has a short window for shooting at Short vs. Long range advantage (if he wants to try a shot). A successful Rifle skill roll would be needed to time it just right. If that fails, then a Luck roll would correct it (if a Luck roll by the Comanche rider fails).

If the rolls indicate a fail, a GM roll would then determine whether Charlie's shot was too soon (at Long range, with that modifier). Or too late, when the opponent was already in Short range. If the later happens, per the rules, 1d6 rolls by each side determine Initiative and who acts first.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#70 Post by Rex »

Charlie

Charlie doesn't intend to shoot at this point, just warn the wagons.

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#71 Post by jemmus »

The lead Comanche rider bears down on Charlie and Pict, his comrades whooping at a gallop behind him. He raises his carbine and fires. Charlie feels no jolt of a slug hitting his body from behind. He gallops up the gentle grassy slope that he knows lies just before the road and the wagon train. His pursuer closes to within 10 yards or so and fires his carbine again. Charlie hears the hum of a bullet passing by his head. And then he at the crest of the rise. He yells Comanches! and gallops on toward the wagons, the whoops of riders not yet visible behind the slope behind him.

Ezekiel acts quickly. He ask Styles about his fastest rider. Send him now onwards to the fort at all speed to warn the army that the wagon train is in danger and we need cavalry help.
Men stop their wagons and there's confusion all up and down the train, with settlers yelling instructions to their family members. A Comanche with a full long headress crests the slope at a gallop, right behind Charlie. Ezekiel immediately shoots but misses. Styles's older mounted associate shoots his rifle as well. The Comanche is hit in the abdomen and grunts as the breath is knocked out of him. Ezekiel she's that man has sustained a very nasty wound. The Comanche turns his paint horse in a weaving left and right U and gallops back over the ridge. His paint horse's back is covered with his blood.

With no time to waste, Ezekiel continues, Secondly we need to corral wagons and beasts in orderly fashion and barricade ourselves in order to defend against indian attacks. We might have just a minute to act, so need to do so quickly. If we can use any landscape to advantage, getting cover from a bluff, copses of trees or even a creek hollow, we should use that. Styles replies, That little hill over to the east might work. But it will take time. A lot a these boys are veterans. But they don't work together like a company or a regiment. And they pretty much don't take orders from anybody. Every man is his own captain.

Styles replies, Me and Mr. Campbell are the fastest, but we can't leave the train. There's a teenage boy with a fast horse, but I don't like the idea of sending him ridin alone. He ain't no scout er soldier, he's just a farm boy.
Men begin hurriedly stepping down from the wagons, armed with rifles and shotguns. Somebody yells, Git yer families behind yer teams! Then bring yer guns to this side of the wagon! The settlers begin to do that, each family at their own speed level of noise and confusion.

The terrier Mister Grant comes running at full speed over slope and heads directly to his owner's wagon. She jumps out, scoops him up and coddles him.

The settler men and situate themselves in front of their wagons, or under them, or behind their teams of horses and oxen. Their are about two dozen of them, each armed with a long gun.

The Comanches whooping from the other side of the slope has stopped, and don't appear over its crest. Styles asks Charlie, How many Comanches did ya see, sir?

Comanche's shots
To hit [1d20]=19 Location [1d20]=13 Severity [1d6]=3
To hit [1d20]=9 Location [1d20]=20 Severity [1d6]=1
-4 shooter galloping, -4 target galloping

Wagon scout's shot
To hit [1d20]=5 Location [1d20]=12 Severity [1d6]=4
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#72 Post by Rex »

Charlie

"I didn't see many, maybe a half dozen. But they could be advanced riders or scouts. They were obviously not friendly."


Charlie will find some cover by a wagon for himself and Pict. keeping his rifle ready in case it is needed.

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#73 Post by Bluetongue »

'Sarge' Ezekiel

Rides up the line of stalled wagons, raising his rifle aloft to rally the settlers and veterans into a cohesive unit.

Sarge Ezekiel: Stature (7) [1d20]=5

"Whatever rides over that hill, we have a better chance of survival if we work together.

Do you understand? If we stay together we survive."


Ezekiel: Rifle (4): Careful Shot vs Dex 17 [1d20]=7
Ezekiel immediately shoots but misses.
how did he miss? I thought his score, modified by range and Comanche galloping -6, and his rifle skill +4, to be enough.

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#74 Post by jemmus »

You're right, I misread the roll. The modifiers are -4 (target galloping) and -2 (Long range). Please roll shot location and damage.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#75 Post by Bluetongue »

Wound Location [1d20]=14 Severity [1d6]=1

I think I can make it as a light wound to the chest.

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#76 Post by jemmus »

You'd have to be at Short range for the rifle to move the shot. The rider was out around 100 yds range. Ezekiel and Charlie, please update your sheets with 50 XP for surviving a gunfight. Charlie was shot at, and didn't shoot. Ezekiel shot, and wasn't shot at. But overall, it was a gunfight involving two sides shooting and the two PCs surviving.

The settler men and boys around the wagons remain tense, rifles and shotguns ready. Actually nervous to the degree of uncontrollable quaking, for some of the younger ones. And some of the older ones too, who maybe hadn't been to the War, or if they did, didn't come under aimed bullet, shot or shell. All eyes are on the crest of the grassy slope just a hundred yards away. A nearby man with a rifle says to a wide-eyed boy of 10 or so with a hunting shotgun, Steady, Will. The boy almost trembling boy answers, Yessir, I'm trying, Pa.

Behind the wagons, children shriek and cry "Mama! Daddy!" in sheer terror at the thought of the nearby Comanche bogeymen. The mothers and stronger older sisters hold them and say, "Shush, shush" to them, while the less strong of them break down into panicked sobs of terror. Along the line of the wagons train in intervals, infants break out into inconsolable fits of screaming. And a scared terrier resumes its furious barker, despite his owner's attempt to shush him. It's a pandemonium of noise, tension, life or death emotion all along both sides of the train.

The mounted older train scout Mr. Campbell turns to Charlie and says, Thank ya, sir. A half dozen Comanches ain't near so dumb enough as ta take on a whole train of men and boys standing and armed with modern arms. But like ya said, they could be scouts fer somethin bigger. Or not. That fella was wearin a lot a feathers, wasn't he?
Indian Contact rolls if you'd like to catch extra insights into the meaning of that.

Sykes, eyes on the crest, hears Ezekiel from one ear and pays attention with one eye. He nods, saying, "Good enough, sir, sound advice." He lopes his horse along the slope side of the train, then toward the back, trying to call out in his quiet, isolated prairie man's voice, Hold tight. Stay together. Don't anyone run er bolt. Watch for firin. Women and children...

It's been maybe a quarter hour, and no sign of Comanches since Charlie and the half-naked feather headdessed on his fine pinto stallion topped it, the Comanche got hit twice, and withdrew back over the slope. It's in the lateafternoon, on the dirt highway road from San Antonio to Camp Travis, on the buffalo hunting grounds to the west and northwest.

Mounted Campbell and Sykes lope their horses to each other, quickly confer and lope toward Charlie and Ezekiel. The younger man speaks. Misters Charlie and Ezekiel... The train can't pay nothin for now. But it's in desperate need of survival. Tonight will be another bright "Comanche Moon."

Sykes rides up and holds hi Winchester lever action rifle. Any of y'all men can ride fast to the camp and bring the Army to the train, before dark? Er chase them Comanches and the shot bumbitch and scout if he's scoutin or just roguein around?
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#77 Post by Rex »

Charlie

"I think it best we stay with the train tonight and do our best to aid in it's protection. No coin necessary, but a meal, even cold would be appreciated. Did anyone already ride for the fort?"

Indian Contact (9) [1d20]=19

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#78 Post by Bluetongue »

'Sarge' Ezekiel

If we still have our hunted portions of deer we can add them to any community stewpot.

Accompanying the settlers seems a wise choice.

Ezekiel: Indian Contact (13) skill check: [1d20]=17

He will ride alongside the wagons, familiarising himself with the family groups, trusting that his stature or at least another proficient rifleman adds to the group morale. It might also be important to learn a few names in case he has to direct folk in a tight spot.

One of my initial reasons to check out the wagon train rather than let it roll by, was the instinctive thought that 'bad men' might be aming the settlers. Rogues with a bounty upon them and bounty hunting his previous vocation.

So he does his best to make observations regarding the settlers and any area for concern, (someone becoming ill, a wagon's axle wilting, etc).

Ezekiel: Observation (14) [1d20]=18 Luck (7) [1d20]=6

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#79 Post by jemmus »

Ezekiel's Indian Contact roll succeeds. In the late afternoon on the road on the prairie, no sound is heard beyond the slope. Ezekiel thinks, "Those half dozen or so Comanches aren't near stupid. The won't come riding against 20 or so wagons, each one with one or two rifles or shotguns in it. Not in the daylight, at least. If they've got a camp nearby with a lot of warriors, they might come back with overwhelming numbers. They could have a big camp not so far away. The buffalo might be at around this latitude this time of year, moving north after having fed on the new grass farther south."

The settler men gather around Campbell, Sykes, Charlie and Ezekiel, still cautious and with their rifles and long shotguns. The discuss the options of pressing on north toward Camp Mason, or being more cautious and stopping for the night. The decide on the latter. Campbell and Sykes walk their horses ahead of the train and lead it into forming a circle east of the road, farther away from the slope. The circle ends up being too wide, with a gap of a few wagon and teams' length left open to the south. Four wagons reposition to close the gap, forming a straight line that leaves the circle a little flat on the bottom.

Ezekiel rides the length of the train, checking for anything that might appear to be amiss. He doesn't notice anything unusual. The settlers seem to all be humble farmer families, maybe of the type called "sharecroppers." Those who missed out on the big land grants awarded by the Mexican government in more eastern Texas, and arrived in Texas without the cash to buy land from current owners. So they farm on borrowed land, and pay rent in the form of a percentage of the harvested crops and livestock. It's a hard and lean way to make a living. Thus the eagerness to own land outright to the west, on the frontier. Though the land lies in the buffalo herds' grazing range. Territory the Comanches have chased the other tribes off of a generation or longer ago, and which they claim as their undisputed own.

The settler families each cook and eat their suppers separately, with men standing watches in turn outside the circle. Sykes comes up to Charlie and Ezekiel. Mr. Charlie, Mr. Ezekiel, y'all can come have supper with me and Mr. Campbell if ya'd like. It ain't much, just a pot of beef and beans chili and yellow cornbread. But we'd be honored to have ya. It' would be a chance to discuss plans for tomorra.
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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Re: Chapter IV - Comancheria (Charlie & Ezekiel)

#80 Post by jemmus »

Reminder that both PCs got 50 XP for the shooting with the Comanche raiding band leader. Please keep track of successful work skills rolls, (Scouting, Survival, Indian Contact, etc.) also. If it's convenient for you, you can keep a running tally in a post in the Experience Points thread. viewtopic.php?p=690312#p690312
PCs

Dust to Dust (Stars Without Number) - Circuit Counsel Taavi Perttu
Big Shiny Island (AD&D 1E) - Theo, low charisma ranger
Samurai Adventures (Cold Iron) - Kiyoshi, ronin bushi
WW2 Supers d6 - Luther "Luke" Goodfox

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