Ride to Fort Mount Pleasant

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Isungr
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Re: Ride to Fort Mount Pleasant

#21 Post by Isungr »

Jack is lower in the init order, so assuming he's still up.....

Jack LaGrone doesn't believe what he's seeing, but drawing his Bowie knife he takes a swing at the nearest walking skin.

Fighting d6: [1d6] = 2
Wild Die:[1d6] = 5

If he hits, d6+d4+1 + aced 4: 11
[1d6] = 5 [1d4] = 4 1
[1d4] = 1
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Re: Ride to Fort Mount Pleasant

#22 Post by Rex »

Wina

Wina draws her knife and attacks the nearest skin.

Fighting, Knife [1d6] = 3 wild [1d6] = 4

Knife damage [1d4] = 2+[1d4] = 4+1

Damage 7, do damage die explode?
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Re: Ride to Fort Mount Pleasant

#23 Post by Stirling »

Yes, damage die can Ace/explode as well.

I will update after ybn posts. Remember in the initiative order the creatures act before some oc you so your scripted action may change if you get a wound or shaken condition.
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Re: Ride to Fort Mount Pleasant

#24 Post by Rex »

Wina

Ace damage die [1d4] = 4

Ace damage die [1d4] = 4

Ace damage die [1d4] = 3

If this actually hits it will hurt, total damage 18
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Re: Ride to Fort Mount Pleasant

#25 Post by ybn1197 »

When our weapons were placed in the wagon, were they locked up or just placed there? Could Doc Bolt run from the open area to the wagon and grab his bolt gun?
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Re: Ride to Fort Mount Pleasant

#26 Post by Marullus »

I'd say you could assume it is at least a whole action to try to run back to the wagon and he'll describe the challenge you face once you say you're doing it. From his descriptions, there's five troopers on horses at the front of the wagon, an unnamed number behind the wagon, and presumably at least one still sitting atop the driving bench of the wagon and on top of the guns. Whether they're itchy or not, and whether they let him grab his bolt gun, is for adjudication. There's also a slurpy-thing climbing out from under the wagon (which our Notice roll of 14 didn't detect. ;) )
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Re: Ride to Fort Mount Pleasant

#27 Post by Stirling »

You may reach the wagon in your action and can get the weapon after the trooper acts so you could shoot in your next action. Give me an Agility check to clamour up as the startled horses jerk forward.
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Re: Ride to Fort Mount Pleasant

#28 Post by ybn1197 »

Take your pick, they both were 6 + 1 results :lol:
Agility: 1d6o6 7 1d6o6 7
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Re: Ride to Fort Mount Pleasant

#29 Post by Stirling »

South East of Cheyenne, heading Eastwards along the South Platte River Valley.

6.00pm.


The macabre scene of dead buffaloes and impaled bodies us not as 'lifeless' as first seen. If the slithering, creepy, elasticated semblance of skins can be spoken of as having 'life' as you know it.

Doc Bolt is quickest to react. Running to the wagon and retrievin his gizmo gun from underneath the box seat.

Malcolm Rap draws on his huckster energy but draws mostly deuces, actually drawing worse. His first animated 'bolt from the blue', clubs one of the bloody skins to a pulp but he suffers a mishap in his invocation. scoring a 1 on the spell casting trait causes you to become Shaken.

The skins react next. Two more boneless flayed skins crawl from the slit abdomens of the buffaloes. One reaches out a clawed hand to grasp Malcolm. Skin grasps Malcolm. [1d6] = 5 and begins to grapple him to the ground and wrap itself around him. Mal needs to resolve his previous shaken condition and then oppose the grapple attempt using your Fighting skill.

The second skin slithers like a sidewinder, wriggling towards Jack LaGrone. It's reach is limp and you can step aside.

Underneath the wagon,.a bloody shadow slurps and slinks to grasp out at Maester Billingham. Skin grapple attempt Master Bill [1d6] = 1 Opposed [1d4] = 4 The scientist though has enough wits to batter the fleshy creature away and urges the wagon forward.

Elsewhere in the copse, the two troopers are surprised by the bloody skins of the impaled men lurking above which drop from branches to assail them. Both are enveloped but frantically resist being immersed.

Wina draws a blade, intent on scalping the skins, as does Jack LaGrone.

Wina & Jack can you both re-toll your attacks please. As drawing a weapon and attacking normally incurs a -2 penalty. I will use the same damage though if you hit.

The wagon is urged forward, a wheel goes over the skin. The troopers, startled into action draw their guns and blast into the crawling critters and buffaloes carcasses. Lieutenant Biley draws his sabre and hacks at a bloody skin without success. Some of the troopers gallop to the copse.

Finally Pastor Flanagan no modifiers are added to Aced die rolls.. He recites a powerful prayer of blessing, creating a ward around him which restricts any evil intent striking him.

I will wait for the re-rolled attacks and if Malcolm resolves being shaken then move to a new initiative.
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Re: Ride to Fort Mount Pleasant

#30 Post by redwarrior »

Is this after Malcom's use of his fate chip and attack reroll?

Assuming that it stands...
Shaken Recovery [1d6] = 6 Wild Card [1d6] = 1
Shaken Ace [1d6] = 2

Total of 8 for shaken recovery/

Fighting
Fighting [1d4-2] = 3-2 = 1 Wild Card [1d6] = 6
Wild Card Ace [1d6] = 4
Fighting of 10 (8 if the unskilled modifier goes against wild card]
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Re: Ride to Fort Mount Pleasant

#31 Post by Rex »

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Re: Ride to Fort Mount Pleasant

#32 Post by Isungr »

Jack LaGrone

Reroll of attack

Fighting d6: [1d6-2] = 1-2 = -1
Wild Die: [1d6-2] = 2-2 = 0
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Re: Ride to Fort Mount Pleasant

#33 Post by Stirling »

Thanks for the re-rolls. I am still learning the system so want to be fair. With the misses, no damage is caused.

For Malcolm. Yes your fate chip was used to re-roll and one of the shooting dice rolled a natural 1 which gives you an automatic Shaken backlash. On your action turn then you manage to become unshaken and escape the grapple of the skin.

Importantly you guys in the open notice that each of the buffalo carcasses that have not already done so, seem to be 'birthing' a new flesh creeper.

Cards have been drawn and published for next round. You all act before the skin creatures so go ahead and post actions.
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Re: Ride to Fort Mount Pleasant

#34 Post by ybn1197 »

Doc Bolt grabs his Bolt Gun and fires at the skin-like creature which attempted to grapple Maester.

Bolt (Weird Science): Skill: [1d8] = 1 Wild Card: [1d6] = 4
Damage: (2d6) [1d6] = 6+[1d6] = 2
Aced d6: [1d6] = 1

Spend a Fate Chip to avoid a malfunction.

Bolt (Weird Science): Skill: [1d8] = 3 Wild Card: [1d6] = 2
Last edited by ybn1197 on Fri Apr 17, 2020 6:07 pm, edited 1 time in total.
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Re: Ride to Fort Mount Pleasant

#35 Post by Rex »

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Re: Ride to Fort Mount Pleasant

#36 Post by redwarrior »

Malcom is not loved by the dice gods in this battle, it would seem. Feeling it's his best strategy, he again casts bolt at 3 targets (3 pp deducted)


to hit Bolt 1 [1d10+2] = 4+2 = 6, Bolt 2 [1d10+2] = 1+2 = 3, Bolt 3 [1d10+2] = 1+2 = 3, Wild Card [1d6] = 4
ignore the +2, I forgot to reset the macro from the prior round where I had the joker
Target #1 damage [1d6] = 6, Wild Card [1d6] = 1
Target #1 ace roll [1d6] = 2

I think this does 8 to one of the skins, and leaves Malcom shaken again.

Malcom decides to tempt fate yet again, and uses a fate chip.
to hit Bolt 1 [1d10] = 5, Bolt 2 [1d10] = 3, Bolt 3 [1d10] = 2, Wild Card [1d6] = 4
He hits with bolt #1 and the wildcard replacing bolt #2
Bolt #1 does 14 and Bolt #2 does 4

Bolt #1 damage [1d6] = 5, [1d6] = 6
wild Card Ace [1d6] = 6
wild Card Ace2 [1d6] = 2
Bolt #2 damage [1d6] = 3, [1d6] = 4

I don't know that it was wise to use a second fate chip so early, but there we are....
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Re: Ride to Fort Mount Pleasant

#37 Post by Isungr »

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Re: Ride to Fort Mount Pleasant

#38 Post by Marullus »

Pastor Flannigan

"Fall back to me!" the Pastor calls to the soldiers, praying fervently for their safety. He grips his Holy Bible firmly, holding it before him and towards the fleshy abberations. "Stand therefore, having your loins girt about with truth, and having on the breastplate of righteousness;" he prays fervently. "And your feet shod with the preparation of the gospel of peace; Above all, taking the shield of faith, wherewith ye shall be able to quench all the fiery darts of the wicked."

Standing amongst the Grove, the bodies strung up, the pentagrams of blood, the clear and profane worship of demons and idols, Pastor Flannigan saw Elijah on Mount Carmel in his mind. Calling out with the prophet's words, he raised his voice to the heavens and called down the fire to dispel the Priests of Baal. “Lord, the God of Abraham, Isaac and Israel, let it be known today that you are God in Israel and that I am your servant and have done all these things at your command. Answer me, Lord, answer me, so these people will know that you, Lord, are God, and that you are turning their hearts back again!”

Dispel [1d10-4] = 10-4 = 6[1d6-4] = 1-4 = -3
Dispel - Ace reroll [1d10] = 10
Dispel - Ace reroll [1d10] = 6
26 +2 Conviction -4 Seasoned -2 non-Blessed source = 22
:shock:
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Re: Ride to Fort Mount Pleasant

#39 Post by Stirling »

The buffalo carcass field. Along the South Platte River Valley.

Ride to Fort Mount Pleasant.
6.01pm.


Doc Bolt grabs his home-made gizmo gun and aims at the slithering human pelt which clings on to the wagon frame. He pulls the trigger and several projectiles are ejected in rapid fashion. The recoil seems to affect your aim and the bolts puncture the earth by the wheels.

Wina lashes out with a rugged knife. The blade slips easily into the boneless critter and slices a huge tear from pelvis to nape. the damage for a raise on the attack is a basic d6 plus for fighting you add your strength die type. In this case the damage is enough to cause catastrophic injury and guts and blood splatter in two halves at your feet.

On the other side of the field, Jack LaGrone falters in his melee. You can dodge out of the contact as you are faster than the skin. Malcolm struggles to grasp the complexities of his 'gifts' and has to steel himself a second time before launching some wrist powered flick which sends shock waves of impact into two crawling invertibrates.

Over in the copse. Pastor Flanagan in tones some spiritual warfare, reciting Ephesians and issuing a holy decree. Within his sphere of influence, the two flesh skins collapse as if they simply fell from the branches as wind blown fleeces.

The wagon continues to gallop as the horses are put into flight by the creeping corruptions. The skin, slithers over the wooden panels and reaches out again, this time reaching through the iron bars of the cage to attack the wolfchild. Bram though flails his feet and kicks out at the creature. The trooper eventually brings the horses under control and halts the wagon. Maester Billingham prods a cane stick at the skin. A cackle of blue energy shocks the skin which quivers before slipping off the wagon.

The troopers still in the field aim rifles at the buffalo carcasses and crawling skins. The overwhelming firepower shreds the skins and they move no more. Lieutenant Biley prods one with his sabre.

The whole event is bizarre. After the flurry of gunshots, the silence returns. Carrion crows once again peck at morsels spread over a large area of blood covered plain. In the copse the impaled bodies are hanging limp. The animated human skins, bullet ridden and shredded adorn the grassland.

next actions and verbals please
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Re: Ride to Fort Mount Pleasant

#40 Post by Marullus »

Pastor Flannigan

As the evil collapsed utterly at the admonition of God, Pastor Flannigan takes a moment to look closely at the ritual and components in the Grove.
Knowledge Occult [1d8] = 8[1d6] = 4
Knowledge Occult - Ace reroll [1d8] = 4

While the others handled themselves, the Reverend stands amongst Lt. Bailey and his three soldiers in the grove, who were witness to the protection and power of the Lord. He talks with them on their way back to the wagon, talking of what they saw. As they speak to their fellow soldiers and they see the looks on their faces, Pastor Flannigan projects better that all the soldiers can hear him.

"Now, some of you might be right rattled about now, seeing horrors of the devil in the flesh. I mean, in this case, in nothin' but the flesh. People talk about their nagging wife bein' evil, but that's not a thing compared to true evil, dragged into this world by the ill hearts of devil worshipping men. You just saw true works of evil, and likely ask yourselves, 'who am I to face this?' I tell you, part of me quakes in my boots, too. Because I know I'm nothing, just a man. But I'm saved by Jesus, who is God made Flesh, who descended into Hell to defeat Satan and then walked out again, and I know, as you now know and have seen, that his power is greater than anything that could be thrown at us." He continues on, through the inspiration of the Holy Spirit he speaks the the secret fears in each of the men's hearts. His own charismatic delivery helps them receive his words and quell the fear with comfort.

"For everyone who has been born of God overcomes the world. And this is the victory that has overcome the world—our faith." he concludes reverently. "Saint Peter said that. The devil is frightening, especially to us, who live to see such things. But Jesus has already overcome the Devil, and living in him, we have no need of such fear. If'n you've never been baptised into a faith in Jesus, never welcomed him into your heart and given him control in your life, I'll meet you at the river and help you along the way." He walks among them, clasping shoulders. "The Lord has given you a gift this day, and horror is overcome. Tell your fellows at the fort. We'll build a chapel, and you continue on, knowing that in Faith, your redemption comes through Jesus."

Inspiration [1d10] = 3[1d6] = 4
Persuasion to Reduce Fear Level [1d8+4] = 4+4 = 8[1d6+4] = 1+4 = 5
(Reduce the Fear Level for the Soldier's Fort from -2 to -1, right?)
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