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Chapter 14.3.2 The Ambush.

Posted by The StrayFor group 0
The Stray
GM, 1906 posts
The Marshal
'round these parts
Sun 29 Jul 2012
at 05:14
  • msg #1

Chapter 14.3.2 The Ambush

((OOC: Continuing from the Long Road To Hell thread))

Adrian Vega, John Smith

John, Adrian, and Evans approach the ruined remains of the Oriental. The gutted wreck sits like a skeleton at the edge of the block.

"Well. Here we are." Evans says. "Keep an ear out. I don't want to wind up an amubshee."

((OOC: Take a look at the Game Map and let me know where you want your character to go to set up this ambush.))
Adrian Vega
player, 389 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R3B1
Mon 30 Jul 2012
at 00:14
  • msg #2

Re: Chapter 14.3.2 The Ambush

Adrian looked around nervously. Every moment since he had arrived in Blackthorn seemed to provide new and unique opportunities to get shot up, blown up or killed. Again. He still hadn't had the time or the opportunity to fully process the information he had been told. He accepted it, and took it in stride. He'd heard of that kinda thing, after all. Just never figured on it happening to him. And it made sense, though he sorta thought he'd remember dying. He did remember the part before, but there wasn't much special about the actual death itself. He shook his head and came back to reality. There would be time for thinking later.

"I reckon we oughta set up inside this husk of a buildin', so we got some cover, and keep watch on the road. If they're immune to bullets, I don't figure they'd be sneakin' around. They'll probably just walk on in heading east down Main Street, or they'll move up north on Victoria. Nice thing about the Oriental bein' that we're sittin' on the crossroads here, so we got an angle on both. Whenever they come down here, we'll spring the trap."
The Amazing Evans
NPC, 269 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 3 Aug 2012
at 05:25
  • msg #3

Re: Chapter 14.3.2 The Ambush

Evans nods. "Sounds like a plan. Ready, gentlemen? Then keep your eyes peeled!"


The trio entered the burned remains of the Oriental Theater. Adrian remembered the clamor about it being built, the civic pride the town had had in bringing a little bit of culture to the boom town. But even before he'd left, the theater had acquired something of a soiled reputation. At first there had been high art performed there, operas from Europe, but such high-brow fare gave way to tawdry melodramas which were more popular among the earthier sorts among the miners. Then people started coming by for the dances organized by the actresses, and as he grew he came to realize that the only real "dancing" going on was the horizontal kind. Sure, there was still the occasional play, but it was rare even before the mine went bust. Now the building was a gutted wreck, half of it collapsed in on itself tanks to the fire. It seemed to encapsulate the slow decline of Blackthorn in its fall from grace, and he wondered briefly if anything could be made right again, and at what cost.

((OOC: Sorry for waxing poetic there...I've been immersing myself in Perdido Street Station and it's been creeping into my writing. Make a Perception check, please.))
Adrian Vega
player, 392 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R3B1
Fri 3 Aug 2012
at 16:45
  • msg #4

Re: Chapter 14.3.2 The Ambush

Just looking at the Oriental like this made him feel like he was drowning in memories, in a recollection of what once was but would never be again. As a living man, he had faced so many hardships, disappointments, and heartbreaks, but also had experienced so many friendships and successes that it was hard to reconcile how any one thing like this could play into the grand scheme of things. He wasn't sure if he was supposed to feel differently about it now that he was dead.

Best he could do was try his best to focus and keep an eye out for trouble.



OOC:

I like the waxing poetic. I am occasionally prone to the same, especially when I've been reading.

Perception 4
11:40, Today: Adrian Vega rolled 3,4 using d4,d6, rerolling max with rolls of 3,4. Perception.

The Stray
GM, 1925 posts
The Marshal
'round these parts
Mon 6 Aug 2012
at 21:09
  • msg #5

Re: Chapter 14.3.2 The Ambush

As Adrain, Evans, and John are settling in. Adrian thinks he hears something. It seems to be coming from the ruins of the ballroom. It almost sounded like...voices. Voices speaking in some heathen tongue.

Getting to the ballroom through this mess would be difficult, as the main hall had collapsed. But if Adrian could sneak through the rubble, he might be able to make out what was being said...

((OOC: What languages does Adrian know, again? It would be a Stealth -2 check to get to where the voices are without knocking anything down and alerting them...))
Adrian Vega
player, 397 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R3B1
Tue 7 Aug 2012
at 02:59
  • msg #6

Re: Chapter 14.3.2 The Ambush

Adrian had never had a gift for languages. He grew up speaking English, and never really bothered to try learning much else. His daddy had Mexican blood, but since his momma didn't, he never heard much Spanish before other than some curse words. From his time in New Orleans, he had gotten a familiarity with the sound of French now and again, but mostly he had a hard enough time understanding the Cajuns when they were speaking what they called English so there wasn't much a chance of him picking up anything there.

He couldn't quite hear enough just then to make out what he was hearing. It didn't sound like English, Spanish or French from this distance but he'd have to get a little closer to know for sure. The only problem was, he was liable to knock over half of what was still here in the Oriental, fall on his face, and get himself killed. Well, get Evans and Smith killed, and get himself re-killed. He might not be able to understand them, but if he saw some Comanches, he might be able to get a shot off if he was a little closer.

Before he did that, he waved to where Evans and Smith were, hoping the movement would grab their attention. He tried to listen and see where the sound was coming from. If he couldn't get them in on it, he might have to risk a sneak - though he had imagined he might lay in wait.



OOC:
Are the voices moving towards or away from them?

Adrian's only got English. For roleplaying purposes, he probably knows what Spanish and French sound like because of his upbringing and background, but he wouldn't be able to understand conversation.

The Stray
GM, 1927 posts
The Marshal
'round these parts
Tue 7 Aug 2012
at 04:14
  • msg #7

Re: Chapter 14.3.2 The Ambush

Evans and Smith seem to be preoccupied setting up their ambush and aren't paying any attention to his direction. Looks like it's up to Adrian to find out what's going on.

((OOC: The voices don't seem to be moving anywhere at the moment. Looks like someone got here before you did.))
Adrian Vega
player, 398 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R3B1
Tue 7 Aug 2012
at 05:09
  • msg #8

Re: Chapter 14.3.2 The Ambush

Confident that he was up to the task, Adrian pushed away the creeping doubts that had been working their way into his mind lately and steadied himself for the task ahead of him. He hadn't ever really been one for stealth and sneaking, preferring open confrontations, but it seemed that it was up to him now - and he hadn't remembered not being able to do something he put his mind to. Well, maybe a few times, but not that many really.

And quiet as a mouse, at least in his own mind, he crept forward.



OOC:
Stealth...2

The Stray
GM, 1928 posts
The Marshal
'round these parts
Tue 7 Aug 2012
at 05:48
  • msg #9

Re: Chapter 14.3.2 The Ambush

((OOC: Are you going to chip it or let it stand?))
Adrian Vega
player, 400 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R3B1
Tue 7 Aug 2012
at 06:22
  • msg #10

Re: Chapter 14.3.2 The Ambush

In reply to The Stray (msg # 9):

OOC:
I'll chip it. Tossed in a red to bring that up to a 4.

Comanche Raiders
NPC, 41 posts
Angry Indians
P7 T6 (8) F0 Extra
Wed 8 Aug 2012
at 17:19
  • msg #11

Re: Chapter 14.3.2 The Ambush

Adrian creeps like a cat. The main entryway into the ballroom is blocked by fallen beams, but he spots a side corridor that's remarkably free of the same. He creeps over to a doorway and peeks through the keyhole.

In the ruins of the Oriental are (at quick count) about a dozen Comanche warriors, all jabbering in their strange language. All of them have eerie silver skin and clothing, as if they'd just stepped out of a photograph. Some of them have dark grey blood splattered over them...wounded, perhaps?

In the center of the ring of warriors is one Comanche who isn't grey-skinned, but he doesn't look any better. He's naked to the waist, and wearing a pair of ill-fitting jeans with the legs ripped open in the back so they flap around like chaps. He's tall and powerfully built, his torso a mass of scars from old battles. He has a streak of red warpaint across his eyes, with little dots like tears marked down his face. His hands are stained black to the elbow. he seems to be the one in charge, though from the amount of arguing his control doesn't seem very strong.

Jesus. It's them. The Comanche vanguard. They're already in town, and they must be arguing about where to strike. And Adrian's little group is outnumbered four to one.
Adrian Vega
player, 401 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R2B1
Wed 8 Aug 2012
at 17:30
  • msg #12

Re: Chapter 14.3.2 The Ambush

Adrian wanted really badly to swear, but he exerted some self control, instead opting to creep back towards Marshal Evans, hoping to get his attention. If they managed to take the Comanche by surprise they could even those odds, but it wasn't looking good for their little company. If only we had some of those devil birds...No, that wasn't good either. That was only trouble. No more devil birds.

If he was able to get the Marshal's attention, and hopefully John's as well, he gestured with his hands. He pointed over to where he had come from and flashed his hands in the manner to indicate the number 12. Maybe between the Marshal's fire gun and my tricks we can end up minus a few Comanche.



OOC:
Stealth 5

(Used a Red Chip here)

This message was last edited by the player at 17:41, Wed 08 Aug 2012.
John Smith
player, 297 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Wed 8 Aug 2012
at 21:13
  • msg #13

Re: Chapter 14.3.2 The Ambush

John had decided to wait for a moment, Stealth wasn't exactly his cup of tea, he was rather straight forward in his approach to things and while he wasn't one who would identify himself as a follower, exactly, he knew when to bow to those who knew better than him. As such, he simply waited for Adrien to return, and when he did the young man winced. He wasn't much at Charades, but the number "12" couldn't be a good thing under any circumstances John could think of.
The Amazing Evans
NPC, 270 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Wed 8 Aug 2012
at 22:34
  • msg #14

Re: Chapter 14.3.2 The Ambush

Evans also goes pale at the sign of "12," and curses as quietly as he can. He waves the pair into a tight huddle.

"It seems we have bitten off more than we can chew." He whispers. "How do you lads want to approach this?"
Adrian Vega
player, 402 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Thu 9 Aug 2012
at 00:59
  • msg #15

Re: Chapter 14.3.2 The Ambush

Adrian couldn't bring himself to respond verbally for fear that he'd be too loud. In response to the Marshal's question, he reached into his duster pocket and retrieved a playing card.  He peered at it for a second and showed it to Evans and Smith. Face up, it showed an Ace of Spades. He figured the both of them would know what it meant - that he was about to employ some of Edmund Hoyle's infamous tricks. He hoped it was a good omen, drawing that card.

Slipping the card back into his pocket, he tightened the grip on his gun. It was a good backup in case things didn't go quite as planned.
This message was last edited by the player at 19:49, Thu 09 Aug 2012.
John Smith
player, 299 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Thu 9 Aug 2012
at 21:16
  • msg #16

Re: Chapter 14.3.2 The Ambush

John shrugs, uncertain, 12 against three weren't favorable odds. Raiding Dust Adders were one thing, Indian warriors protected by magic, quite another. Still, they might get the drop on them, and there's no telling if leaving would result in a missed opportunity. John lifted his hands in a fighting stance and gave the two men a questioning look before gesturing behind him with his thumb, indicating the way they came in, and giving another.
Adrian Vega
player, 404 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Thu 9 Aug 2012
at 22:18
  • msg #17

Re: Chapter 14.3.2 The Ambush

He spread his hands. It seemed that the situation and the options were growing too complicated for non-verbal communication the more he thought about it. Quiet as a mouse, he leaned in and spoke softly to the other two men. "Maybe wait till they split, ambush 'em from behind? Or go get some help."
The Amazing Evans
NPC, 271 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 10 Aug 2012
at 05:05
  • msg #18

Re: Chapter 14.3.2 The Ambush

"We may be the only people in town capable of harming them, given our respective talents." Evans says after a moment of thought. "I'm with John...wait for them to split up, then ambush from behind."
Adrian Vega
player, 405 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Fri 10 Aug 2012
at 05:43
  • msg #19

Re: Chapter 14.3.2 The Ambush

Adrian listened to the Marshal, and then nodded looking to consider the situation. He tucked himself back behind what had once been a post that held up the ceiling here in the Oriental. It had a broad base with what had passed in a small town for fancy scrollwork. He'd thought it quite the grand establishment until he went to New Orleans, but it brought back memories of his youth, and what he now knew was quite literally his former life.

He had no time for reminiscing now, however. He kept himself ready and waiting for any sign that they were going to split up. Maybe this'll be a chance to redeem myself, for all my sins and what I've become. He had never really been a very religious boy, but with his father of Mexican stock and his mother Irish, he'd been raised Catholic even if he never much held to it. At moments like these, it came back to him unbidden, and he felt the oppressive weight of guilt for even the smallest of his transgressions as the thought of death was upon him. Not just that he might die the final death now, but the death that was already his existence at present.

As he waited for the Comanches to move, he thought that there must have been a reason for why he became what he was, and thought not of glory but only of salvation.
The Stray
GM, 1947 posts
The Marshal
'round these parts
Mon 13 Aug 2012
at 06:13
  • msg #20

Re: Chapter 14.3.2 The Ambush

As Adrian crouches in the dark, he hears a sudden, excited jabbering coming from the ballroom. Something has got the Comanche stirred up...he can hear the click of rifle bolts and twang of bowstrings being pulled taut.

And then there's a voice. A horrible, rasping scrap, like the sound of iron nails on slate twisted into the rough approximation of words. Adrian can't make the words out, but they do sound familiar...the horrible voice is speaking English!
Adrian Vega
player, 410 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Tue 14 Aug 2012
at 03:19
  • msg #21

Re: Chapter 14.3.2 The Ambush

Adrian couldn't believe his ears. Some sonuvabitch was speakin' English to the Comanches! Maybe they had an inside man in town that was helpin' them do...whatever it was they were trying to do. Without giving himself away, he tried to sneak a peek. Whoever that was, he made up his mind that that man was the one that would have to go first.

If there was one thing Adrian couldn't tolerate it was disloyalty, and this seemed like the ultimate way to be disloyal - to help a bunch of Comanches raid a town. Even if the man wasn't from Blackthorn, it was still a betrayal of sorts, sellin' out civilized folks for a fistful of dollars. It really burned up the huckster on the inside. It was loyalty that had called him back to Blackthorn, and he wasn't gonna let this sonuvabitch get away with a betrayal if he could help it.
The Harbinger
NPC, 1 post
He Comes
P# T# W0 F0 Cha # W0R0B0
Tue 14 Aug 2012
at 07:08
  • msg #22

Re: Chapter 14.3.2 The Ambush

Adrian slips through the rubble again, carefully repeating his steps until he reaches the door with the keyhole he can peak through.

What he sees is...strange. There's a figure there that he hadn't seen before, a tall, thin figure wrapped in a tattered long coat, with a hood pulled over it's head. A pair of revolvers with wicked, scythe-like blades sit in the man's holsters. A thick mist seems to have formed on the ground, an oily black cloud that shrouds the man's lower legs from view.



And the Comanche are cowering in terror. Most of them seem to be making gestures that Adrian can only guess are the Indian equivalent of crossing one's self. Only the leader, the one that's still normal-colored, faces the cowled figure.

"...cower in City Hall." The hooded figure says, in that horrible scraping whisper. "And already, they move against you. There are forces that seek to stop you very near indeed. Some with the power to break even your shaman's magic."

"And you know'em this how, deadman?" The Indian leader says. "Why you give'em this heap big warning? Not that I don't appreciate it, mind..."

"Because this town deserves to burn." The hooded man whispers, cutting him off. "Because their crimes called me forth, and the blood you spilled on the hill pleased me. Together, we shall render a judgement against the soul of Blackthorn. They are guilty, Charging Bear. And the verdict. Is. Death."
John Smith
player, 300 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Tue 14 Aug 2012
at 10:05
  • msg #23

Re: Chapter 14.3.2 The Ambush

John hadn't crept forward, but he blinked when he heard the name Charging Bear, one of the very men who had been deputized along with him. He gave an alarmed expression to Evans, knowing he'd know exactly who that was, being the man that handed the the redskin a badge. John had liked Charging Bear, and now this? Something was very wrong, particularly with the voice in the room beyond, but John was having a hard time thinking straight as his emotions clashed with his wisdom for dominance.
The Amazing Evans
NPC, 272 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 14 Aug 2012
at 10:57
  • msg #24

Re: Chapter 14.3.2 The Ambush

Evans, for his part, has turned a distressing shade of pale. His mouth is moving...it looks like he's mouthing the words "not again...not again..." beneath his breath.
Adrian Vega
player, 414 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Wed 15 Aug 2012
at 05:56
  • msg #25

Re: Chapter 14.3.2 The Ambush

Adrian wanted to pale at the sight, though he wasn't sure if he could. He probably could, but he wasn't sure, so it just didn't happen. He backed away a bit and turned to the Marshal. As quiet as he could, he asked, "You seen that before? What in the hell is that?"
The Amazing Evans
NPC, 273 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Wed 15 Aug 2012
at 17:59
  • msg #26

Re: Chapter 14.3.2 The Ambush

"It's The Harbinger." Evans whispers. <small>"I can't explain here...we need to leave now!"</small>

But he's not quiet enough.

"Wait." that horrific voice says. "I hear something...ah. They're even closer than I assumed. Kill them, warriors. Kill them and nothing else will stand in your way!"

((OOC: So, this will either be a Chase scene or a combat. Which do you folks want? Are you going to stand your ground or get the hell out of Dodge?))
Adrian Vega
player, 415 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Wed 15 Aug 2012
at 19:39
  • msg #27

Re: Chapter 14.3.2 The Ambush

On instinct, Adrian wanted to stand his ground and fight, but even though he had a supreme confidence in his own abilities at most times, he'd have to be flat out stupid to try to take this on alone. And he felt that he needed to know more about this Harbinger before having to deal with it. This seemed to be something within Marshal Evans's area of expertise, and if the local lawman thought it was time to go, Adrian wasn't going to take that warning lightly. "Let's move, we'll get 'em later," he said, preparing to leave, though he stood ready. If a fight broke out, he wouldn't leave either of these men alone and outnumbered, no matter what.



OOC:
I'm going for a Chase, though if either John or Marshal Evans decides to stay and fight, Adrian won't leave them alone. He'll join up with them and join the fight.

John Smith
player, 301 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Wed 15 Aug 2012
at 19:40
  • msg #28

Re: Chapter 14.3.2 The Ambush

John heard that, he snapped his fingers and pointed to the exit, his choice quite clear on the matter, though he wanted his companions to go first. On instinct he fished out a river stone, not sure if the sorcery would protect their enemies from his ability.

OOC: I have the perfect card for such a scene, I believe.
The Stray
GM, 1959 posts
The Marshal
'round these parts
Wed 15 Aug 2012
at 19:49
  • msg #29

Re: Chapter 14.3.2 The Ambush

((OOC: So you do! :D If you're going to use it, post it in the Adventure Card Usage thread, and I'll work out the rolls. I have to get to work right now, so I'll do so when I get back.))
Comanche Raiders
NPC, 42 posts
Angry Indians
P7 T6 (8) F0 Extra
Thu 16 Aug 2012
at 08:27
  • msg #30

Re: Chapter 14.3.2 The Ambush

As the trio bound out of the Oritental, the Comanche braves are already hot on their trail...

((OOC: Alrighty. Chase Time. This is a Dogfight, not any time chase, so it goes on until one side or the other achieves it's objective. They want to kill you guys. I'm assuming you want to make it back to The Dust Adders at the Grand Bull, yes?

Roll Agility. You get 1 card plus one for every success and raise (thanks to John's card). You keep the highest card, but clubs are complications. If you get a higher card than someone else, you have advantage over them and can attack. If you have a lower card, you can't attack someone with a higher card.

First rolls for the Bad Guys:

Itza-Chu rolled 6,7 (he gets +2 to his Agility because of his high Pace). 1 Card - 9H
Comanche Raiders rolled 6,3. 1 Card - KS

Looks like KS is the card for you guys to beat. The Dust Adders and the Grand Bull is 3 rounds away.))

John Smith
player, 303 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Thu 16 Aug 2012
at 09:41
  • msg #31

Re: Chapter 14.3.2 The Ambush

John's delay for his companions to exit early doesn't help him much...

John Smith drew the 2 cards: 8S, 9H using the Deadlands system.
John Smith rolled 1,5 using d10,d6, rerolling max with rolls of 1,5. Agility, spending white chip.
John Smith rolled 1,5 using d10,d6, rerolling max with rolls of 1,5. Agility.

Adrian Vega
player, 416 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Thu 16 Aug 2012
at 19:05
  • msg #32

Re: Chapter 14.3.2 The Ambush

Adrian makes for the exit, but he seems to be having a hard time getting around all the wreckage inside the shattered husk of the Oriental.

OOC:
14:02, Today: Adrian Vega rolled 4,3 using D6,D6, rerolling max with rolls of 4,3. Don't chase me, bro.
14:03, Today: Adrian Vega drew the single card: 3D using the Deadlands system.
14:12, Today: Adrian Vega drew the single card: 5S using the Deadlands system. Extra card.

This message was last edited by the player at 19:13, Thu 16 Aug 2012.
The Stray
GM, 1965 posts
The Marshal
'round these parts
Thu 16 Aug 2012
at 19:11
  • msg #33

Re: Chapter 14.3.2 The Ambush

In reply to Adrian Vega (msg # 32):

OOC: John's card applies to both you and Evens, so you get an extra draw each round of the chase.

Speaking of Evans: 12:10, Today: The Amazing Evans rolled 1,5 using d6,d6, rerolling max with rolls of 1,5. Agility.
Cards: 5H, AH

John Smith
player, 304 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Thu 16 Aug 2012
at 22:03
  • msg #34

Re: Chapter 14.3.2 The Ambush

OOC: Looks like we're safe forever.
The Stray
GM, 1967 posts
The Marshal
'round these parts
Fri 17 Aug 2012
at 00:19
  • msg #35

Re: Chapter 14.3.2 The Ambush

((OOC: Evans is safe, at least. The rest of you? Will get attacked, unless Evans does something clever with his ability to attack with no penalty.))
The Amazing Evans
NPC, 274 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 17 Aug 2012
at 06:48
  • msg #36

Re: Chapter 14.3.2 The Ambush

As Adrian is stumbling past Evans, the marshal raises the nozzle of his strange device. He pulls the trigger, and a jet of liquid shoots out of the nozzle. As it passes the tiny flame at the nozzle's tip, the liquid bursts into flames that smell of burning whiskey and flour paste. The stream of burning gunk hits the indians in the lead, and they scream in agony as the fire eingulfs them. Two of them keel over on the spot, while two more drop and try to put their burning clothes out.

"Well! It works!" Evans grins, obviously pleased with himself, then runs as the remaining Comanche shove past their burning kin and give chase.

The trio make it out to the street with the pack of Indians right on their tail. Arrows fly thick and free...apparently they don't want to alert too many of the defenders yet, or they'd use their rifles. One of the arrows catches John in the leg! He stumbles, and looks up in time to see a huge brave, naked to the waist and decked out in red war paint, bring his rifle to bear. The Indian gives him a gap-toothed grin as he takes aim. John realizes that this Indian is the only one who is in full living color.

((OOC: Evans gets an attack at no penalty, so he'll spend it shooting his flamethrower at the advancing pack of Comanche. He'll catch 4 of them in the blast if successful.

23:18, Today: The Amazing Evans rolled 2,11 using d8,d6, rerolling max with rolls of 2,(6+5)11. Fuego! Hit and Raise. He centers the area exactly where he wants it, and does an extra d6 of damage as well!

He rolls damage separately for each target and gets: 31(!),24(!!), 11, and 15. Nice. That will take down 2 of the Comanche, and 2 more will be Shaken (One gets 1 Fatigue, one gets 2 Fatigue...they don't take Wounds, but Magic attacks can fatigue them and knock them out).

That still leaves eight Comanche untouched, so Evans books it like he stole something.

The Comanche that remain can't attack Evans, so they split their attacks between Adrian and John. These are group checks, representing arrows. Because they went on King, they have no range penalty.

Attack Vs. Adrian: 23:30, Today: Comanche Raiders rolled 3,2 using d6,d6, rerolling max with rolls of 3,2. Arrows! Miss!

Attack Vs. John: 23:31, Today: Comanche Raiders rolled 3,4 using d6,d6, rerolling max with rolls of 3,4. Arrows! Hit!
Damage: 8. John is Shaken, and unless he successfully Unshakes on his action, he'll suffer a -2 on his Agility roll next turn.

Speaking of rolls, the Shaken Comanche attempt to Unshake. I roll separately for each of the two who are currently Shaken, since they have different fatigue levels. I roll 6,-1. One remains Shaken.

Agility rolls for next round's card:
Unshaken: 1,3. NO CARD!
Shaken: 2. NO CARD!))


Up Next: John Smith and Itza-Chu (both have the same Cards, but John needs to see if he unshakes. If he does, he can make an attack at Long Range (-4) if he wishes.)
John Smith
player, 305 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sat 18 Aug 2012
at 09:53
  • msg #37

Re: Chapter 14.3.2 The Ambush

John stumbled and glance down at where the arrow struck him, it was a graze that caused more pain than damage. Deciding to retaliate, John turned and smiled, almost softly, at the brave. He was holding up a river stone which he placed oddly between his fingers and thumb and flicked it at Itza-Chu at deadly speed. His accuracy was nothing to laugh at, unfortunately the stone likely did little to no real damage. But it was a warning that he was not without capability at range.

John Smith rolled 7,2 using d8,d6, rerolling max with rolls of 7,2. Spirit Role to remove Shaken Status.
John Smith rolled 7,-3,4 using d8-4,d6-4,2d6, rerolling max with rolls of (8+3)11,1,1,3. 1pt Bolt.

Itza-Chu
NPC, 47 posts
Sadistic Apache
P8 (9) T7 (9) W0F0 Cha -3
Sat 18 Aug 2012
at 18:27
  • msg #38

Re: Chapter 14.3.2 The Ambush

The Indian didn't even seem to feel the stone. But it HAS gotten his attention. The brave shoots at John! The rifle barks, and a lantern hanging from a nearby eave shatters...wide shot. The Indian curses and continues his pursuit.

"Run, Paleface! Run if you think'em it saves you! Charging Bear is faster than any horse!"

((OOC: Itza-chu fires at John. he's at Long Range from only having a 9. 11:19, Today: Itza-Chu rolled -3,1 using d8-4,d6-4, rerolling max with rolls of 1,5. Shooting! Not even close.

11:21, Today: Itza-Chu rolled 17,4 using d8+2,d6+2, rerolling max with rolls of (8+7)15,2. Agility. Yikes. That's 4 Cards for Itza-chu next round!

Card for next round: QH, 2S, 10S, 2C))


John, Roll Agility to see how many cards you get. Adrian, you're up. You have the last card in the round, so you don't get any attacks, but you can still take any other action (or just run for a +2 bonus to your Agility roll for the next round)
Adrian Vega
player, 419 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Sat 18 Aug 2012
at 19:31
  • msg #39

Re: Chapter 14.3.2 The Ambush

Adrian briefly caught a fleeting glimpse of what Evans had been able to do, and saw John holding a rock. He seemed to recall the Marshal mentioning something about the man accelerating rocks to incredible speeds. A neat trick, he thought but he kept running hoping to make it far.



OOC:
I'm just going to keep running as well. It looks like my best hit is a 10. (If that +2 applies to the wild die too, that makes a 12)

14:29, Today: Adrian Vega rolled 5,10 using d6+2,d6, rerolling max with rolls of 3,(6+4)10.

The Stray
GM, 1970 posts
The Marshal
'round these parts
Sat 18 Aug 2012
at 19:40
  • msg #40

Re: Chapter 14.3.2 The Ambush

((OOC: Bonuses and penalties apply to both your Trait die and the Wild die, so that's a success and 2 raises, which means you get to draw 4 cards (3 for the successes, 1 for the Adventure Card John dropped).))
Adrian Vega
player, 420 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Sat 18 Aug 2012
at 21:06
  • msg #41

Re: Chapter 14.3.2 The Ambush

OOC:
Next round:

16:05, Today: Adrian Vega drew the 4 cards: 10D, 6H, JC, 7D using the Deadlands system. cards.

John Smith
player, 306 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sun 19 Aug 2012
at 22:15
  • msg #42

Re: Chapter 14.3.2 The Ambush

OOC:

Luck eludes me.
John Smith rolled 5,3 using d8,d6, rerolling max with rolls of 5,3. Agility.
John Smith drew the 2 cards: 5S, 8C using the Deadlands system.

The Stray
GM, 1972 posts
The Marshal
'round these parts
Mon 20 Aug 2012
at 03:33
  • msg #43

Re: Chapter 14.3.2 The Ambush

Some mood music

Turn Order:
Evans: AH (may attack anyone, no penalty)
Itza-chu: QH (may attack Adrian or john, -2 Penalty)
Adrian: JC (may attack the Comanche raiders, -2 penalty)
John: 8C (May Attack the Comanche raiders)
Comanches: no cards this round, so no actions. They suffer a -2 penalty on their Agility rolls as they fall behind.


((OOC: Comanche Raiders: 20:31, Today: Comanche Raiders rolled 1,8 using d8-2,d6-2, rerolling max with rolls of 3,(6+4)10. Agility. they have a penalty and still get two cards. Alrighty. Comanche cards for next round are: 4H, 3S)
The Amazing Evans
NPC, 275 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 20 Aug 2012
at 04:05
  • msg #44

Re: Chapter 14.3.2 The Ambush

The rest of the Indians are falling behind as the trio race, but the half-naked psycho brave with red painted eyes and the psychotic grin is keeping pace.

Evans turns and blasts another jet at the oncoming Indians. The phsycho in the lead attmetps to dodge into an alleyway, but the blast catches him full on and sends him staggering back.

The Indian burns, but strangely, he's not screaming...he's laughing. And as the flames clear, you can see why...the charred flesh is beginning to smooth over into scar tissue as you watch!

It's still enough to send the indian staggering back, and the rest of the Comanche behind him as slow to keep pace. The Grad Bull is just ahead...almost there...

((OOC: Evans takes another shot with his Burst flamethrower: 20:36, Today: The Amazing Evans rolled 4,3 using d8,d6. Burst! That's a hit where he placed it

This time, however, Itza-chu is expecting the attack, so he gets a chance to dive out of the way. This is an Agility-2 check. 20:41, Today: Itza-Chu rolled 1,0 using d8-2,d6-2. Dive for cover! not today. Itza-chu gets the full blast to the face.

Damage: 20:42, Today: The Amazing Evans rolled 16 using 2d10. Damage. Shaken and 2 wounds for Itza-chu, who has no chips left and so can't soak. There's a chance his pants catch on fire: You rolled 2 using 1d6 ((2)). Nope. Would have been funny, though...that would be the second time today all his clothes burned off.

Evans rolls Agility for Cards: The Amazing Evans rolled 5,5 using d6,d6. Agility. Cards: KH, 4S. His luck with cards continues.

Itza-chu starts his turn shaken, but he gets a Regeneration roll to lower his wounds.
Itza-Chu rolled 5,-1 using d8-2,d6-2. Regeneration. That reduces his wounds to 1. He attempts to Unshake: 20:49, Today: Itza-Chu rolled 0,2 using d8-1,d6-1. unshake. nope. he can still limp along, but he's losing ground fast.

Itza-chu rolls Agility for Cards 9-2 penalty for stating the round shaken, plus wounds): Itza-Chu rolled -1,1 using d8-3,d6-3. NO CARDS.))

Up next: Adrian Vega! You can make an attack against the Comanche at -2, or just run for a +2 bonus to your agility check for next round's cards
Adrian Vega
player, 422 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Tue 21 Aug 2012
at 00:55
  • msg #45

Re: Chapter 14.3.2 The Ambush

Adrian still didn't feel that the distance warranted him diverting attention from his escape towards any manner of action. Just a little further and he could line up a good shot...just a little further.



OOC:
18:53, Today: Adrian Vega rolled 7,7 using d6+2,d6+2, rerolling max with rolls of 5,5. Agility.
18:54, Today: Adrian Vega drew the 2 cards: 6S, KH using the Deadlands system.

John Smith
player, 307 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Wed 22 Aug 2012
at 08:04
  • msg #46

Re: Chapter 14.3.2 The Ambush

John finds himself lagging a little behind and decides to push forward running full tilt onward. He thought, briefly, about calling out a warning to the town, but thought better of it. If the gunshots didn't bring people running first, a warning would just have them bringing guns to a fight against an enemy that was supposedly immune.


John Smith rolled 5,3 using d8,d6, rerolling max with rolls of <b>5
,3. Agility.
John Smith drew the 2 cards: 2D, JC using the Deadlands system. Chase Cards.  </b>
This message was last edited by the player at 08:43, Fri 24 Aug 2012.
The Stray
GM, 1978 posts
The Marshal
'round these parts
Wed 22 Aug 2012
at 17:12
  • msg #47

Re: Chapter 14.3.2 The Ambush

((OOC: John, see my PM))
The Stray
GM, 1992 posts
The Marshal
'round these parts
Fri 24 Aug 2012
at 06:13
  • msg #48

Re: Chapter 14.3.2 The Ambush

OOC: Waiting for John to revise his action in light of the rules issues I mentioned. when he does so, I'll move this thread along.
Comanche Raiders
NPC, 43 posts
Angry Indians
P7 T6 (8) F0 Extra
Fri 24 Aug 2012
at 09:15
  • msg #49

Re: Chapter 14.3.2 The Ambush

The lader falls behind as the pain of his burns forces him to rest, but the rest of his grey-skinned fellows are catching up. Still, the barricades with the Dust adders are right ahead, and the glow of the lights and the glint of rifles is a welcome sight.

Less welcome is this: "Mind the wire!" Gus shouts.

"Careful!" Evans says as they close in on the barricades. "They've booby-trapped the street! Step lightly...but fast!"

((OOC: The Comanche got no cards last time. Let's see if they do better this time around.

Comanche Raiders rolled 5,1 using d8,d6, rerolling max with rolls of 5,1. Agility. Yup

Card: 7S.))


So this is the last leg of the chase. don't draw any more cards...but there's an added complication. The Dust Adders spiked this area with barbed wire covered in fifth hidden in the mud to slow down calvary charges. Trouble is, the wire is just as dangerous to you folk as it is the Comanche behind you. Make an Agility check at -2 to avoid being knocked Prone, Shaken and suffering a level of Fatigue.

On the bright side, you both can attack all the Comanches (including Itza-chu) at no penalty. Or you can concentrate on your footwork to cancel out the Agility penalty.


Turn Order:
Adrian: KH
Evans: KH
John: JC (normally Clubs indicate a complication, but you've already got one to deal with, so I'm not going to pile any more on)
Comanche Raiders: 7S
Itza-chu: NO CARD!

This message was last edited by the player at 09:18, Fri 24 Aug 2012.
Adrian Vega
player, 427 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W3R2B1
Fri 24 Aug 2012
at 16:09
  • msg #50

Re: Chapter 14.3.2 The Ambush

Adrian was getting tired of running. Not physically tired. He felt stronger and more vigorous than he had before in his life. But it seemed that the better thing to do was to at least get a chance to stand and fight. He turned over his shoulder and held his gun up towards the Comanches that followed him. He didn't intend to shoot them with a bullet though.

"Time for some plus plus witchery, fuckers," he growled to himself before focusing a volley of spiritual force through his gun, wrestling those otherworldly powers and forcing them to give him a favor.


OOC:
Spending 3 power points to cast three bolts. Spellcasting, as per my last botch, is down to d6 for 24 hours. Rolled Spellcasting thrice, only one of them getting a wild die. Results, I believe are as follows:

Two successful attacks (5 & 6)
Damage of 5 and 6 respectively, oddly enough

11:06, Today: Adrian Vega rolled 5,6 using 2d6,2d6, rerolling max with rolls of 2,3,3,3. Damage.
11:02, Today: Adrian Vega rolled 1,5,2,4 using d6,d6,d6,d6, rerolling max with rolls of 1,5,2,4. Spellcasting x 3 + Wild die for the 3rd.

John Smith
player, 308 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sun 26 Aug 2012
at 02:30
  • msg #51

Re: Chapter 14.3.2 The Ambush

John looks up at the warning and nimbly makes his way across the booby trapped field and behind the barricade. Once there he pulls out a stone and launches it at Itza Chu putting a little extra power into the shot hoping to make it count.

2 point bolt at Itza Chu, if either Evans or Adrian take him out, direct said bolt at some random Comanche, the one that shot John, 'cause he's generous and returns favors.
John Smith rolled 2,3,20 using d8,d6,3d6, rerolling max with rolls of 2,3,2,(6+6+2)14,4. 2 point Bolt.
John Smith rolled 2,2 using d8,d6, rerolling max with rolls of 2,2. White chip reroll.
John Smith rolled 4 using 1d6, rerolling max with rolls of 4. Blue Chip adding D6.
To sum up, that would be a hit of 7 for 20 damage.
John Smith rolled 4,8 using d8-2,d6-2, rerolling max with rolls of 6,(6+4)10. Agility. Success with a raise! Not sure if that does anything for me...

The Amazing Evans
NPC, 276 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Sun 26 Aug 2012
at 07:16
  • msg #52

Re: Chapter 14.3.2 The Ambush

Adrian pulls his mind into the Hunting Grounds, drawing power from the spirit realms.


The barrel of his gun sparked as the ghostly bullets spat out. He grinned as they struck the Comanche...one of them tumbled over. however, neither of the ones he struck looked overly injured by the assault. And then...


The migraine slammed him like a sock-wrapped brick to the side of his skull, and a curl of dark blood oozed out his nose as he fought to maintain control. Through the pain, he could hear shouting.

John's stone sizzled through the air, striking the psychotic Apache square between the eyes and pitching him off his feet.

He's still a moment, then begins to twitch. One hand reaches up to his face, grabs the stone, and yanks it free. The Apache yowls as he works the bloody thing out from between his eyes, but that should have been a lethal shot. Yet the Indian is still twitching on the ground. He's down for the moment, but John has the sneaking suspicion he won't remain that way.

Evans turns, and notices Adrian reeling from the effects of the backfire. he rushes over to Adrian's side, the nozzel of his flamethrowing weapon held ready. "Adrian!? Can you hear me? Are you all right?"

((OOC: Adrian: Two hits, but a 1 on one of your Spellcasting rolls. That's a Backfire, no matter what else you rolled. Since you weren't Dealing with the Devil, it will leave you Shaken instead of a full Backlash, but that still leaves you unable to complete your move unless you spend a Chip to get rid of it. However, see Evans' action.

The Comanche raiders have Toughness 6 when not being hit with Bullets. The 5 damage won't do anything, but the 6 leaves one of the Comanche Shaken. That's 2 shaken and 2 downed out of the original dozen, leaving 8 left.

John: Itza-chu started the round Shaken and with 1 Wound. 20 damage vs his 7 toughness is 3 Wounds, so he'll be incapacitated if he doesn't soak. He spends a chip for the attempt: Itza-Chu rolled 0,10 using d8-1,d6-1, rerolling max with rolls of 1,(6+5)11. Soak! That's a success and raise, so he soaks 2 Wounds. Not good enough to get around the third wound, so Itza-chu is Shaken with 2 Wounds and no action except Regeneration. He's fallen so far behind now that he'll be out of the fight for a while.

The Raise on the agility roll makes you look cool dodging the razor wire trap, but doesn't do anything for you.

Evans turns and heads back to Adrian's side. He's going to hold his action. If you choose not to spend a chip to Unshake, he plans to carry the stricken huckster.))


Waiting on Adrian!
Adrian Vega
player, 432 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W3R2B1
Mon 27 Aug 2012
at 14:52
  • msg #53

Re: Chapter 14.3.2 The Ambush

It took Adrian a moment to recall exactly where he was and what was going on. His vision was blurry, and his ears seemed to be ringing as if he'd been struck a powerful blow. He shook his head, closed his eyes and everything seemed to clear. He heard again what the Marshal was saying. "Yeah, I'm good. Right as well-water."

OOC:

Spirit: 10

09:47, Today: Adrian Vega rolled 2,10 using d12,d6, rerolling max with rolls of 2,(6+4)10. Spirit test to recover from Shaken.

The Amazing Evans
NPC, 277 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 28 Aug 2012
at 06:25
  • msg #54

Re: Chapter 14.3.2 The Ambush

"Well, we should get you to the barricades." Evans says, and helps Adrian up onto his shoulder. The two men struggle toward the barricades as the Comanche bear down on them, but though Evans' help keeps Adrian from stumbling into the booby traps, he himself is not so lucky.

As the Comanche war party whoops and hollers behind then, Evans gets his feet tangled in a hidden wire...and pitches forward, tangled in the spiked metal mess.

He's not alone...the wire does an excellent job of tripping up the Comanches behind them, and most of the runners go down in a heap...

((OOC: Actually, since you're still technically on your action, the unshake requires a chip. No roll necessary, though...you just spend the chip to auto-unshake. You also still need to roll Agility to get through the wires without being tripped up.

Evans will spend his action aiding Adrian through the wires, negating the -2 penalty for that would otherwise apply. he still has to make his own Agility check, though.

23:07, Today: The Amazing Evans rolled 1,0 using d6-2,d6-2, rerolling max with rolls of 3,2. Agility. Spending a White Chip for a reroll
The Amazing Evans rolled 2,2 using d6-2,d6-2, rerolling max with rolls of 4,4. white chip.  I'll toss in a Red chip, see if I can't beat that...
The Amazing Evans rolled 1 using 1d6, rerolling max with rolls of 1. red chip. @_@ That's all of Evans' chips. I could spend from from the Extras pool, but it looks like fate wants him to fall...

Evans is now Prone, Shaken, and has 1 Fatigue as the Comanche run up.

Speaking of which, I'm going to split the 8 Comanche running toward the barricades into 2 groups of 4 for the Agility check.

Group 1: Comanche Raiders rolled 1,2 using d8-2,d6-2, rerolling max with rolls of 3,4. Agility Checks (group 1). That will leave them Prone and Shaken (they won't suffer Fatigue from the mundane damage)

Group 2: Comanche Raiders rolled 1,-1 using d8-2,d6-2, rerolling max with rolls of 3,1. Agility Checks (group 2). [facepalm] This will leave the group ALSO Prone and Shaken))


Draw Cards for initiative. We're out of the chase and now in Combat. I'm giving control of the Dust Adders on the rooftops to you guys...there are 6 Dust Adders in this part of Blackthorn, as well as Gus Shaw (who is a Wild Card).
Adrian Vega
player, 433 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W2R2B1
Tue 28 Aug 2012
at 13:53
  • msg #55

Re: Chapter 14.3.2 The Ambush

With the help of Marshal Evans, even in Adrian's unsteady state he managed to triumph over the tangle of wires, though he despaired to see that the lawman's aid to Adrian had come at expense to himself. He stopped to see if the Marshal was still tangled up, prepared to carry the man if need be. He wasn't going to leave Evans behind for the Comanche, no matter what.


OOC:
White chip deducted
Agility: 9
Initiative: 4S

The Stray
GM, 2003 posts
The Marshal
'round these parts
Tue 28 Aug 2012
at 17:22
  • msg #56

Re: Chapter 14.3.2 The Ambush

If you're going to stop to help Evans, this will put you outside the barricades as the fight begins. I'll be posting up a new thread today once I've got the combat map ready...expect it some time this evening.
Adrian Vega
player, 434 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W2R2B1
Tue 28 Aug 2012
at 17:26
  • msg #57

Re: Chapter 14.3.2 The Ambush

OOC:
He's Loyal, Heroic, and Overconfident. There's no way he leaves Evans behind, even if it puts him outside the barricades.

The Stray
GM, 2006 posts
The Marshal
'round these parts
Wed 29 Aug 2012
at 03:37
  • msg #58

Re: Chapter 14.3.2 The Ambush

Hidden behind a building, "Charging Bear" gasps as his flesh knits over the last of the burns.

"Wella wella wella." He mutters to himself as he hears his warriors spring their trap. That was no good. But The Harbinger had told him of another way. A way he could bring misery to the town.

The graveyards had wards, the Harbinger had told him. Wards to keep him out. if Itza-chu Could break those wards, the Harbinger could raise an army of the town's very own dead, force them to fight the corpses of their loved ones.

They'd found a way to hurt his supposedly immortal warriors. They might even figure out a way to break his Totem's grip on his soul and kill him. Itza-chu didn't care for that. No, better to make sure they won a different way...a way that could cause a feast of terror to energize Mirror Serpent.

He grinned as he planned his route, and hoped The Harbinger would be able to succeed where his own plans had failed.

There would be blood. By the gallons. Itza-chu couldn't wait.

((OOC: It'za-chu's only action before the fight starts is to attempt to Regenerate. Itza-Chu rolled 1,9 using d8-2,d6-2, rerolling max with rolls of 3,(6+5)11. Regeneration. That will heal both his current wounds, and leave him unshaken as well. He's going to go make some trouble...))

This thread is now closed. Resume posting on the Chapter 15.2 thread.
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