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19:36, 16th April 2024 (GMT+0)

Night Moves.

Posted by The MarshallFor group 0
The Marshall
GM, 2647 posts
aka "helbent4"
aka Tony
Sun 25 Feb 2018
at 09:29
  • msg #101

Re: Night Moves

In reply to Increase Trask (msg # 99):

Despite the chance that Trask might be a doctor, or at least be able to assist in some meaningful way, the reply was, "n-n-n-no! Just get the Hell outta here! They say it's too dangerous! Ya'll gotta leave and leave now!"

Trask was correct. While his 7.62mm might be able to penetrate the bunker, the deputy's shotgun wouldn't penetrate his armour unless it was loaded with slugs, which would be rare for a police pump-action. If the 20mm ACR had armour-piercing ammunition it would likely go through the bunker without problem!
Increase Trask
player, 205 posts
Robo Hunter
Tue 27 Feb 2018
at 08:01
  • msg #102

Re: Night Moves


"Thanks... so what is the consensus here, we rush him or go on our way ?"

-
Roadkill
NPC, 707 posts
Road Warrior
former Road Ganger
Wed 28 Feb 2018
at 05:49
  • msg #103

Re: Night Moves

In reply to Increase Trask (msg # 102):

"If we're going to take him out I should do the ramming of the gate using my rig."
Smoker Nix
player, 965 posts
Scavenger & Tech
Truck Crew
Wed 28 Feb 2018
at 11:48
  • msg #104

Re: Night Moves

"Can we scout round, see if there are any other entrances or exits?" asked Smoker from his perch.

"If Kargo has left there's no point in wasting time on this lot."
The Marshall
GM, 2648 posts
aka "helbent4"
aka Tony
Thu 1 Mar 2018
at 09:52
  • msg #105

Re: Night Moves

Before dawn, the Posse had approached the town's fenced perimeter from the north. That route was sealed off, watched by guard towers. The east seemed to be guarded. That left the south and west.

One thing they noted was that there were signs warning of minefields surrounding the town's double perimeter fenceline.
Brother Edgar
NPC, 200 posts
Doomsayer
Church of the Holy Atom
Thu 1 Mar 2018
at 09:54
  • msg #106

Re: Night Moves

In reply to Smoker Nix (msg # 104):

The Doomsayer answered Smoker, "it's hard to see where Kargo would have went. There are no clear side roads that we could see coming in, they were all blocked off. The rest was forest and lake. We could force our way in. Or wait until darkness and try to sneak in?"
Increase Trask
player, 206 posts
Robo Hunter
Fri 9 Mar 2018
at 07:10
  • msg #107

Re: Night Moves

In reply to Brother Edgar (msg # 106):

"I don't want to waste the guy because he won't let us in, I get the feeling he is scared. Lets wait and find another way in."
This message was lightly edited by the GM at 10:31, Fri 09 Mar 2018.
The Marshall
GM, 2650 posts
aka "helbent4"
aka Tony
Mon 12 Mar 2018
at 07:57
  • msg #108

Re: Night Moves

In reply to Increase Trask (msg # 107):

The odd white mist continued to seep out of the surrounding forest. Those in the technical could see the rig behind them and the guard post in front. The people in and on the rig started to have difficultly seeing the guard post in the fog.
Roadkill
NPC, 708 posts
Road Warrior
former Road Ganger
Tue 27 Mar 2018
at 08:42
  • msg #109

Re: Night Moves

In reply to The Marshall (msg # 108):

Roadkills' voice came over the CB.

"Hey Peter, you got your ears on?

"We gonna plow in there now or come back later? Something's definitely not right here, anyone can see that, nodamene? I'm back out."

Smoker Nix
player, 966 posts
Scavenger & Tech
Truck Crew
Tue 27 Mar 2018
at 10:17
  • msg #110

Re: Night Moves

Smoker huddled down, feeling more and more miserable.
Peter Firecrow
player, 865 posts
Not that kind of Indian
Wanna buy a gun?
Sun 1 Apr 2018
at 05:17
  • msg #111

Re: Night Moves

Peter heard Roadkill call for him twice. Once was during the...tense and unusual conversation with the person 'guarding' the main gate and refusing to let them in. So he hadn't answered that time. The second time that Roadkill's voice asked if he had his ears on, however, Peter responded. "Yes, Roadkill, I am here. Just trying to figure out this strange situation. I am not certain I believe this talk of sickness. It could be real, but it would be a smart way to keep people from nosing where you did not want them as well."

He thought for a moment and then shook his head. "I do not like the idea of forcing our way in, if the threat is real. But attempting to sneak in could very poorly, especially if the sign warning of mines is accurate. I suppose we should force our way in to see if Kargo is here and if not keep going. I do not like it, but we have wasted time already."

He called over, "Trask?" It seemed to see if the man wanted to make a move with his armor, have Roadkill's rig bust through the gate instead.
The Marshall
GM, 2655 posts
aka "helbent4"
aka Tony
Sun 1 Apr 2018
at 07:10
  • msg #112

Re: Night Moves

In reply to Peter Firecrow (msg # 111):

The Mexican standoff in the thick morning fog continued. So far no one from in town seemed to be making a move. could the situation last?
Increase Trask
player, 208 posts
Robo Hunter
Sun 1 Apr 2018
at 07:13
  • msg #113

Re: Night Moves

In reply to Peter Firecrow (msg # 111):

"Fogs making a meal of my sensors especially the thermal. So whats the score are we going or leaving ?"

-
This message was lightly edited by the player at 07:13, Sun 01 Apr 2018.
The Marshall
GM, 2657 posts
aka "helbent4"
aka Tony
Tue 17 Apr 2018
at 03:46
  • msg #114

Re: Night Moves

In reply to Increase Trask (msg # 113):

The terrified-looking deputy manning the bunker to the right of the gate had dropped down out of view, presumably hitting the deck.
This message was last edited by the GM at 03:56, Tue 17 Apr 2018.
Increase Trask
player, 210 posts
Robo Hunter
Tue 17 Apr 2018
at 04:11
  • msg #115

Re: Night Moves

In reply to The Marshall (msg # 114):

"I've got one, no multiple diesel engines starting up on the other side of the gate. Looks like they are going to be coming to us." Trask prepared to engage anything that made a hostile move through the gate.

-
Tech. Sgt. Airen Crichton
player, 141 posts
U.S.M.C. 1st Battlion
Staff wieldin Techno-Mage
Tue 17 Apr 2018
at 13:56
  • msg #116

Re: Night Moves

 Chricton shakes his head as he had been slightly out of it due to the mess at the first camp and the sense of something being very wrong with the plants around here. As Trask says the comment about multiple diesels he looks at Smoker and says "So I got a couple options I plan on using the rifle, but If they get in close I need to switch to another gun. Plasma pistol or should I go old school and use the Dragoon first?"

 Over the radio "I got your back Peter, but are we waiting for them to fire or warning shots?"
Peter Firecrow
player, 867 posts
Not that kind of Indian
Wanna buy a gun?
Fri 27 Apr 2018
at 06:39
  • msg #117

Re: Night Moves

Peter shook his head. Now what? This was getting weirder by the minute. "I suppose we should let them get closer, but hail them first. If they do not respond, fire a warning shot. I would rather not get in to a fight if we do not have to...but this place is bugging me, and I would like to know what the hells is going on."

He then got on the radio and had Roadkill try to hail them on the CB radio.

OOC: not sure if Peter has a CB (can't remember) but I don't think his suit works that way?
The Marshall
GM, 2659 posts
aka "helbent4"
aka Tony
Sat 28 Apr 2018
at 02:01
  • msg #118

Re: Night Moves

In reply to Peter Firecrow (msg # 117):

Roadkill broadcast another request to speak to the mayor or sheriff using the CB but there was no response.

Due to the still-thickening fog, there was not much to see. Even the guard post, only 10 yards away, was now lost in the swirling mist. Visibility was down to 10 feet and this was some of the thickest fog anyone had seen. A chill settled in the air and the sun became a dim yellow disk lost somewhere above the clouds.

What they could see of the metropolis of Vivian before visibility was lost was a double-chainlink fence perimeter (not a wall) surrounding what was probably several blocks of the town's core before the war. The pre-war buildings outside the perimeter had been demolished and cleared to provide a 30 yard "kill zone". This once-cleared area was now overgrown with kudzu-festooned trees encroaching almost up to the fenceline. What little cleared space that remained outside the fence had signs saying "WARNING - MINEFIELD".

The access road where they sat and roadblock/gate ahead on the eastern side of town was the only way into town. But on the other hand no vehicles could move through the thick vegetation on either side of the road and flank them.

Marshall's Note: the technical both has a CB and Peter's battlesuit radio was set to receive and transmit on the CB frequencies.
This message was last edited by the GM at 06:52, Tue 01 May 2018.
Tech. Sgt. Airen Crichton
player, 142 posts
U.S.M.C. 1st Battlion
Staff wieldin Techno-Mage
Sun 29 Apr 2018
at 23:27
  • msg #119

Re: Night Moves

  Chricton checks the rifles charge noting it full and ready. He keeps an eye out for the other vehicles.
The Marshall
GM, 2661 posts
aka "helbent4"
aka Tony
Fri 4 May 2018
at 05:40
  • msg #120

Re: Night Moves

In reply to Tech. Sgt. Airen Crichton (msg # 119):

The fog was now so thick the occupants of the rig and the technical could only see each other. The vehicles in the town which that were heard starting up remained completely unseen, although if they were as hampered by the fog as the posse they wouldn't be moving anywhere faster than a walking pace.

There was indistinct movement in the fog ahead but it was obscured by the mist. Suddenly, there was a scream of pain and horror! It seemed to be coming from somewhere close in front, about the location of the gate bunker. There was just a scream, no gunshots.

Marshall's Note: Anyone trying to determine details can make a Search or Cognition check, whichever is higher.
Increase Trask
player, 211 posts
Robo Hunter
Fri 4 May 2018
at 06:45
  • msg #121

Re: Night Moves


Even though his sensors seemed to be acting up due to the fog or perhaps something else Trask gave them another whirl as the fog really closed in.

Increase Trask rolled 15 using 4d8, keeping the highest dice only, rerolling max with rolls of (8+7)15,5,1,4.  Cognition.

-
Peter Firecrow
player, 869 posts
Not that kind of Indian
Wanna buy a gun?
Fri 4 May 2018
at 18:17
  • msg #122

Re: Night Moves

Peter began to like the situation less and less. It was almost as if the fog was thickening in response to things, which was a more disturbing thought then when he'd wondered if the kudzu was sentient and trying to kill things off. He tried to shake things off and focus.

The scream made him flinch and he immediately pulled out his rifle. Over the radio to his allies he said, "I think things might be going southward. Get ready. Moving forward." Since Trask hadn't moved forward and Roadkill hadn't either, Peter decided he would.

Peter urged the truck forward towards the gate, moving slowly so as to avoid going off course in to the minefield.
Brother Edgar
player, 203 posts
Doomsayer
Church of the Holy Atom
Wed 9 May 2018
at 09:05
  • msg #123

Re: Night Moves


At the scream, just barely audible over the idling truck, Brother Edgar sat up straighter in the cab.  His hands tightened on the control rod as he stared into the mist, willing the fog to part, just for a moment.  Under his breath, he murmured a quiet entreaty to the Glow and Saint Darwin....
The Marshall
GM, 2663 posts
aka "helbent4"
aka Tony
Thu 10 May 2018
at 01:05
  • msg #124

Re: Night Moves

In reply to Peter Firecrow (msg # 122):

The horrified screaming somewhere up ahead (likely the bunker) began to take on a gargling quality, then stopped.

Not waiting for more, Peter put his technical into gear and the armoured gun truck began to ease forward towards the flimsy barricade hidden in the fog. Behind him Giles (the AI driver-bot) did the same and the rig also lurched forward, stacks shooting out greenish-black smoke as it geared up.

The mist parted a little, affording Edgar and Trask a brief glimpse from their vantage points of the bunker. A shadowy figure darted out of the position. It carried a battleaxe in its right hand and a bowling-ball-sized object swung from the other. The object was quickly flung towards the posse's convoy and the thrower seemed to disappear from view in the billowing mist. Surprising no one, the approaching object was not a bomb or weapon but the severed head of the poor nervous deputy formerly manning the checkpoint ahead. It tumbled through the air, blood spattering from the stump of his neck, just missing the hood of Peter's truck to the rigtt and bounding off the racked pavement with a hollow "THOCK!".

"LAST WARNING, ASSHOLES!"
came the taunting call from somewhere up ahead.

Marshall's Note: If Broother Edgar and Trask make a Quickness check TN7 then can get off a snapshot at the figure. The TN to hit will be high because of this and the poor visibility, but at least it's a chance!
Roadkill
NPC, 709 posts
Road Warrior
former Road Ganger
Thu 10 May 2018
at 01:18
  • msg #125

Re: Night Moves

In reply to The Marshall (msg # 124):

Leaving the driving to Giles, the truck's AI, Roadkill pulled out his double-barrelled sawed-off and stuck the barrels out the driver's window slits, looking for a target.

"What the fuck? I can't see anything! Come on out, you dickweeds!"
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