Queen Ileosa Arabasti

Keeper of Forbidden Lore's page

4,026 posts. Alias of seekerofshadowlight.


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GM

She shape shifted into an animal, and was a wild card. She took 4 wounds so had to make a roll to see if she was bleeding out, or what. But I crit failed and on an Incapacitation roll that is auto death. Also as a Crit fail I could not bennie it. Second point; the s on Animals was an oppsy

Winnona and Flying Eagle can see the two cargo wagons are covered but full of the sealed urns. The gas is starting to drift away but the downed people are still totally unmoving. You recall the salesmen telling you the gas was long lasting, your not sure how long but they are clearly out for the count.

Rufus does not see an animals, but the Mademoiselle, who he spent some very intimate time with. She lays dead in the tall grass, blood runs from her mouth and the wound soaks her dress at her side. He dead eyes stare at the sky.


GM

The Madam crit failed her incapacitation roll. No bennieing that!

Rufus shots the rifle out of the woman's hands, she then succumbs to the mist. The driver also drops as the mist does its job. Where the animals dropped from Flying Eagles shot, the Mademoiselle lays bleeding in the high grass. Nothing moves within the caravan as the sleeping gas starts to drift.

rolls:

Woman 1d6 ⇒ 4 1d6 ⇒ 3

Madam 1d8 ⇒ 5 1d6 ⇒ 1


GM

@ rufus you can use a bennie to reroll, yeah

Flying Eagle shoots the creature running into the bush it seems to crumble 4 wounds!

dice:

Soak roll 1d10 ⇒ 3 wild: 1d6 ⇒ 3


GM

Damn it, I missed you rolled a 5. So yeah its not -8, it would be some concealment but a 9 will cover that. Go ahead and roll damage as well as any other actions.

Rufus, that is a called shot so -4. Once you hit she will have to make a str vs damage roll. If she can't outroll the damage it is dropped


GM

If you do not get a 5, than you don't see it. That gives it total concealment, which is a -8 to attacks. However, you make a good point on pointing at it and the others will get a +2 to notice rolls. And yes, notice is a free action here. I am gonna mark you as (went) but feel free to reroll or take other actions.

The woman with the face covering runs to grab the dropped Winchester and finds limited cover outside the smoke (-4 to hit). The driver keeps his hands up and seems a bit woozy as Flying eagle fires blindly into the grass.

Round 2
INIT
Inside woman = joker(went)
Madam = JS( went)
Flying Eagle =jh(went)
Driver 1 = 7S( went)
Rufus 4d
Rider/ Driver 2 = 3S
Winnona 2c


GM

I am counting this as the end of the round yes and yeah the ones still up are still exposed. So they get a round of saves

The three rider less horses run off as the smoke clings to everything and slowly drifts/ The one rider tries to stand up and crumbles, as does the driver in wagon two. Leaving only the driver of the lead wagon awake and she shakingly drops his Winchester to the ground.

A woman stumbles out of the wagon (holding action) as a grey fox like creature bolts out of the back and toward the wilderness and tries to hide in the tall grass.its 18 yards in the weeds and you need better than a 5 on notice to sot it

Round 2
INIT
Inside woman = joker(hold)
Madam = JS( went)
Flying Eagle =jh
Driver 1 = 7S
Rufus 4d
Rider/ Driver 2 = 3S
Winnona 2c

rolls:

Rider 1d8 - 2 ⇒ (1) - 2 = -1
Driver 1 1d8 - 2 ⇒ (5) - 2 = 3 wild: 1d6 - 2 ⇒ (6) - 2 = 4
Driver 2 1d8 - 2 ⇒ (4) - 2 = 2
Inside 11d10 - 2 ⇒ (10) - 2 = 8 wild: 1d6 - 2 ⇒ (5) - 2 = 3
Inside 21d8 - 2 ⇒ (5) - 2 = 3
Inside 3 1d8 - 2 ⇒ (3) - 2 = 1
Inside 4 1d8 - 2 ⇒ (8) - 2 = 6
Wagon horse 1d8 - 2 ⇒ (7) - 2 = 5

running 1d8 ⇒ 1
Fox creature stealth 1d8 ⇒ 5 wild: 1d6 ⇒ 2


GM

The smoke is easy to see, it bellows around, with wind moving it slightly. Its as if its heavy smoke and without wind it hovers around the remains of the bottles as it slowly dissipates. There is little sound, but you hear muffled sounds from the lead wagon, as well as it moving around as if someone inside is moving.

You have a few rounds before it breaks down unless wind or something makes it move. You can choose to hold your actions or do something else, but the folks inside the smoke, will have to save every round.


GM

Sorry missed this. Water soaked bandana's might give you an advantage to resisting the effect, say +2. Otherwise wading in will effect you.

You know the folks you can see are not reacting but don't knw about the people inside the wagons.


GM

My RL has been very spotty over the few last years. Which is why my updates are wonky. I should do a bit more uniform advancing and posting, which I am working on


GM

Yeah I need to speed us up some but you should have 4 at this time. So feel free to look though them all and make sure you have 4, you should be on your first seasoned.


GM

The drivers hold up their hands, even though the mist still rolls though where they are. The horses not hitched to a wagon run off as the one still up on wagon one struggle, shaking the wagon.

Spoiler:

1d10 ⇒ 9 1d6 ⇒ 5


GM

No, its a stand alone skill based on Spirit. Which, if you are not trained is not a great roll. Its d4-2 for an untrained skill


GM

Someone give me an Intimidation check, you get a +2 for all the madness you have unleshed.


GM

I had a more detailed post that got eaten and was running out of edit time. You can check the spoiler for rolls. All of them but the guy on the far side went down.

Of the six riders only three horses stayed up, they were not the one belonging to the lone awake guy, who went to the ground with his horse. Same issues with the wagons, almost every horse failed and they are down. Outside the wagon you see only three people awake. Two drivers ( wagon 1 and 2) and one rider. Everyone else is down.


GM

I assumed spread about as you had enough to hit everyone as each is a large blast templet.

The glass bombs break, sending the sleep vapor drifting though the ambush site. All riders except the left outrider pass out, many of the hoses as well. The lone awake drives is driven to the ground as his horse collapses.

Wagon one, the Drivers stay up but one horse goes down, almost flipping the wagon. Wagons two loses all its horses but one driver stay up. Both horses and drivers of wagon 3 collapse.

You can see the vapor lingering over the ambush site, which may still prove effective those those inside the clouds of slumber gas

You see one rider on the ground awake and two drivers. You are unsure of anyone in wagon 1.

INIT
Rufus KH
Flying Eagle =Qc
Winnona QH
Inside 1 = 10
Inside 2 =9 H
Driver 1 = 7S
Rider/ Driver 2 = 3S

Spoiler:

Riders
1 Rider vigor: 1d8 - 2 ⇒ (5) - 2 = 3
2 Rider vigor: 1d8 - 2 ⇒ (1) - 2 = -1
3 Rider vigor: 1d8 - 2 ⇒ (5) - 2 = 3
4 Rider vigor: 1d8 - 2 ⇒ (8) - 2 = 6
5 Rider vigor: 1d8 - 2 ⇒ (1) - 2 = -1
6 Rider vigor: 1d8 - 2 ⇒ (2) - 2 = 0

1 Horse vigor: 1d8 - 2 ⇒ (6) - 2 = 4
2 Horse vigor: 1d8 - 2 ⇒ (2) - 2 = 0
3 Horse vigor: 1d8 - 2 ⇒ (7) - 2 = 5
4 Horse vigor: 1d8 - 2 ⇒ (1) - 2 = -1
5 Horse vigor: 1d8 - 2 ⇒ (7) - 2 = 5
6 Horse vigor: 1d8 - 2 ⇒ (4) - 2 = 2

Wagon outside

1 Rider vigor: 1d8 - 2 ⇒ (7) - 2 = 5 wild: 1d6 - 2 ⇒ (1) - 2 = -1
2 Rider vigor: 1d8 - 2 ⇒ (8) - 2 = 6
3 Rider vigor: 1d6 - 2 ⇒ (5) - 2 = 3
4 Rider vigor: 1d6 - 2 ⇒ (5) - 2 = 3
5 Rider vigor: 1d6 - 2 ⇒ (2) - 2 = 0

Horses wagon
wagon 1
1 Horse vigor: 1d8 - 2 ⇒ (1) - 2 = -1
2 Horse vigor: 1d8 - 2 ⇒ (6) - 2 = 4

Wagon 2
1 Horse vigor: 1d8 - 2 ⇒ (4) - 2 = 2
2 Horse vigor: 1d8 - 2 ⇒ (3) - 2 = 1
3 Horse vigor: 1d8 - 2 ⇒ (4) - 2 = 2
4 Horse vigor: 1d8 - 2 ⇒ (3) - 2 = 1

Wagon 3
1 Horse vigor: 1d8 - 2 ⇒ (2) - 2 = 0
2 Horse vigor: 1d8 - 2 ⇒ (5) - 2 = 3
3 Horse vigor: 1d8 - 2 ⇒ (5) - 2 = 3
4 Horse vigor: 1d8 - 2 ⇒ (4) - 2 = 2

Inside wagon
1 Rider vigor: 1d10 ⇒ 7 wild: 1d6 - 2 ⇒ (3) - 2 = 1
2 Rider vigor: 1d8 ⇒ 7 wild: 1d6 - 2 ⇒ (4) - 2 = 2
3 Rider vigor: 1d6 ⇒ 4
4 Rider vigor: 1d6 ⇒ 6


GM

Ah, yeah. I goofed and mixed up yards and inches. Within 16 yards(4 inches) you are good.


GM

The lead riders pass you by and the showman's wagon arrives near. You seem to be hidden from the travelers and you can hear normal travel chatting mostly in Greek.

The Bombs have a thrown range of 4/8/16. So 8 yards will be a -2 to athletic rolls to hit your target. It'll land somewhere if you miss, just where depends on how badly you miss. And of course, y'all have the drop, giving you a +4 to attack and damage rolls this round[/ooc]


GM

Okay a little retcon then

You see the trail of dust before you see the Caravan. Two riders on Horseback lead, roughly six to eight yards in from of the wagons. The Showman wagon in the lead with a man in the front seat, behind it the two cargo wagons amble alone with a man and two women on each. Beside the middle wagon a rider on each side keep a look out and two riders trailing the caravan, 10 to 15 yards behind.


GM

I will let yall decide then. You can choose to ambush them as they moved or wait until they camp and be hidden in either case as I goofed.


GM

Sorry, maybe I got confused. I though you were looking to find an ambush spot they would camp at and hit them with their pants down so to speak. If that was not the plan, sorry I goofed then.


GM

You have 10 bombs

As it gets near dusk, you see the trail of dust from a group of travelers approach. It is the caravan of the theater troupe. Three wagons, and about a dozen horses make them way to the spot you though they would camp. As you watch from your hidden spots, they set about sitting the camp up.


GM

To answer a few things. 1:Grass height is roughly 18"- which gives you cover but movement can still be seen so things like stealth are needed. 2: Wagon speed- they are about 10 to 14 miles a day was average - these might move a bit faster or slower, I am gonna say this one moves 12miles per day. 3- If you spend the bennie, then yeah you can find just the kinda spot you are wanting


GM

Both Rufus and Flying Eagle Spot a number of places they think might work. Given what they estimate on the speed of such a caravan, you think you can guess where they will camp.

A day later, soon after the sun sets you can make out the camp site just about where you thought it would be in the dark.

I'll leave it up to you how far away you are. You can see fire a good clip in the dark after all. The land is mostly grassland, no real hills but its not totally flat.


GM

I should be up to normalish posting rates starting next week, a lest a few times a week again

With knowledge of where they are heading and a well used trail in front of you making headway and scouting the area is not an issue. Now you just need to find a good ambush spot.

Give me some kind of roll for this, be it survival or profession or another skill you think would work for finding ambush spots


GM

The cost for the Derringer and 50 shots ( standard box) is $7

You recall the name Paterson, which is a town about 16 miles south of Denver. Its on actually on the railroad, but has a well traveled trail. Leaving now then sitting up somewhere along the tail could be easy. Although you are likely to move faster than a few loaded wagons.


GM

Sorry guys, had a rough week and time blindness got me again. Flying Eagle you can take the advance.

You do know they are leaving in two days. They have one more show then they plan to leave the rea, hitting smaller towns off the rail paths.


GM

Sorry guys I'll try to get that list up by this weekend, we can always retcon.

So, you buy the items, when do you plan to hit them?


GM

You guys have a lot, with the loot, money and reward for the gang each of you has $1,246.66. You have money


GM

Left off the cost of dynamite, its $3 per stick


GM

@Rufu very glad your wife is improving and they caught it.

I am behind on a few things and frankly forgot how many things are in that book. So it will be a bit longer on a full list, but if you know the types of items you might like or the price range I can get a partials list of those easy enough

The categories are
Conveyances
Vehicle Accessories
Rail Car Accessories
Armor & Clothing
Miscellanea
Labor Savers
Elixirs & Tonics
Ghost Rock & Boilers
Weapons & Accessories
Travel Essentials


GM

Y'all should have a good bit of money, I'll see if I can find out all the awards. An yeah magic tech is rather good foe ignoring issues like that lol

You know they have two wagons for the jars, a 3rd for other gear and a forth as a kind of mobile home. The troupe has about 18 people all told, and they got here by train. They seem to have about 20 horses, from what you saw around the wagons and in make shift stables. They seem to plan to hit some smaller towns, so will not be using the train as they head into the southwest.


GM

Hope they are doing better. I also had a death in the family over the weekend so it will be a few more days getting the list up.


GM

The Saleman Looks at Winona "Well, why would you do something like that? " he shakes his head "Seems a good way to stifle innovation!" He clearly thinks Winona is talking utter nonsense.

I have the smith and Robards catalog from last edition. Never got around to writing a list, but I'll write up a list sat or Sunday, we can always retcon yall buying what you want.


GM

Rufus and Flying Eagle give me a spirts rolls

Rufus and flying Eagle had nightmares' as they slept, Horrid things that left them drenched in sweat and waking with shouts and screams. A few folks at the hotel seem to have had rough nights and the breakfast near the theater seems to have an atmosphere is dreariness.

You are able to find a Smith and Robards store, they have so many things here. From elixirs, to automations, Gatling weapons and even Auto Gyros, everything modern science has to offer. The clerk has a few items that might fit what you need.

"We have slumber gas, only $30 a dose, that should knock out anyone in 3 to 4 yards. Well depending on the wind" He says, finishing with a disclaimer. If you need a distraction, we have choke gas, same price but it will leave your opponents chocking and gasping for breath"

You know they have two days left in the Show, and Rufus knows where the lady and at lest two of the troupe stay. Most seem to make due with the train yard. Although you could try to stay after a show and tail the group and see how many go where.


GM

I forget about the Smith and Robards stuff at times. I need to make a list and put it up.
As for the dead, you don't know.

You do recall some comments about bad dreams and a few people being sick or unwell in the Hotel. But you don't recall any talk of new deaths or no more than normal for a town this size.


GM

The Theater is down down and takes up much of the block, but a fire in it could spread to other buildings. The train yard is a bit away from things, you have some shacks and buildings near by, but the wagons are in a corner of the yard and you likely can contain damage.
At this point you have a few options:
1: You can attack or damage the wagons here, only two guys are awake
2: You can sneak into the theater after hour's and search for the jars.
3: you can wait until they leave town and ambush em.
4: You could damage the wagons or the jars without attacking the troupe
5: This is a larger city and you can actually order something like knockout gas from Smith and Robards. They have a Wearhouse in the city with lots of weird science things


GM

There are two Jar wagons, both hold about 40 each. One is full and another is half full. There is also third wagon, but its more a traveling home than a cargo wagon.


GM

Walking away is an option, if y'all want to you can fully do that

You know from the signage the troupe is only in town for two more days, before their play run is done. Blowing up the wagons, may make a fire, but the trainyard may be mostly fine, depending on how the jars react to being exploded. This is the most isolated part of the city for trying this, but fire could spread.

Taking out the troupe and driving the wagons might be doable as well. In fact, if you act during the play most of the troupe will be elsewhere. But you also know it likely not all jars are here either. Based off the number you guess and you saw "Moved" during last show, you guess they may have 20 elsewhere. Or in another wagon, perhaps close to the theater or in it.


GM

Sorry folk, dropped the ball there. So what is the plan here?


GM

I do not mind if you retcon,you guys can have a whole conversation over the fence, I don't kind. Roleplay away


GM

Are you taking the urn? trying to put it back? whats the plan here?


GM

The Urn is heavy, you would guess 30 to 40 pounds, but you hear or feel nothing shifter around as you flee over the fence with it.


GM

Rufus moves like the a shadow and vanished into the darkness. Creeping up to the wagon he sees maybe two dozen crates in the first and maybe 8 or so in the second. He risks a look into the second as he sees a 9th crate, not yet sealed. It looks to be two of the Urns you are looking for. They seem to be sealed with wax, they give you an uneasy feeling .


GM

moccasins do not provide a bonus

You make your way though the dark yard, there are wagons here and stables not fair away. Most seem to be freight wagons used to transport goods, but there are three covered wagons, which ring the fire. Near them but is a showman's wagon, painted a bright red, with actual windows. Not light comes from within the wagon. Near it are two freight wagons with crates already stored.


GM

Good point. I did say that and at lest two of you such at it, so feel free to mossy around a bit without new rolls unless you are getting say within 10 feet of that fire.

You watch for 10, maybe 15 minutes and they two men talking don't seem to be bedding down. Although one is yawning.


GM
Flying Eagle wrote:

Hope Keeper doesn't mind if I post this here...

I don't mind at all. I likely should recruit for here too, but been trying to get back to a regular update format first.


GM

You wait in the dark, near some wagons and old crates. The men go back toward the camp and poke at the dying fire and start back up their conversation in low tones.

Give me some notice rolls and you can add stealth if you wanna look around.


GM

You hear the men speaking and they start to walk toward the sound of Winona's casings. They seems to look around for a few minutes, then shrug, say something in Greek and head back to the fire. As long as you are careful, you should be able to move around. Maybe you can wait and see if they doze off, folks often leave a guard, but they are in civilization so they might all decide to sleep.


GM

Happy hoidays all


GM

The man seems to find the crate where Rufus fell, but doesnt seem to see him hiding nearby. He yells something back to the camp, the second man moves to join him also speaking Greek. The 3rd man, mutters, waves his hand and seems to lay back down. Not bothered by the others two's "Investigation" .

You seem to be hidden and only the two who were awake to start with seems to be looking over the crates with a lantern.

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