GM WhtKnt's The Waxing Dark: Savage Worlds Weird War I

Game Master WhtKnt

The year is 1914. The place is the battlefield of the Great War You’re here for the duration, until your life or mind are destroyed, or until this deadly struggle with the mud, disease, and the enemy finally ends in the paneled halls of some national capital far from the fighting.

Good luck, trooper—you’ll need it!

Current Map: Here


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Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

At minimum, put the resources, bennies and wounds. Then maybe often-used stats like Parry, toughness. Then possibly often-used dice that the GM might want to know like stealth, throwing and notice. Some people do attributes or Cha. Also, it helps to mention how much of a love affair Bobby has with the Wild Die. He likes that and it helps him enjoy the game. He may get edgy, and possibly violent, if you don't at least mention it.

"I'm Dan Morgan, named after than man 'twas the blood-brother of the man George himself. Some call me Sharpshooter, also after same-said. So, you know any place to go drink beer and look at chicks around here?"

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |
Daniel “Sharpshooter” Morgan wrote:
Also, it helps to mention how much of a love affair Bobby has with the Wild Die. He likes that and it helps him enjoy the game. He may get edgy, and possibly violent, if you don't at least mention it.

Was going to do this anyway. But thanks for mentioning the violent part. Now i won’t forget.

”You could try a bar.”


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Sheesh, you try to be helpful in pointing out an omission that might turn out better than the original result, and you get pegged for life. :)

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

So, the consensus is, off to a bar?


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Sure, off to a bar we all go! Let's have a night of bar-hopping!

Bobby, having been educated in a London university, offers to be the group's guide to the good bars in the relatively safe parts of town.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Bobby's sense of direction proves good and the group soon finds themselves at The Riverview tavern on the Thames. The drink is fine and the company more so. The celebration of being away from the front lines continues long into the night. In the wee hours of the morning, you are leaving the bar, perhaps a little tipsier than you would like.

I need for everyone to make a Vigor test (don't forget your wild die!). Those who fail are Fatigued. If you roll a 1 on both dice, you are Exhausted! If you did not partake of wine, women, and song, you can forego the roll.

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Samuel watches They really do seem to be enjoying themselves. Too bad their week of holiday will probably be cut short by need on the front lines.
He maybe has a drink or two but mostly he stares into the sky, wondering over the stars.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Vigor & Wild: 1d6 ⇒ 11d6 ⇒ 3

Fatigued (-1 to all rolls)


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Vigor: 1d6 ⇒ 51d6 ⇒ 5

Aleksei avails himself of wine, women and song, enjoying the fruits of the vine and of other varieties. When he finally realizes the sun is up, he promises that he will return to umm... Jenn. no... Rach.. no... dammit..

Seeing Bobby stumble out helps him clear his head as he offers his shoulder to the man's arm. "Come friend, coffee is on me."


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Thanksshh, buddy, you're a real" - hic - pal."

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

The Vigorz!: 1d8 ⇒ 7
The Vimz!: 1d6 ⇒ 3

Dan drinks with gusto, the labors of many fields pouring into his gullet from crystal flagons and iron-shod tankards and leathern jacks in equal measure. At some point in the night a thin-hipped brunette named Catherine with generous charms and a lilting Irish accent plants herself on his knee and never are the twain separate. Thrice the duo disappear into a single restroom, to reappear some time later looking sated and flushed and tight-lipped about whatever might've transpired.

As dawn's first light breaks against the London fog, the two embrace for a last time, whispering sweet nothings to each other and pledges of contact, she her address and he his unit, both promising to write, neither knowing what the future held.

At last the Sharpshooter returns alone to his mates and enshrouds them with friendly arms. "Aye! Aye and again! Banger's an' mash all 'round, I say!" he says, looking forward to a breakfast of epic proportions.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

As you are leaving the tavern, you hear a man's voice coming from a nearby alley. "Oy! Get back here, you blighters! Help! Police!"


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

"Do you think we should help out?...I think we should check that out..." and Bobby heads towards the alleyway entrance, his bleary eyes trying to discern what's going on in there :

Notice & Wild, -1 Fatigue: 1d6 - 1 ⇒ (3) - 1 = 21d6 - 1 ⇒ (6) - 1 = 5
Wild ACE!: 1d6 ⇒ 4 = 9

WhtKnt, please add any appropriate modifiers for lighting, etc.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Bobby notes a lone man, in his mid-forties, shaking a fist at the opposite end of the alleyway. "I say, help! Police! I've been robbed!" he shouts.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Aleksei follows Bobby, hand to his knife. They weren't the police, but they were close enough to help. "What is matter? Who has stolen from you?"

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Dan, not thinking too logically with a head of heady fumes, just darts at a flat run in the direction the old man is shaking his fist at.

Run!: 1d6 ⇒ 4

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

We didn't say what gear we would take in a non-combat zone, but can I say that Dan, ever vigilant, has one pistol tucked behind him in his waistband?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Yes

As Dan rounds the corner, he spots two men run around a corner several yards ahead of him.

The man is an elderly gentleman of about 65 years. He has white hair and blue eyes and is wearing a three-piece suit. "My valise! They've taken my valise! But more important, they have the scroll!"

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Samuel follows at a more reasonable pace

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Run!: 1d6 ⇒ 3

"They went that way!" Dan shouts, drawing his pistol.


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

The word scroll sounded ominous and intriguing to Aleksei. His instincts took over and he was immediately following Morgan after them. "We will get it back for you!" he yelled back at the older man.

Run: 1d6 ⇒ 6

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Realising that he couldn’t stay with the group with out running Samuel begins to sprint

Run: 1d6 ⇒ 6


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby also starts to run when Daniel takes off :

Running: 1d6 ⇒ 3

But due to his drunken state, doesn't keep up with the rest of the group.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Okay, we are now in Chase mode. Everyone needs to make an Agility roll for the maneuvering Trait. I am rolling separately for the bad guys because they intend to split up.

As they round the corner, the men split up, one going left and the other heading right. They drop the stolen valise.

Specify which man you are chasing, please.

Bad Guy 1 Running: 1d6 ⇒ 3
Bad Guy 2 Running: 1d6 ⇒ 4

Bad Guy 1 Maneuvering: 1d6 ⇒ 5
Bad Guy 2 Maneuvering: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 1

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Dan keeps his eye on the leader, splitting up to get the faster man who is darting right.

Run!: 1d6 ⇒ 1
No no no, benny
Run!: 1d6 ⇒ 5

Maneuver!: 1d8 ⇒ 6

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Samuel runs the other direction ”I’ve got this guy”

Run: 1d6 ⇒ 5
Maneuver: 1d10 ⇒ 3


Male Human| Bennies 3/4| Wounds 0/3| Agl d6 Smt d6 Spt d6 Str d6 Vgr d6|| Pace 6 Parry 5 Tough 5 Charisma -1|
Skills:
Fight d6, Investigate d6, Kno: Diplo d4, Lockpick d6, Note d6+2, Persuade d4-1, Repair d4, Ride d4, Shoot d8, Stealth d4, Survive d6, Swm d4, Throw d4

Agility: 1d6 ⇒ 21d6 ⇒ 5
Aleksei stops to pick up the valise before he chases after the slower one.

Number 1, I believe


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

It's my understanding that you don't make a Run roll in Chases, just the Maneuver roll...

Bobby takes after the guy who's only got one of us already following him (#2, I believe) :

Agility & Wild: 1d8 ⇒ 51d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8, a Raise!

WhtKnt, 2 cards, please...


Forget the wild die
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3 = 9, a Raise
2 cards

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Sorry guys. These board problems have combined with personal issues to throw me off my stride. I will post the next bit in the morning.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Okay, let's see if I can get things going again. Hope that everyone had a happy Halloween (or Samhain, as I call it; Happy New Year!).

Bad Guy #1: 8S
Bad Guy #2: AD
Dan: KH
Samuel: AH
Aleksei: 5S
Bobby: 2S, 6C

Okay, so... two of you (Samuel and Bobby) are following bad guy #2, while Daniel and Aleksei are tailing #1.

CHASE 1:
Daniel: King of Hearts
Bad Guy #1: Eight of Spades
Aleksei: Five of Spades

Daniel goes first and has Advantage! Daniel, you are close enough to make a melee attack or an attack at short range. Aleksei, he is outpacing you and you cannot get a bead on him.

CHASE 2:
Samuel: Ace of Hearts
Bad Guy #2: Ace of Diamonds
Bobby: Two of Spades or Six of [color=red]Clubs[/color]

Samuel, you have Advantage and are close enough to make a melee attack or an attack at short range. Bobby, you need to decide whether to take the complication or not. (I assume that you won't since you go last either way and the bad guy cannot be attacked by you.)

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

"So you like to take things from people?" Dan shouts as he gains surely on the man, "It's your lucky day. Here's a bullet from me," he says, squeezing off a brace of shots at the runner's leg.

Shoot! Double Tap! Called shot: Leg!: 1d10 - 2 + 1 ⇒ (9) - 2 + 1 = 8
Wild Shoot! Double Tap! Called shot: Leg!: 1d6 - 2 + 1 ⇒ (1) - 2 + 1 = 0

Damage w/Raise!: 2d6 + 1d6 + 1 + 1 ⇒ (2, 1) + (4) + 1 + 1 = 9

SW is naturally vague on this, but a quick internet-fu brings up this suggestion: "Legs (-2): Works like Disarm but enemy makes an Agility roll (instead of Str)(vs. Damage). Failure means the character is falling prone."

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Could you say i had my belt knife? I meant to ask earlier but I forgot

If i had my belt knife:

Attack!: 1d10 ⇒ 8 Raise
Wild! Attack! : 1d6 ⇒ 6 7
Damage w/Raise: 1d4 + 1d6 + 1d4 ⇒ (1) + (5) + (2) = 8
Wild! Attack! Ace!: 1d6 ⇒ 1

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Sure. If Dan can have his pistols, you can have your knife. This is war-torn London, not modern-day.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Bobby just does his best to keep up in his inebriated state.

Hmmm...looking at the rules : philosophically, why wouldn't a player make *every* called shot to the arm an attempt to Disarm?

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Other than the -2 to hit?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Daniel, I kind of like that ruling, so I'll go with it in lieu of an official ruling on the subject.

Daniel shoots, the bullet tearing through the man's leg. He stumbles once, then goes unconscious as he hits the ground. Meanwhile, Samuel closes with his opponent enough to slash at the man and also put him down.

Both are incapacitated, but I'm going to rule that both are still breathing. Just unconscious or otherwise out of the fight.

Chase (and battle) over!

Agility: 1d6 ⇒ 6

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

And yet theres a ominous agility roll at the bottom of your post

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

That was to see if Dan's shot downed the man, but the damage took care of it.


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

Daniel - it's a -2 to hit whether your just targeting your opponent's arm, or are trying to Disarm him, which also does damage. Why wouldn't any player *always* try to Disarm along with a Called Shot, since damage is done anyway, and if you fail at the Disarm, nothing else bad happens?

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Right, otherwise there is no point in doing a limb Called Shot. I'm not sure what your point it. The rules for Disarm essentially say it -is- a Called Shot to the Limb. Why would something bad happen if you fail a Disarm check...unless you're trying to go all D&D 3.5 on us. ^_^


Male Human Ag d8, Sm d8, Sp d6, St d4, Vi d6 | Parry 5, Tough 5
Skills:
Fight d6, Heal d4, Know/Elec d6, Know/Mil. Intel. d4, Knowl/Encryp d4, Lockpick d6, Notice d6, Repair d4, Shoot d8, Stealth d6, Street d4, Throw d6

I'm just saying, the way the rules are written, there's no downside to trying to Disarm along with *every* Called Shot to the arm. You're getting two effects for the price of one action. Now, if the Disarm damage roll was merely for the opposed Strength roll, and did no damage whether or not you Disarm your opponent, *now* you have a choice to make : a Called Shot for damage (and no possibility of disarming), or a Disarm to...well, disarm (with no damage).

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Shouldn’t this whole conversation have gone in the discussion thread?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Yes, it should have, but what they hey?

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Samuel rips off a strip of his pant leg, kneels beside the man on the ground and begins bandaging his wound.

How badly wounded does he look? & Is he unconscious?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

He is conscious and the wound doesn't look fatal. The man has dark hair and brown eyes.

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

"You're alright, lad," Dan says, sticking his pistol back in his waistband and helping the guy sit up. "It went clean through the meat. Give it a couple weeks in bed and you'll live to threaten little old men more. Speaking of which, actually, lay still," Dan says, putting the guy prone again and searching him thoroughly.

Notice!: 1d6 ⇒ 3
WILD Notice!!: 1d6 ⇒ 6
WILD Notice!!: 1d6 ⇒ 1

"See? You're still breathing," Dan says, sitting the guy back up again. "Now, ain't no one coming for ya, and you would -not- believe the number o' Gerrys an' other things I done killed not too long ago, so you're gonna tell me real nice what you were doing and why. Now, don't go thinking that I'm gonna fall for some cock-n-bull story about you'r'n down on yer luck an' it was just a random robbery, 'cause I heard too much to think that.

So you just save your 'you're not gonna believe me!" and just let fly. Also save your "You don't know what HE'LL do to me!" because from where I sit it's -us- that you gotta worry about, right Slick?" Dan asks as he playfully slaps the man's leg wound, reminding him of his predicament.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The man winces in pain when Dan slaps his leg, but nods his head. He is unarmed and has nothing hidden on him. "Some man paid us five quid apiece to nick the old man's valise. He told us to bring it to Dawes Road where he would be waiting for us. He didn't say why he wanted it. That's all I know! We didn't expect anyone to shoot at us!"

Liberty's Edge

Atk:+5/d10| Init: +7|CMD: 15 Perc: +3|FX: | SnkAtk +0d6 Slayer (Sniper) 1| |AC 19| F:+5 R+4 W+0| HP 12/12

Not sure who chased after whom, so I'll try to get us all together.

"See now, there's a good lad. Come on, up an at 'em," Dan says, getting the man to his feet and good-naturedly supporting him under one arm.

Dan walks back to the others and tells them what he'd learned.

"So, I recommend that one of us show up at this 'Dawgs Road' place, whatever that is, with the case in hand, and see who shows up. Then we all can jump him and see where -that- road leads to. How's that sound?"

Dark Archive

Human Male | Bennies 2/3 | Wounds: 0 | Parry 7 | Toughness 6 | Pace 6 | Lee-Enfeild Mk I (1d10) (2d8) | Stealth: d4 | Fighting: d10 | Healing: d8 | Investigation: d4 | Knowledge (Medicine): d4 | Notice: d8 | Swimming: d4 | Throwing: d4 |

Samuel nods ”That sounds fine to me.”
After finishing bandaging his wound he searches the man on the ground.
Notice!: 1d8 ⇒ 6
Wild! Notice!: 1d6 ⇒ 4

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