Music by Morricone: A Stone and a Hard Place Campaign (Inactive)

Game Master Loup Blanc

Chapter 3: Vengeance Ride


501 to 550 of 685 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Scout; bennies 3/3; wounds 0; Toughness 5; XP 5; CHA -2 (outside of natives)

Shooting: 1d4 ⇒ 4 ace: 1d4 ⇒ 1
Wild: 1d6 ⇒ 6 ace: 1d6 ⇒ 1
Damage: 2d6 ⇒ (3, 1) = 4 Benny
Damage: 2d6 ⇒ (5, 6) = 11 ace: 1d6 ⇒ 4 total 15

Ash runs to one side of the band of cowboys in an attempt to get close enough to eventually cause some damage with his spear but not getting to far from any potential cover, pulling out his bow and loosing an arrow as he runs.


Eddy: Yeah, you're within a single move of the Cowboys, so you could enter melee. Do be aware that a) there are, as of Claire's shot, 25 Extras mucking about, so you'd be risking quite a bit by walking out into the open and punching people; b) Ike is quite obviously unarmed; and c) he's about to exit the combat.
Asku: You can't Benny damage rolls unless you have an Edge for that. Sorry, but the 4 is sticking.

Claire draws her gatling pistol and lets open fire, and a pair of bullets whiz out at high speed. One strikes a Cowboy in the chest and he drops, but the other misses. Meanwhile, Askuwheteau draws his bow and fires, moving into cover at the same time. The arrow sticks a Cowboy in the leg, and he grunts as he grabs at it, trying to pull the projectile out.

Now the Cowboys whose names you know are acting. Ike is the first to respond, running forward and throwing himself on the ground. Crawling towards Wyatt, he screams out, "I'm unarmed! I ain't got a gun! Don't shoot!" Wyatt, cool as always, only kicks him to the side. "The fight's commenced--get to fighting or get away." The lawman's eyes never leave the sight of his revolver.

Tom McLaury gasps for air, but stays standing, and even draws and fires his rifle at Doc. The bullet slices across Doc's support arm and he clucks his tongue again, sweat breaking out on his brow, but he doesn't falter. Tom's brother Frank draws his pistol and fires at Doc as well, but his own shot only blows Doc's hat off, and the gunslinger continues to grin like a madman. Billy Clanton seems unnerved but trigger-happy, and he tries to slap his shots off like Virgil did, aiming at Wyatt. Seems it takes some talent and practice to slap a six-shooter like a wild bronco and hit anything, though: all his shots go wide.

Morgan, remaining cool despite the outbreak of firefighting, only leans more weight on the leg not hit, draws his pistol, and aims for Billy Clanton. The bullet catches Clanton along the jaw, tearing a brutal gash and spinning the Cowboy around on his feet.

Sam, Eddy, and Biff are up, and then we move to Round 2.

Round 2 Initiative: Askuwheteau, Virgil, Extra Cowboys, Wyatt, Sam, Doc, Morgan, Biff, Wild Card Cowboys, Cornelius, Eddy, Claire. So [b]Askuwheteau is up again,[b] but I'll wait to post Virgil's action until then, since I'll figure out what the Cowboys are doing then as well.

Rolls and Draws for the Post:
Tom McLaury's Shaken: 1d6 - 2 ⇒ (6) - 2 = 4 1d6 - 2 ⇒ (5) - 2 = 3
Tom McLaury's Attack: 1d6 - 2 ⇒ (6) - 2 = 4 1d6 - 2 ⇒ (3) - 2 = 1 Ace: 1d6 ⇒ 2 Damage: 2d8 ⇒ (5, 4) = 9
Doc Soak: 1d6 ⇒ 4 1d6 ⇒ 1
Frank McLaury's Attack: 1d6 ⇒ 6 1d6 ⇒ 5 Ace: 1d6 ⇒ 1 Damage: 2d6 + 1 ⇒ (2, 1) + 1 = 4
Billy Clanton's Attack: 6d6 ⇒ (3, 5, 2, 5, 6, 1) = 22 1d6 ⇒ 2 Ace: 1d6 ⇒ 1
Morgan UnShake: 1d8 + 2 ⇒ (8) + 2 = 10
Morgan's Attack: 1d8 + 2 - 4 ⇒ (8) + 2 - 4 = 6 Ace: 1d8 ⇒ 6 Damage: 3d6 + 1 + 4 ⇒ (2, 3, 4) + 1 + 4 = 14

Asku--Ace Clubs
Biff--4 Hearts
Claire--2 Hearts
Cornelius--3 Diamonds
Eddy--3 Clubs
Sam--8 Hearts
Morgan--6 Diamonds
Virgil--Jack Spades Jack Hearts (Level Headed)
Wyatt--4 Clubs 10 Diamonds 8 Clubs (Improved Level Headed)
Doc--3 Hearts 7 Clubs (Level Headed)
WC Cowboys--4 Diamonds
E Cowboys--Joker Joker Jack Clubs No, I am NOT giving 25 Wild Cards a +2 to all their rolls. That would be cruel, unusual, and spell death for all present. And why the hell were the Jokers together in the deck?

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

I do understand the risks but in good heart I couldn't let Eddy do anything other than what he would: Being a completely and utterly reckless fisticuffer.

Eddy starts moving fast towards the middle of the enemy lines, a mighty laugh coming from his wide opened mouth.

"Tis a most jolly good fight!"

When he gets to Tom McLaury, Eddy closes his right hand, making a british muscle hammer with which he tries to slam the band like a nail, right before absently shooting the nearest bandit with his trusty shootgun.

Mechanics:

Wild Fighting: 1d10 + 2 - 2 ⇒ (7) + 2 - 2 = 71d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Shooting: 1d8 + 2 - 2 ⇒ (1) + 2 - 2 = 11d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Fist Hammer: 1d4 + 1d8 + 4 ⇒ (1) + (5) + 4 = 10
Pew Pew Damage: 3d6 ⇒ (6, 5, 4) = 15
Ace: 1d6 ⇒ 4


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

Biff runs in as well, but makes an effort to gatling punch as many Cowboys as possible, punching pockets of compressed air at the hooligans.

"Hahahahaha! Let me show you lads some kang foo I learned!"

Bolt x3, so 6 PP. I'll aim to thin out the Extras. I'm within a square of them.

Bolt 1: 1d6 ⇒ 2

Bolt 2: 1d6 ⇒ 1

Bolt 3: 1d6 ⇒ 4

Wild Bolt 2: 1d6 ⇒ 5

So, two hits.

Damage: 2d6 ⇒ (4, 3) = 7

Damage: 2d6 ⇒ (2, 5) = 7


Biff, you'd roll 3d6 if you're spending 6 PP; it's only three if you keep it at 2d6 per bolt.

Samuel, rifle still at his back, shuffles his deck of playing cards from hand to hand, fingers of green static crackling between them. As bullets start to fly, he flicks three of the cards into his right hand, now fully engulfed with eldritch lightning. "Would you look at that? Three of a kind!" he says, fanning the cards out before whipping them through the air, one each for a different Cowboy. Two are sent spiraling for their own targets as well, but one cuts a wide arc and threatens to slice open one of the ruffians whom Biff attacked just previously.

Combat Rolls:
Spellcasting: 1d8 ⇒ 6
Spellcasting: 1d8 ⇒ 2
Spellcasting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4

Damage: 2d6 ⇒ (1, 6) = 7
Damage; Ace: 1d6 ⇒ 4
Total of 15.
Damage: 2d6 ⇒ (4, 4) = 8
Total of 8.
Damage: 2d6 ⇒ (4, 6) = 10
Damage; Ace: 1d6 ⇒ 4
Total of 14.


I'd use the 3 PP version then, for some reason I thought it was 2 PP pr Bolt.


Eddy dashes forward and swings his fist at Tom McLaury, and it catches him directly in the gut, pressing the wound from Doc's shotgun even further, and the Cowboy gasps for air. Meanwhile, the British brawler fires his shotgun at one of the other Cowboys, and the man is blown back and falls dead to the ground. Biff unleashes a strange series of punches from a distance away from the Cowboys, but nonetheless two of them are knocked back, staggering and exhaling heavily. Sam fires a similar attack, although his projectiles are more visible: three cards flick out, and three Cowboys fall, one of them having just been staggered by Biff's assault. Askuwheteau fires another arrow at his previous target, and this time the Cowboy is caught in the throat and gargles his last.

Virgil finishes his six-gun assault and grabs a speed loader from his pocket, slamming it into the cylinder of his gun. Even as he flicks the cylinder back into place, he cocks back the hammer, and this time his shot is singular and precise: the bullet slams into Frank McLaury's temple, and he screams and grabs the side of his head, clearly distressed and in pain.

By my count at this point the Cowboys are in the following shape: Ike is fleeing, Billy Clanton has 2 Wounds and is Shaken, Tom McLaury has 3 Wounds and is Shaken, and Frank McLaury has 2 Wounds and is Shaken. Of the Extras, there are 22 left, 1 of which is Shaken.

Another hail of fire opens up, but the Cowboys are quite clearly unnerved by the fearlessness of our heroes, and many shots go wide due to shaky hands and staggering feet. Biff and Eddy miraculously remain unhit, but the lawmen and Doc each take a shot or two. Virgil takes a pair of shots center mass, and while the first doesn't seem to faze him, on the second he lets out a grunt and doubles over slightly. Wyatt is actually hit, the bullet catching him high in the stomach, and he twists to the side, grimacing under his mustache. A bullet slings along Morgan's thigh, leaving an angry red streak, and he drops to one knee. Similarly, Doc takes only a grazing hit, and he coughs but remains standing.

Wyatt, Sam, Doc, Morgan, and Biff are up; I'll post the NPC actions in a new post.

Rolls for the Post:
Tom Injury: 2d6 ⇒ (5, 2) = 7 Guts: 1d6 ⇒ 3 Unfortunately he's already battered so it won't do any more.
Eddy's Target: 1=Frank McLaury, 2=Billy Clanton, 3+=Extra Target: 1d6 ⇒ 3
Asku Shooting: 1d4 ⇒ 1 1d6 ⇒ 5 Damage: 2d6 ⇒ (2, 6) = 8 Ace: 1d6 ⇒ 3
Virgil Shooting: 1d10 + 2 - 4 ⇒ (1) + 2 - 4 = -1 1d6 + 2 - 4 ⇒ (2) + 2 - 4 = 0 Benny: 1d10 - 2 ⇒ (6) - 2 = 4 1d6 - 2 ⇒ (5) - 2 = 3
Damage: 2d6 + 1 + 4 ⇒ (4, 5) + 1 + 4 = 14 Head Injury: 1d6 ⇒ 6
Extra UnShake: 1d6 ⇒ 2
Virgil Damage 1: 2d6 ⇒ (6, 3) = 9 Ace: 1d6 ⇒ 1 Virgil Damage 2: 2d6 ⇒ (5, 4) = 9
Wyatt Damage: 3d6 ⇒ (6, 5, 2) = 13 Ace: 1d6 ⇒ 4 Wyatt Soak: 1d8 + 2 ⇒ (2) + 2 = 4 1d6 + 2 ⇒ (5) + 2 = 7
Wyatt Injury: 2d6 ⇒ (4, 2) = 6 Guts: 1d6 ⇒ 2
Morgan Damage: 2d6 ⇒ (5, 1) = 6
Doc Damage 1: 2d6 ⇒ (1, 5) = 6 Doc Damage 2: 3d6 ⇒ (4, 1, 4) = 9 Doc Soak: 1d6 ⇒ 1 1d6 ⇒ 4


Wyatt turns his gun on Frank McLaury, firing off another shot. The bullet goes straight through the man's chest and he drops to the ground, the pistol tumbling from his hands. Doc discards the shotgun in favor of a pair of pistols which appear in his hands. The first blast takes Tom McLaury, drilling a hole through his forehead; the blood even splashes out onto Eddy's chest. The other pistol roars at Billy Clanton, who drops as well, having been shot through the heart. Morgan quickly changes targets, turning and unleashing a slam-fire spray at the crowd of Cowboys. Two more of the gang tumble lifeless to the sandy ground.

Sam and Biff, you're up!

Rolls for the Post:
Wyatt Shooting: 1d8 ⇒ 6 1d6 ⇒ 4 Damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12 Ace: 1d6 ⇒ 5
Frank McLaury Soak: 1d6 ⇒ 4 1d6 ⇒ 4 Not enough.
Doc Shooting 1: 1d12 + 2 ⇒ (8) + 2 = 10 1d6 + 2 ⇒ (2) + 2 = 4 Damage: 3d6 + 1 ⇒ (4, 6, 3) + 1 = 14 Ace: 1d6 ⇒ 5
Tom McLaury Soak: 1d6 ⇒ 5 1d6 ⇒ 2 Also not enough.
Doc Shooting 2: 1d12 + 2 ⇒ (10) + 2 = 12 1d6 + 2 ⇒ (4) + 2 = 6 Damage: 3d6 + 1 ⇒ (5, 1, 6) + 1 = 13 Ace: 1d6 ⇒ 4
Billy Clanton Soak: 1d6 ⇒ 4 1d6 ⇒ 4 And again!
Just remembered Doc was Shaken. UnShake: 1d6 + 2 ⇒ (6) + 2 = 8 1d6 + 2 ⇒ (1) + 2 = 3
Morgan UnShake: 1d8 + 2 ⇒ (6) + 2 = 8
Morgan Shooting: 5d10 ⇒ (6, 7, 4, 2, 4) = 23 1d6 ⇒ 6 Ace: 1d6 ⇒ 5
Damage 1: 2d6 + 1 ⇒ (1, 2) + 1 = 4 Damage 2: 2d6 + 1 ⇒ (4, 5) + 1 = 10 Damage 3: 3d6 + 1 ⇒ (4, 2, 5) + 1 = 12
Edit: Wyatt needed to UnShake too. This combat has too many moving parts. UnShake: 1d10 + 1 ⇒ (8) + 1 = 9 1d6 + 1 ⇒ (5) + 1 = 6


Samuel quickly reshuffles his deck of cards, pulling them all into one hand. He moves forward into the crowd of Cowboys, his hands glowing full of magical energy. He starts to draw one card before thinking better of it, and instead fans the whole deck out in his hands before chucking it into the crowd, the remaining fifty or so cards discharging the arcane static that clung to them as they sliced through clothes and skin. "You should have surrendered when you had the chance!" Samuel yells, already drawing another deck from his vest.

Combat Rolls:
Spellcasting: 1d8 ⇒ 8
Spellcasting; Ace: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3
Total of 15.

Damage: 2d10 ⇒ (1, 9) = 10
Damage: 1d6 ⇒ 3


Casting Burst, and positioning myself so as many Cowboys are in the cone as possible. I'm unsure of whether or not a raise on this Spellcasting roll deals extra damage; if so, I rolled it separately. Regardless, all Cowboys caught in this flurry need to roll Agility versus a 15.


Well, the Savage Worlds book suggests that a Cone template should hit 2d4 targets when playing without miniatures, so... Cowboys Hit: 2d4 ⇒ (3, 1) = 4 ...4 Cowboys roll.
Agility: 4d6 ⇒ (5, 6, 4, 4) = 19 Ace: 1d6 ⇒ 2 Look! They all fail! What a surprise! As far as I figure you do deal extra damage with a Raise, since that's how grenades and other AoE attacks work.

Sam continues to use his blatant wizardry and casts a sweep of magically empowered playing cards out into the crowd of Cowboys. Four of the bunch are struck with cards about the shoulders, chest, and thighs, and go down in a tumble, bleeding and pummeled.

Actually I just realized that the Wild Card Cowboys are all down, because Ike is just running away at this point. Also temporarily forgot I'm NPCing Cornelius. Everyone else in the party is up, and I'll draw for next round's initiative...
Initiative Round 3: Cornelius, Cowboys, Doc, Eddy, Morgan, Sam, Wyatt, Biff, Virgil, Askuwheteau, Claire.
So in the end, Biff, Eddy, and Claire can post actions now, and I'll roll for a couple shots from Cornelius.

Shooting: 2d6 ⇒ (5, 2) = 7 2d6 ⇒ (1, 1) = 2 Benny: 2d6 ⇒ (3, 6) = 9 Ace: 1d6 ⇒ 5
Damage 1: 2d6 ⇒ (2, 4) = 6 Damage 2: 3d6 ⇒ (6, 1, 2) = 9 Ace: 1d6 ⇒ 5

Cornelius pops up from cover and fires off a couple of rounds. One strikes a Cowboy across the side of the head, taking part of his ear and causing him to yelp; the other hits the target dead center, and another of the gang falls dead.

Initiative Draw:
Asku--6 Hearts
Biff--9 Diamonds
Claire--5 Hearts
Cornelius--Ace Spades
Eddy--Queen Hearts
Sam--10 Diamonds
Morgan--Queen Diamonds
Virgil--6 Spades 2 Diamonds (Level Headed)
Wyatt--2 Clubs 4 Hearts 9 Hearts (Improved Level Headed)
Doc--King Diamonds 8 Diamonds (Level Headed)
Cowboys--Ace Hearts

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Eddy shoots again, aiming at a bunch of thugs with his trusty Lady...
Shooting: 1d8 + 2 - 2 ⇒ (6) + 2 - 2 = 61d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Damage: 3d6 ⇒ (2, 4, 6) = 12
Ace: 1d6 ⇒ 1
...before turning to the other side of the brawl and giving a bandit a soft tap with his big fist.

Wild Right Punch: 1d10 + 2 - 2 ⇒ (9) + 2 - 2 = 91d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Ace: 1d6 ⇒ 4
Damage: 1d8 + 1d4 + 4 ⇒ (1) + (3) + 4 = 8
If I get a raise with a 10: 1d6 ⇒ 6
Holy Queen!: 1d6 ⇒ 2

"The ones that want to get alive to the next punching, drop your guns at this very moment!" he yells.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

The barrels of Claire's gatling pistol whir as she fires off two more shots, but both manage to go wide. "Oh f*ck this sh*t," she mutters.

Rolls:
Shooting: 1d8 - 2 ⇒ (1) - 2 = -1
Shooting #2: 1d8 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (4) - 2 = 2


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

"Hah! Wimps! I don't even need to touch you! May as well give up now!"

Biff spends time flexing and showing his might as bullets whiz around him.

Deflection: 1d6 ⇒ 3
Wild: 1d6 ⇒ 5

For the next 3 rounds, attacks take a -2 penalty against me (and I have +2 Armor vs Area attacks). Additionally, any time someone misses me I can catch the bullet and throw it back (Agility roll at -6).


Alright, I realized that Cornelius's first shot could have easily been aimed at the Cowboy who's still Shaken, so he actually took down two of them. That leaves us with a scant dozen Cowboys remaining, up against the Earps, Doc Holliday, and these six stone-cold mothers they don't even know. Time for a Fear test!

Do They Run?: 12d6 ⇒ (3, 3, 4, 5, 3, 6, 4, 4, 4, 1, 4, 3) = 44 They all have a -1 penalty, so 2 of them stay.

It seems most of the remaining Cowboy gang have had enough, between the hellfire accuracy of the Earps, Doc Holliday's cold killing skill, the British brawlers wading into unarmed combat with gunmen (not to mention one of them waving around a revolving shotgun like it's a peashooter), and the blatant wizardry accompanying still more gunfire. All but two of the remaining dirty dozen throw down the arms and turn tail to run, leaping over fences and dropping low to avoid any more fire coming their way. The remaining two aim their guns at Wyatt, hoping at least to bring down the most legendary of their enemies. Wyatt's notorious ability to not get shot seems to return, though, and the bullets fly past without giving him so much as a scratch.

Doc is the first to respond, firing a round at each of the remaining Cowboys. His time here seems to be catching up, though, and he coughs as he shoots, making both of his shots wing the targets. Morgan hesitates and Virgil raises his gun, seemingly willing to end the fight here, but Wyatt fires again, putting a round through the sash around one gunman's neck. As the last raises his gun again, Virgil sighs and aims his gun. The echo of the last shot rings out as the final Cowboy in the lot clutches his chest and slowly topples to the ground.

When all is said and done, of the thirty-four Cowboys who were here when the posse arrived, two dozen lie dead in the dust. The posse, more or less, is fine, and there is a moment of silence before anything more occurs.

Rolls:
Cowboy Shooting: 2d6 ⇒ (2, 5) = 7
Doc Shooting: 2d12 ⇒ (9, 5) = 14 2d6 ⇒ (6, 3) = 9 Ace: 1d6 ⇒ 3
Damage 1: 3d6 + 1 ⇒ (3, 3, 1) + 1 = 8 Damage 2: 3d6 + 1 ⇒ (1, 1, 3) + 1 = 6
Wyatt Shooting: 1d8 - 1 ⇒ (3) - 1 = 2 1d6 - 1 ⇒ (6) - 1 = 5 [dice=Ace: 1d6 ⇒ 1 Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Virgil Shooting: 1d10 ⇒ 1 1d6 ⇒ 1
Benny: 1d10 ⇒ 5 1d6 ⇒ 1 Damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"Well, that was a heart pumpin' little scuffle," Claire says, twirling her pistol and sliding it into her holster again. "Anyone bleeding too badly?"


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

"No blood here!"


1 person marked this as a favorite.

"I think I've got a little lead rattling around in me, but no more than I'm used to." Virgil presses his palm to the hole in his coat as he slides his pistol back into its holster, and his hand comes away red. "Never get used to the pain of a gutshot though, do you, Wyatt?"

Wyatt grimaces and fingers his own wound, then moves his hand around back where he apparently finds another hole. "Guess you'd know more than I would, Virge. Damn, this hurts. Least it seems the lead's out of me." He looks up at the party and over to his friend. "You hit, Doc?"

Holliday is only leaning over to pick his hat up off the ground. He slaps it against his leg to get the dust off, then sets it back on his head, cocked just so. "Well, I fear some of those boys may have had poor aim. They almost came close to shooting me instead of missing like they should." He pats the grips of his pistols. "I believe we've rectified that issue, though."

Before anyone can offer a response to Doc's comment, a scream of "Virgil!" comes from behind the posse. Turning to look, they see that a crowd has gathered nearby the lot in the last few moments, townsfolk coming to see the aftermath of the fight. A trio of women come running out from the crowd, each headed for one of the Earp brothers. Embraces are are had, and tears begin to fall, both out of sadness for the wounds and joy that none of the posse died.

A few scant cries of "They killed 'em!" come out of the crowd, and one angry man steps up to the front, but Doc pointedly retrieves the shotgun from the ground. "I think Judge Spicer will agree we only did our duty," he says, and then gives the man a wink. Stammering, the sympathizer shrinks back into the gathered folks.

It seems the real excitement for the day has died down, and although the crowd gathered to see the bloodshed, they begin to disperse. By the time Sheriff Behan pushes to the front, calling for everyone to move along, most of the townsfolk are doing so already.

SAM (And anyone watching)--Doc Holliday steps over your way, having handed the shotgun back over to Wyatt. Flicking dust off of his coat, he eyes several of the Cowboys with cards still sticking from their corpses. "You seem pretty handy with a deck of cards there, son. Might be you should join us down at the Grand for a hand sometime. Some of the, ah, movers and shakers would love to meet you, I'm sure. And there's the Bonanza coming up in a few days." He winks and starts to shuffle off. "You'll find me there, I'm certain."

Shortly after that, Virgil steps up to you as well, his wife close behind. He's clearly pained by his wound, but he manages a dour gaze. "I don't know what Doc wanted with you, and frankly I don't care, but I'd like a word later on. Right now I need to see Doc Goodfellow to get this lead outta me, but find me at my office this evening." At this his wife begins to voice disapproval, but he pats her hand. "Don't fuss, Allie, I know what I'm doing. Can't let a bullet keep me from the job."

If anyone wants to speak with any of the Earps or Holliday before they head off, now's the time; I'll move us forward once I hear from people or we hit Monday. The events of today are over, though, so anything else that happens is just for RP or something of that nature.


Looks like Claire doesn't want to talk with Doc? So moving on?

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

I didn't have much to comment at this exact moment and was waiting to see if an opportunity arised... so I agree with my dear Sundy.


The rest of the day passes much as could be expected: folks trying to return to life after a monumental event has taken place. A little later on in the evening, a pair of wagons led by the Clanton and McLaury clans, along with still more Cowboys, pull into town to gather the dead. Anyone who lingers nearby to keep an eye on things sees that they don't start any trouble, but the mood is grim and ominous, and Ike Clanton, Johnny Ringo, and Curly Bill all cast sour looks at the gathered onlookers. Once they've finished loading up, the Cowboys ride out of Tombstone, firing rifles in the air as they reach the city limits.

The night passes without event, and the next morning the likely gathering place for our heroes is once again the Oriental. The Earps and Doc seem to be elsewhere this morning, but Cornelius greets each of you as you enter. "Pardon me, friends, but I was wondering if you might be interested in assisting me in an endeavor. As you know, I'm here on business for the fine Confederate States, and that business specifically is looking for a man who's gone missing recently. I've got a bearing on where he was headed, but I'd be grateful for some extra eyes and guns in case there's trouble."

The southern gent's request is clearly just that; there isn't exactly much else to do in Tombstone as far as you're aware, though, other than poking around the town for anything of interest.

Which is to say, this is an optional Savage Tale and not all of you have to go on it, but otherwise it'll just be some downtime in Tombstone and I'll see what happens. Also, I didn't post it when we finished the fight: for your bravery and actions at the O.K. Corral gunfight, each of you has earned 3 XP.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

Claire watches from the window of the Oriental as the Cowboys ride by. "We haven't heard the last of them," she mutters, half to herself. "If they were p*ssed about losing a dozen men in a robbery, they're going to be boiling mad about losin' twice that in a shoot out with their worst enemies."

When Cornealius approaches them the next morning, Claire tilts her hat back. "Well, since we're all properly deputized and official now, I supposed it's our job to take care of things like that. And it's better than sitting around here getting bolloxed. Who's gone and flown the coop?"


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

"Ah, I see! When we find him, you want me and Eddy to wrestle him down?"

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Eddy nods at Biff's comment and waits for more input while he asks for a bourbon.


Cornelius grins at Biff, but shakes his head. "Well, Mister Biff, I don't reckon that'll be necessary. The man we're after is on our side of the law, a Ranger Captain by the name of Hank Ketchum. He used to be stationed around this area, but command hasn't heard from him in some time, and they've sent out a new Ranger to patrol the area. I'm here to try and find what happened to him." He rolls his shoulders and pats his holstered gun. "I asked around and some of the local folks were kind enough to inform me he'd headed for the Stanton Ranch, and I even got the lending of some horses for the ride. I figure heading there's our best place to start."

Can I get a check-in from everyone on what they're doing and whether or not they're going with Cornelius? If I don't hear from folks by tomorrow I'll move forward with those we have, assuming the others stay in town, but they won't have anything to do unless they check in with me as well. Just want to make sure we have everyone as we move into INTERLUDE 1: A LONELY PLACE TO DIE.

Also, I was reminded to say, you have all your Bennies back. Feel free to remind me of things like XP and Scene Resets.


"I... well, I do have some business to take care of out of town," Samuel says, with some trepidation. "But I don't believe it'd be too far from there. I have to deal with some property business on behalf of my father; it's why I came here in the first place. Well, that and the poker tournament. However, I couldn't tell you in good faith I wasn't a bit curious. I'll give you a hand as well, when do we leave?"

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Just checking in, nothing else to add. No, wait...

"Poker Tournament? When? Where? How much?" says Eddy, visibly excited.


"Well, there's no time like the present, is there?" Cornelius grins and leads the party out into the street after reclaiming his carbine from Ned Boyle--as the rest of our heroes may wish to do with their larger arms. "As for poker, I think I heard tell of a tournament in a few days' time. You'd need to ask around to find out more, though." With that, the soldier leads the rest of the posse down to the corral, where they pick up some horses and set out on the trail, bound for the mountains southeast of the city.

The trip to the ranch is more or less uneventful, at least until the posse finds themselves crossing a shallow point at a river. There, a few keen eyes spot a shining glint in the sunlight, and closer inspection reveals a discovery of the kind many Westerners have sought for decades. A vein of gold is set in one of the boulders by the river, shining bright in the sun. Seems to be a fair amount, too.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

I'll be honest, shiny sure allures me... but let's say someone was fool enough to try and blast the thing out with a chi powered punch, something like dinamite the thing around to extract it? Is it even possible? ^^


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

I threatened to pull a John Henry earlier, I'd love t be able to carry through on that boast.

"Well would look at that! I wonder why nobody has done the work of digging it out?"

Also that puts us at 8 XP?


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"That is... odd. If this is a common way out to the ranch, you'd think that people would know this is here. If no one else, at least the ranch owner would know about it from when he came into town. That's suspicious, to say the least."


Survival:
Looking at the area, it is a little odd that the gold is unworked, but there's some indication of a possible reason. Given the slurry of earth around it, especially the riverbed just nearby, you'd guess the gold was only recently surfaced, possibly in a rainfall or a minor quake. It's quite probable that nobody's happened upon it just yet, or at least not had the chance to start work.

Eddy and Biff survey the vein with keen punching eyes, and it seems that a few powerful blows might knock some loose. But to get all of it out--especially if the vein runs any deeper--would take an organized operation, with the necessary tools.

Yes, by my reckoning you should all be at 8 XP now.

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Survival: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (4) - 2 = 2

Eddy, not being a man of measured actions, simply concentrates and starts punching around the main body of gold. "Biff, may I require your assistance? This will provide a marvelous memento of our american adventure!"

So what should we roll to punch ourselves some gold?

Because at least we can get a big chunk o'gold. Maybe even knock somebody out using it... the most expensive kill ever seen. And the classiest.


Hmm. I'm gonna say go ahead and roll Strength, and the amount of gold you acquire will depend on how well you roll. I'll keep this to our British boxers on the Strength rolls, though; average folks simply aren't bristling with the barely-chained supernatural MANLINESS it takes to punch gold free from the very earth itself!

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Don't forget the eerie power of squats and the eldritch might of flexs. That's important too.

Strength: 1d8 ⇒ 11d6 ⇒ 5

No. I am not getting this ashamed. Benny. Yes, I will spend a benny to punch rocks better.

Strength: 1d8 ⇒ 71d6 ⇒ 5


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

Flex: 1d8 ⇒ 2
Wild Flex: 1d6 ⇒ 6

Ace!: 1d6 ⇒ 3


Golden Gloves: 3d4 ⇒ (4, 3, 4) = 11

Eddy and Biff lay waste to the rocks with their mighty blows, and a few large chunks are busted loose, the gold gleaming in the sun. Cornelius lets out a low whistle, and the rest of the posse may do the same. Although it's difficult to say just how much the chunks would be worth without more knowledge or the right tools, the size and weight suggests that our heroes may have just made a tidy sum. Given how set the rest of the precious metal is in the rocks, though, no more is going to come out just now. "Perhaps if we mark it on a map, or remember the area?" Cornelius suggests, looking around. "If y'all stake a claim here, hire some miners, you could make a tidy profit."

A successful Notice or Survival roll will allow you to successfully return to this area. Meanwhile, let's keep this moving.
2d6 ⇒ (1, 2) = 3

Once the posse continues, another several miles' ride gets them to the Stanton Ranch, a smallish farm set in the foothills of the Dragoon Mountains. A middle-aged man with a bristling beard and raggedly cropped hair is working the front field as the posse rides up, and he pauses in his work and leans on the fence to regard the arrivals. "Howdy," he calls, wiping his brow with the back of a sleeve. His face is stern and, in a word, unfriendly. "What brings riders packing iron to my farm?"


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

Claire examines the area, looking for a few landmarks to keep track of the location. "That creek back there was on the map and it's not hard to place the location from there. Gettin' back here should be a snap later."

As they ride on to the Stanton Ranch, she tips her hat to the farmer. "Mornin' to ya' sir," she says, putting on her best smile "I hope you'll forgive the intrusion, but we're lookin' for a missing person who we last heard was headed out this way. The ranger from down in Tombstone, one Hank Ketchum. If you've seen anything, we'd be grateful for a point in the right direction."

Rolles:
Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
Ace: 1d6 ⇒ 2 8, think that's a raise.

Persuasion: 1d6 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (2) + 2 = 4


"The Ranger, eh?" The man nods his head and offers a hand. "Harlan Stanton. Captain Ketchum rode out this way some week or two ago, I'd reckon, stopped in to say hello and water his horse a mite. Then he set off up the old Fallin' Rock Trail, yonder." He gestures in the direction of another beaten path. "Said he was after a killer." He leans over and spits on the ground, then cracks his shoulders. "Well, I've got a lot of work to tend to. G'day to ya." With that, Stanton moves back to his field, the conversation clearly done for now.

Cornelius rubs his mustache and nods his head. "Sounds like we're on the trail, alright. Question is, can we follow it?"

It takes Survival to try and track Ketchum's process down the trail; being that none of the posse have Survival anymore, though, this could get interesting.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"Sounds like he was after something important," Claire says. "Alright then. We won't take up any more of your time them. Thank you kindly." She taps her horse's flanks and they head off toward the head of the rock trail.

She climbs down from her horse for a few moments and drops to one knee, examining the ground. "And I thought this would be dodgy." She smiles and looks back at Cornealius. "I can follow this trail no sweat. It's not all that worn down for being a weak old."

Rolls:
Survival: 1d4 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 5 9, boom.


Indeed, Claire discovers traces of dried spoor on the ground, and despite the time that's passed she's able to follow Ranger Ketchum's trail without much trouble. She even finds traces under the spoor and occasional track of another set of tracks--these being by a booted man on foot. Leading the posse unerringly down the narrow trail, there isn't any more danger or event, other than the claustrophobic rock walls that rise high up around the path. It takes another fair bit of the day, and by the time the posse finds the trail's end, the sun has passed its high point.

The trail opens up into a box canyon, which may or may not remind them of something. This space, though, features hard rocky ground with only a thin sandy surface, and a pair of corpses. One is a horse carcass, picked mostly clean by buzzards, and despite its dried flesh and open ribs, a few vultures still lurk about its body. The other corpse, though, looks almost untouched through its time here. Although the skin is leathery brown, and pulled taut across the skeleton, the human corpse has apparently been ignored entirely by all manner of scavengers, despite sitting here for over a week. Cornelius shakes his head and sighs. "That's our Ranger."

Ranger Ketchum's corpse is sitting against the canyon wall, the head lolled to one side. His most defining feature is--or was--a leather patch covering one eye. Still wearing his uniform grays under his dusty brown coat, the ranger's pistol is even still clutched in one hand. And, curiously enough, he's been shot through the good eye and the chest, directly where his badge would be if it weren't missing.

Despite the heat of the day, a chill sweeps through the party at the scene. Maybe it's the way the corpse is untouched, or the lolling, empty gaze of the hole in its head, or the missing badge, but something--or everything--about the scene screams wrong.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"He was definitely tracking someone through here," Claire says. "Someone who wasn't afraid of being followed. Either he was sure that he wasn't going to have anyone after him or... he might have been confident that it wouldn't matter if someone came after him..." As they descend into the canyon, she feels a familiar chill settle over her, even before she sees the body on the ground. "Oh. I guess that answers that question..." She scowls and spits off to one side, trying to throw off the sense of dread. "Looks like the murderer he was hunting got the drop on him. Poor bloke..."


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

"He's looking quite well preserved! Weird, that."


If you're unsure of what to do at this juncture, the Notice and Survival skills are both quite useful for discovering clues and searching around.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"That... is actually a good point," Claire mutters. "He's been out here a week. He should have been eaten by now. Or at least decayed." She frowns taking a look around. There must be something unusual preserving the corpse. Or perhaps something making the entire area simply... wrong.

Rolls:
Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 3

Survival: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

Do you mean we can't simply punch our way through everything? Because I wasn't totally thinking about it... I swear it.

Eddy, unsurprised by the turn of events, tries to take a quick walk around the canyon to amuse himself. His mind drifting through how much he has enjoyed these last few days and fights stops him from seeing or hearing anything...

But his third eye.... the Kung-fu Eye!...:

Notice: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 5
Total of 9. Who said not picking Notice was stupid? I'll punch you!
Survival: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1
Acer: 1d4 ⇒ 2
And total of 4. Eddy truly is chi sensitive.


Was waiting over the weekend for Biff and Sam to post in, but we'll move forward a bit here.

Claire casts her eyes around the canyon, but she can't find anything clearly out of place or strange. Still, the eerie sense of dread is thick in the air, and everyone is on edge.

Eddy, though, is able to use his third eye training, odd and unfinished as it may be, to notice a couple of things. Firstly, the corpse itself is leaned against the wall, with bloodstains running behind it--it looks like Hank was, in fact, shot close to this location and stumbled back, falling down the rock face to his current position. Checking the body on a whim, Eddy also finds that his revolver, a worn but functional Colt Army model, contains four shots. Seems Ranger Hank was able to get off a couple rounds at his quarry, but then, where's the blood?

Looking at the ground, Eddy is able to find some tracks from the other man at the encounter, again a booted man with a long stride. Tracing them, he even believes he can make out where the man fired from, but then they move off directly for a rock wall heading north... and end in front of it. There aren't any tracks leading back out of this clearing.


Parry: 6, Toughness: 7|Bennies: 4/3|Wounds: 0|Pace: 5| Notice d4-2| Power Points: 20/20| XP: 10

I don't want to run Biff's image as a bumbling idiot by rolling for smart things.

"Maybe it's a ghost! That'd be new."

Grand Lodge

Abilities:
Strength d8 (2) Agility d8 (2) Spirit d6 (1) Smarts d4 (0) Vigor d6 (1)
Stats:
Toughness: 5(6) Parry: 6 Pace: 4 Charisma: 0 Bennies: 2/3
Skills::
Fighting d12, Guts d8 (4), Gambling d4(1), Lockpicking d6(2), Shooting d8 (3), Smite d4 (0), Healing d4 (0)

I concur, my trusty peer. Eddy is almost as much an idiot as you, he just seem to have luck. Or a sixth sense. Or kung-fu magic.

Eddy tells the rest what he has casually found, specially the bizarre trail that ends against a rock wall. But once again kung-fu is here to save his life...

Eddy goes over the wall, mildly punching until he founds a part that sounds hollow, or just thinner. That's when the real punching starts.

"Brace yourselves, muchachos, this may as well get shaky."

In the strange case where his kung-fu sense has failed and no such "thin walls" are found, he will just try to punch a way open in the wall in front of the exact spot where the trail ends.


Wounds: 0/3 | Bennies: 4/3 | Parry: 5 | Charisma: +2 | Grit: 1 | Pace: 6 | Power Points: 10/10

"Killed by a ghost... I've heard stranger things." It would certainly explain the sense of utter wrongness that seemed to linger over the entire canyon. "But since when do ghosts leave footprints..." She lets the Brits do their thing, figuring that it's easier to just let them hurt themselves trying to find a way through the rocks than to do it herself.


Alas, it seems our fine Brits' luck has run dry at the rock wall. Eddy and Biff let fly several resounding punches upon the surface, but no hidden passages are revealed, and the canyon holds against their strength. It seems that this mystery will remain unsolved, at least for now. "I suppose our killer could have scaled the wall, although I don't see how..." Cornelius's voice trails off as he looks upward at the sheer cliff face. "My job was only to find the Captain's whereabouts, and I'll bring his remains back to town. I'd like to find the killer but I don't see how we'd be able to do so."

1 to 50 of 685 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Marshal Blanc's Stone and a Hard Place Gameplay All Messageboards

Want to post a reply? Sign in.