Savage Fallout in the Upper Midwest. (Inactive)

Game Master nilesr

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Rapid Town Overworld Map
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3rd Week April 2157


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Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"Makes sense. What do they want with our people, though? And how can we best sneak in and get the drop on them without hurting our friends?"

Thanks for your patience guys. Been horrifically sick.


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

GM- do I know the answer to any of those questions? Is there a back door?


Encounter Map

There are lots of doors to the Old Schoolhouse. Back, front, side etc It's a large building with four stories made of brick. It has survived the apocalypse mostly intact. Otherwise, you don't know WHY they are in Rapid Town, because you haven't spoken to any of them. You also haven't been inside the Old Schoolhouse since they took over, so all your knowledge about the place is preSlaver IE You know the layout pretty well as it was a well frequented place by everyone. It housed a Tavern inside as well as an Inn and several stores. Heck Roland probably stayed there a few nights himself.


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

"If your people are in there, hon, we need to be quiet. The Old Schoolhouse has a lot of entrances and I can steer you away from the checkpoints. There's a good three dozen raiders at least, but if we catch them off guard maybe we have a shot."

She looks back down the road.

"You wanna follow me in or wait until their backup comes?"


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"I'll follow ya. Just don't try anything funny."

"Given your sense of humor, that shouldn't be a problem."


Encounter Map

Let me know when you need something from me. If you guys decide to head into town, each person rolls a Stealth check, now at +2 with Gloria's help. Also, one person rolls a Survival roll and someone can roll a Streetwise roll. Also, I figure that Streetwise can not only be used for "Gathering Information" but for general knowledge of Scavenging pre war ruins? Or should that be a Knowledge skill?


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

I think we've been using Survival to represent that in the other game, although I could see Streetwise working too.

If the rest of the party is okay with it, Brand suggests they try sneaking in now that they have the Burned Lady's help. "She knows the way and we can try sneaking, yeah? Get the drop on them, and then one-two, take em out. Right?"

Stealth: 1d4 + 2 ⇒ (3) + 2 = 5
Wild: 1d6 + 2 ⇒ (6) + 2 = 8 Ace: 1d6 ⇒ 4 Total 12. Brand moves like a whisper in the wind.

Survival: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 3 Total 9. He's no bad shake at survivalism, either.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Stealth: 1d4 ⇒ 1
Wild: 1d6 ⇒ 2

Roland, meanwhile, moves with the grace of a drunk elephant.

Survival: 1d6 ⇒ 1
Wild: 1d6 ⇒ 3

And has the survival knowledge of a pre-adolescent one to boot.


Encounter Map

I'm waiting on the others. At this point I'd like to remind everyone that the expectation for posting is 1/day as a MINIMUM.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack thinks this is a terrible idea. The idea of taking on three dozen raiders appears like suicide.

"Nah, I don't like this idea. Takin' on tree' duzen raiders seem like suicide.

Mind you, while y'all are breakin' in, how's a about we go an' set sumpin' on fire? Is there a building next to the school house that has maybe too few people and too much t' burn? I find nuthin' makes a better distraction than a building on fire."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria shrugs.
"I'm in the scrappin' business, hon, not guerilla warfare. I'll follow your lead- I was just thinking you could get Fixit and maybe the rest'll get the hint and retreat or else fight about who's in charge once management's turned over."

She motions to her backpack.
"I got some powder charges to help clear debris if you want to try blowing a checkpoint or something. There won't be... people inside when you do it, right hon? At least not people that don't deserve it?"


Encounter Map
GM Niles wrote:
Let me know when you need something from me. If you guys decide to head into town, each person rolls a Stealth check, now at +2 with Gloria's help. Also, one person rolls a Survival roll and someone can roll a Streetwise roll. Also, I figure that Streetwise can not only be used for "Gathering Information" but for general knowledge of Scavenging pre war ruins? Or should that be a Knowledge skill?

I'm still waiting on you guys.


I figured "Half the party rolls Stealth and Survival" was enough for you to assume that, yes, we go there.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

2/5 isn't half, and what I was going to do was take the average roll and use that as the TN for the Raiders who are actively searching for you. I'll move things along in the morning.

-Posted with Wayfinder


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Stealth: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (3) + 2 = 5

Streetwise: 1d4 - 6 ⇒ (4) - 6 = -21d6 - 6 ⇒ (3) - 6 = -3
Ace: 1d4 ⇒ 3
A positive number on Streetwise! 1 total!


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Had a crazy weekend. As I recover, my wife gets sick. Should be back to normal tomorrow, including my games. *knocks on wood*

Vulture is sneaky with his brother and new friends.

Stealth: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4

He is also not bad at survival, being tribal and all...

Survival: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1

...but, he is pretty much the tribal outcast, so some of the lessons didn't rub off well.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack hopes that any plan that involves stealth doesn't hinge on him, and just tries to not trip on his own shoelaces, or burst out into dwarven battle songs at an inopportune moment.

Jack Stealth: 1d4 - 2 ⇒ (1) - 2 = -1
Jack WILD Stealth: 1d6 - 2 ⇒ (1) - 2 = -1
Ian Stealth: 1d4 - 2 ⇒ (1) - 2 = -1

Jack Streetwise: 1d4 ⇒ 2
Jack WILD Streetwise: 1d6 ⇒ 4

Are you just taking averages, or will I need to Bennie that roll so I don't knock over a 50 gallon drum?


Encounter Map

Stealth TN= -1+-1+6+5+2+12=23/6= 4

Modifiers
Survival=9+4=13/6=-2

The Raiders try and find the party as it gets closer to the town.

RaidersSurvival: 1d6 - 2 ⇒ (1) - 2 = -1
Dogs Notice: 1d10 - 2 ⇒ (3) - 2 = 1

With Gloria's help, and Brand's excellent work masking the scent of the party the dogs are thrown off and the party enters Rapid Town.

Ok, so now that you are in Rapid Town. You know where the Slaves are being kept, and now you know where the checkpoints are from Gloria. Also, Scene change and 3XP. I'll post a map of Rapid Town soon, but for now go ahead and RP out what's next. You can go straight to the Old Schoolhouse, or attack the Checkpoints in a guerilla style fight...or whatever else you can think of.

Map of Rapid Town for your viewing


How much EXP does that put us at? I can't remember if we got 1 or 2 from the last scene. Also, the Survival number seems a mite off. Unless you were only counting successes for the average? I got a 3 and Vulture got a 3, so that's already 6+9. Not that it makes a difference this time, but knowing the process for the future could be helpful.


Encounter Map
Last Friday wrote:
Let me know when you need something from me. If you guys decide to head into town, each person rolls a Stealth check, now at +2 with Gloria's help. Also, one person rolls a Survival roll and someone can roll a Streetwise roll.

I asked for everyone to roll Stealth and one person to roll Streetwise and one person Survival. I took those, added them together divided by the total party and added that as a penalty to the Raider's rolls.

I might not do that again in the future don't count on me being consistent with stuff like this, I kinda make it up as I go. This way seemed to be fair and not penalize the party for having one guy be bad at stealth while also rewarding EVERYONE rolling for a common thing.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

I have 3 XP down from the last scene, so I think that's an Advance for us. I'll post what I choose to boost or take in Discussion.

Brand crouches down with the others, having successfully sneaked into the town proper. Now, though, he realizes they need a plan, and his face scrunches up in concentration. Absently, he bites down on the head of his axe, resting his head there while he thinks. After a while he speaks up. "I think we should maybe take out one check-point, yeah? Clear a way out for once we get our people. Quicker back to the main road. What do you think, outsers?"


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"Sounds like a plan."


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"I like it. Problem is once we pull triggers, it's gonna get noisy and people will know we're in town, and it will make taking the school by suprise harder. I can go bladed, but I don't know how the Vaulties and Roland are with a silent kill."


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"I'm as good with a blade as a rifle. All the same really, just hit 'em where it's tender."

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack nods. "Alright, yeah, that is a good plan. It has a better chance of working if we all stick together, so I'll at least cover our flanks. Maybe if we at least keep moving, we can seize the initiative. If we can make it to the slaves, they can take up weapons and fight with us, evening the numbers."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria pulls out a crowbar, holding it uncertainly.

"I'll follow your lead, kids, but I'm not much accustomed to getting close and personal. I can take look out or act as a distraction maybe."


Encounter Map

I'll need a little more from you guys. It sounds like you want to attack a checkpoint, but no one has said exactly which one and no one has made a post indicating their characters actions. Dialogue posts are great but I need action posts if I'm gonna move the action forward.


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

I say we take out whichever one is the closest to the school for the quickest escape. We seem to be planned to sneak up and murderate folks with sharp, quiet instruments.


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Are the X marks on the map checkpoints? If that's the case, we should attack the one closest to the Old Schoolhouse to secure a retreat and make sure they don't reinforce the goons at the schoolhouse. I'd say we should sneak up on them and try to take out anyone holding a flare or megaphone.

Stealth, assuming the +2 still counts: 1d8 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (3) + 2 = 5


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Stealthiest: 1d8 + 2 ⇒ (4) + 2 = 6
Wildest: 1d6 + 2 ⇒ (1) + 2 = 3


GM Niles wrote:
I'll need a little more from you guys. It sounds like you want to attack a checkpoint, but no one has said exactly which one and no one has made a post indicating their characters actions. Dialogue posts are great but I need action posts if I'm gonna move the action forward.

We don't really have a layout of the place (the only map we have is of the road we were on earlier) so all we really CAN say is "We go for a checkpoint".


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Based on this map from an earlier post, which maybe should also go on the campaign header? I don't know how long we plan to be here. Anyway, based on that map, I think we should attack the checkpoint to the right, where NE 4th St meets Route 2. We came to the town on 169, looks like, so I think we should secure that route to leave again once we have the hostages back.

"Hey, wow, I came up with a good plan? I guess this is kinda like hunting, so, yeah." Brand shrugs and continues stalking forward. Guessing Stealth checks are in order, but yeah, knowing if our +2 still applies would be cool.


Encounter Map

Thank you Brand for pointing out that yes, we do have several maps available for viewing. I'll put that one in the campaign profile, I meant to do it after I made it yesterday. I also numbered the checkpoints for ease of description.

It sounds as if Brand indicated Checkpoint 1. Gloria knows that this is an old Benny's Diner, home of the Home Run Breakfast. A troupe of Raiders is camped out there and harrasses traders and others coming into Rapid Town from Old 169.

Give me a rough sketch of a plan and I'll advance us to the Diner.

Vulture can keep his rolls if he likes.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"If'n we could sneak up through the back on one of them side roads and take out the Raiders camped in there, we could take that checkpoint as a base of operations. Maybe take the Raiders out one by one and slowly work our way in toward the schoolhouse."


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

"Right. Sneak around, take 'em out, use the cover of the land." Brand nods at Roland. "You know what you're doing, outser."

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Both Jack and Ian nod at Roland's plan. "Would you want all of us to advance an' start firin', or do you quiet folk think you can take it all on yer onesies?"


Encounter Map

The +2 was to evade attention entering Rapid Town. No such bonus this time as you are sneaking up on a Raider checkpoint that is now on high alert since you offed another one of their checkpoints further out on Old 169(I added that on the map too)

The Benny's Resaurant

Please excuse the poor map this time, I used a tileset I bought a long time ago and it was a pain to put it together. I remember now why I usually use Pyromancers to make maps.

Watching the place from afar you see a total of 8 Raiders at this checkpoint with three dogs. A single Protectron sits unused in its charging station, a terminal sits nearby....

Stealth rolls if you wanna approach closer (Vulture can keep his if he likes.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack eases up to the other guys and whispers, "I could try to run up to that robot an' get it runnin'. 'Course I gotta wait 'till th' shootin' starts. I ain't sneaky 'nuff to get there unnoticed, don't think."


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"You could just try trickin' them into thinking you're the maintenance man, or something. Whatever lie works. Walk up unarmed and they're less likely to shoot you. I could be wrong, in which case were hiding ready to pop their heads like bloatflies off a brahmim's back."

Yeah I'll keep my sneak when it comes to that.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Where on the map are we exactly? I don't see tokens for us, obvious ones at least.

Brand nods. "You wanna get the metal man working, you go for it, outser. Try not to get us fried, though." With that he prepares to sneak up as well, moving apart from his brother--although he'd like to be close to protect Vulture, he also knows that his bulk and lack of stealthiness could get them both caught if they're together.

Stealth: 1d4 ⇒ 3
Wild: 1d6 ⇒ 2 Ehh... Gonna Benny just in case. There's a better than half chance that I do better!

Stealth: 1d4 ⇒ 2
Wild: 1d6 ⇒ 3 Or I can do the same.


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

"Why don't we approach on the parkin' lot side, we can use the cars for cover and keep ourselves in the Benny's where it'll be easier to keep things contained? I don't like the dogs, their noses could prove to be trouble- so we should avoid that direction. Always more of a cat person myself, anyways. The terminal's awful exposed, hon, I think it may be more trouble than it's worth."

Stealth roll for when we want to sneak in: 1d8 ⇒ 31d6 ⇒ 5


Encounter Map

No tokens because you aren't on the map. You are about 30 or so squares away hidden in some rubble.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"Using you guys as a distraction worked before. If it ain't broke..."

Stealth: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace!: 1d6 ⇒ 5

Roland carefully watches his new companions move, and tries to mimic them, to great success!


Encounter Map

Busy at work today.

Jack waits about 50 yards (150ft/30 squares) away
Ian waits about 50 yards (150ft/30 squares) away
Vulture sneaks up (Stealth=6)
Gloria sneaks up (Stealth=5)
Brand sneaks up (Stealth=3)
Roland sneaks up (Stealth=9)

I just read the blurb on cooperative rolls and I think I'll be using a version of that from now on. I'll detail my ideas in the discussion thread, it should speed things up immensely in PBP

Notice Raider: 1d4 ⇒ 1
Notice Dogs: 1d10 ⇒ 1 Oh wow. Benny

Notice Dogs: 1d10 ⇒ 5

Alright, so because I didn't have a better system. If you met/beat the dog's notice you can place yourself anywhere to the South or West of the Red line on the map. Except Brand whom I placed farther away. Because Roland passed with a raise, he can begin in melee with anyone outside the Benny's if he would like.

You guys have a surprise round (but not the Drop) so go ahead and post and then I'll do initiative.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

I can't move the figs. Can anyone else?

Jack and Ian hang back, planning to use the ensuing combat as a distraction to try and sprint to the Robot unit. And if not, well, they can also try shooting people with guns. That sometimes works too.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

I can't either.

Roland moves behind the car for a bit of cover, and begins aiming at the nearest Raider.

I want to be at that car that's below the two white trees.


Encounter Map

Whoops, Fixed. @Jack you are still 30 squares away from the map.


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria creeps behind one of the scraggly trees in the Benny's parking lot. Seeing Roland pull his gun out on the approach, she checks her laser pistol and takes a deep breath.

I'm going to also aim, but at the mutt diagonal and to the right of me.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

That's fine. When we come in, we'll be on the far left, heading for the terminal...if we can.


Encounter Map

Jack moves up now 24 squares away
Ian moves up now 24 squares away
Vulture
Gloria sneaks up and aims.
Brand
Roland sneaks up and Aims

Waiting on Vulture and Brand's surprise action. But I'll post the new initiative
Round 1
Ian
Roland
Raiders
Dogs
Vulture
Jack
Brand
Gloria
Boss

Okay, So Vulture and Brand get surprise actions, Ian and Roland get round 1 actions.

New Initiative
Jack 5 Diamonds
Ian Q Clubs
Vulture 6 Diamonds
Gloria 4 Spades
Brand 5 Hearts
Roland Jack Diamonds
Raiders 9 Hearts
Boss 3 Clubs
Dogs 7 Clubs

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