The Green Menace

Game Master RainyDayNinja


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Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Victor tries to run to the others, and bumps into Harry.
Their going into the baggage cart. C'mon.


Harry checks that his Katar is at his belt, then follows the Canadian towards the baggage car.

"Should we not alert the others?"


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

They're already inside. If we wait any longer, they'll find the "package".


Are Harry and Victor going in by themselves? Or getting the others?


Looks like we are on our own...until we run screaming from whatever unholy creatures lurk under the guise of these men...or not!! lol


Victor and Harry approach the baggage car, and open the door.

Inside, the two men are dumping chunks of ice from an insulated container into the steamer trunk packed with the bodies. They look up when they hear the door open, and straighten up to their full height.

Stay and fight? Run away?

Grand Lodge

David waves his hand as the snuff is offered.

Never liked the stuff, tastes gross

He than looks to the lady in company, and gives a chagrin.

You'll smoke but scoff at chewing. Tobacco is tobacco no matter how you take it as he gives her a wink.

David looks as Harry leaves the cart to check on Vic.

After a few moments, he looks to the others, How long we give them before we assume the worst and check on them? What if those schmucks with the photos are armed with pistols. I know we would hear a shot, but..., his thought trails off.


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Eh! Your not supposed to be in here! What are you doing rummaging in someone's baggage!
One hand pointing, Victor covertly pulls his pistol out a tiny bit.
Stealth: 2d6 + 4 ⇒ (6, 3) + 4 = 13


George looks at David and says, "You don't actually chew snuff my good man."

He then taps the tobacco powder between his thumb and his pointer finger and snorts it.

This is me being period.

"What does schmuck mean anyway? It sounds German. Anywho, I shall handle this thing."

And with that George makes his way to the luggage compartment.


B/M/S: 4/5/3 - Brawl 4, Melee 7, Marksman 7, Stealth 2 B/F/I/C/C/K: [][][][][][] - K.O.: []

Technically I don't think you know that's where they went, but I also doubt it will be hard to find them.

Morroway stays with the lady, knowing that the photographs are their best evidence.


George knows the direction they went, and it won't be hard to put it together.

Baggage Car:

The men turn to look at Victor and Harry, and recognition flashes in their eyes. They straighten up to their full height, obviously attempting to intimidate you.

"You've gotten mixed in things you don't understand. Walk away, and you get to live."


GM, if it doesn't go down like this, tell me this doesn't work.

George jogs down to the back of the train to the baggage compartment and through the window, he sees his monogrammed Van Winkle steamer trunk being rummaged through by some thieves and says, "Unhand my trunk, you thieving vagrants. You think just because my name is Van Winkle that I am going to sleep through you trying to steal from me. You gentleman must be absurd." with pistol drawn under a newspaper.


The baggage car doesn't have windows. But you could easily surmise that since you haven't seen Harry or Victor yet, they have proceeded into the baggage car.


Harry moves up behind Victor and pulls his Katar out.

"You will not stop us from bringing this sinister plot to light. Now move away from the baggage..."


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Slowly, and don't you dare draw a weapon.
Victor draws his pistol, threateningly.


The two thugs look at each other, then push up their sleeves. "Just remember, you asked for this."

One rushes Victor, bobbing and weaving as he tries to get too close for him to use the pistol, while the other grabs the crowbar they had used to open the steamer trunk, and takes a swing at Harry.

Attacks:

Brawling: 2d6 + 8 - 1 ⇒ (3, 4) + 8 - 1 = 14
Melee: 2d6 + 8 ⇒ (4, 6) + 8 = 18

Brawling Effect: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Melee Effect: 2d6 + 7 ⇒ (1, 5) + 7 = 13

Confirm Brawling Max Damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15

Harry, Victor, and George get to declare their actions for this round before anything is resolved. That includes choosing to duck and dodge! *coughVictorcough*


George closes with the closest assailant after he engages with the other two with his pistol and pistol whips him 2d6 + 6 ⇒ (2, 6) + 6 = 14

George says, "You shan't go through other people's things, that is unbecoming a gentleman."


I'd say you're about equidistant from them. Are you going after the grappler, or the crowbar guy?


With his katar out, Harry stabs at the man attacking him with the crowbar.

Melee attack: 2d6 + 6 ⇒ (3, 1) + 6 = 10


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Marksman: 2d6 + 1 ⇒ (2, 5) + 1 = 8
Marksman: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Too close penalty -1, Him ducking -1, me ducking -2
Victor ducks under the punches of his assailant, and shoots him twice.
Bastard! Bloody Hell!


George, I don't see where you're getting a +6. Your Brawling and Melee skill are only +4. Correct me if I'm missing something.

Two shots go off and thud into the sundry luggage, as one thug tries to tackle Victor. Luckily, he dodges out of the way of what would have surely been a savage blow. Meanwhile, Harry and Van Winkle fail to land a blow on the other man, while he strikes with his crowbar, hitting Harry's arm with a blow that's sure to leave a wicked bruise if he survives the fight.

That's a flesh wound for Harry. Effectively -1 body until it's healed.


I have a 6 in military arms but that may have been the wrong number. sorry


Yeah, Military Arms would be for firing artillery at the bad guys, which, sadly, is not an option here.

Next round, BTW!


George takes a step back and fires 2d6 + 5 ⇒ (6, 5) + 5 = 16 twice 2d6 + 5 ⇒ (6, 3) + 5 = 14

H


Cursing in his native language, Harry takes another stab at the man (I know...bad pun!!)

Attack-melee: 2d6 + 6 ⇒ (2, 1) + 6 = 9

Why do the dice hate me so!! Well might be the bad pun!


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Damnit!
Marksman(same penalties): 2d6 + 1 ⇒ (4, 3) + 1 = 8
Marksman(same penalties): 2d6 + 1 ⇒ (5, 1) + 1 = 7

Avoiding the mans blows, Victor fires two more shots.


One thug tries to knock the gun from Victor's hand avoiding the barrel, while the other takes another swing at the Sikh with his crowbar. Both of them dodging.

Brawling: 2d6 + 8 - 1 ⇒ (1, 2) + 8 - 1 = 10

Melee: 2d6 + 8 - 1 ⇒ (1, 3) + 8 - 1 = 11 Effect: 2d6 + 7 ⇒ (1, 1) + 7 = 9

George Effect: 2d6 + 8 ⇒ (2, 6) + 8 = 16

Harry and his opponent block each other's blows, while Victor's shots go wild. However he keeps the grip on his gun. George scores a single hit against Harry's foe. One injury!

Evelyn, Trufant and Morroway notice a commotion, as a footman bolts past the door. And perhaps... gunshots?

-Posted with Wayfinder


George lets two more rounds downrange 2d6 + 5 ⇒ (1, 5) + 5 = 11, 2d6 + 5 ⇒ (4, 4) + 5 = 13 at the injured assailant.


Harry once again enters into the deadly dance with his opponent, knife held low.

Melee: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Wow...these rolls are brutal!!

Grand Lodge

David, sitting idly by notices what he thinks as gunshots. He thinks the train in playing trick on him. He hears a footman buzz by the train at he is in. He peers out the door up ahead where the guy went. He looks to the others,

I think something is going on ahead. I think our guys might be in danger!

Marcus head the way the doorman is going. He hopes he won't see his companions bleeding on the ground.


B/M/S: 4/5/3 - Brawl 4, Melee 7, Marksman 7, Stealth 2 B/F/I/C/C/K: [][][][][][] - K.O.: []

"Keep them out of trouble, but hurry back."
Morroway shifts nervously as he is left alone with the lady and the photographs. He locks the door again.

-Posted with Wayfinder


Waiting on Victor and Evelyn

-Posted with Wayfinder


Evelyn's just sitting tight with Morroway


Botting for Victor right now.

Victor Marksman: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Victor Marksman: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Brawling: 2d6 + 5 ⇒ (6, 2) + 5 = 13

Crowbar: 2d6 + 5 ⇒ (1, 6) + 5 = 12

Trufant rushes toward the gunshots, while the battle rages on. Harry and the crowbar-wielding man block each others' blows, while the other thug sends Victors pistol skittering away, out of reach behind a suitcase.

No new injuries, but Victor is now disarmed. Trufant can reach the baggage car and join in this round.


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Sorry!
New round, right?
Victor looks startled as his pistol skitters out of his hand. Ducking blows while reaching for his holster, Victor pulls another pistol out.
And that... is exactly why I bring a second one!
Marksman: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Marksman: 2d6 + 1 ⇒ (2, 3) + 1 = 6

Grand Lodge

David's eye go wide as he sees the events unfolding before him. He sees a pistol go sliding across the baggage floor, and people ducking and dodging as a bullet hits the floor near him. He looks up, eyes narrow into slits. He rushes forward, instincts kicking in, adrenaline coursing through his veins.

David, takes his fist, and tries his best to disarm the man with crowbar trying to bash Harry's brains in, while sweeping the man's legs out from under him.

Martial Arts to disarm crowbar: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Martial Arts to trip?: 2d6 + 6 ⇒ (4, 6) + 6 = 16


what about my attack?


George, you just missed them.

-Posted with Wayfinder


You mentioned the other guys but not me so I was wondering if you had forgotten :)

George empties his revolver into the man in front of him 2d6 + 5 ⇒ (2, 4) + 5 = 11, and 2d6 + 5 ⇒ (3, 6) + 5 = 14 shots 5 and 6


Just waiting to see what David's attack did to my assailant.


Whoops, I didn't realize there were new posts. Sorry about that.

Harry, keep in mind that everyone is supposed to declare actions before anything is resolved. Go ahead and tell me what you do, and we'll see how everything goes down.


AH, ok...no worries then, I will act!

Harry takes another swipe at the crowbar wielding thug.

Melee: 2d6 + 6 ⇒ (3, 1) + 6 = 10


Crowbar: 2d6 + 7 ⇒ (4, 6) + 7 = 17
Crowbar Effect: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Brawling: 2d6 + 8 ⇒ (2, 6) + 8 = 16

George's Pistol Effect: 2d6 + 8 ⇒ (2, 2) + 8 = 12

The thug with the crowbar finally breaks through the Indian's defenses, and lands a solid blow that is certain to leave a mark. A Flesh Wound for Harry.

However, he takes another grazing shot from George's pistol, while Trufant rushes in, disarms him, and knocks him to the ground. He's got 2 Injuries now.

Meanwhile, Victor still struggles to hit his opponent, and his back-up pistol is knocked out of his grip as well!

Morroway and Evelyn see one of the uniformed train employees rushing back toward the baggage car with a rifle!

Next round!

Grand Lodge

David, was trained to disarm his opponents and fight with honor. He struggles internally for seconds, that seem to last forever. He decides that this fight has nothing honorable about it. It isn't a tournament, there are no officials. This is a fight for survival. Survival demands that he must live, and see what this "reptilian conspiracy" is about.

Stay down, quit fighting us!

These are the only words he utters to the men attacking them, as David makes two strikes with the bottom of his foot downward on the fallen foe.

martial attack: 2d6 + 6 ⇒ (3, 1) + 6 = 10
martial attack: 2d6 + 6 ⇒ (1, 5) + 6 = 12


Male British-Canadian pilot Brawling [4] | Marksman [5] | Melee Weapon [5] | Pilot [5]

Again! I should get a third one, eh!
Rolling up his sleeves, Victor takes a swipe at his opponent.
Brawling: 2d6 + 1 ⇒ (3, 4) + 1 = 8
+4 Brawling, -2 target dodging, -1 attacker dodging.
Seeing the employee rush in, Victor exclaims:
Ah, well, you're finally here! These men were opening our baggage, then took a swing at us!


George reloads his pistol.


No word from Harry, so I'll bot him for now.

Harry Melee: 2d6 + 6 - 1 ⇒ (4, 5) + 6 - 1 = 14
Effect: 2d6 + 7 - 1 ⇒ (1, 4) + 7 - 1 = 11

Trufant Effect: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Brawling: 2d6 + 8 - 1 - 2 - 2 ⇒ (4, 5) + 8 - 1 - 2 - 2 = 12
Brawling: 2d6 + 8 - 1 - 2 ⇒ (3, 2) + 8 - 1 - 2 = 10

While Victor and his opponent struggle to land blows on each other, George reloads. Meanwhile, Harry is finally able to get past the prone thug's defenses, but lands only a glancing blow, and Trufant delivers a brutal kick to the face that opens up a bloody nose.

The door bursts open as a uniformed railroad employee, a fresh-faced lad of less than 20, nervously points a rifle around the car, unsure of his target.

"Th-that'll be enough of that, gentlemen! Hands up, alright?"


George says to the employee while aiming at the assailant with the gun in his left hand, because he is left handed, "AS you can see by my cufflinks. That rummaged through trunk is mine and these men decided that they can do that as if that is allowed. We tried to stop them but they thought it a good idea to attack us." as he shows the monogrammed logo identical to that on the side of trunk on his right cufflink.

If assailants continue to attack .45 caliber shot, 2d6 + 5 ⇒ (4, 4) + 5 = 13


B/M/S: 4/5/3 - Brawl 4, Melee 7, Marksman 7, Stealth 2 B/F/I/C/C/K: [][][][][][] - K.O.: []

Morroway nudges Evelyn. "It might be prudent to examine our cargo. A man with a rifle went by a moment ago."

-Posted with Wayfinder


Harry stands back, breathing heavily and favouring his wounded side.

"These robbers are tampering with our baggage.", he tells the young railway worker.

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