| Winona Concord |
Day 1: Survival: 1d4 ⇒ 4
Day 1: Survival wild die: 1d6 ⇒ 6
Day 1: Survival wild die explode: 1d6 ⇒ 6
Day 1: Survival wild die explode again: 1d6 ⇒ 1 (success + raise)
Day 1: Vigor: 1d6 + 2 ⇒ (3) + 2 = 5 (success)
Day 1: Vigor wild die: 1d6 + 2 ⇒ (1) + 2 = 3
~~~~~~~~~~
Day 2: Survival: 1d4 ⇒ 4
Day 2: Survival explode: 1d4 ⇒ 3 (success)
Day 2: Survival wild die: 1d6 ⇒ 2
Day 2: Vigor: 1d6 + 2 ⇒ (3) + 2 = 5 (success)
Day 2: Vigor wild die: 1d6 + 2 ⇒ (3) + 2 = 5
~~~~~~~~~~
Whew. Ok. With those rolls, that should succeed on the Vigor checks.
Winona stays tough as the dryness sets in. When the team spots small amounts of scrub for the cattle to graze, she looks for thick patches and pulls a small shovel from the side of her saddle to dig for water below the surface. Even if she just finds a murky puddle, she carefully soaks up the water with her kerchief and squeezes it into her canteen, the cloth helping to filter out the worst of the mud and insects. It's not pleasant, but it's enough to keep going.
| Rodan Northward |
Day 1 Vigor: 1d6 - 1 ⇒ (3) - 1 = 2
Day 1 Wild dice Vigor: 1d6 - 1 ⇒ (2) - 1 = 1
Day 1 Survival: 1d8 + 2 ⇒ (1) + 2 = 3
Day 1 Wild dice Survival: 1d6 + 2 ⇒ (6) + 2 = 8
Day 2 Vigor: 1d6 - 1 ⇒ (6) - 1 = 5
Day 2 Wild dice Vigor: 1d6 - 1 ⇒ (4) - 1 = 3
Day 2 Survival: 1d8 + 2 ⇒ (7) + 2 = 9
Day 2 Wild dice Survival: 1d6 + 2 ⇒ (6) + 2 = 8
Day 1 Wild dice Explode Survival: 1d6 + 2 ⇒ (2) + 2 = 4
Day 2 Explode Vigor: 1d6 - 1 ⇒ (5) - 1 = 4
Day 2 Wild dice Explode Survival: 1d6 + 2 ⇒ (6) + 2 = 8
Day 2 Wild dice Explode Survival: 1d6 + 2 ⇒ (6) + 2 = 8
Day 2 Wild dice Explode Survival: 1d6 + 2 ⇒ (6) + 2 = 8
Day 2 Wild dice Explode Survival: 1d6 + 2 ⇒ (5) + 2 = 7
| Rufus Cooperson |
Day 1 Survival: 1d4 ⇒ 3
Day 1 Wild: 1d6 ⇒ 5 Success
Day 1 Vigor: 1d6 + 2 ⇒ (3) + 2 = 5 Success
Day 1 Vigor Wild: 1d6 ⇒ 2
Day 2 Survival: 1d4 ⇒ 4
Day 2 Wild: 1d6 ⇒ 3
Day 2 Vigor+2: 1d6 ⇒ 5 Success
Day 2 Vigor Wild: 1d6 ⇒ 5
Day 2 Survival Explode: 1d4 ⇒ 4
Day 2 Survival Explode 2: 1d4 ⇒ 3 11 Success + 1 Raise
When the dry spell hits, Rufus becomes sparing of his canteen.
He takes the time to ensure that his horses get more water than him.
He also takes the time to dig small holes for water.
He takes his bandanna off to ask Luke.
Any idea how much longer this dry spell is going to last ?
He then puts the bandanna back on.
| Flying Eagle |
Day 1 Survival: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (3) - 2 = 1
Day 1 Vigor: 1d6 ⇒ 41d6 ⇒ 3
Failed.
Day 2 Survival: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0
Day 2 Vigor: 1d6 ⇒ 51d6 ⇒ 2
Failed.
Depending on the consequences, I may want to spend a Bennie on a re-roll or two. So, what are the consequences? :)
| Keeper of Forbidden Lore |
Anyone who failed has a level of fatigue per failure. So it looks like everyone is okay except Flying Eagle. Feel free to spend a bennie to reroll one of those if you like
On the 3rd day one of the outriders has reported a farmstead close, Luke rides back to talk with you four. "Bart spotted a farmhouse not to far out. The Boss wants you four to take a look, a farm means water and we could use some right now" He says though dried, parched lips "Check it out, maybe we can fill the barrels at lest if they don't mind"
| Rufus Cooperson |
Holding his hand out for a second to stop Winona.
Just a second
He then takes a deep breath.
HELLO THE HOUSE, WE ARE PEACEFUL
then back to a normal tone.
If they seen us coming they might assume the worst, and be hiding or ready to shoot.
He then walks up to the hitching post and ties off Abacus, then walks towards the door.
| Rodan Northward |
Rodan slides his rifle out of the scabbard from his horse. And takes a good look at the house to see if he can see any bullet holes in the walls.
He then starts to take a stroll over to the barn for the same. If no one has answered or shown themselves, Rodan opens the barn to check it out.
"I am going to take a look in the barn." He says as he levers a round in.
NOTICE (Smarts): 1d8 ⇒ 6
Wild Card: 1d6 ⇒ 2
| Keeper of Forbidden Lore |
The Barn seems empty, there is a wagon, the normal tools and other items one would find in a barn, but no animals and by the smell, there have not been any for a while. It still smells like a barn, but its not "fresh".
The Door seems stuck, but there is no signs of bullets holes on the walls and it takes a little force, but the door opens. The small two room home seems untouched, personal items and furnishing all sit as if someone just left.. There is even plats set at the table with desiccated remains of an uneaten meal left to rot on the table. Dust seems to have settled on everything. -2 survival roll to guess at the age.
The Pump out back take a little to get working, showing the well is a deep one, but it does have water.
| Rodan Northward |
Going back the the group. Rodan tells everyone. "The barn clear of critters. I don't think any animals have been in it for some time. I did find that the water pump at least spits out water. Whatcha find in here?"
Taking a quick look around
Survival: 1d8 - 2 ⇒ (2) - 2 = 0
Wild card: 1d6 ⇒ 2
| Rufus Cooperson |
Rufus takes the time to pump the water, and fill the trough.
Thinking we get this water proof before we bring everyone here.
After that, he fills his canteen and then brings his horse over to drink
You know He comments in general I have never known people to just up and leave with food on the plate. I wonder what forced them to go
| Winona Concord |
Winona finishes a circle of the house, then says, "Well, maybe we can patch up the fencing here, use it to keep the herd close while we refill our canteens and get ready for the next leg of the trip. Probably won't find any tracks indicating what happened to the ol' owners, given how long they've been gone."
| Keeper of Forbidden Lore |
It does not take much to ride back to the group and get the hands and cattle moving this way. The fence is patchable, but in no way large enough to have any hope of holding the amount of cattle you are Moving. The Boss like the idea of using the well to refill the barrels and is not opposed to wasting a day making sure the herd is watered. It will be back breaking work, but the well can help the drive a little anyhow.
The fatigue goes down one level within 1 hour of you getting enough water. So you will be fine within an hour, so its not an issue again until after you leave the farm.
| Winona Concord |
Winona finally takes the opportunity to check out the kitchen.
"Reckon we can fire up the stove and have some evenly-heated beans for once," she jokes. "If'n we're going to be here for a day, anyway. Still. We should make sure to keep watches at night."
She goes through the cupboards and pantries to see if the house has any old oil lamps that might still be usable.
| Keeper of Forbidden Lore |
Going thought the pantry, you can find a few items that might be of use to the chuckwagon. Some dried beans, flour and the like. Looking though the house you can find two lamps, about a gallon of oil. Some cloths, a bit of jewelry in a box, an loaded old Evans Sportier rifle, with a second box of 15 bullets and $32.28 in assorted coins.
| Rodan Northward |
Looking at the items found. Can he tell how many people were in the family that lived here by the sizes of clothes?
"This be darn strange, that the family lit out in such a hurry. you figure at least that they would take their money with them."
| Keeper of Forbidden Lore |
You seem to only find evidence of two people. A man and a woman you would guess by the clothing left behind. There seems to be no root cellar, what food there is is stored in the house, and only the long store items such as grains and beans are still edible. Why they left you are unsure, and its been long enough for food to rot.
| Keeper of Forbidden Lore |
You spend two days at the old house, watering the cattle, filling barrels and canteens. None of the cattle hands want to go near the house. They find the whole place off putting and a few say prayers when looking at it. The days pass with hard workand the nights pass with silence and unease.
Sutter thinks it would be best to move though the cooler night and has you head out the second evening. Its harder to see, but less heat and as the nights and days pass the lack of water still is a plague on this league of the drive
[ooc] Give me 3 vigor rolls and some notice -2 rolls [ooc]
| Rodan Northward |
Vigor: 1d6 ⇒ 6
Wild card: 1d6 ⇒ 4
Vigor Explode: 1d6 ⇒ 2
Vigor: 1d6 ⇒ 3
Wild card: 1d6 ⇒ 3
Vigor: 1d6 ⇒ 2
Wild card: 1d6 ⇒ 4
Notice: 1d8 - 2 ⇒ (5) - 2 = 3
Wild Card: 1d6 - 2 ⇒ (4) - 2 = 2
Notice: 1d8 - 2 ⇒ (1) - 2 = -1
Wild Card: 1d6 - 2 ⇒ (5) - 2 = 3
Not sure if my Scout Edge Helps/Hurts
Scout: You can read the land like the back of your hand. You get a Notice roll at –2 to detect traveling encounters before they occur, ignore up to 2 points of penalties when tracking with Survival, and +2 to Common Knowledge rolls to recall information about towns, outposts, landmarks, tribes, or watering holes along routes you’ve traveled before.
| Rufus Cooperson |
Vigor: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3
Vigor Explode: 1d6 ⇒ 2
Vigor: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5
Notice: 1d4 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (6) - 2 = 4
Wild Explode: 1d6 ⇒ 2
Notice: 1d4 - 2 ⇒ (3) - 2 = 1
wild: 1d6 - 2 ⇒ (5) - 2 = 3
| Flying Eagle |
Vigor & Wild: 1d6 ⇒ 51d6 ⇒ 2 = 5
Vigor & Wild: 1d6 ⇒ 51d6 ⇒ 1 = 5
Vigor & Wild: 1d6 ⇒ 11d6 ⇒ 3 = 3
Notice-2 & Wild: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (6) - 2 = 4
Notice & Wild ACE!: 1d6 ⇒ 51d6 ⇒ 5 = 9, Raise
Notice-2 & Wild: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (1) - 2 = -1
Notice ACE!: 1d6 ⇒ 5 = 9, Raise
| Winona Concord |
Three rolls in a row basically guarantees that everyone will fail.
1. Vigor: 1d6 ⇒ 6
1. Vigor wild die: 1d6 ⇒ 5
2. Vigor: 1d6 ⇒ 2
2. Vigor wild die: 1d6 ⇒ 3
3. Vigor: 1d6 - 1 ⇒ (2) - 1 = 1
3. Vigor wild die: 1d6 - 1 ⇒ (5) - 1 = 4
By the end of three days, Winona is completely exhausted and useless.
| Keeper of Forbidden Lore |
It was supposed to be one roll per day, so I kept it. Moving cattle during a drought and heat wave would be hard thing for sure. I did mess up and forget to say you could roll survival, feel free to make those if you wish. If you passed though it would give you a +2 on that days vigor rolls.
@Roden: Yes your edge does off set the notice penalty and helps on survival rolls
The next three days and nights pass in a hot, dry blur. With little water and even the night hair not really being cool. Rufus and Flying Eagle catches sight of a lone wolf here and there, but the beast never gets to close and runs away if you move toward it. Just a long predator looking for a straggler.
On the evening of the forth day you come across a shallow river, the cattle have little trouble crossing it and the cowhands and chuckwagon take the time to fill up canteens and barrels.
| Keeper of Forbidden Lore |
Your edge more or less removes the -2 for you. If no one is gonna do anything here I am going to just move this along a bit. I am gonna make notice rolls for you, just to sped this up and move us along.
As the Cattle move though the river, drinker their fill and the cowhands do the same, Roden sees movement in the water. Its heading toward a few of the cows in the middle of the river and as he sits up on his saddle to get a better look he can see snakes, dozens of water snakes headed toward the cattle.
I have no idea what happened here but ignore this
Roden Free pre ambush notice: 1d8 - 2 ⇒ (1) - 2 = -1 Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Rufus: 1d4 ⇒ 1 wild: 1d6 ⇒ 1
Flying Eagle: 1d6 ⇒ 1 wild: 1d6 ⇒ 6
Winona: 1d4 ⇒ 1 wild: 1d6 ⇒ 4
Roden: 1d8 ⇒ 1 wild: 1d6 ⇒ 1
Testing because sweet gods I had to have messed up
Roden: 1d8 ⇒ 2 wild: 1d6 ⇒ 6
Roden: 1d8 ⇒ 7 wild: 1d6 ⇒ 6
Roden: 1d8 ⇒ 8 wild: 1d6 ⇒ 3
2 This one counts
Roden Free pre ambush notice: 1d8 - 2 ⇒ (8) - 2 = 6 Wild: 1d6 - 2 ⇒ (4) - 2 = 2
Rufus: 1d4 ⇒ 2 wild: 1d6 ⇒ 1
Flying Eagle: 1d6 ⇒ 2 wild: 1d6 ⇒ 6
Winona: 1d4 ⇒ 3 wild: 1d6 ⇒ 4
Roden: 1d8 ⇒ 1 wild: 1d6 ⇒ 1
| Keeper of Forbidden Lore |
@ Flying Eagle. I saw those and posted you saw a wolf a few times in the distance over a few days of travel. Sorry, if I was not clear enough. This is a a roll for spotting the snakes in the water. Lowest roll was supposed to be the target of the snakes. As it would take days for everyone just to log in and make a single roll, I just made them for the group. But Rodens edge gave him a chance to spot it before they attacked, or you were crossing the river.
With the snakes in the water and heading toward the cattle, you could try to save the cows, or take the lose of a few heads of cattle and try to avoid the swarms of snakes currently churning in the water.
| Flying Eagle |
Ok, Roden got a "pre-ambush" Notice, and the rolls following Roden's first roll did double-duty as our already-in-the-water Notice rolls and who got targeted, so Roden, Winona and I have noticed them?
But since Roden made his pre-ambush Notice, shouldn't we have waited for him to post his reaction, since that might have kept us from going in the water in the first place?
Just trying to understand the situation...
IF we are in the water, and Flying Eagle has noticed the snakes, he will do this :
"Boss! There are snakes in the river headed for the cattle, what do you want to do?"
Please ignore this if it does not apply.
| Keeper of Forbidden Lore |
I should have indeed waited for Roden to post. To make this clear the PCs are not in the water, but some of the cattle are. Everyone but Rufus has spotted them, from the bank. Refus can try another notice at a +2 as three of you can point them out
At Flying Eagles words the men start trying to get the cattle out of the water, that will not help the five in the path of the swarm. Roden moves at once to try and get them out of the water.
Okay anyone trying to get the cattle out needs to make a few rolls. 1: to get the cattle moving you need to make either an intimidation or riding check. a pass gets 1 cattle out, each raise gets another moving. 2: You need to make a ride check to make sure you clear the water.
| Winona Concord |
Winona looks aggrieved and then wades into the water to try to herd the cattle, and hopes that she doesn't get bit.
"Trying to shoot the snakes might just spook the herd," she shouts over the roar of the river.
Riding, exhausted: 1d6 - 2 ⇒ (6) - 2 = 4
Wild die, exhausted: 1d6 - 2 ⇒ (1) - 2 = -1
Exploding riding roll: 1d6 ⇒ 3
Total riding roll 7, which I don't think is a raise but should at least get one of the cattle out.
| Flying Eagle |
Keeper, is the Riding check to "clear the water" every turn, or only to get out of the water when you're done trying to move the cattle?
To be honest, I've never run in a wild-west game before (at least not one that's lasted as long as this one), and I did *not* create my character properly for the environment : no Riding, no Survival. :(
Seeing how well Winona has to control her horse in the water, and knowing that he can barely ride a tame horse at a trot, Flying Eagle instead sits in his saddle and chants :
Shaman magic & Wild: 1d8 ⇒ 81d6 ⇒ 3
Shaman ACE!: 1d8 ⇒ 8
Shaman ACE! ACE!: 1d8 ⇒ 6 = 22 (4 Raises!)
This is the only thing I dislike about SW - only the first Raise counts...
His, Winona, Roden, and Rufus' Riding go up by *two* die types!
PP=10
| Rodan Northward |
"It's time to cowboy, lets get these cows to saftey!"
Getting in the water, Rodan starts to whistle and yelp to get the cattle moving.
Riding: 1d12 ⇒ 4
Riding, Born in the saddle re-roll: 1d12 ⇒ 12
Wild Card: 1d6 ⇒ 5
Explode Riding: 1d12 ⇒ 8 +12=20
| Keeper of Forbidden Lore |
A second riding check was for you to get out once you get the cattle moving. And damn can Rodan move cattle.
Rodan, Rufus and Winona get to moving the cattle, Flying Eagle calls upon the spirits to aid the others. And it seems to as both Rufus and Winona manage to get one cow each a moving and Rodan drives four out of the water. Still the swarm is ever closer and you need to push your mount to get them out of the deep water in time.
One more riding roll to get the hell out of the river before the swarm gets to you