Keeper of Forbidden Lore |
At the start of this round you have all moved 1 card and are now on the Ace of spade card
You take off pushing your mounts thought the dark terrain, behind you the group chase after determined not to allow you to escape.
Soldiers 1 = KS
Rodan = KH
Soldiers 4 = 9S
Winona= 9D
Rufus = 7S
Soldiers 2 = 7H
Soldiers 3 = 5H
Soldiers 5 = 3C
Flying Eagle =2H
Group 1 1d6 ⇒ 4 riding: 1d6 + 2 ⇒ (4) + 2 = 6
Moved 2 cards, from 10S to 6D
Keeper of Forbidden Lore |
Sorry I was not clear. They rolled twice (4) for the free roll and (6) for the maneuver to gain ground. They actually rolled 4 twice, but got a +2 on that 2nd roll. You can post your actions and I will arrange them in order. Group 1 has moved, but I forgot to mark that in the order. I'll check this daily to keep it updated
Flying Eagle |
So you *can* roll twice to Move each round? If so, why didn't I move 2 cards forward on my first rolls last round?
Free Riding check to move :
Riding & Wild: 1d4 ⇒ 21d6 ⇒ 4 = Success
+2 Riding check to move :
Riding & Wild,+2: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4 = Success
-2 Free Action Evade :
Riding & Wild,-2: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (3) - 2 = 1 = Failure
Keeper of Forbidden Lore |
See OOC. Also Roden and Winona you can use an action to make a 2nd ride check. See option 1 in OOC
WIP
the posse buckles down and rides into the darkness, the men hot on your trail, shooting into the darkness. Two of the solders however find the dangers of riding in the dark and you hear the whine of horses going down in the dark with yells and a scream as men and mount tumble in the rocky gound
Soldiers 1 = KS[went]
Rodan = KH (went)
Soldiers 4 = 9S
Winona= 9D (went)
Rufus = 7S
Soldiers 2 = 7H (went)
Soldiers 3 = 5H (went)
Soldiers 5 = 3C (went)
Flying Eagle =2H (went)
Solders have the steady hands edge but it is dark so -4 shooting
Soldier 4: Free ride: 1d6 ⇒ 3 Ride action: 1d6 + 2 ⇒ (6) + 2 = 8
A: Shooting at Roden shooting: 1d6 - 4 ⇒ (5) - 4 = 1
B: Shooting at Roden shooting: 1d6 - 4 ⇒ (2) - 4 = -2
-
Soldier 2: Free ride: 1d6 ⇒ 5 Ride action: 1d6 + 2 ⇒ (2) + 2 = 4
A: Shooting at Winona shooting: 1d6 - 4 ⇒ (2) - 4 = -2
B: Shooting at Winonashooting: 1d6 - 4 ⇒ (3) - 4 = -1
-
Soldier 3: Free ride: 1d6 ⇒ 6 Ride action: 1d6 + 2 ⇒ (3) + 2 = 5
A: Shooting at Rufus shooting: 1d6 - 4 ⇒ (3) - 4 = -1
B: Shooting at Rufus shooting: 1d6 - 4 ⇒ (4) - 4 = 0
-
Soldier 5: Free ride: 1d6 ⇒ 6 Ride action: 1d6 + 2 ⇒ (5) + 2 = 7
A: Shooting at Roden shooting: 1d6 - 4 ⇒ (2) - 4 = -2
B: Shooting at Roden shooting: 1d6 - 4 ⇒ (2) - 4 = -2
5 had the bad luck to draw a clubs, which means something bad happened and they were on a spade, which meant thy critically failed that ride check, ugh poor horsey
extra d6
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 51d6 ⇒ 51d6 ⇒ 51d6 ⇒ 11d6 ⇒ 41d6 ⇒ 1
I'll move this forward tomorrow, giving y'all time t make those send rolls
Rufus Cooperson |
Rufus leans forward in his saddle as he urges Devil eyes on.
Free Ride: 1d8 ⇒ 6
wild: 1d6 ⇒ 4
As he rides up beside the others, he starts devil eyes on short changes of direction.
evade: 1d8 - 2 ⇒ (7) - 2 = 5
wild: 1d6 - 2 ⇒ (5) - 2 = 3
he looks back over his shoulder at the oncoming people.
If they get closer, thinking I will start shooting back.
Keeper of Forbidden Lore |
That was my mistake, you can do both free actions. While Free actions are not unlimited you can do both here. I simply misread the action
Rufus also pushes Devil eyes though the dark. The closest Solders are 15 yards behind Roden, Winona and Rufus and firing into the dark as they try to run you down
3 of you are on the 8h, Flying Eagle is on the AD
group 3 that is chasing you drawled a club so they will get a complication
Rodan = Joker (Everyone gets a free bennie)
Soldiers 2 = kD
Soldiers 1 =QH
Soldiers 3 = AC
Winona= 10H
Soldiers 4 = 9S
Flying Eagle =7s
Rufus = 3d
Soldiers 5 = 2S
Rodan Northward |
Rodan pushes his horse to get distance on the riders.
RIDING (Agility): 1d8 ⇒ 8
RIDING (Agility) re-roll: 1d8 ⇒ 3
Wild Card: 1d6 ⇒ 4
RIDING (Agility) Explode: 1d8 + 8 ⇒ (8) + 8 = 16
RIDING (Agility) Explode Again: 1d8 + 8 + 8 ⇒ (1) + 8 + 8 = 17 total
It's like the horse was fully rested and it's whole life all he wanted to do is run.
Keeper of Forbidden Lore |
Okay, I know there is some confusion and I am gonna just make he rolls you missed on round one and two
WiP
Roden Rides like the hounds of hell are chasing him and quickly outpaces everyone. Winona chases after, leaving Rufus and Flying Eagle as well as the solders in the dust. The solders close in on Rufus and Flying Eagle, lead flying blindly though the night as some of the solders seem to spread out across the plain.
Rufus and Flying Eagle have yet to go for round 3. Winona and Roden are way in front and can make a straight roll to try and flee in round 4
I am gonna GM roll the ones you guys did not take in round 1 and 2
round 1
Rufus Ride: 1d8 + 2 ⇒ (1) + 2 = 3 wild: 1d6 ⇒ 1
Roden Ride: 1d8 + 2 ⇒ (3) + 2 = 5 wild: 1d6 ⇒ 6 Reroll Ride: 1d8 + 2 ⇒ (3) + 2 = 5 wild: 1d6 ⇒ 2
Winona Ride: 1d6 + 2 ⇒ (3) + 2 = 5 wild: 1d6 ⇒ 1
Round 2
Rufus Ride: 1d8 + 2 ⇒ (3) + 2 = 5 wild: 1d6 ⇒ 4
Roden Ride: 1d8 + 2 ⇒ (5) + 2 = 7 wild: 1d6 ⇒ 5 Reroll Ride: 1d8 + 2 ⇒ (6) + 2 = 8 wild: 1d6 ⇒ 5
Winona Ride: 1d6 + 2 ⇒ (1) + 2 = 3 wild: 1d6 ⇒ 4
Extra dice
1d6 ⇒ 41d6 ⇒ 41d6 ⇒ 61d6 ⇒ 21d6 ⇒ 31d6 ⇒ 21d6 ⇒ 61d6 ⇒ 5
1d8 ⇒ 71d8 ⇒ 81d8 ⇒ 11d8 ⇒ 11d8 ⇒ 11d8 ⇒ 51d8 ⇒ 21d8 ⇒ 1
Round 3
Rodan = Joker (Everyone gets a free bennie)(went)
Soldiers 2 = kD(went)
Soldiers 1 =QH (went)
Soldiers 3 = AC (went) Complication was bumped
Winona= 10H (went)
Soldiers 4 = 9S (went)
Flying Eagle =7s
Rufus = 3d
Soldiers 5 = 2S (opps they are down)
------------------------------------------------
Round 4
Rufus = KH
Winona= 10c (May be bumped)
Soldiers 4 = 9h
Soldiers 3 = 8c( May suffer a Crit fail)
Soldiers 1 =4s
Flying Eagle =4h
Rodan = 3c (-2 to Riding and maneuver rolls, don't fail]
Soldiers 2 = 2d
Soldier 2: Free ride: 1d6 ⇒ 2 Ride action: 1d6 ⇒ 6
A: Shooting at RufusShooting: 1d6 - 4 ⇒ (3) - 4 = -1
B: Shooting at RufusShooting: 1d6 - 4 ⇒ (4) - 4 = 0
Soldier 1: Free ride: 1d6 ⇒ 4 Ride action: 1d6 ⇒ 2
A: Shooting at WinonaShooting: 1d6 - 4 ⇒ (4) - 4 = 0
B: Shooting at WinonaShooting: 1d6 - 4 ⇒ (3) - 4 = -1
Soldier 3: Free ride: 1d6 ⇒ 4 Ride action: 1d6 ⇒ 1
A: Shooting at Flying eagle Shooting: 1d6 - 4 ⇒ (6) - 4 = 2
B: Shooting at Flying EagleShooting: 1d6 - 4 ⇒ (6) - 4 = 2
Soldier 4: Free ride: 1d6 ⇒ 4 Ride action: 1d6 ⇒ 1
A: Shooting at RufusShooting: 1d6 - 4 ⇒ (2) - 4 = -2
B: Shooting at RufusShooting: 1d6 - 4 ⇒ (1) - 4 = -3
Extra
1d6 ⇒ 21d6 ⇒ 41d6 ⇒ 21d6 ⇒ 11d6 ⇒ 41d6 ⇒ 61d6 ⇒ 31d6 ⇒ 2
Rufus Cooperson |
Come on Devil lets ride like the hounds of hell are on our tail
Riding: 1d8 ⇒ 7
wild: 1d6 ⇒ 5
riding+2: 1d8 + 2 ⇒ (6) + 2 = 8
wild: 1d6 + 2 ⇒ (3) + 2 = 5
evade: 1d8 - 2 ⇒ (3) - 2 = 1
wild: 1d6 - 2 ⇒ (1) - 2 = -1
Well the evade isn't a critical fail. but it failed. :(
Keeper of Forbidden Lore |
Rodan, yeah anyone who get a club gets a complication based off the card you are on. You can still take other actions like normal, they are just all at -2 this round
Rufus rides thought the darkness as lead flies around him, Flying Eagle follows, staying in the rear of the group as Rodan is way in the lead, leaving nothing but dust behind him. You all may have a chance of slipping away in the dark with how much distance you are putting between you and the solders.
Flying Eagle and Rufus rolls were round 3. Only Rodan has made any round 4 rolls.
Round 4
Rufus = KH
Winona= 10c (May be bumped)
Soldiers 4 = 9h
Soldiers 3 = 8c( May suffer a Crit fail)
Soldiers 1 =4s
Flying Eagle =4h
Rodan = 3c (-2 to Riding and maneuver rolls, don't fail](went)
Soldiers 2 = 2d
Keeper of Forbidden Lore |
Its all good I have been slammed too and we are not curranty a high post game anyhow. You can indeed Hold action, dropping you down and A raise does move you an extra card
Rufus holds back to wait for Flying Eagle and many of the soldiers start to gain ground. They fire off shots into the night, with little chance of hitting yet, but they are closing
Rufus = KH{Holding action}
Winona= 10c (May be bumped)
Soldiers 4 = 9h(went]
Soldiers 3 = 8c( May suffer a Crit fail)(went}
Soldiers 1 =4s (went)
Flying Eagle =4h(went)
Rodan = 3c (-2 to Riding and maneuver rolls, don't fail](went)
Soldiers 2 = 2d
------------------------------------------------------------------------
Round 5
Soldiers 2 = AH
Soldiers 1 =QD
Winona= QC
Rufus = JH
Flying Eagle =9S
Soldiers 4 = 9h(went]
Rodan = 4C
Soldiers 3 =3S
Soldier 4: Free ride: 1d6 ⇒ 6 Ride action: 1d6 + 2 ⇒ (6) + 2 = 8
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (4) - 4 = 0
Soldier 3: Free ride: 1d6 ⇒ 5 Ride action: 1d6 + 2 ⇒ (6) + 2 = 8
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (1) - 4 = -3
Soldier 1: Free ride: 1d6 ⇒ 4 Ride action: 1d6 + 2 ⇒ (6) + 2 = 8
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (2) - 4 = -2
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
extra dice
1d6 ⇒ 11d6 ⇒ 21d6 ⇒ 21d6 ⇒ 31d6 ⇒ 31d6 ⇒ 21d6 ⇒ 51d6 ⇒ 21d6 ⇒ 21d6 ⇒ 61d6 ⇒ 21d6 ⇒ 3
Winona Concord |
I am completely confused about all of the conflicting rules here so I'm just going to roll some dice.
Ride: 1d6 ⇒ 4
Ride wild die: 1d6 ⇒ 3
Ride secondary roll: 1d6 - 2 ⇒ (4) - 2 = 2
Ride secondary roll wild die: 1d6 - 2 ⇒ (3) - 2 = 1
Rufus Cooperson |
Seeing flying eagle pass him, Rufus urges Devil eyes to keep up with him.
Free Riding: 1d8 ⇒ 5
wild: 1d6 ⇒ 1
Riding: 1d8 + 2 ⇒ (3) + 2 = 5
wild: 1d6 + 2 ⇒ (5) + 2 = 7
Free Evade: 1d8 - 2 ⇒ (2) - 2 = 0
wild: 1d6 ⇒ 1
Not quite a critical fail, but a fail none the less. :(
Edit, I will not pull past any of the other PC's due to my moral code.
Rodan Northward |
Seeing that he is out pacing his friends. Rodan pulls his Winchester 73 and levers a round in, then takes a shot at the pursuers in hopes that they slow down.
SHOOTING (Agility): 1d8 ⇒ 5
Shooting wild card: 1d6 ⇒ 4
damage: 2d8 - 1 ⇒ (5, 7) - 1 = 11
Keeper of Forbidden Lore |
I am not sure what is conflicting, If something is unclear let me know and I'll try and explain it OOC. Most of you are far enough away to try and escape. Also, Rodan its dark and you are firing from an unstable platform, the chances of you hitting are not good. But eh all things are possible with exploding dice
round 4
Winona Rides ahead of Flying Eagle, while the last pair of solders seem to fall behind in the dark. That does not stop them from firing mostly blindly however.
round 5
The trailing Horsemen gain a little ground as the 1st group is right on Rufus's tail! Rufus, feeling a bit like the last man in a group a bear is chasing, Pushes devil eyes allowing him to catch up with Winona. Flying Eagle soon catches up with Winona and Rufus. A few of the horsemen seem to gain some ground, but are mostly fair behind you. Rodan, feeling fair enough ahead returns fire, he also hits nothing. Well nothing he can see or aimed at anyhow
Winona has yet to go for round 5
Round 4
Winona= 10c (went)
Soldiers 2 = 2d(went)
------------------------------------------------------------------------
Round 5
Soldiers 2 = AH{went}
Soldiers 1 =QD (went}
Winona= QC
Rufus = JH(went)
Flying Eagle =9S(went)
Soldiers 4 = 9h(went]
Rodan = 4C (went)
Soldiers 3 =3S (went)
-----------------------------------------------------------------------
Round 6
Rodan = KH
Flying Eagle =10H
Soldiers 10D
Winona= 7S
Rufus = 7C
Soldiers 4 = 5H
Soldiers 2 = 3D
Soldiers 1 = 2S
Soldier 2: Free ride: 1d6 ⇒ 1 2nd ride: 1d6 + 2 ⇒ (1) + 2 = 3
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (4) - 4 = 0
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
---Round 5---
Soldier 2: Free ride: 1d6 ⇒ 1 2nd ride: 1d6 + 2 ⇒ (3) + 2 = 5
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (1) - 4 = -3
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (5) - 4 = 1
Soldier 1: Free ride: 1d6 ⇒ 4 2nd ride: 1d6 + 2 ⇒ (5) + 2 = 7
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (1) - 4 = -3
Soldier 4: Free ride: 1d6 ⇒ 4 2nd ride: 1d6 + 2 ⇒ (5) + 2 = 7
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (6) - 4 = 2
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (6) - 4 = 2
Soldier 3: Free ride: 1d6 ⇒ 1 2nd ride: 1d6 + 2 ⇒ (1) + 2 = 3
A: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (6) - 4 = 2
B: Shooting at Rufus Shooting: 1d6 - 4 ⇒ (3) - 4 = -1
Winona Concord |
You wrote here that Evading takes the place of Riding as a free action, but you wrote here that this is wrong and you can do both. In addition we are apparently supposed to take 3 actions per turn, but there are various exclusions that limit the combinations that you can do. So I don't know how many times I should be rolling or what I should be doing, so I'm just gonna roll dice until this scene is over.
Ride: 1d6 ⇒ 4
Ride, wild die: 1d6 ⇒ 5
Ride: 1d6 ⇒ 2
Ride, wild die: 1d6 ⇒ 6
Ride, exploding wild die: 1d6 ⇒ 2
Ride: 1d6 ⇒ 4
Ride, wild die: 1d6 ⇒ 6
Ride, exploding wild die: 1d6 ⇒ 2
Rodan Northward |
Not sure if the shot helped or hurt, he gives the horse a kick and takes off ridding again.
Ridding roll #1
RIDING (Agility): 1d8 ⇒ 6
RIDING (Agility) re-roll: 1d8 ⇒ 6
Wild Card: 1d6 ⇒ 6
Wild Card, explode: 1d6 ⇒ 2+6 = 8
Ridding roll #2
RIDING (Agility): 1d8 ⇒ 8
RIDING (Agility) re-roll: 1d8 ⇒ 6
Wild Card: 1d6 ⇒ 5
RIDING (Agility), explode: 1d8 ⇒ 3+8 = 11
Flying Eagle |
Winona - I know it took some iterations to sort everything out, but every round, roll :
1. Riding to move ahead (Success=1 card, Raise=2 cards)
2. Riding+2 to move ahead (Success=1 card, Raise=2 cards)
3. Riding-2 to avoid being shot
Riding & Wild: 1d4 ⇒ 11d6 ⇒ 5 = Success
Riding & Wild,+2: 1d4 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (2) + 2 = 4 = Success
Riding & Wild,-2: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1 = Failure
Rufus Cooperson |
Hunched over on Devil Eyes saddle, Rufus continues to ride along.
Riding: 1d8 ⇒ 5 Success
Wild: 1d6 ⇒ 3
Riding +2: 1d8 + 2 ⇒ (4) + 2 = 6 Success
Wild: 1d6 + 2 ⇒ (2) + 2 = 4
Riding-2: 1d8 - 2 ⇒ (6) - 2 = 4 Success
Wild-2: 1d6 - 2 ⇒ (2) - 2 = 0
Once again I will not ride past any of the others.
Keeper of Forbidden Lore |
Yes, I was in error in my first post. I misread the wording in the book, I have not used the chase much and the few times I used it with my RL game Evasion never actually came up. Flying Eagle covered the basics. You can take 3 actions as normal, you get a Free "ride" action in place of your normal free movement. If you look Here I have a list of options. The maps I post how how far ahead you are so you can try and flee and you will know if its at a -4,-2 or just a normal roll
Round 6
Rodan takes off like the hounds of hell chase him, he is so fair ahead fleeing should be fairly simple for him. Flying Eagle Trails Rodan, he is not every good at riding in anything but a straight line however. Winona rides ahead of flying Eagles and Rufus rides next to him. Behind you the soldiers have given up shooting but are still chasing you. One group falls further behind however.
Rufus and Flying Eagle are 4 cards ahead, Winona is 5 and ROdan is 9 cards ahead. You can make a ride action to flee. But please le me know what your ride checks are for as some have been making a 3rd roll but not saying what its for
Round 6
Rodan = KH (went)
Flying Eagle =10H (went)
Soldiers 10D (went)
Winona= 7S (went)
Rufus = 7C(went)
Soldiers 4 = 5H (went)
Soldiers 2 = 3D(went)
Soldiers 1 = 2S(went)
------------------------------------------------------------------------
Round 7
Soldiers 1 = AC
Winona= KD
Soldiers 2 = QH
Rufus = JS
Flying Eagle =9C
Rodan = 7H
Soldiers 4 = 7D
Soldiers = 6S
Soldier 3 riding: 1d6 ⇒ 2 riding: 1d6 + 2 ⇒ (6) + 2 = 8
Soldier 4 riding: 1d6 ⇒ 6 riding: 1d6 + 2 ⇒ (4) + 2 = 6
Soldier 2 riding: 1d6 ⇒ 2 riding: 1d6 + 2 ⇒ (1) + 2 = 3
Soldier 1 riding: 1d6 ⇒ 4 riding: 1d6 + 2 ⇒ (1) + 2 = 3
extra dice
1d6 ⇒ 61d6 ⇒ 5
1d6 ⇒ 6
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 6
Winona Concord |
Winona is just trying to escape and I don't know what to roll. Like I wrote earlier, the information so far has been conflicting and confusing, and now I'm being told that apparently the 3rd roll has to be for something specific so it's not trying to escape? I have no idea how this system is supposed to work or what anything means.
Just tell me what dice to roll and I'll roll them.
Please don't try to over-explain it again or give me "It's easy, you just..." It's not working. This is too confusing and I cannot follow all of the changes. Just tell me what dice to roll.
Rufus Cooperson |
I will see if i can explain.
1st roll free, no modifiers. your base movement.
2nd roll with modifier, extra movement,
3rd roll evade or flee.
evade makes it harder for bad guys to hit you.
flee is the i am out of here roll.
this one is modified by how many cards ahead you are.
i hope this helps
Flying Eagle |
Rufus - sorry, but if you're taking 3 actions, the third action will always be Evade. Flee is a non-Free Action, and if you're taking it, you don't want to make a +2 Movement roll as well (because taking 2 non-Free actions imposes a -2 penalty to both of them).
Winona - as simply as I can say it, for the time being, do this :
Riding
Riding+2
Riding-2
Keeper can figure out what the rolls are for by the modifiers (don't forget to re-roll Aces).
Once you're 6 cards away, make 1 Riding roll (no modifiers) to Flee.
Riding & Wild: 1d4 ⇒ 31d6 ⇒ 2 = Failure (Movement)
Riding & Wild,+2: 1d4 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7
Riding ACE!: 1d4 ⇒ 4
Riding ACE! ACE!: 1d4 ⇒ 3 = 13 = Raise (Movement)
I'm now 6 cards ahead, but I can't make a Flee roll because I can't retroactively change what I'm rolling for. Hopefully I'll stay at 6 cards next round...
Riding & Wild,-2: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0 = Failure (Evade)
Rufus Cooperson |
Continueing to ride with the slowest Rufus keeps leading them a merry chase.
Ride: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4
Ride: 1d8 + 2 ⇒ (7) + 2 = 9
Wild: 1d6 + 2 ⇒ (4) + 2 = 6
Ride: 1d8 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 - 2 ⇒ (4) - 2 = 2
Ride Aces: 1d8 - 2 ⇒ (4) - 2 = 2 8 Raise
Keeper of Forbidden Lore |
Okay others have seemed to have told you have dice to roll. And honestly at this point they can not catch you and its became just rolls at this point, so gonna move this on.
You seem to scatter in the night, the soldiers can't really catch you. Rufus and Flying eagle stay together while Winona and Rodan slip into the night in two very different directions. That leaves you scattered in the dark. You can try and find your way back to he camp in the dark, hold up somewhere, try and circle back and follow those men or try some other task
Survival rolls will work for most of that
Rodan Northward |
Not sure if this is any help: 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. Or Woodsmen: REQ:Novice, Spirt d6, Survival d8, +2 to Survival and Stealth in the wilds.
Rodan seeing that the rest of the group is out of sight. Slows down and makes a wide circle to heard the group back together while keeping a lookout for them bush whackers.
Survival: 1d8 ⇒ 6 +2 if Woodsmen comes into play
Wildcard: 1d6 ⇒ 3 +2 if Woodsmen comes into play
Rufus Cooperson |
Well, thinking we hole up for the night, and then make our way back to the herd when we can see.
Rufus rides along looking for a place to hole up.
notice: 1d4 ⇒ 1
wild: 1d4 ⇒ 2
But he cannot see anyplace to hole up.
With that roll, I could be on top of them and not see them even if they brought a marching band. :(
Winona Concord |
Survival: 1d4 ⇒ 3
Survival wild die: 1d4 ⇒ 2
Winona manages to evade the gunmen, but in the dark she veers off to one side and can't find the rest of the team. With a sigh she decides to find a small gully or brush patch where she can stop her horse and wait out the rest of the night, so that she can find the camp during the day.
Flying Eagle |
FWIW, I was just telling Winona *what* to roll, not that she *needed* to roll...
"That sounds like a good idea, let me look around..."
Notice & Wild: 1d6 ⇒ 51d6 ⇒ 5
"Hmmm...there's a pretty good spot to make camp behind those boulders in front of that hill. But we'll have to do without a fire. You good with that?"