Seeker's Deadlands: Blood Drive

Game Master seekerofshadowlight

This is a Deadlands: The Weird West game, using the newest ruleset, the SWADE.

Starting in Sutter's Flats Texas, the posses are on a cattle drive though the weird west.


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Human Indian : Parry 7 (with shield), Toughness 6(1)

So, what skill rolls or procedure?


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Rufus still a little shaken finishes saddling and then mounts up.

riding: 1d8 ⇒ 6
wild: 1d6 ⇒ 1

Taking a breather he comments to any of the others.

I dont think the cows are going to go further


GM

You can use athletics or riding to try and help rope and wrangle the animals.

Rufus joins the others and tries to help keep the animals under control. They do scatter but are not stampeding. Rufus manages to get a few dozen back into formation.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Athletics: 1d6 ⇒ 51d6 ⇒ 2 = Success


GM

With Flying eagles aid, your group manages to cut off a stamped before it happens, But it still takes most of the night. Even when the sun rises your day is just started as you and the other cow hands need to round the stragglers back up. Antonio and John did manage to round Charlies up who seems uneasy.

Mid morning Javier gets some food going, but most of the hands are plum tuckered out after little sleep and all night and morning wrangling cattle.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Rufus rides up to the breakfast fire.

He talks to Flying Eagle

I don't think we are going to get the herd much further up this pass. Half the hands including myself are spooked.
The cows are also spooked and seem willing to run at the drop of a hat.
Any idea on what might be going on


Human Indian : Parry 7 (with shield), Toughness 6(1)

Common Knowledge & Wild: 1d4 ⇒ 11d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 2 = 14

Even with some stiff penalties, I think Flying Eagle might have heard of something similar. Keeper, if you agree, let me know what he knows.


GM

Flying Eagle is knowledgeable of many things. While nothing really stands out at what this might be, you have seen a number of crows or Ravens hanging around the camp. It nothing that unusual normally, but now that he is thinking about it that does line up with the mad ravings from last night. Have they been oddly lingering around? Flying Eagle does recall seeing them a lot of a night and around the camp. Even as he looks now, they are still around, at the very edge, circling and seeming to walk the ground as if the camp drew them.

He has heard tells of some powerful spirits and Shaman working though such animals. Maybe that is what he is seeing, some spirits or something working though the birds or maybe taking the form to spread unease.


Human Indian : Parry 7 (with shield), Toughness 6(1)

"We could be under attack either by the spirits of the land, or by a Shaman in some tribe living nearby. Remember, I said this was Indian territory, and they might not take kindly to strangers. If it's a Shaman, we might try to find his tribe and explain to them that we mean no harm, we are just passing thru, and perhaps pay them in a few guns, horses, or cattle to leave us alone."

If it's spirits, do I happen to know how to appease them? I'm going to assume that's a Faith roll rather than a Common Knowledge roll, since it deals with the source of my magic.

Faith & Wild: 1d8 ⇒ 21d6 ⇒ 1 Phooey. Spending a Benny.

Faith & Wild: 1d8 ⇒ 71d6 ⇒ 5 = Success, even with a -3 penalty.


GM

Flying Eagle has some ideas that might work, he will have to set up some ritual and try to appease them, but he might have a way.

you can try another faith roll to set up and carry out a ritual


Human Indian : Parry 7 (with shield), Toughness 6(1)

Flying Eagle asks not to be disturbed, moves a little ways away from the camp, builds a small fire, and sprinkles some herbs into it. The fire glows red, green, and blue for a few moments instead of its usual yellow. He then chants softly to himself while making gestures with his hands. This goes on for about 10 minutes, then he comes back to the main campfire.

Faith & Wild: 1d8 ⇒ 81d6 ⇒ 3
Faith ACE!: 1d8 ⇒ 6 = 14, 2 Raises

"If the problem is spirits, we should have no more problems with them. If the problems continue, we should seek out the nearest tribe of Indians and talk to their Shaman."


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

"Spirits? Hrm." Winona seems skeptical. "One way or another we gotta get the herd over the pass."


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I guess we need to try for one more day. i dont know why, but i am still scared


GM

Flying Eagle carries out his ritual, he sends his spirt above his body, he sees the Ravens, he sees shackles of smoke holding them and trailing off into the distance. He sees he might be able to remove the binding, freeing the spirts of the ravens and maybe undoing the unease they spread about them like an angry dark cloud. But, if he does he will be unable to follow the smoke toward its source.

As Flying Eagle spends time away from the others, the camp goes about getting the herd back in shape, its clear many are uneasy. Luke and Sutter find Rufus and Winona some time after the mid day meal. Sutter speaks up.

"Me, Bart and Alfred are gonna ride out and scout out a bit. This pass seems to be getting on everyone nerves. I don't trust it and II want to get moving in the next few days. Luke thinks you can help out and after last night I think the camp needs be on alert at night."


Human Indian : Parry 7 (with shield), Toughness 6(1)

Can Flying Eagle follow the smoke, then release the birds? Are other rolls needed for that, or would you use my first Spirit roll?


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

I think i should be good so long as i got something to be doing.

Rufus continues to work, but still has the feeling of a long tailed cat in a room full of rocking chairs.


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

"Yeah, gotcha. Do you want me on the ride-out with you, or watching the camp?" says Winona.

Sutter's request was unclear to me about which thing he wanted me doing.


GM

Flying Eagle just needs to decide if he wants to break the binding or follow it

Sutter Nods to Winona "Luke says you three have a good head on your shoulders. I am leaving you with him to keep an eye out. I don't like how things have went the last few nights"


Human Indian : Parry 7 (with shield), Toughness 6(1)

Flying Eagle, noticing the trail of smoke, decides to follow it. He reasons the birds are just the messengers, he would like to find out who's behind all this. He sees...???

Keeper, please put your response in a Spoiler box, so I can present what I find to the group in my own way, thanks!


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Your not liking the last couple of nights. i have been scared spitless


GM

Flying Eagle can see a trail leading into the wilderness. It links the birds to something or someone of power. Someone able to summon or command the birds and the unnatural feelings. He would guess it is at lest a few miles out.

Luke Just shakes his head at Rufus " Lest you didn't lose your damned mind. I am not sure what is going on but I'll be glad to put this pass behind us


Human Indian : Parry 7 (with shield), Toughness 6(1)

The first time you said I could "follow it" - if I can, I will follow it to its source to find out who's doing this.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Trust me Luke, it's been closer than you think. And yes, I will also be glad to put this pass at our backs


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

"Aight. Let's see where this leads."


GM

Flying Eagle, do you plan to follow it alone or do you plan to bring some of the others with you?

As Sutter walks off the get things moving, Luke is left with you. "I think I want to keep more than two people on watch tonight. You three seem solid, I want you to be watch bosses. I'll take a shift myself and leave us for three men watches. I'll Take Abby and Andrew for my watch and you three can divide the others among yourself"


Human Indian : Parry 7 (with shield), Toughness 6(1)

I thought you meant follow it "astrally" during my trance. If that's not the case...

Flying Eagle says "While I was communing with the spirits, I saw a faint trail of...well, let's call it 'smoke'...connecting the birds to someone or something causing this fear. I think I can follow the trail I saw here in the real world to whoever's causing us problems. Boss - would it be ok if I took a few people to investigate this? We can't have this dogging us the entire trip..."


GM

I had not meant that, But I'll allow you to try it. If you want to make a faith roll and try and scout it out in the Astral first.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Faith & Wild: 1d8 ⇒ 11d6 ⇒ 5 Success...


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

If we are not given permission to chase down this lead that Flying Eagle found, I will be on the graveyard shift

Rufus finishes his lunch, and goes back out with the crews to help keep the skittish cows bunched.

Man I hope that we can break this feeling of fear.


GM

Flying Eagle

Flying Eagle is able to follow the smoke, it winds across the landscape, twisting and looping like the body of an angry snake. Miles fly under you before you come onto a camp. The souls of those around the camp are fleeting and indistinct, you are unable to see how many or who as they move like fleeting shadows.

Sitting near the fire is a form, it is all shadows and corruption, you feel its hate, you feel the twisting of your own shamanic ways. The shaman who controls the Ravens is a twisted, sick thing. You feel its very Aurea like a maggot infested body

--------------------------------------------------------------------------

Everyone else

You would have to bring up leaving the camp to Luke, but you can pass the day keeping the cattle in like and rounding up some of the stragglers.


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Passing the day keeping cows in check


Human Indian : Parry 7 (with shield), Toughness 6(1)

Everyone, ignore my last public post...

Flying Eagle comes out of his trance with a start, shocked by the evil he sensed.

Going back to the campfire he says "I've traced the source of our problems to what seems like a very evil shaman, but he is many miles away. I could lead a party to him, and hopefully take him out, ending all our troubles. But it could take a couple of days to get there and back.

Keeper - I assume I noted landmarks on the way to him? Do I have any idea how many days it might take to get to him?


GM

He is a few miles away, but no more than a few hours ride. A hour at a walk can cover about 4 miles and hour, and cover about 25 to 35 miles a day. So its a range you can reach


Human Indian : Parry 7 (with shield), Toughness 6(1)

Ret-con...

"It could take a couple of hours to ride there and back. What do you think, boss?"


GM

Luke seems to think on it for a bit "It might be worth it to at lest scout if you think something out that way is causing problems. I don't know how they could be causing a ruckus, but something is spooking the animals. Take a look, just try to be back by nightfall"


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Looking up as Flying eagle mentions going out to look.

Gladly scout with you. Will give me something else to do other than worry about the other boot dropping

He goes over and tightens up the girth on devil eyes

I got to start working Abacus more


Human Indian : Parry 7 (with shield), Toughness 6(1)

"I'd appreciate as many people are willing to come, this person is obviously a strong shaman and the more guns we have, the better."

PC's and NPC's


Female Human Novice | Pace 6 | Parry 5 | Toughness 7 (2) | 4/3 Bennies

"Aight. Bring some extra supplies just in case we run into something that delays us, gents."


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Rufus quickly scabbards both his rifle and shotgun.

He straps on his second gunbelt.

Now I am ready, when can we go.


GM

My fault but you should have reset bennies by now, so you are back up

"I don't want to leave the camp to empty, but you will need some back up. Luke says, he seems to think on it a bit. "Take Antonio and John with you. Both are decent shots and can take the rifles. Good men to have if things go sideways."

After that he calls John over and has him fetch Antiono. He lets them know you are in charge and to follow your lead. They grab two of the Winchester 73's and mount up. Antonio looks at Flying Eagle "You're the boss it seems" He spits some tobacco . " You just show us where to shoot". John just tips his hat at Winona."What he said. It beats sitting round here"

Give me a notice or a survival roll Flying Eagle. Anyone else can try survival as well to see if you can pick up tracks.


Human Indian : Parry 7 (with shield), Toughness 6(1)

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 4 = Success

Tracks? I'd've thought I'd be using my flight while in the astral realm and looking at visual landmarks to lead us to whoever-it-is? Not a problem, just curious...


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Mounting up and following a short distance behind flying eagle.

Notice: 1d4 ⇒ 2
wild: 1d6 ⇒ 5


GM

I wanted the roll for you matching the real world up with your astral "Vision"

Flyinf Eagle, is able to match his vison with reality and follow the "trail" across the landscape. John and Antonio ride behind you three as you get closer to your target. About four miles from the camp, Flying Eagle thinks you are close. Bu how do you approach? Do you try to scout on foot? Do you ride up?


Human Indian : Parry 7 (with shield), Toughness 6(1)

"I think it's best if we tie up our horses here and approach on foot. Try to be as quiet as you can."


GM

If you are going to try and sneak in, give me some stealth rolls. Do you want the boys to come with you are hand back?


Human Indian : Parry 7 (with shield), Toughness 6(1)

"Everyone follow me. Keep your eyes open for anything strange, like birds looking directly at us."

The problem with everyone in the party making a Stealth roll is that someone is sure to Fail - have you ever seen a mechanism to minimize this? Also, I forget - is it night? If so, we'd get a bonus for the darkness...


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

Birds looking at us, that sounds odd

Rufus dismounts as requested and unscabbards his rifle. He checks the sight then slings it.

Notice: 1d4 ⇒ 2
wild: 1d6 ⇒ 2

stealth: 1d4 ⇒ 1
wild: 1d6 ⇒ 2

I guess I was spending to much time looking around but not seeing the forest for the trees.


GM

Flying Eagle, the only one I recall is the extra group roll rule on page 89. That is not really a rule for wild cards and does not work very well when groups do not have to same dice on a skill. At best I would have to use the worse die and then that takes rolls out of player hands. Something y'all have stated you dislike.

Rufus you can spend a Bennie to reroll that if you like

As you move across the hills to get a better look, Antonio and John fade into the grass like experienced hunters stalking deer. The camp below you and you can make out a good number of Indians.

How much information and how close you get depends on if you two pass or fail your rolls

Group roll for Antonio and john:

Stealth: 1d4 ⇒ 2 wild: 1d6 ⇒ 5


Human Indian : Parry 7 (with shield), Toughness 6(1)

How about using the core element of the Quick Encounter rules (even tho it isn't a Quick Encounter)? Every player rolls and each roll counts, but players need to gather as many successes as there are PCs. This mitigates a too probable failure (as Raises compensate for the less skilled characters). And if, for example, we're in darkness (which we aren't), we'd get a bonus to our rolls.

Stealth & Wild: 1d4 ⇒ 21d6 ⇒ 3 Spending a Benny...

Stealth & Wild: 1d4 ⇒ 41d6 ⇒ 3 Sucess


Male Human Toughness 5, Parry 5, Notice d4; Bennies 3; Wounds 0

spending a bennie
stealth: 1d4 ⇒ 2
wild: 1d6 ⇒ 1

Sigh, the dice bot hates me. :(

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