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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GM

I can't think of anyway they could aid in a shooting test. Although they do have gun of their own. The Colt frontier. They have a d6 shooting

Okay, on your panicked NPCs. Those panicked are now shaken, so need a d6 spirts roll. After they pass they can act like normal.

Round 2

Roden fires into a zombie, but the dead flesh seems not to be effected by the lose of a lung. It keeps coming as if it was no worse than a flys bite.

Round 3 order
Flying Eagle (KH)
Kris(QH)
Lord Borak (10c)
Rufus (8c)
Roden (4D)
Gunmen (4c)
To;Sarre (3h)
Zombies(2c)

groups:

Kris: John Halburk, Marlo(down), Bart Godfey
Rufus: Perry(shaken), Amos(shaken), Andrew
Roden: Javier, Alfred(shaken),
Flying Eagle: Abby, Owen, Chuck
Lord Borak: Antonio(shaken), Ashly, Jacob(shaken)


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Levering a fresh round, Rodan aims for the monsters head.
SHOOTING (Agility): 1d8 ⇒ 7

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (5, 5) - 1 = 9

As Javier shoots his pistol at the same one as Rodan.
Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
"Alfred snap out of it, we need you! Rodan calls out seeing Alfren in shock from seeing the undead.
Alfred's fear: 1d6 ⇒ 4


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris dismounts and fires both barrels at the nearby creature Z1

Shooting: 1d6 + 2 ⇒ (3) + 2 = 5 Wild: 1d6 + 2 ⇒ (2) + 2 = 4

Damage: 3d6 + 4 ⇒ (1, 5, 2) + 4 = 12

Kris tosses aside the spent shotgun and draws his bowie knife.

And he smiles.

John and Bart are trying to calm crazed cattle

Riding: 1d6 ⇒ 2
Riding: 1d6 ⇒ 2


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

Rufus, moves up and grabs his shotgun (Still in Scabbard) and then moves back while dropping his pistol in its holster. He then unscabbards the shotgun dropping the empty scabbard.

Meanwhile on the other side of the camp.
Amos and Perry start regaining their wits as Andrew comes running up.
We need to help with the cows.

Perry Spirit: 1d6 ⇒ 4
Amos Spirit: 1d6 ⇒ 1

Perry and Andrew start running towards the cows drawing their pistols to shoot at the closest of the group hassling the cows.
Not sure of the range for this group as I am at work and it blocks a lot of odd stuff.

Perry Shot: 1d6 ⇒ 2
Andrew Shot: 1d6 ⇒ 5

Perry Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5
Andrew Damage: 2d6 - 1 ⇒ (3, 3) - 1 = 5


GM

A called shot to the head is a -4, making Roden Miss

Round 3 order
Flying Eagle (KH)
Kris(QH)(went)
Lord Borak (10c)
Rufus (8c)(went)
Roden (4D)(went)
Gunmen (4c)
To;Sarre (3h)
Zombies(2c)

Roden fires off at another of the dead(3), missing the head as the creature shambles forward. Javier seems a bit better of a shot taking off half the things face (Its shaken) as Alfred snaps out of his panic with Rodens words. Kris thunders in swinging from his horse to take most of the face of one of the dead off (Shaken), as he drawls his knife. Bart and John are trying to herd the cattle but it looks hopeless. Andrew who is under attack by two of the undead decides to run and fire off at those trying to scatter the herd, Amos does the same.

Feel free to post up round 4 actions if you have taken your round 3 actions. I will move NPCs and take actions next update.

round 4 order:

Rufus(Joker)
Flying Eagle (AH)
Gunmen (JH)
Kris(JS)
Zombies(9c)
So'sarre (7d)
Lord Borak [3d)


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

It was Perry that recovered. Can Amos act but with penalties ?

Rufus hollers over.
AMOS, SNAP OUT OF IT MAN!!!

He then lifts the shotgun and tries a shot at one of the closest zombies.

shotgun shot: 1d10 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (1) - 4 = -3
damage: 2d6 ⇒ (3, 5) = 8

Only to have the firing pin on his shotgun break.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Calling out to his two cowhand friends. "Tryand keep you distance and lets all blast the same one. So Rodan, Javier, and Alfred point and shoot the same zombie.

Trying to move back Rodan fires again.
SHOOTING (Agility): 1d8 ⇒ 1

Wild Car: 1d6 ⇒ 5
Dam.: 2d8 - 1 ⇒ (5, 5) - 1 = 9

Javier's shot: 1d6 ⇒ 3
Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9

Alfred's shoot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (3, 5) - 1 = 7


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

Flying Eagle tries again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (1) - 4 = -3

And succeeds, doing

Damage: 2d8 ⇒ (4, 3) = 7

His first cowhand shoots :
Shooting: 1d6 - 4 ⇒ (5) - 4 = 1

And his second :
Shooting: 1d6 - 4 ⇒ (3) - 4 = -1

But both miss.


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

Forgot the +4 to damage...


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kris engages with the zombie he shot (Move and stab) z1

WILD Fighting: 1d8 + 2 ⇒ (5) + 2 = 7 Wild die: 1d6 + 2 ⇒ (3) + 2 = 5

Bowie Knife: 1d8 + 1d4 + 1 + 2 ⇒ (4) + (3) + 1 + 2 = 10 AP1

if that kills it, he moves to engage Z4, if it doesn't kill it, he wild fights some more

WILD MAP FIGHT: 1d8 ⇒ 6 Wild die: 1d6 ⇒ 1
Bowie Knife AP1: 1d8 + 1d4 + 1 + 2 ⇒ (6) + (2) + 1 + 2 = 11


GM

WIP

Sorry for the absence guys, had internet issues then got slammed with some stuff.

Character and NPCs that are shaken( such as Amos) can only take free actions, such as running. They can't act until they make a roll on the next turn to be unshaken

Round 3
One of the Gunmen (6) shoots at John, seeming the graze the cowhand(shaken), a second gunman (7) opens fire as well, but misses in the dark. The 3rd gunmen opens up on Andrew, shooting holes in his coat (Shaken). To'Sarre however, lifts his gun dropping Andrew with a single shot to his chest.

The Zombie Kris hit seems confused(shaken), But the others attack, three go after Ashley(2,6,5). He sees to be holding his own but they are taking skin off and you see him starting to panic (He is shaken). Two more go after Rufus (7 and 4), they ripe though his cloths, but manage to do no real damage. The last tries to claw Javier, but is held off.

Round 4
Rufus(Joker)( went)
Flying Eagle (AH)(went)
Gunmen (JH)(went)
Kris(JS)(went)
Zombies(9c)(went)
So'sarre (7d)
Lord Borak [3d)

Rufus tries to blast the two on him, but his weapon fails him. Flying Eagle Shoots the one Kris had stunned (1), its heads caves in and it topples like a puppet without its strings. Two More Gunmen Go for John( 6,7) but both miss (john is still shaken). The Third gunmen(2) rides forward and shoots at Amos.

With the Zombie he shot dead, Kris move up to help Rufus Attacking one of the zombies(4). His first Slaves, disenbowls the thing, his second takes off its head. The Zombie left tries for Rufus And Misses. The three on Ashly press him, although he fights off one he scrams as they drag him down and start eating. To'Sarre rides closer to the camp and puts a shot in Kris( Kris is Shaken)

rolls:

To'sarra shooting: 1d8 ⇒ 11d6 ⇒ 6 damage: 2d8 ⇒ (5, 5) = 10AP 2
Gunmen 6shooting: 1d8 ⇒ 8damage: 2d8 ⇒ (4, 2) = 6AP 2
7 shooting: 1d8 ⇒ 3damage: 2d8 ⇒ (4, 2) = 6AP 2
2 shooting: 1d8 ⇒ 4damage: 2d8 ⇒ (4, 1) = 5AP 2
Zombie
1 Fighting: 1d6 ⇒ 1 damage: 1d6 + 1d4 ⇒ (2) + (1) = 3
2 Fighting: 1d6 ⇒ 5 damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
3 Fighting: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (3) + (4) = 7
4 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (6) + (4) = 10
5 Fighting: 1d6 ⇒ 5 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
6 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
7Fighting: 1d6 ⇒ 2 damage: 1d6 + 1d4 ⇒ (3) + (1) = 4

round 4
To'sarra shooting: 1d8 ⇒ 51d6 ⇒ 3 damage: 2d8 ⇒ (4, 5) = 9AP 2
Gunmen 6shooting: 1d8 ⇒ 1damage: 2d8 ⇒ (8, 3) = 11AP 2
7 shooting: 1d8 ⇒ 1damage: 2d8 ⇒ (6, 6) = 12AP 2
2 shooting: 1d8 ⇒ 7damage: 2d8 ⇒ (5, 3) = 8AP 2
Zombie
1 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
2 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (5) + (3) = 8
3 Fighting: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (4) = 8
4 Fighting: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
5 Fighting: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (6) + (3) = 9
6 Fighting: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
7Fighting: 1d6 ⇒ 1 damage: 1d6 + 1d4 ⇒ (2) + (2) = 4

extra dice
1d6 ⇒ 61d6 ⇒ 41d6 ⇒ 41d6 ⇒ 61d6 ⇒ 41d6 ⇒ 21d6 ⇒ 51d6 ⇒ 21d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 4

1d8 ⇒ 81d8 ⇒ 31d8 ⇒ 41d8 ⇒ 51d8 ⇒ 31d8 ⇒ 51d8 ⇒ 31d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 2

round 5 order:

Order

Lord Borak(joker)
Zombies(AC)
Rufus(10s)
Gunmen(10h)
So'tarre (6d)
Kris(4s)
Flying Eagle (3s)


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan is not part of the list

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

Apologies. I think we had a ragweed outbreak here and my alergies killed me dead.

Having been shunned by the wellspring that feeds him his reality-altering powers, Lord Borak ignores the reality going on around him and looks within himself for a resolution to this momentary setback. He must needs steel his own soul and call upon reserves of personal will, but, in time, he at last rejoins those on this material plane and lifts his hand.

"Do not fear. The dead can not harm us so long as we do all in our power."

He follows suit and aims for a nearby zombie's head.

Faith!: 1d10 ⇒ 3
Faith re-roll!: 1d10 ⇒ 3
Faith!: 1d6 ⇒ 3

At first his magicks simply...fail to come. But he has forseen this. "No triumph has meaning that did not first have sacrifice," he intones, apropos of nothing, and feels the will so recently called upon spent as internal coin.

benny re-roll

Faith!: 1d10 ⇒ 8 hit
Faith re-roll!: 1d10 ⇒ 2
Faith!: 1d6 ⇒ 5

Damage!: 2d6 + 4 ⇒ (2, 3) + 4 = 9


GM

Opps missed Roden. Assuming Borak used Bolt here

Round 5
Lord Borak(joker)(went)
Zombies(AC)(went)
Roden (JC)
Rufus(10s)
Gunmen(10h)
So'tarre (6d)
Kris(4s)
Flying Eagle (3s)

Lord Borak throws his power at one of the zombie's, blasting away bits of its face, but the abomination does not all (Z6 is shaken). The two stricken zombies seem to shake off what ever made them pause(Z3 and Z6 can move). Three zombies move on Lord Borak (2,6,5) Only one seems to scrap flesh from Lord Borak (he hit for 7, toughness of 6 makes it just shaken). The others attack Rufus and Javier, neither doing any damage to the men

rolls:

Overcome shaken 1d6 + 2 ⇒ (5) + 2 = 7
Overcome shaken 1d6 + 2 ⇒ (6) + 2 = 8

2 attack: 1d6 ⇒ 3 damage: 1d6 + 1d4 ⇒ (2) + (3) = 5
3 attack: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (1) + (1) = 2
5 attack: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
6 attack: 1d6 ⇒ 6 damage: 1d6 + 1d4 ⇒ (3) + (4) = 7
7 attack: 1d6 ⇒ 4 damage: 1d6 + 1d4 ⇒ (4) + (1) = 5

extra 1d6 ⇒ 61d6 ⇒ 61d6 ⇒ 41d6 ⇒ 41d6 ⇒ 61d6 ⇒ 51d6 ⇒ 31d6 ⇒ 31d6 ⇒ 51d6 ⇒ 2
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 61d6 ⇒ 21d6 ⇒ 11d6 ⇒ 21d6 ⇒ 31d6 ⇒ 11d6 ⇒ 31d6 ⇒ 41d4 ⇒ 2


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

Round 5
Rufus drops the shotgun that failed him, and draws his pistol while trying to fend off the zombie.

He then tries a shot at one of the ones in front of him.

pistol shot to head: 1d10 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (3) - 4 = -1
damage if hit: 2d6 - 1 ⇒ (6, 5) - 1 = 10

Only to have the shot graze its ear as the thing goes in for another bite.

On the other side of camp, Amos and Perry return fire to the riders shooting at the herd.

Perry Shooting: 1d6 ⇒ 1
Perry Damage: 2d6 - 1 ⇒ (3, 6) - 1 = 8

Amos Shooting: 1d6 - 1 ⇒ (6) - 1 = 5
Amos Damage: 2d6 - 1 ⇒ (3, 3) - 1 = 5


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan lever's another round and aims for the thing's head.

SHOOTING (Agility): 1d8 ⇒ 3

Wild Card: 1d6 ⇒ 3
Dam.: 2d8 - 1 ⇒ (4, 5) - 1 = 8

Javier's shot: 1d6 ⇒ 6
Damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3

Alfred's shot: 1d6 ⇒ 4
Damage: 2d6 - 1 ⇒ (1, 5) - 1 = 5


GM

Round 5
Lord Borak(joker)(went)
Zombies(AC)(went)
Roden (JC)(went)
Rufus(10s)(went)
Gunmen(10h)(went)
So'tarre (6d)(went)
Kris(4s)
Flying Eagle (3s

Roden, Javier and Alfred all fire at the undead, but are unable to drop any of them. Rufus also fails to drop any of the dead and Neither Perry or Amos hits the three gunmen attacking them. Gunmen (6) fires at john grazing him( John is shaken). Gunmen & rides forward John and fires twice, knowing him from hishorse ( john is down). Gunmen 2 puts two shots into Perry, also dropping the cowhand ( Perry is also down). To'sarre rides forward, also putting two shots into amos, who crumbles .

John, Marlo, Perry, Amos and Ashly are down. Also you need not wait for your turn to post, just post and I can put them in order.

Rolls:

Gunmen
6 Shooting: 1d8 ⇒ 2 Damage: 2d8 - 1 ⇒ (2, 1) - 1 = 2 AP2 Shooting: 1d8 - 2 ⇒ (6) - 2 = 4 Damage: 2d8 - 1 ⇒ (2, 4) - 1 = 5 AP2
7 Shooting: 1d8 ⇒ 3 Damage: 2d8 - 1 ⇒ (2, 7) - 1 = 8 AP2 Shooting: 1d8 - 2 ⇒ (5) - 2 = 3 Damage: 2d8 - 1 ⇒ (6, 4) - 1 = 9 AP2
2 Shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (3, 6) - 1 = 8 AP2 Shooting: 1d8 - 2 ⇒ (7) - 2 = 5 Damage: 2d8 - 1 ⇒ (5, 3) - 1 = 7 AP2

To'Sarre Shooting: 1d8 ⇒ 8 Damage: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP2 Shooting: 1d8 - 2 ⇒ (8) - 2 = 6 Damage: 2d8 - 1 ⇒ (1, 7) - 1 = 7 AP2
1d6 ⇒ 61d6 ⇒ 3

extra dice 1d6 ⇒ 5
1d6 ⇒ 1
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 3
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 5
1d6 ⇒ 2
1d6 ⇒ 31d6 ⇒ 2
1d8 ⇒ 21d8 ⇒ 31d8 ⇒ 31d8 ⇒ 31d8 ⇒ 21d8 ⇒ 71d8 ⇒ 81d8 ⇒ 51d8 ⇒ 81d8 ⇒ 61d8 ⇒ 81d8 ⇒ 7

Round 6:

Round 6
So'Tarre (JS)
Zombies (JH)
Flying Eagle (7s)
Roden (7D)
Gunman (5H)
Kris(5D)
Lord Borak (3D)
Rufus(2H)


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

We are losing, because we just cannot seem to hit. :(


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

I'm not keeping track, but maybe our Extras can shoot at the human bad guys, while we try to take down the Zombies...

Flying Eagle tries again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (6) - 4 = 2
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 6 Ok, this is just silly...
Wild ACE! ACE! ACE!: 1d6 ⇒ 3 = 13

Doing
Damage: 2d8 + 1d6 ⇒ (8, 1) + (3) = 12

His first cowhand shoots at one of the human bad guys :
Shooting: 1d6 ⇒ 2

And his second :
Shooting: 1d6 ⇒ 3


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

I sent my extras over there, and so far 2 are down. :(

Edit, I think you did the math wrong.
You have 21 - 4 = 17
First 6 + raise 6 + raise 6 + raise 3 = 21 - 4 for the head shot = 17.

Don't you also get a raise for the d8 getting an 8 ?


GM

Sorry, busy weekend guy. Also keep in mind the extras can shoot twice, or even 3 times. But its a -2 and -4.

Flying Eagle: As Rufus pointed out you have 21-4, so 17. So you got a raise, so an extra 1d8.You also rolled an 8 and that itself explodes. I'll roll them below and add them to what you got

Round 5
Kris(4s)
Flying Eagle (3s)(went)
Round 6
So'Tarre (JS)(went)
Zombies (JH)(went)
Flying Eagle (7s)
Roden (7D)
Gunman (5H)
Kris(5D)
Lord Borak (3D)
Rufus(2H)

Flying Eagle blows the head clear off one of the undead (zombie 6) and it is knocked back into the grass, laying still like and engine with no steam. To'sarre takes aim at Rufus, but fails to hit the moving man in the dark.The zombies attack and have no more luck, except the one ripping into Lord Borak, he does not bite the holy man but be sure does try!(did not beat toughness, by 1)

rolls:

To'Sarre Shooting: 1d8 ⇒ 1 1d6 ⇒ 1damage: 2d8 - 1 ⇒ (4, 1) - 1 = 4 AP 2
1d8 - 2 ⇒ (1) - 2 = -1 1d6 - 2 ⇒ (6) - 2 = 4damage: 2d8 - 1 ⇒ (4, 1) - 1 = 4 AP 2

zombies:
7 fighting: 1d6 ⇒ 2damage: 1d6 + 1d4 ⇒ (3) + (1) = 4
6 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (4) + (2) = 6
5 fighting: 1d6 ⇒ 6damage: 1d6 + 1d4 ⇒ (3) + (2) = 5
2 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
3 fighting: 1d6 ⇒ 1damage: 1d6 + 1d4 ⇒ (3) + (1) = 4

Extras
1d8 ⇒ 81d8 ⇒ 51d8 ⇒ 81d8 ⇒ 11d8 ⇒ 81d8 ⇒ 21d8 ⇒ 31d8 ⇒ 5
1d6 ⇒ 31d6 ⇒ 61d6 ⇒ 51d6 ⇒ 51d6 ⇒ 41d6 ⇒ 31d6 ⇒ 41d6 ⇒ 6
1d4 ⇒ 11d4 ⇒ 4
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 2


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

Flying Eagle tries again for a zombie's head :

I'll try to keep my maths right this time...

Shooting & Wild: 1d12 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (3) - 4 = -1

But misses.


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

Turns out that all 3 of my extras are down. :(

Rufus tries again for a shot at a zombies head.

shooting: 1d10 - 4 ⇒ (2) - 4 = -2
wild: 1d6 - 4 ⇒ (4) - 4 = 0
damage: 2d6 + 1 ⇒ (1, 2) + 1 = 4

only to send the shot off into the wild blue yonder.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

"Keep it up boys, They gota' drop soon." As they continue to fire.
SHOOTING (Agility): 1d8 ⇒ 5

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (5, 2) - 1 = 6

Javier's shot: 1d6 ⇒ 3
Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8

Alfred's shot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (5, 5) - 1 = 9


GM

One thing to keep in mind is the head shot just does an extra +4 damage. Sometimes that has helped, sometimes maybe its better just to hit and leave one shaken. Also recall most of your guns have AP

Round 6
So'Tarre (JS)(went)
Zombies (JH)(went)
Flying Eagle (7s)(went)
Roden (7D)(went)
Gunman (5H)(went)
Kris(5D)
Lord Borak (3D)
Rufus(2H) (went)
Round 7
To'Sarre (Joker)
Flying Eagle (KS)
Rufus(KD)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)

Rufus, Flying Eagle Alfred and Javier have no luck hitting anything. Roden however, take the hide off one zombie with his Mares Leg (Z3, is shaken). Three gunmen ride from the north, shooting at Alfred, Rufus and Antonio. Alfred takes a glancing hit ( shaken)

rolls:

Gunmen
2 Shooting: 1d8 ⇒ 6 damage: 2d8 - 1 ⇒ (7, 2) - 1 = 8 AP 2
7 Shooting: 1d8 ⇒ 1 damage: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP 2
6 Shooting: 1d8 ⇒ 3 damage: 2d8 - 1 ⇒ (3, 8) - 1 = 10 AP 2
Extra
1d8 ⇒ 31d8 ⇒ 81d8 ⇒ 71d8 ⇒ 61d8 ⇒ 31d8 ⇒ 41d8 ⇒ 71d8 ⇒ 61d8 ⇒ 71d8 ⇒ 11d8 ⇒ 21d8 ⇒ 21d8 ⇒ 21d8 ⇒ 11d8 ⇒ 81d8 ⇒ 71d8 ⇒ 21d8 ⇒ 31d8 ⇒ 51d8 ⇒ 1

Round 7:

To'Sarre (Joker)
Flying Eagle (KS)
Rufus(KD)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)


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

We're doing head shots because that's the only way to kill a zombie for sure.

If I can ret-con my Extras' actions from Round 6 :
Shooting: 1d6 ⇒ 2

Shooting: 1d6 ⇒ 6
Shooting ACE!: 1d6 ⇒ 5 = 11, a Raise

I saw you said the Extras have Colt Frontiers, I looked it up in Deadland Reloaded (SWD) and they do 2d6, AP1. Please let me know if this has changed in SWADE, thanks!

Damage+Raise: 2d6 + 1d6 ⇒ (1, 4) + (3) = 8 AP 1

He's aiming at one of the attacking cowboys, you can pick.

Round 7 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (9) - 4 = 51d6 - 4 ⇒ (6) - 4 = 2
Wild ACE!: 1d6 ⇒ 3 = 5 either way

And does

Damage: 2d8 + 4 ⇒ (8, 5) + 4 = 17
Damage ACE!: 1d8 ⇒ 2 = 19, AP 2

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 1

Shooting: 1d6 ⇒ 5
Doing
Damage: 2d6 ⇒ (1, 4) = 5 AP 1


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

It ate my post

Rufus getting tired of missing, pulls out his left hand gun and opens fire with that one, as he triggers his last shot out of his right hand gun.

Shooting Right gun: 1d10 ⇒ 10
Right Gun Wild: 1d6 ⇒ 5
Right Gun Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Shooting Right Explode: 1d10 ⇒ 9

Shooting Left gun: 1d10 ⇒ 7
Left Gun Wild: 1d6 ⇒ 5
Left Gun Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5

Putting 2 bullets into the zombie to his front.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

"The Undead we might be able to run from the shooters on the other hand not so well. Blast the shooters boys I will take out this critter." As they try to keep their distance from the undead. the trio open fire. Rodan aim for the zombie's head and the other two cowboys fire on the shooters.

SHOOTING (Agility): 1d8 ⇒ 4 Head shot is minus ?

Wild Card: 1d6 ⇒ 6 Head shot is minus ?
Dam.: 2d8 - 1 + 4 ⇒ (5, 5) - 1 + 4 = 13 AP. 2

Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5 AP.1

Alfred's shot:: 1d6 ⇒ 5 Not sure what shaken does
Damage: 2d6 - 1 ⇒ (6, 1) - 1 = 6 AP. 1

Wildcard ace's: 1d6 ⇒ 6
Wildcard ace's again: 1d6 ⇒ 3 +6+6=15 Head shot is minus ?


GM

I have no issue retconning for a round I still have posted the order for.And Yes, those colts are still AP 1. A called shot, such as a head shot is a -4. But a +4 damage if you hit. Shaken needs to make a Vigor role to act. I'll make that roll

Round 6
Kris(5D)
Lord Borak (3D)
Rufus(2H) (went)
Round 7
To'Sarre (Joker)
Flying Eagle (KS)(went)
Rufus(KD)(went)
Kris(10S)
Gunmen(10S)
Lord Borak (5S)
Zombies (3C)
Roden (2D)(went)

Own and Check move up toward the Chuckwagon and open fire at one of the Gunmen(2), Chuck manages to Grave him(2 is shaken). Flying Eagle steps up and Blows the head off one of the zombies attacking Lord Borak, as Chuck shots the gunmen off his horse ( zombie 2 and gunmen 2 are down). Rufus fires two shots into the Zombie in front of him, putting one in the shoulder and another in the Throat but not dropping the thing( Z7 is shaken).

Roden fairs better, taking the head off another zombie.(z 3 is dead). Alfred is too shaken up to fire, but Javier does hit Gunmen 7( Shaken)

I till finish up round 7 next update. Feel free to post round 8 actions

Dice rolls:

Shaken roll: 1d8 ⇒ 2

Round 8 order:

Lord Borak( Kh)
Flying Eagle(10H)
Kris(9C0
To'Sarre (7H)
Roden (5H)
Rufus(4S)
Gunmen (3H)
Zombies(2H)

Extras:

Kris: John Halburk(down), Marlo(down), Bart Godfey
Rufus: Perry(Down), Amos(Down), Andrew(down)
Roden: Javier, Alfred),
Flying Eagle: Abby, Owen, Chuck
Lord Borak: Antonio, Ashly(down), Jacob


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

Will post, after question in discussion clarified.


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

Rufus opens fire with his left gun at the same zombie as he drops his right one into the holster.

shooting: 1d10 ⇒ 4
damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8 AP1


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

Round 8 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (2) - 4 = -2

And misses.

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 3

Shooting: 1d6 ⇒ 1

But they both miss.


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Rodan and his crews keep firing and threats.

SHOOTING (Agility): 1d8 ⇒ 6

Wild Card: 1d6 ⇒ 2
Dam.: 2d8 - 1 ⇒ (7, 7) - 1 = 13 AP. 2

Javier's shot: 1d6 ⇒ 6
Damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8 AP.1

Alfred's Vigor roll: 1d6 ⇒ 3
Alfred's shot: 1d6 ⇒ 1
Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5AP. 1

Aces, Javier's shot: 1d6 ⇒ 5+6=11

"Keep up that nice shooting Javier. And Alfred snap out of it!" Rodan calls out to the other two cowboys.


GM

Take 2

Round 7

To'sarre takes aim at Kris, firing and hitting him twice. One Gunman (6) fires at chuck, grazing him (shaken), the 2nd (7) grazes Owen as well (also shaken). The last two Zombies try to Maul Rufus and Lord Borak, but fail.

Round 8
Lord Borak( Kh)
Flying Eagle(10H)(went)
Kris(9C0
To'Sarre (7H)
Roden (5H)(went)
Rufus(4S)(went)
Gunmen (3H)
Zombies(2H)

Flying Eagle tries to shoot a zombie, but hits nothing that slows it. Meanwhile Chuck and Owen fail to hit the mounted gunmen.Between them, Roden and Javir drop gunman 7, as Rufus, takes off half the zombies head (7 is shaken)

First hit in Kris is 22,-8 that is 14, so 2 wounds unless he soaks. The 2nd is 25-8, so 4 more. So 6 total unless he soaks he is down.

Rolls:

To'Sarre: shooting: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3damage: 2d8 + 1 ⇒ (1, 8) + 1 = 10AP 2
shooting: 1d8 ⇒ 51d6 ⇒ 6damage: 2d8 + 1 ⇒ (3, 8) + 1 = 12AP 2
Gunmen
6:shooting: 1d8 ⇒ 3damage: 2d8 - 1 ⇒ (1, 2) - 1 = 2AP 2
shooting: 1d8 - 2 ⇒ (6) - 2 = 4damage: 2d8 - 1 ⇒ (5, 3) - 1 = 7AP 2
7 shooting: 1d8 ⇒ 5damage: 2d8 - 1 ⇒ (6, 5) - 1 = 10AP 2
shooting: 1d8 - 2 ⇒ (3) - 2 = 1damage: 2d8 - 1 ⇒ (2, 4) - 1 = 5AP 2
vigor:1d6 ⇒ 6
Zombie:
7 1d6 ⇒ 4 Damage: 1d6 + 1d4 ⇒ (1) + (4) = 5
5 1d6 ⇒ 5 Damage: 1d6 + 1d4 ⇒ (4) + (3) = 7

Extra dice
1d6 ⇒ 51d6 ⇒ 11d6 ⇒ 51d6 ⇒ 61d6 ⇒ 51d6 ⇒ 61d6 ⇒ 61d6 ⇒ 11d6 ⇒ 61d6 ⇒ 51d6 ⇒ 61d6 ⇒ 11d8 ⇒ 81d8 ⇒ 41d8 ⇒ 81d8 ⇒ 61d8 ⇒ 71d8 ⇒ 21d8 ⇒ 31d8 ⇒ 71d8 ⇒ 81d8 ⇒ 61d8 ⇒ 61d8 ⇒ 6

Round 9:

Flying Eagel(AS)
Gunmen(kc)
To'Sarre(QS)
Lord Borak(JH)
Roden (10D)
Zombies(8s)
Rufus(5c)
Kris(4c)


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

Got to wait until my initiative point


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

Kris - when hit with a large amount of Wounds, it's better to take them (they cap at -3 anyway), and save your Bennies to re-roll your Incapacitation roll, which determines whether you live or die.

Hmmm...we haven't heard from Kris since July 12, nor from Borak since July 18. Keeper, would a PM to them be worth it?


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

Sorry, didn't realize I was first...

Round 9 :

Flying Eagle tries yet again for a zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (2) - 4 = -2

And misses.

His Extras aim at the attacking cowboys :

Shooting: 1d6 ⇒ 5
And hits, doing
Damage: 2d6 ⇒ (6, 5) = 11
Damage ACE!: 1d6 ⇒ 5 = 16, AP 1

Shooting: 1d6 ⇒ 6
Shooting ACE!: 1d6 ⇒ 2 = 8, Raise

And hits, doing
Damage+Raise: 2d6 + 1d6 ⇒ (5, 3) + (6) = 14
Raise ACE!!!: 1d6 ⇒ 3 = 17, AP 1


GM

You do not have to wait till its your turn, its why I post it as I do. You just make your post and I put them in order as I need to. I will PM our two missing players tonight when I get back home, but I am counting them as gone for right now

Round 9

Flying Eagle(AS)(went)
Gunmen(kc)(dead)
To'Sarre(QS) (went)
Lord Borak(JH)
Roden (10D)
Zombies(8s)
Rufus(5c)
Kris(4c)

Flying Eagle Fires at the Zombie but Misses, Owen Downs the last gunmen near you as Chuck Drops the zombie near Rufus, Leaving Only one zombie and To'Sarre left near you. The three Gunmen scaring cattle, decide half dead is enough and keep riding into the night, To'sarre Joins them riding as far as his horse will carry him. Leaving him at long range and you still facing a single zombie.


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

Rufus turns to the last zombie and opens up firing twice.

attack: 1d10 ⇒ 4
wild: 1d6 ⇒ 1
damage: 2d6 + 1 ⇒ (1, 4) + 1 = 6 AP1

Shot 2 attack: 1d10 - 4 ⇒ (9) - 4 = 5
wild 2: 1d6 - 4 ⇒ (4) - 4 = 0
damage 2: 2d6 + 1 ⇒ (3, 3) + 1 = 7 AP1


GM

Round 9
Rufus fires at the zombies, blasting though flesh, but not dropping the thing. It tears again at lord Borak, but he holds it off

Round 10

Rufus(AC)
Roden(9S)
Flying Eagle(7S)
Zombies(6D)
Lord Borak(3s)
Kris(3D)

rolls:

1d6 ⇒ 4damage: 1d6 + 1d4 ⇒ (5) + (4) = 9

extra dice
1d6 ⇒ 41d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 6
1d4 ⇒ 3
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 4
1d4 ⇒ 1


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

Round 10 :

Flying Eagle tries yet again for the last zombie's head :

Shooting & Wild: 1d12 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (1) - 4 = -3

Doing

Damage: 2d8 + 4 ⇒ (2, 1) + 4 = 7


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

Sorry I can't find the map anymore.

Rodney and his crew takes aim at the living.
SHOOTING (Agility): 1d8 ⇒ 7

Wild Card: 1d6 ⇒ 3
Dam.: 2d8 - 1 ⇒ (4, 8) - 1 = 11 AP. 2

Javier's shot: 1d6 ⇒ 5
Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13 AP.1

Alfred's Vigor roll: 1d6 ⇒ 3
Alfred's shot: 1d6 ⇒ 2
Damage: 2d6 - 1 ⇒ (5, 1) - 1 = 5 AP. 1


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

Same


GM

I was gonna just end this, but Roden already did

Flying Eagle, Roden and Jarvis blast the dead thing to bits. You can hear gallops as To'Sarre and his gunmen flee into the night. The cattle are scattering and you are left with some of you bleeding out or dead on the cool sunbaked grassland.

As you rush to the falling you can see that Marlo, Perry, Amos and Ashly are past all help you can give them. But John and Andrew might make it with medical help or prayer, maybe. Jacob grabs his bag and runs to the closest man hoping to save him.

If you have any medical help or healing ablity you might help save one of the two men. You are left with 4 dead and the cattle are running off into the dark. You may have a few days to regroup them all, if you can get them all


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

Rufus reloads as he heads over to offer what help he can to the closest one that he can get to.

John or Andrew: 1d2 ⇒ 1 1=John, 2=Andrew

He then makes a couple of pads from Johns shirt, and holds them against the injury to try and stanch the bleeding.

healing: 1d4 ⇒ 1
wild: 1d6 ⇒ 4


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

How do you want to handle rounding up all the cattle? Does it just happen, or do we need to roll some dice?


GM

You guys can try animal handling, but honestly We can just roleplay it. I am gonna jump this to the next morning

Between Rufus and Jacob, but men make it though the night. Abby is in charge with Perry dead and she does not want anyone wandering into the night with four gunmen still out there. You only manage a to get a few cattle rounded up and it could take days to get most of them back as the gunmen did a hell of a job scattering them. When the sun rises, only a small part of the herd has been gathered, you had men to bury, two men might be out for weeks and most of the heard scattered.

rolls:

Jacob healing rolls

1d8 ⇒ 7


Male Human, Bennies 2 /3 Parry 4, Toughness 5, Wounds 0

"I will see what I can do with the strays." Rodan gets on his horse to look for lost cattle.


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

"I will too. I suggest we ride in pairs to help corral the cattle, and in case any of the gunmen are still out there."


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

Agreed, no less than pairs. Abby, are we good to fort up here while they look for the strays?

Rufus saddles up Devil Eyes.

In the daylight, Rufus gathers up his shotgun
I will have to take it apart and see what happened

When the others have left, he then rides out onto into the field and starts gathering all of the fallen and bringing them to one location.

Rufus then grabs a shovel and heads over to that location to start digging graves, bringing his rifle, and pistols with him.

I am looking for all of the fallen, who I will search. The ones doing the drive with us, I will keep their stuff separate to ask Abby if they have anyone to return their stuff to.

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