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5 posters

    Pt. 3: "Showdown at Biggs Ranch"

    Robyo
    Robyo


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    Post  Robyo Sun May 26, 2013 11:36 pm

    Chris wrote:Auren will acknowledge JP with a nod of his helmet. At this point Auren just assumes JP was somehow invisible, since he doesn't know he is dead.

    The Marshall wants to enter the Mech, thus bypassing its armor and go for the pilot.

    Move action - move and climb into the mech. yeah, not very stealthy, sorry JP.

    What can Auren see and does he have a LOS on Grog to attack? or at least an unarmored path, like through a chair or something?

    mech is still disabled, so no AoO, hopefully....

    Auren goes inside the hatch-way. There is a ladder leading up a narrow tunnel to another hatch (which opens to cockpit). One move to climb inside the hatch, and another move to scale the ladder to second hatch.

    If Auren is trying to be quiet, give me a Stealth check...


    Grog fails his mechanics check and is unable to restart the war-golem. Frustrated and cussing, the orc leaps out of the cockpit to the ground below. He makes his Acrobatics check (Soft Landing) and takes 3 points of falling damage (lands in square N-7).


    Meanwhile, by the road north of the ranch:
    Sarge slings his rifle over his shoulder and double-moves back near Tommy (D-14).


    Tommy is up...
    whit10
    whit10


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    Post  whit10 Mon May 27, 2013 12:23 pm

    I believe one of these guys needed a Heal check or something? Otherwise, I'll search the sniper's body and look around for Auren
    Robyo
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    Post  Robyo Mon May 27, 2013 7:52 pm

    whit10 wrote:I believe one of these guys needed a Heal check or something? Otherwise, I'll search the sniper's body and look around for Auren

    Sarge could use some healing. He was wounded and the other two deps are dead.

    Revitalize and Treat Injury both take one minute of work. It would effectively be out-of-combat and we're still in initiative. Also, I would need a Heal check...

    Of course Tommy doesn't really know the others are doing. He just knows that Henry told him and Auren he thought he saw a ghost go into the house, where Auren and Henry followed.

    If you want to check the body behind the big rock, it is a double move.

    What about the other deps? Or JP's body?

    It would also be a Hustle (X2 move) back to the front gate or the house.
    whit10
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    Post  whit10 Mon May 27, 2013 11:57 pm

    Check the body for now
    Robyo
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    Post  Robyo Tue May 28, 2013 8:35 am

    whit10 wrote:Check the body for now

    Sarge stays where he's at (bleeding by the side of the road), and Tommy rides over to behind the big rock.

    He sees the shot-dead corpse laying on the dirt. It doesn't look quite human:

    [Only admins are allowed to see this image]
    (different pic, but the creature is similar to the face-stealers encountered before)

    Slime oozes off the dead monster. A pool of yellow blood forms beneath. Beside the body is a rifle and a tin star.
    Robyo
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    Post  Robyo Tue May 28, 2013 8:42 am

    Round 4, and I hope to update the map soon.

    initiative:
    1= JP, P-4 (behind the golem)
    2= Jack, N-3 (next to some crates marked TNT)
    3= Auren, P-6 (inside golem, but still outside the cockpit hatch)
    4= Grog, N-7
    5= Sarge (road: D:14)
    6= Tommy, (road: C-2)


    JP is up...
    Robyo
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    Post  Robyo Thu May 30, 2013 6:16 am

    Alan holds his action, per the two-day no-post rule.

    Jack Stone is up...
    MAS
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    Post  MAS Thu May 30, 2013 6:30 am

    Pointing shotgun at Grog - action held, will fire if he makes a threatening move -

    "Best be puttin' those hands in the air 'bout now"
    Robyo
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    Post  Robyo Thu May 30, 2013 5:43 pm

    Auren's turn...
    Chris
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    Post  Chris Thu May 30, 2013 6:51 pm

    Auren will proceed to move through the golem guts to the cockpick, since he doesn't know any different and assumes Grog is still there.

    If he can't access the cockpick from in here, he will climb back out and look around.
    Robyo
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    Post  Robyo Thu May 30, 2013 7:11 pm

    Chris wrote:Auren will proceed to move through the golem guts to the cockpick, since he doesn't know any different and assumes Grog is still there.

    If he can't access the cockpick from in here, he will climb back out and look around.

    Auren opens the second hatch and finds himself in the cockpit of the huge war-golem.
    Robyo
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    Post  Robyo Thu May 30, 2013 7:14 pm

    MAS wrote:Pointing shotgun at Grog - action held, will fire if he makes a threatening move -

    "Best be puttin' those hands in the air 'bout now"

    Grog gives Jack the evil-eye and starts running towards the tunnel opening (I-7). Jack can use his held action at this time...

    MAS
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    Post  MAS Thu May 30, 2013 11:34 pm

    "Hey Marshall, we want this guy alive?"

    Jack begins running after Grog.
    navyik
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    Post  navyik Thu May 30, 2013 11:39 pm

    Jp will begin to study th war golem. "Oooh la la... fifi, yeu arrrrr zo elegahnt!"

    Chris
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    Post  Chris Fri May 31, 2013 2:31 am

    MAS wrote:"Hey Marshall, we want this guy alive?"

    Jack begins running after Grog.

    "He had his chances to surrender. Alive is fine, but dead is just as good."
    MAS
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    Post  MAS Fri May 31, 2013 10:12 am

    If Grog is still running, and has not surrendered by the end of the round, Jack will fire his shotgun at him.
    whit10
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    Pt. 3: "Showdown at Biggs Ranch" - Page 9 Left_bar_bleue1/0Pt. 3: "Showdown at Biggs Ranch" - Page 9 Empty_bar_bleue  (1/0)
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    Post  whit10 Fri May 31, 2013 10:36 am

    Chris wrote:

    "He had his chances to surrender. Alive is fine, but dead is just as good."

    Thank you Edward Longshanks
    Chris
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    Post  Chris Fri May 31, 2013 11:18 am

    whit10 wrote:
    Chris wrote:

    "He had his chances to surrender. Alive is fine, but dead is just as good."

    Thank you Edward Longshanks

    Twisted Evil great performance by the Danger Man, Patrick McGoohan

    [Only admins are allowed to see this image]
    whit10
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    Post  whit10 Fri May 31, 2013 11:34 am

    Farking awesome actor... and frankly, I like Longshanks. Nice Kings usually don't hold on to their kingdoms
    navyik
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    Pt. 3: "Showdown at Biggs Ranch" - Page 9 Empty Re: Pt. 3: "Showdown at Biggs Ranch"

    Post  navyik Fri May 31, 2013 1:43 pm

    "World without end" has a different take on ed II.
    Chris
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    Post  Chris Fri May 31, 2013 2:23 pm

    navyik wrote:"World without end" has a different take on ed II.

    what is that?
    whit10
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    Post  whit10 Fri May 31, 2013 2:54 pm

    As in Edward II? Yeah, actually Braveheart came pretty close the mark with that guy. His wife ended up having his knights kill him due to his incompetence (and the fact that he was gay)

    ... his method of execution was pretty awful (hot poker up the bum)
    navyik
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    Post  navyik Fri May 31, 2013 3:09 pm

    World without end is a historfiction miniseries (netflix) that covers the ed3 takeover.
    Robyo
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    Post  Robyo Fri May 31, 2013 4:14 pm

    Grog does a double move into the tunnel to B-15.

    I'd like to finish all relevant actions in the cavern, before we cut to Sarge and Tommy. They're not currently in combat, anyways.

    So, it's JP's turn...
    navyik
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    Post  navyik Fri May 31, 2013 6:59 pm

    Jp will take a seat in fifi! ;-)
    Robyo
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    Post  Robyo Sat Jun 01, 2013 1:33 am

    MAS wrote:If Grog is still running, and has not surrendered by the end of the round, Jack will fire his shotgun at him.

    Jack's move...
    MAS
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    Post  MAS Sat Jun 01, 2013 1:36 am

    Assuming Jack kept within range by running after Grog -

    1 standard action - Attack, shotgun

    Result of the throw of dice "1d20 +9" :

    15 + 9 = 24

    If hits-
    Result of the throw of dice "2d8 +4" :

    6 + 5 + 4 = 15
    Robyo
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    Post  Robyo Sat Jun 01, 2013 4:59 am

    MAS wrote:Assuming Jack kept within range by running after Grog -

    1 standard action - Attack, shotgun

    Result of the throw of dice "1d20 +9" :

    15 + 9 = 24

    If hits-
    Result of the throw of dice "2d8 +4" :

    6 + 5 + 4 = 15


    As Grog flees the scene, Jack runs behind him (move action, you didn't specify an ending location, so H-9?)and then proceeds to shoot (standard). He hits, and though Grog isn't yet wounded, the orc drops to his knees. "Alright!" he shouts. "No need to shoot an unarmed fella in the back. I surrender!"


    Back on the road north of the ranch,
    Sarge is resting and tending to his wounds.

    Tommy is up...
    Chris
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    Post  Chris Sat Jun 01, 2013 10:56 am

    Robyo wrote:
    As Grog flees the scene, Jack runs behind him (move action, you didn't specify an ending location, so H-9?)and then proceeds to shoot (standard). He hits, and though Grog isn't yet wounded, the orc drops to his knees. "Alright!" he shouts. "No need to shoot an unarmed fella in the back. I surrender!"

    lol! good ole "Guilt-trip" Grog
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    Post  whit10 Sat Jun 01, 2013 11:36 am

    Grab the rifle that was lying next to my last kill. Then search for the others
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    Post  navyik Sat Jun 01, 2013 11:50 am

    "Aaaaah... fifi yeu arrrrr zo beauteefooolll!". Mechanics check 7+16=23. Trying to figure out basic operation of controls.
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    Post  Robyo Sun Jun 02, 2013 6:37 am

    whit10 wrote:Grab the rifle that was lying next to my last kill. Then search for the others

    Give me an Appraise check concerning gun...

    Couple things I forgot to mention:
    ~Next to the sniper's rifle is a leather bandolier with extra ammo (12 left).
    ~Also, a little ways off, there is a horse tied to a cactus. Like the other two (near JP's body), it's saddle is marked with a peace-officer insignia. The horse snorts if you approach.

    Heal check on Sarge?


    Last edited by Robyo on Sun Jun 02, 2013 6:58 am; edited 1 time in total
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    Post  Robyo Sun Jun 02, 2013 6:46 am

    navyik wrote:"Aaaaah... fifi yeu arrrrr zo beauteefooolll!". Mechanics check 7+16=23. Trying to figure out basic operation of controls.

    JP begins his turn at the bottom of the golem. He begins to climb up the inside ladder which leads to the cockpit (hoping to gain insight into the operative controls of the mech), when suddenly a shining light appears above him. It is a vortex of swirling blue and white light and emanates a peaceful vibe. JP has a peculiar feeling, that he should go into the serene light.
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    Post  Robyo Sun Jun 02, 2013 6:55 am

    Chris wrote:
    Robyo wrote:
    As Grog flees the scene, Jack runs behind him (move action, you didn't specify an ending location, so H-9?)and then proceeds to shoot (standard). He hits, and though Grog isn't yet wounded, the orc drops to his knees. "Alright!" he shouts. "No need to shoot an unarmed fella in the back. I surrender!"

    lol! good ole "Guilt-trip" Grog

    An orc's gotta play it anyway he can. No one respects an orc! tongue


    Since Auren is in the cockpit of the mech, he only hears JP begin climbing up the ladder, then pause. He doesn't see the light that JP sees. Nor does Jack, but he's a fair distance away now, besides.


    At this point (so long as Grog isn't just ignored), we can assume the encounter is over. You guys are free to state your intentions and actions. We are no longer concerned about the order.


    "Everything okay down thar?" asks Henry, still standing at the top of the stairs.
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    Post  Chris Sun Jun 02, 2013 10:46 am

    "I think we are all fine, Henry, thanks." Auren will call up in the direction of the stairs.

    To Jack, "Thanks for your help mister, I got some manacles for Grog, be right down."

    Auren takes a quick look at the controls, scratches his scales and opens the cockpit hatch to climb back down the way he came up. "JP..... JP? I am climbing down - are you coming up?"
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    Post  whit10 Sun Jun 02, 2013 2:18 pm

    Heal check on sarge:

    Roll(1d20)+14:
    9,+14
    Total:23

    Appraise check:
    Roll(1d20)+0:
    20,+0
    Total:20

    LOL... nice, since I have no modifier!
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    Post  Robyo Sun Jun 02, 2013 3:56 pm

    whit10 wrote:Heal check on sarge:

    Roll(1d20)+14:
    9,+14
    Total:23

    Appraise check:
    Roll(1d20)+0:
    20,+0
    Total:20

    LOL... nice, since I have no modifier!

    The rifle appears magical. It is crafted to appear mundane, but is imbued with arcane energy.

    ~Dead Eye Rifle: +4 attk/dam; Spend 2 vitality and gain +5 to hit. Once daily spend 5 vitality gain +10 attk/dam.

    Tommy isn't certain of the monetary value (DC25)

    ~bullets (they're all gyroscopic grooved, which improves accuracy, while decreasing range = +5 to hit, 1/2 range)
    x3 wood bullets (x2 damage vs dhampir)
    x3 silver bullets (x2 damage vs lycanthropes/shifters)
    x3 rune bullets (made with cold adamantium = +2 to hit, x2 damage vs anything, except mithral, and x2 damage vs incorporeal)
    x3 explosive bullets (x3 fire damage, burst:1)


    Tommy spends 1 minute of work and Sarge gains 1d4 + Tommy's WIS mod in wound points. "Thanks, partner. You're a good fella to have in a shootout," Sarge grins.
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    Post  whit10 Sun Jun 02, 2013 4:11 pm

    Nice!

    Uh, how do you decrease range while increasing accuracy?

    Otherwise... what is it's normal damage? (dice wise)

    Can Tommy hear or see whatever the hell happened to the rest of his com-padres?
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    Post  navyik Mon Jun 03, 2013 2:54 am

    "Oui oui mon cap-i-tan...ah comm..." but he isnt talking to the marshal... he begins to go into the light... "fifi, jacque-pierre weel meez yeu..."
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    Post  navyik Mon Jun 03, 2013 6:10 am

    whit10 wrote:Nice!

    Uh, how do you decrease range while increasing accuracy?

    Maybe it has less powder in it...or more weight to it... allowing it to spin more consistently but with less forward motion.
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    Post  Robyo Mon Jun 03, 2013 6:31 am

    navyik wrote:"Oui oui mon cap-i-tan...ah comm..." but he isnt talking to the marshal... he begins to go into the light... "fifi, jacque-pierre weel meez yeu..."

    JP's eidolon goes into the swirling vortex of serene light and disappears.
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    Post  Robyo Mon Jun 03, 2013 6:35 am

    navyik wrote:
    whit10 wrote:Nice!

    Uh, how do you decrease range while increasing accuracy?

    Maybe it has less powder in it...or more weight to it... allowing it to spin more consistently but with less forward motion.

    Alan's mostly correct. The tiny grooves in the side of the bullets allow them to spin more consistently, but with less forward motion. It's called precession.
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    Post  Robyo Mon Jun 03, 2013 6:37 am

    Chris wrote:"I think we are all fine, Henry, thanks." Auren will call up in the direction of the stairs.

    To Jack, "Thanks for your help mister, I got some manacles for Grog, be right down."

    Auren takes a quick look at the controls, scratches his scales and opens the cockpit hatch to climb back down the way he came up. "JP..... JP? I am climbing down - are you coming up?"

    Auren climbs down. There is no sign of JP's eidolon.
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    Post  Robyo Mon Jun 03, 2013 5:29 pm

    And so things are winding down for the Weird West adventure. If you wish, feel free to state what you would like to happen with your character.

    We'll be pausing for now, and in the inter-rum, playing some Star Wars!

    I'm also starting another thread called "Radiance Round Up!" where I'd like to hear back from y'all concerning the adventure, rule-system, and anything else that crosses your mind.
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    Post  Chris Mon Jun 03, 2013 11:02 pm

    How about some wrap up information from Biggs ranch?

    what is being mined?

    who is it being sold to? I think someone mentioned wealthy eastern guys - like oriental or NY?

    investigate the lightning lab?

    any idea if Biggs was complicit or being duped by buyers\lab guys?

    any clues about purple squid head, if he was the well dressed man?

    any clues about shape shifters?

    Marshall will report back to magistrate his findings.

    Marshall will see if Henry wants to be custodian of the Biggs ranch. Auren will talk with the magistrate about seizing the property for the state of Arizona and giving Henry a $1\yr lease to run the ranch. Profits from the cattle, after Henry pays himself and his staff, go to a special law enforcement fund for Pestilence County to hire, train, equip and maintain new deputies (and maybe a jail upgrade), a new courthouse in town, etc.

    Train up his new deputy (s) if Tommy wants to stay.

    Give JP, Zeke, Dirk a proper burial. Pile corpses from ranch and burn.

    Rest and recover in town for a bit. Eventually think about pursuing indian shaman that might know about shapeshifters.
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    Post  Robyo Tue Jun 04, 2013 6:32 pm

    Chris wrote:How about some wrap up information from Biggs ranch?

    what is being mined?

    who is it being sold to? I think someone mentioned wealthy eastern guys - like oriental or NY?

    investigate the lightning lab?

    any idea if Biggs was complicit or being duped by buyers\lab guys?

    any clues about purple squid head, if he was the well dressed man?

    any clues about shape shifters?

    Marshall will report back to magistrate his findings.

    Marshall will see if Henry wants to be custodian of the Biggs ranch. Auren will talk with the magistrate about seizing the property for the state of Arizona and giving Henry a $1\yr lease to run the ranch. Profits from the cattle, after Henry pays himself and his staff, go to a special law enforcement fund for Pestilence County to hire, train, equip and maintain new deputies (and maybe a jail upgrade), a new courthouse in town, etc.

    Train up his new deputy (s) if Tommy wants to stay.

    Give JP, Zeke, Dirk a proper burial. Pile corpses from ranch and burn.

    Rest and recover in town for a bit. Eventually think about pursuing indian shaman that might know about shapeshifters.

    Good post! cheers
    Definitely shows that you've considered some of the various aspects that have arisen throughout the adventure. Unfortunately, I can't just give a lot of the information away! At least, not without some player character investigation and role-playing... like, do the PC's go to check out the mines? Or the manor? Or go immediately back to town?

    Depending how we start up again, and with what characters, I can relay some info chunks at that time. study

    One thing I'm curious about: Do you really wish to burn JP's body? No attempt to find someone who can Raise Dead?
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    Post  Chris Tue Jun 04, 2013 7:10 pm

    Robyo wrote:
    Chris wrote:
    Give JP, Zeke, Dirk a proper burial. Pile corpses from ranch and burn.

    One thing I'm curious about: Do you really wish to burn JP's body? No attempt to find someone who can Raise Dead?

    bury JP, burn the baddies. is Raise Dead a common knowledge?

    more importantly, does Alan want JP to be raised or go with something new next time?
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    Post  whit10 Tue Jun 04, 2013 7:43 pm

    I know of a certain Chiricahua that might shed light on the shifter subject Wink
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    Post  Chris Tue Jun 04, 2013 11:25 pm

    realistically, Marshall Sparks wouldn't leave the ranch without a full investigation. I guess we can wait for chapter 2....

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