Aguas Buenas Part 1

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Grognardsw
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Re: Aguas Buenas Part 1

#61 Post by Grognardsw »

Jude, drifter

Jude kneels down behind a barrel (1/2 cover), grimaces and spits, waits until a bandit gets within range, and fires his carbine rifle aiming for his chest.
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Jude carbine [1d20] = 16, [2d6] = 8

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Re: Aguas Buenas Part 1

#62 Post by onlyme »

Greene will hold his fire until the bandits ride within range. He will also make sure they are firing into the crowd, so as to make sure he is firing in self defense.
Once fired upon, he will fire back at the bandit closest to him.

edit to add dice:
Pistol shot [1d20+1] = 11+1 = 12 ; damage [1d12] = 5
Last edited by onlyme on Tue Jun 23, 2015 11:06 am, edited 1 time in total.
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Re: Aguas Buenas Part 1

#63 Post by OGRE MAGE »

Ol' Pete will run to the animals to grab his rifle.

He squats down behind a water trough for cover and unfortunately rushes his shot on the greasy banditios.

Winchester [1d20+3] = 5+3 = 8 Damage [2d8] = 13

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Re: Aguas Buenas Part 1

#64 Post by Rusty Tincanne »

Damnation! Mose curses at himself for his fumbling hands. He races to the nearest alley and dives for cover behind a water trough. The pounding of his heart in his ears distracted him as he fire into the throng of horses and men. Double-damn! he ad never been in a gunfight before. He preferred to bushwhack his opponents. And to outnumber them.

[1d20] = 3 +1= 4

Damnation! The dice roller is a finicky mistress!

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Re: Aguas Buenas Part 1

#65 Post by YamItheonly1 »

The banditos charge in on their horses, the 3 armed with carbines focus their fire on the 3 McNett men on the roof of the saloon, while the two armed with colts focus on the men directly in front of them (you guys)

Bandito Carbine 1: [1d20] = 16 a hit, dealing [2d6] = 8 damage
Bandito Carbine 2: [1d20] = 12 a hit, dealing [2d6] = 6 damage
Bandito Carbine 3: [1d20] = 10 a miss

Bandito Six Shooter 1: will attack Jude, [1d20] = 1 critical failure, [1d20] = 18 gun broken

Bandito Six Shooter 2: will attack Mose, [1d20] = 15 a miss

McNett Carbine 1: [1d20] = 12 a hit, dealing [2d6] = 7 damage
McNett Carbine 2: [1d20] = 19 a hit, dealing [2d6] = 3
McNett Carbine 3: [1d20] = 8 a miss
The Round In Action
Jude takes careful aim and plugs one of the Banditos straight in the chest his pistol flying into the air as he falls off the back of his horse

Pete rushes his shot and watches it go wide and luckily high out of harms way

Two of the McNett men hit what they're aiming for and wound two of the banditos aiming at themselves, the 3rd McNett man has a wild look in his eye as his shot plows into the ground near Greene

In his haste to get to cover Mose jerks his trigger, sending a bullet straight to china, and a few mere inches from his own foot

Greene waits until the banditos open fire first, using this time to take careful aim, his sights settle on the remaining Six Shooter bandito, with a slow and steady squeeze of the trigger a bullet sends a spray of blood up from the bandito's shoulder as his off hand drops from the hammer of his pistol.

The Bandito in the rear of the group yells in pain as a bullet hits his thigh. In a moment of tranquil rage he takes perfect aim and snipes the McNett worker that shot him.
The 2nd Bandito jerks his trigger when a bullet slams into his shoulder sending his round into the night sky
The 3rd Bandito spurs his horse forwards and barely aiming he shoots at and wounds another McNett boy in the gut.

The last remaining Six Shooter bandito barrels down towards Jude. His pistol is aimed perfectly for Jude's heart, he thumbs the hammer with his good hand at the same time as his finger tugs the trigger. The hammer falls before the cylinder has finished turning! The Pistol explodes in the hands of the bandito as he howls in pain, metal shards and fire spreading up his arm and into his face!


Alright guys new round :D we keep the same initiative so just go ahead and post your next actions when ever you are ready!

All the players are healthy, 1 McNett Man is dead, another wounded and the 3rd is yellow. 3 of the banditos are wounded with one missing a gun and a part of his hand, 1 bandito is outright dead with a hole in his chest and a 3rd is unharmed and very angry. The streets have emptied and only those listed above are in view.
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Re: Aguas Buenas Part 1

#66 Post by onlyme »

Greene quickly fires another shot, hoping to stop any bandito from aiming his way.
Pistol shot [1d20+1] = 20+1 = 21 ; damage [1d12] = 3
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Re: Aguas Buenas Part 1

#67 Post by Rusty Tincanne »

Mose was scared. He didn't like the fire. He didn't like the bandito charging in. He didn't like the Mcnett boys misfiring at him. And he certainly didn't like seeing almost Jude take a bullet. But he was heartened by how quickly the odds had turned in his favor. He got on his knees, leveled his rifle at one of the remaining, armed banditos and was rewarded with a spray of blood. Mose smiled as shouted, Take that, ya dirty dog!

[1d20] = 18 +1 =19.
[2d8] = 11

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Re: Aguas Buenas Part 1

#68 Post by OGRE MAGE »

Pete fires again, this time taking careful aim.

He soon realizes that street gun fighting is really not his forte.

Winchester [1d20+3] = 1+3 = 4 Damage [2d8] = 6 :(

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Re: Aguas Buenas Part 1

#69 Post by YamItheonly1 »

Onlyme would you please roll another D20 to determine the effect of critical hit?
1-5: Double damage
6-10: Double damage and opponent receives a -2 penalty to his/her next attack
11-13: Double damage and opponent is immobilized
14-15: Double damage and opponent is stunned
16-17: Double damage and opponent is frightened
18-19: Double damage and opponent is disarmed
20: Triple damage and any enemies within sight of the target of this attack are frightened for the remainder of the battle OR you may choose one of the lesser effects.

And 'Ole Pete...well you're gunna need to roll another D20 to see what your critical failure is buddy :(
1-5: Squib round, the bullet is underpowered and falls out of the barrel
6-10: Dud round, the primer fails or the powder is wet causing the round to fail to shoot, the player must take 1 turn to extract the bullet
11-13: Hang Fire, the bullet is delayed in its firing, the player rolls a D6 for additional effects
---1-3: The gun is coated in excess carbon, until the barrel is cleaned all attack rolls suffer a -2
---4-5: When the gun is discharged the player is surprised and acts last in initiative on the next round
---6: The gun is pointed towards another target when the round is discharged, roll an additional attack to determine if the secondary target is hit
14-15: Failure to Feed, the gun fails to cycle the next round, the player can spend their movement or major action to cycle the gun manually
16-17: Slam Fire, while the gun is loading in another round the hammer drops causing a second round to be expelled, roll 1D6 as above for a Hang Fire
18-19: Breach fire or cylinder cracks, gun receives broken status and can only be fixed by an expert blacksmith/gunsmith, no damage done to player
20: Breach fire or cylinder cracks, gun receives broken status and can not be fixed, player receives 1D6 damage from shrapnel.
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Re: Aguas Buenas Part 1

#70 Post by OGRE MAGE »

:lol: Nat 1 [1d20] = 20 :lol:

Wouldn't you know it?

Yam, should I roll the damage as well or do you prefer to roll that?

Sorry guys! :oops:

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Re: Aguas Buenas Part 1

#71 Post by onlyme »

YamItheonly1 wrote:Onlyme would you please roll another D20 to determine the effect of critical hit?

11-13: Double damage and opponent is immobilized
.
crit [1d20] = 12
Dandelion - female half-orc beautyqueen in training (The Lone City in the Wildlands) OSRIC
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Re: Aguas Buenas Part 1

#72 Post by YamItheonly1 »

Ogre, with that horrible luck :cry: in rolling you can choose if you want to roll for your self inflicted damage or let me roll (the same goes for any other players that might roll a critical failure)
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Re: Aguas Buenas Part 1

#73 Post by OGRE MAGE »

:lol: Nat 1 Damage [1d6] = 5

Well, at least it wasn't max.

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Re: Aguas Buenas Part 1

#74 Post by Grognardsw »

Jude, gun-slinging
YamItheonly1 wrote:The last remaining Six Shooter bandito barrels down towards Jude. His pistol is aimed perfectly for Jude's heart, he thumbs the hammer with his good hand at the same time as his finger tugs the trigger. The hammer falls before the cylinder has finished turning! The Pistol explodes in the hands of the bandito as he howls in pain, metal shards and fire spreading up his arm and into his face!
Jude pivots around the barrell to keep cover and lets fire another shot at the bandit.

Jude Carbine [1d20] = 8, dam. [2d6] = 6

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Re: Aguas Buenas Part 1

#75 Post by YamItheonly1 »

McNett2:[1d20] = 16 hit, dealing [2d6] = 5 damage
McNett3:[1d20] = 16 hit, dealing [2d6] = 7 damage
The Round In Action
Jude slides around the barrel he hid behind and fires off a shot without looking, his bullet whizzing by the Bandito's head

Pete quickly fires off another shot from his hiding place, but the new rifle locks up and amid the chaos Pete pulls the trigger again, causing a small explosion as the body of the rifle shatters sending shards of metal into Pete's arms and face. ouch, I'm glad you didn't die though I hate coming up with DM Ex Machina this early

The wounded McNett man takes aim and downs the most wounded Bandito, the bullet taking out the mans throat.The other McNett boy sends a bullet into his friends killer, knocking the bandito off of the horse and into the street, his scream cut off by the thud of his lifeless body.

Mose takes careful aim this time and shoots the Bandito with the broken pistol dead before he can even reach for another pistol.

Greene quickly pops a shot off at the remaining Bandito and is pleasantly surprised to see the bullet take the man in the pelvis bone. He might live for a few moments longer slowly bleeding out, but he won't live to see the dawn of a new day, perhaps not even midnight.

Congratulations Amigos you have all survived your first combat!
Now quick question do you guys want me to make a treasure and XP post or just put that all here?

In the mean time combat is over. The wounded McNett man is stuffing a bandana into his gut and biting the wooden stock of his carbine while his unwounded friend is holding the dead boys head in his lap, perhaps crying.

All but one of the banditos have already passed on. The remaining Bandito is rolling on the ground in agony, the horses have all run away 1 still dragging the body of its former master.
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Re: Aguas Buenas Part 1

#76 Post by Grognardsw »

Jude walks over to the bandit bleeding out. He steps on his wound and says, "Who sent you? Are there more of you? Talk and we'll knit you up."

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Re: Aguas Buenas Part 1

#77 Post by Rusty Tincanne »

Mose gets to his feet, rifle still in hand looking for hidden foes. He walks to the nearest, dead bandit and searches him for cash, guns and anything else valuable. He also looks for anything that might identify the group. Once satisfied, he moves to the next dead man, then the next. He figures he can use any money found to help pay for patching up Pete.

You can post the exp/treasure anywhere you like. Too bad about the horses. :(

Also, if there are any nice clothes, Mose would take some fancy boots, vest or jacket that fits him.

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Re: Aguas Buenas Part 1

#78 Post by onlyme »

You can post xp and/or treasure in the game post if you like. Most DMs on here also have separate XP/health/treasure thread(s) to make it easier to keep track.

I assume Greene's horse is still tied up somewhere, but not sure where with the game intro.


Greene calmly walks over to the dying bandito and asks him "Boy, you better fess up as to what y'all were doing running through here, and best make it fast before the devil gets you.
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Re: Aguas Buenas Part 1

#79 Post by OGRE MAGE »

Pete ignores the others' scavenging and begins picking shrapnel out of his arm and face.

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Re: Aguas Buenas Part 1

#80 Post by YamItheonly1 »

I'll go ahead and make a treasure and XP thread later today

Greene's horse would be tied up by the general store that you first arrived at, in perfect health, although maybe a little skittish after the loud noises and smell of smoke

Searching the dead bodies nets you a tidy sum of 47 dollars, 3 carbines (great condition, very ornamental, probably worth an extra $30 if sold to the right people) 3 Medium revolvers (great condition, again very ornamental worth an extra $20) and 1 broken medium revolver probably not worth the cost to fix it up. The dead men's clothes are all of higher quality although broken in and a tad bit worn (still definitely fancier than the duds you're currently sporting)

The wounded Bandito howls in pain as Jude plants a boot on his hip crushing the already broken bones. In a heavy Spanish accent he bears his teeth and says "Amigo we was just havin' a bit o' fun" he spits some blood out at Jude and grins. "We had our lil' fun and now tha' gordo bastardo deputy of yours is stretching his neck just outside of town" the Bandito gives a small sigh as his eyes close for the final time.
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