Chapter 4: Strange Pursuit
- redwarrior
- Ranger Lord
- Posts: 2667
- Joined: Wed Mar 13, 2019 1:07 am
- Location: Sumner, WA
Re: Chapter 4: Strange Pursuit
William continues to look for any exposure from the house to shoot at.
Observation target 15 [1d20]=7
As needed
Rifle extreme target 13 [1d20]=7
Wound location [1d20]=11 wound severity [1d6]=2
Rifle extreme target 13 [1d20]=2
Wound location [1d20]=11 wound severity [1d6]=6
I’m away from my computer, so not positive what location, but that’s a mortal wound, if he’s lucky enough to have a target.
Observation target 15 [1d20]=7
As needed
Rifle extreme target 13 [1d20]=7
Wound location [1d20]=11 wound severity [1d6]=2
Rifle extreme target 13 [1d20]=2
Wound location [1d20]=11 wound severity [1d6]=6
I’m away from my computer, so not positive what location, but that’s a mortal wound, if he’s lucky enough to have a target.
Re: Chapter 4: Strange Pursuit
I’m kinda hoping that our 2 PCs at the wagon and DT shooting at the window draws attention there and allows Gidean to do his thing with surprise on the other side of the house.
- cybersavant
- Ranger Lord
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Re: Chapter 4: Strange Pursuit
Andreas Larson covers Doos and waits for a reaction from the rock
gaming since 1980
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Andreas Larson; Law of the Gun <Boot Hill 3e>
Nah Olos; Earthquakes in the Jotens <AD&D 1e>
Asxerthsis ; In The Year 62,062 <SWN>
Rehtai Khtao ( Rehleh Tharee Dar ); Shadow of the Storm <Traveller MgT2e>
Carter Stone; Lore of the Plains <1e/OSRIC Weird Wester>
cybersavant.proboards.com
- = - = - = - = - = - = - = - = - = - = - = - = -
Andreas Larson; Law of the Gun <Boot Hill 3e>
Nah Olos; Earthquakes in the Jotens <AD&D 1e>
Asxerthsis ; In The Year 62,062 <SWN>
Rehtai Khtao ( Rehleh Tharee Dar ); Shadow of the Storm <Traveller MgT2e>
Carter Stone; Lore of the Plains <1e/OSRIC Weird Wester>
Re: Chapter 4: Strange Pursuit
William's fine horse grazes the tall grass in the shade of a tree behind the outcropping. The rider from Burnet sees no target inside or outside the house for a shot. He sees Doos and Andreas behind the wagon and Doos throwing something, probably a stone, toward the back door. Simultaneously, he sees DT fire his rifle through the west window and hears a shotgun blast from inside the house.
Shooting at close range has started, so we're going from 6-second Combat Turns to 1-second Shootout Turns. Reminder that a shootout turn has six counts (as below).
No need to roll Observation rolls. If shooting, please state the kind of shot before rolling. This might be a pretty crucial event in the game, so I'll be spot-checking rolls just so we're all confident that things go the way they should. Feel free to check the GM rolls too. I sometimes roll analog dice for off-camera things (e.g. NPCs' Observation), but not when we get into combat.
We'll be posting in your private forums until all of the PCs (and Gideon) can see each other.
We'll use DT's first roll above as his one shot this Shootout Turn.
Table 7: Shootout Actions, with Counts
Fanned shot 1
Hip hot 2
Steady shot 3
Careful shot 4
Fast draw, successful - 0
Fast draw, unsuccessful - 2
Normal draw - 3
Switch targets* - 1
Cock a gun - 1
Fire a cocked gun ** - 1 less than normal
Movement - Occurs throughout the turn
*A character can switch targets between
turns with no delay.
** Does not apply to fanfiring.
Table 3: Chance to Hit
Type of Shot
Careful - Coordination
Steady - Coordination/2, rounded up
Hipshot - Coordination/2, rounded down
Fanfiring 1, or Pistol skill
Shooting at close range has started, so we're going from 6-second Combat Turns to 1-second Shootout Turns. Reminder that a shootout turn has six counts (as below).
No need to roll Observation rolls. If shooting, please state the kind of shot before rolling. This might be a pretty crucial event in the game, so I'll be spot-checking rolls just so we're all confident that things go the way they should. Feel free to check the GM rolls too. I sometimes roll analog dice for off-camera things (e.g. NPCs' Observation), but not when we get into combat.
We'll be posting in your private forums until all of the PCs (and Gideon) can see each other.
We'll use DT's first roll above as his one shot this Shootout Turn.
Table 7: Shootout Actions, with Counts
Fanned shot 1
Hip hot 2
Steady shot 3
Careful shot 4
Fast draw, successful - 0
Fast draw, unsuccessful - 2
Normal draw - 3
Switch targets* - 1
Cock a gun - 1
Fire a cocked gun ** - 1 less than normal
Movement - Occurs throughout the turn
*A character can switch targets between
turns with no delay.
** Does not apply to fanfiring.
Table 3: Chance to Hit
Type of Shot
Careful - Coordination
Steady - Coordination/2, rounded up
Hipshot - Coordination/2, rounded down
Fanfiring 1, or Pistol skill
PCs
Re: Chapter 4: Strange Pursuit
Changed all based on PM…and moved to PM
Last edited by Thumper on Sun Sep 15, 2024 8:19 pm, edited 1 time in total.
Re: Chapter 4: Strange Pursuit
I sent you a PM with details of the situation, including some modifiers. Please reply via PM for now. I've requested a private forum for you.
dmw71 has kindly set those up for us very quickly so far.
dmw71 has kindly set those up for us very quickly so far.
PCs
Re: Chapter 4: Strange Pursuit
The IC part of GM's post #404 may be revised as Thumper and I go through details of the Shootout Turn situation. Please don't plan your actions yet.
PCs
Re: Chapter 4: Strange Pursuit
Revised post #404:
William's fine horse grazes the tall grass in the shade of a tree behind the outcropping. The rider from Burnet sees no target inside or outside the house for a shot. He sees Doos and Andreas behind the wagon and Doos throwing something, probably a stone, toward the back door. Simultaneously, he sees DT stand from the tall grass and quickly level his lever action rifle. A second later, the boom of a shotgun's blast from inside the house reaches his ears.
GM postings to private threads about to go out.
William's fine horse grazes the tall grass in the shade of a tree behind the outcropping. The rider from Burnet sees no target inside or outside the house for a shot. He sees Doos and Andreas behind the wagon and Doos throwing something, probably a stone, toward the back door. Simultaneously, he sees DT stand from the tall grass and quickly level his lever action rifle. A second later, the boom of a shotgun's blast from inside the house reaches his ears.
GM postings to private threads about to go out.
PCs
Re: Chapter 4: Strange Pursuit
Do we see the results of a shotgun blast? any shot thru the door and anything like that?
Re: Chapter 4: Strange Pursuit
The answer to Ateno's question has been posted to Doos's and Andreas's private threads. We're moving to Shootout Turn 2. Andreas and DT has posted their actions, we'll need Doos's and William's.
Andreas and Doos can converse with each other (one turn per sentence). All PCs are within yelling earshot of each other, except for William.
When last seen behind the chicken coop, Gideon was within hollering distance as well.
Here's the link to the map again, for reference: viewtopic.php?p=708214#p708214
Shootout Turn 2
Initiative
NPCs [1d6]=2 tiebreaker[1d6]=1
PCs [1d6]=4 tiebreaker[1d6]=1
NPCs will shoot Steady shots and move.
Doos's and Andreas's actions?
Andreas and Doos can converse with each other (one turn per sentence). All PCs are within yelling earshot of each other, except for William.
When last seen behind the chicken coop, Gideon was within hollering distance as well.
Here's the link to the map again, for reference: viewtopic.php?p=708214#p708214
Shootout Turn 2
Initiative
NPCs [1d6]=2 tiebreaker[1d6]=1
PCs [1d6]=4 tiebreaker[1d6]=1
NPCs will shoot Steady shots and move.
Doos's and Andreas's actions?
PCs
Re: Chapter 4: Strange Pursuit
Observation [1d20]=12
Doss will Shout East Attack!!
Throw one of rocks between the door and eastern edge of the house.
Throw vs 16 [1d20]=12
Then use the army hand sign for Attack.
Then, leaving his saddle aside, will transfer his remaining rock to his off hand and draw his pistol and move up
to the decks and carefully stand on it, remaining crouched down in the vicinity of window 15.
Doos
Doss will Shout East Attack!!
Throw one of rocks between the door and eastern edge of the house.
Throw vs 16 [1d20]=12
Then use the army hand sign for Attack.
Then, leaving his saddle aside, will transfer his remaining rock to his off hand and draw his pistol and move up
to the decks and carefully stand on it, remaining crouched down in the vicinity of window 15.
Doos
Re: Chapter 4: Strange Pursuit
Here's a link to the house map again, for easy reference. viewtopic.php?p=709611#p709611
All PCs (and probably Gideon?) except William heard Doos yell, "Attack east!" and heard the crack of rock on wood from the eastern side of the house's south wall. From their scouting ride, the riders from Austin (via Burnet) know that the back (south) of the house has no porch. Just four wooden steps going to the back door. The windows of the house are all open. Their lower sills are at shoulder height.
The riders also know that if Billy Vitek's house is like most Texas houses, the external walls are made of boards and 2x4 wooden studs. Light cover. We're following the optional rule that light cover reduces Severity rolls by 1d3. Internal wall (if typical) are thinner sheet boards and studs. Severity rolls would be at 1d2, if that's the case.
It's been two seconds since a shotgun fired from inside the west and the riders saw DT drop prone (forward, not backward from impact) into the tall grass and weeds. We're at one-second Shootout Turn 4. Doos's action is already in, other PCs please state your actions in your private threads.
Turn 4
Initiative
NPCs [1d6]=1 tiebreaker[1d6]=2
PCs [1d6]=5 tiebreaker[1d6]=3
NPCs will shoot and move.
All PCs (and probably Gideon?) except William heard Doos yell, "Attack east!" and heard the crack of rock on wood from the eastern side of the house's south wall. From their scouting ride, the riders from Austin (via Burnet) know that the back (south) of the house has no porch. Just four wooden steps going to the back door. The windows of the house are all open. Their lower sills are at shoulder height.
The riders also know that if Billy Vitek's house is like most Texas houses, the external walls are made of boards and 2x4 wooden studs. Light cover. We're following the optional rule that light cover reduces Severity rolls by 1d3. Internal wall (if typical) are thinner sheet boards and studs. Severity rolls would be at 1d2, if that's the case.
It's been two seconds since a shotgun fired from inside the west and the riders saw DT drop prone (forward, not backward from impact) into the tall grass and weeds. We're at one-second Shootout Turn 4. Doos's action is already in, other PCs please state your actions in your private threads.
Turn 4
Initiative
NPCs [1d6]=1 tiebreaker[1d6]=2
PCs [1d6]=5 tiebreaker[1d6]=3
NPCs will shoot and move.
PCs
Re: Chapter 4: Strange Pursuit
Doos's action(s) would take a lot of shootout turns, and no one is firing at the moment. So this turn will be a six seconds combat turn. The initiative rolls stay the same.
Shootout Turn 4 Combat Turn 32
Initiative
NPCs [1d6]=1 tiebreaker[1d6]=2
PCs [1d6]=5 tiebreaker[1d6]=3
NPCs will shoot and move.
Shootout Turn 4 Combat Turn 32
Initiative
NPCs [1d6]=1 tiebreaker[1d6]=2
PCs [1d6]=5 tiebreaker[1d6]=3
NPCs will shoot and move.
PCs
Re: Chapter 4: Strange Pursuit
You guys can't see each other posts to know when everyone has posted, so I'll report in to keep people updated.
Combat Turn 32
Andreas - Not yet.
Doos - Actions posted.
DT - Actions posted.
William - Not yet.
Combat Turn 32
Andreas - Not yet.
Doos - Actions posted.
DT - Actions posted.
William - Not yet.
PCs
Re: Chapter 4: Strange Pursuit
Update on posts.
Combat Turn 32
Andreas - Posts with GM for clarification on tactical/terrain information, final post not yet.
Doos - Actions posted.
DT - Actions posted.
William - Actions posted.
Combat Turn 32
Andreas - Posts with GM for clarification on tactical/terrain information, final post not yet.
Doos - Actions posted.
DT - Actions posted.
William - Actions posted.
PCs
Re: Chapter 4: Strange Pursuit
In seven seconds around the Vitek house on the prairie, the hot, dry air carries the sounds of a shotgun's blast, two pistol shots, and splintering planks and studs. Some of the riders from Austin can see what each other are doing, some can't. But everyone knows that at least one inhabitant has a shotgun-- and is ready to use it.
All player and GM posts are current in the private threads. New turn.
Combat Turn 33
Initiative
NPCs [1d6]=5 tiebreaker[1d6]=1
PCs [1d6]=5 tiebreaker[1d6]=5
NPCs will shoot and move.
PCs are up for Combat Turn (6 seconds) actions. Please post in your private threads.
All player and GM posts are current in the private threads. New turn.
Combat Turn 33
Initiative
NPCs [1d6]=5 tiebreaker[1d6]=1
PCs [1d6]=5 tiebreaker[1d6]=5
NPCs will shoot and move.
PCs are up for Combat Turn (6 seconds) actions. Please post in your private threads.
PCs
Re: Chapter 4: Strange Pursuit
Checking in. We have two of four PCs' actions for Combat Turn 33 posted.
PCs
Re: Chapter 4: Strange Pursuit
All posts in, thanks everybody. GM posts to coming tomorrow evening. Not to spoil anything, but... in the past six seconds, four rifle shots have been fired in rapid succession from the south wall and the center of the house. Some can see what happened as it happened. Others only heard, and can only speculate, guess, and quickly decide on their actions....
Full posts to everyone coming up!
Full posts to everyone coming up!
PCs
Re: Chapter 4: Strange Pursuit
Posted to all private threads. Things seem to be heating up....
Shootout Turn 34
Switching to a 1-second Shootout Turn from 6-second Combat Turns. Any movement by characters will be short.
NPCs[1d6]=1 tiebreaker[1d6]=1
PCs [1d6]=5 tiebreaker[1d6]=1
NPCs will shoot and move.
Shootout Turn 34
Switching to a 1-second Shootout Turn from 6-second Combat Turns. Any movement by characters will be short.
NPCs[1d6]=1 tiebreaker[1d6]=1
PCs [1d6]=5 tiebreaker[1d6]=1
NPCs will shoot and move.
PCs
Re: Chapter 4: Strange Pursuit
Posted to all private threads. Another shootout turn.
Turn 35
NPCs [1d6]=6 tiebreaker[1d6]=2
PCs[1d6]=4 tiebreaker[1d6]=6
PCs state actions. Please post in your private threads.[/color]
Turn 35
NPCs [1d6]=6 tiebreaker[1d6]=2
PCs[1d6]=4 tiebreaker[1d6]=6
PCs state actions. Please post in your private threads.[/color]
PCs