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saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


A smoke cloud of magical haze stretches over the badlands horizon.

*bwoosh...CHANK*

Down the far end of the lightning train Conquistadorado, a hatch swings open on the sun-baked roof. From the hole rises a grizzled man, hat held tight with one hand in the whipping wind, a sawn-off grasped in his free mitt.

"What in Tarnation is all that goddamned racket—"

The feller's eyes go wide as dinner plates at the airship currently anchored to the train. He can't scramble fast enough as he shuts the hatch again with a shuddering clang. A few moments later, sparks dance across a thick black cable running the outer edge of the train, all the way to the locomotive at the head of the black iron serpent.

*Wooo... Woo woo wooo... Woo woo woo...*

The hatch opens again, but this time it ain't just a single feller with a short boy. A small posse accompany him, brandishing guns and blades, with one or two with the spark of magic in their eyes.

Well fellers, it looks like the passengers know y'all are here.

Best to give 'em a show.

---

Questions:

Sagaurombre de Sonora: This train's longer than most of the iron beasts you've seen in your life, so there's bound to be treasure scattered through out the cars. See any cars that interest you?

“Weird” Jack Audrey: Anything look particularly flammable from up here?

Samwise Jackson: Something's billowing in the wind down the far end of the train. It's closing in, and fast. What is it?

Bregolon: On the wind, you can hear someone—or something—shouting orders somewhere farther up the train. What are they saying?

William Duchamp: You come from the line that built these beasts, Duchamp. What's a vulnerable spot on 'em?

Twoson Steeplechase: What kind of arsenal do these fellers got on 'em?

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saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


Resources

Dungeon World online rulebook
OOC Thread

Party:

“Weird” Jack Audrey - wrl

Samwise Jackson - Lichenstein

Bregolon - natenasty

William Duchamp - Lurks With Wolves

Twoson Steeplechase - Captain Walker

REMINDER: Please preface each post with your character's name, health, and XP. This helps keep track of them so I don't mess up on the numbers. I'd also like to ask that you post or link to your character sheet in your first post so I can link them here for ease of access.

Otherwise, go hog wild! I absolutely adore the wild and crazy tangents that tabletops can go off on, and being creative is directly supported by the DW rules. Maybe the group of bandits in the dining car are gruff western thugs, or maybe they're a funk band that has gun instruments! Be stupid and crazy if you want to, but don't be afraid to be serious as well. I'm glad to support any tone the partty wants.

P.S: Once again, I'd like to reiterate that this is my first time GM'ing Dungeon World. If I'm doing something wrong, or something feels wrong, PLEASE post in the OOC thread or leave a note in your IC post! I want this to be fun and smooth for everyone!

saberwulf fucked around with this message at Mar 16, 2013 around 21:23

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
17/17 HP
0 XP

Jack leans on his knobbly leg looking down over the side of their 'loaned' dirigible. He flicks his lighter open and closed as he surveys the various cars of the train.

Play with Fire, looking over the edge.: 2d6+2 9
1 Heat.


Mostly tin roofs, but towards the back of the train are a few cars carrying stacks of long wooden logs. He begins to conceive of ways to take advantage of them, but lighting them early means smoke. Smoke means they might draw attention to this little heist too early.

If he could get to the engine he'd have little trouble overheating it and bringing the train to its knees, but for now he'd be better off trying to get a fire going in the middle of the pack of whoever it was defending this thing. They were too far off for him to get a good shot.

"Matimbo, reel us in!" Jack shouts. Matimbo begins grinding a wheel, pulling the aircraft closer and closer to the train.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there



Twoson Steeplechase, Warforged Gladiator
HP 25/25, Armor 2, Damage 1d10, Arsenal 2, XP 0


From his perch on the bow of the airship, Twoson gazes down at the roof of the train. He raises two metal fingers to his brow and squints. 2x telescopic vision does come in handy sometimes.

Down below, Twoson watches four other guards emerge from the hatch. Behind the dwarf with the shotgun, there's an elf covering tattoos that seem to glow with some sort of arcane energy. She shoulders a bolt-action rifle and aims upwards, towards the airship.

A light-skinned half-orc with a bastard sword is running towards the end of the train with cable. Two humans, one with a spear and shield and one with a wand and pistol, advance more cautiously behind him. The one with the pistol looses a couple potshots at the ship, but it's obvious he's never heard of magic missile.

No time to waste. Twoson turns to the motley crew assembled for this heist. "I'm going in first, the better to draw their attention. Jack, if you could wait until I set down before you follow. Cactus-man, you're probably better off holding back and providing cover. Kill her first, please." Twoson helpfully points out the elf sniper. "The rest of you do whatever the gently caress you want like you fleshy rejects are gonna listen anywaybut alright I'm off."

With that, he unholsters his pump-action shotgun, hooks it around the top of the cable, and slides down towards the train, with a gratuitous battle cry of "WARFORGED TACTICS, MOTHERFUCKER!".

Are You Not Entertained?! (CHA): 2d6+1 11
+1 ongoing until the audience leaves or I miss. Audience here meaning anyone in range, probably including any passengers

Captain Walker fucked around with this message at Feb 22, 2013 around 23:04

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP

The Conquistidoro. A great beast of iron, balanced on a lightning bolt's edge. drat near impossible to penetrate from the outside, from the wards as much as the armor. But there's only so much arcane power to go around. You start messing with the conductors keeping this baby on the rails, they're going to start draining power from less important systems to keep from derailing. Systems such as the wards preventing non-essential personnel from passing from car to car. Of course, the conductors are so well-armored from the sides that no one could get at them. That's why we're not going at them from the sides.
---
"Remember, stick to the plan and we'll all be rich!" William runs his fingers through his hair and feels the desert wind blow against his face. This is a good day for a heist. You can feel it in the air, that feeling that something big's about to go down. Still, there's work to be done.

"You! With the stetson!" William yells over the roar of the engines. "If you shut that hatch I swear there will be hell to pay!"

Attempting to convince that guy to not close the hatch into the car behind him, using the dozen or so people now trying to rob the train that can all ruin his day as Leverage. Parley: 2d6+2 9 Assuming that works, he just needs cold hard proof.

William looks over to Samwise and grins. "Sam, put the fear of god into him."

natenasty
Aug 31, 2004

do it.

Bregolon
HP 19/19, XP 0, Armor 2, d6

While his comrades shout and jump about, Bregolon concentrates on his surroundings. The wind whips across the airship, bringing whispers to those listening.

"They've sent word to the conductor," he says to no one in particular. "They've seen our ship, and are planning to disconnect the front of the train if we make any headway. It sounds like that's going to take some time, though."

With the group on the train distracted by the hulking construct sliding towards them, Bregolon shifts into a hawk and swoops around, trying to get behind them.

2d6+1=9, Hold 2.

I think I'll use one of my Hold to swoop around and land behind them, if that makes sense?

Mr. Maltose
Feb 16, 2011


Saguarombre de Sonora

HP 19/19, Armor 0, Damage D8, xp 0

As the Duchamp Dirigible flew behind the Conquistidoro, Saguarombre had taken time to size up the vast lightning train. His trained eye picked out the cars most likely to hold loot. The car they planned to latch onto was connected to a promising suspect, the seal of some nobleman hastily painted on. A few cars ahead of the noble's was obviously a shipping flat, with triple chained locks on both doors. And then, smack in the middle of the beast, there was Car 6. Black as pitch, windowless, shut by thick iron. Saguarombre didn't think that car was interesting. He thought it was dangerous.
-----------------------------------------

"Gods dammit, tin man!" Saguarombre shouts after Twoson as the metal mangler jumps screaming off the airship and into the herd of bison. That's what they called train cops, yeah? Bison. If it was any other drat fool they'd be a fine red paste in moments, but Twoson was far tougher than even a metal man had any right to be. Muttering under his breath about the value of warforged tactics and the proclivities of Twoson's non-existant mother, Saguarombre put his rifle to his shoulder, taking careful aim. "Time to reach out and touch someone." This time, the someone being an elf with a gun far too big for her.

Volley!(dex) 2d6+2 5
Weeeeelp. I guess that's an XP for me, if nothing else.

Lichtenstein
May 31, 2012


Samwise Jackson
18/18 HP 0 XP

Jackson took a deep breath and roared at the top of his lungs. It was surprising how loud such a scrawny boy could get, but to tell the truth people managed to learn harder tricks than outshouting the guns when it meant grabbing medic's attention.

"Lay down your weapons, puny mortals, for I, Sorcerer King Eshrael, command the forces of hell itself! Step aside, run away, or I'll have my servants drag you straight to the pits of hell!"

Just as was planned beforehand, the rag-tag band of ghosts assembled for the heist stormed the guards, pulling at their clothes, whispering vile curses and sucking the heat straight from their spines. Just don't let them think about this too long, and we're golden.

"It looks we have company, boys", Samwise said, pointing to the clouds of dust approaching the train. "Maybe because some severely retarded criminal mastermind by the name of Duchamp, who - in his infinite retardation - went blabbing to get some muscle. Thought he was being all prepped and poo poo, until every bandito in town knew there was a train full o' gold, 'cause retard couldn't shut his fuckin' mouth."

"There's layers of retardation that most people don't even know about."

Help from Beyond: 10. I get 3 hold and spend 1 to give William +1 forward to the roll he just made, pushing it to 10. Slightly retroactive, but gently caress it, I think it suits the fiction in a fun way.

[edit] Ah, gently caress. I hosed up pasting the move to my character sheet and forgot it's +1 forward to combat stuff only. I keep my hold and make an Aid roll instead. Also a 10.

Lichtenstein fucked around with this message at Feb 23, 2013 around 00:48

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


With Matimbo's muscle, the airship slowly reels in. The airship's hull is tipping in the screaming winds as they rush over the badlands, but it's holding about ten feet over the train.

Bregolon's feathered evasion is unseen by the posse*, who are focused on the metric ton of warforged about to slam into them. They scatter as he connects with the car, the dwarf and his boys hitting the sides of the roof, the former accidentally sliding off far enough where he has to grab a piece of the hull to stay on. The elven sniper is startled by Saguarombre's shot when it pings off the hull next to her. In retaliation, she aims high and fires right for him, the bullet hitting his green body with a spray of juice. (4 damage) She ends up hanging off the side as well as the roof bends inwards with the force of Twoson's landing.

"You goddamn shitass bandits," yells the dwarf as he tries to pull himself up, "thinkin' you can rob this train! Get these bastards off right—"

And that's when the specters appear. They swoop down, screaming and wailing like tortured souls from below. They claw at the posse with rotting nails and jagged bone, crying in endless pain to drag the thugs into the Baatorian pits of suffering that lie beneath the desert's crust.

Well, at least that what they want them to think. They're actually a dead troupe of stage performers that all came down with a bad case of blackwater fever. It's working, however, causing most of the posse to jump the ward to the next car. The dwarf swings his weight in and smashes through the carriage window to escape the wailing spirits. The group coming down the train hop to the same carriage, but get low as something zips past the locomotive in a flash of light and dust.

"Yeeeeeehaw! Well if it ain't an old fashioned train robbery!"

Soaring around the train are gun and wand-toting bandits, decked out in shimmering white regalia bearing a golden snake insignia. They buzz the carriage on flying, decked-out boards, criss-crossing the sky around the airship with trails of sparking magic. A man in a long, billowing white and gold coat zips into view and pulls a club from beneath his outfit, closing in at breakneck speed for Audrey up in the airship.

"Can't have a group of low-life savages such as these unruly specimens getting in the way of our riches! Brothers and sisters, let us cleanse these parasites from our prize! Get them up offa that train!"

*Here's some moves for your hawk form, Bregolon. Feel free to switch them up or make your own!

quote:

*Soar to a new position
*Swoop in and grasp something
*Get a bird's-eye view on the situation
*Peck some poo poo up

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP
Felix Underhill
HP 19/19, Armor 1, d8, 0 XP

"Sam, you're right. I am a moron. That's the only way this would be a good idea!" William quickly vaults over the railing, falling onto one of the bandits speeding around the train. "Felix! I'll meet you at the hatch!"

"You loving idiot! What do you think you're doing!" Felix barely yells over the railing before turning away and fiddling with his scabbard. "I swear, that boy's going to be the death of me yet." Hooking his scabbard belt around the mooring line, the halfling slides down to the train itself.

Going to assume Felix's ride down won't take a roll, tell me if it would. Since what William's doing is really risky, going to Defy Danger(Dex): 2d6+1 7 Well, it could be worse.

Lichtenstein
May 31, 2012


Samwise Jackson
17/18 HP 0 XP 3 hold

"Get your dirty hands away from my goddamned heist!"

Samwise roared and fired a warning shot straight into the face of the cocky bandit.

Volley: 12. Spent 1 hold, not that it changed anything. 7 damage. I spend 1 further hold to give myself +1 armor forward.

Before the bandits have a chance to think whether they're scared or not, he grabs the rope and rappels onto the train. While nobody took notice of it in the heat of battle, Jackson's body moved with unnatural grace and stark confidence, for he relinquished control and allowed Pierre-Henri to guide him. And trust me, fella, you would not like anger Pierre back in his days.

Lichtenstein fucked around with this message at Feb 24, 2013 around 21:26

natenasty
Aug 31, 2004

do it.

Bregolon
HP 19/19, XP 0, Armor 2, d6, Hawk-form (Hold 1)

With the initial posse in disarray, Bregolon decides that the approaching bandits pose the greater threat. As soon as a wand-wielding Human draws near the train, he takes flight, making a bee-line for his right eye-ball.

Hack and Slash! 2d6+2 = 7 2 Damage

The bandit sees the Hawk flying at him soon enough to swat the bird off his face, but not soon enough to save his eye. Bregolon shifts out of his hawk form just in time to grab hold of the Sky-Board, using all his strength not to fall off.

Defy Danger 2d6+2 = 8

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Twoson Steeplechase, Warforged Gladiator
HP 25/25, Armor 2, Damage 1d10, Arsenal 2, XP 0


Twoson lands on the train car with about as much grace as you can expect from three hundred pounds of steel frame. Already the situation has taken a twist; if not for the better than certainly for the more interesting. He unhooks his shotgun from the makeshift zip-line and levels it at the half-orc for a moment...but instead of firing he suddenly flips the gun around and swings around wildly behind him, hoping to club one of the flying bandits with it.

Hack and Slash (CON): 2d6+3 7
I deal my damage but the enemy gets to counterattack

Damage: 1d10 5

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
17/17 HP
0 XP
1 Heat

Jack watches coolly as Samwise takes out the advancing bandit in his fancy garb.

"Good shot, soldier." He grins with a bit of sarcasm. Reaching his arm out he attempts to catch a grasp on the magical board as it careens by out of control.

Defy Danger - Catch Flying Board: 2d6+2 12

Hoisting himself up, he resigns to sitting on the device horseback style. He kicks off and rides his new vehicle up and off the aircraft, flying parallel to another of the gold-clad flying men. His eyes blaze as he lines up a shot, the tip of the gun spitting a long jet of fire as the bullet exits.

Spending 1 Heat, Your next melee attack or ranged shot will ignite its target if it hits.
Volley - Flame Shot at Gold Surfer: 2d6+2 5

...but the kick of the gun unbalances Jack on his board and he veers out of control.

ouch

Lichtenstein
May 31, 2012


Samwise Jackson

"Good shot, soldier".

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


William comes down hard on the back of a flying bandit.

"What the hell?! Get offa me!"

The two whizz haphazardly around in the air, almost hitting the top of the train a few times as they come low. The airborne struggle brings them down into a low U-turn, sending both men and the board careening towards side of the carriage!

Sam's bullet hits the lead bandit right in the neck! His body does a backflip and slams into the airship before falling and hitting the train with a dull clang. His board twirls like a bee on fire before Audrey grasps it and goes airborne.

"Louis!" One of the bandits banks low and pulls an over-under off her back, aiming right for the shaman.

One of the bandits screams in pain as Bregolon tears the eye from his socket. He struggles half-blind with the shifted druid, but instead of shoving him off, he pulls out a punch dagger and thrusts it straight for the elf's shoulder!

Another board-mounted thug makes a wheezing grunt, feeling the shotgun handle crack one of his ribs inward. He involuntary lets off a sloppy spray of buckshot, catching Twoson across the face and making him stumble back. (3 damage)

Jack, your board's out of control! You're flying straight for Twoson, and it's going to be nasty if you hit three hundred pounds of walking metal at this speed.

Seeing Twoson distracted, the half-orc and his group come up the noble's carriage. The half-orc swings the cable faster and faster before letting it shoot forward, wrapping around Twoson's waist! The spearman gets into a defensive position before the wizard charges up his wand and cracks it against the cable. Lightning jumps down its length for the constrained warforged!

Mr. Maltose
Feb 16, 2011


Saguarombre de Sonora

HP 15/19, Armor 0, Damage D8, xp 1

Saguarombre is slowed for a couple of moments as he digs the elf's bullet out of his chest. Normally he'd be fine with a bullet or two in his plant-like flesh, but elves have a tendency to leave surprises in their rounds. Throwing away the bit of lead, he takes in the situation. All sorts of ruckus going on, mostly on the train. No reason to keep sitting in the flying machine.

Leaping up, he cocks his Lucky Own over his shoulder and grabs one of the grapple ropes. Zipping down towards the train, Saguarombre realizes too late that his trajectory puts him right between the team shaman and some drat fool flying bandit. He had two options. Either he could grab tight to the rope and slow himself down, or let go and see where he lands. If he slows down, he's a sitting target. If he lets go, he'll go plowing into who knows what. Well, at this speed, he'd go plowing right into that screaming man. Not a bad way to do it, really. Saguarombre lets go.

SLAM


Defying Danger using CON. 2d6+1=7

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
17/17 HP
1 XP
0 Heat

Gripping hard on the front of the board with one hand, his pistol held tight in the other, Audrey flops to his stomach and tries to pull the board enough to avoid Twoson, and hopefully plow through the group of defenders who have tied him down in the process.

Defy Danger - Get board under control: 2d6+2 9

The board flips upside down, whizzing past Twoson, but Jack dangles dangerously by one hand off the bottom.

Lichtenstein
May 31, 2012


Samwise Jackson
17/18 HP 0 XP 1 hold +1 armor (2 total)

Jackson lands softly on his knee, almost instantly lining up his gun. Just like Pierre-Henri did for years in the cold forests of the north. Royal musketeer The bandit hastily tried to aim, not enjoying the benefit of an stable surface, but before he managed to achieve anything, he was struck by Jackson's second shot.


Volley: 11, 7 damage. I'm on a roll.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Twoson Steeplechase, Warforged Gladiator
HP 23/25, Armor 2, Damage 1d10, Arsenal 2, XP 1


Shaking his head and scraping off the buckshot, Twoson laughs heartily at the half-orc's bold maneuverer. Well, actually he just manually activates an archaic dwarven protocol:

code:
"waramp -file x:/taunts/heartylaugh.mp3" 
that translates to the sound of a hearty laugh. Then ten thousand volts of electricity come crackling down the line and he focuses again.

Defy Danger (Con): 2d6+3 6

He tries to refocus the arcane energy from the electricity and convert it to power for his locomotion servos. Unfortunately he miscalculates:

code:
Do you want to save the changes to heartylaugh.mp3?
and before he can readjust he's sent too much power to his legs, briefly overloading them.

after I take the damage, I'm doing this:

Twoson tries again, this time grabbing hold of the cable and attempting to yank the half-orc into range:

Defy Danger (STR): 2d6+1 12

This time it works perfectly: the half-orc comes flying forward into Twoson's waiting fist, letting go of the cable in the process.

Captain Walker fucked around with this message at Feb 26, 2013 around 05:52

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP
Felix Underhill
HP 19/19, Armor 1, d8, 0 XP

"You're the one dropping in on our heist!" William and the hoodlum grapple like that for a while, not really paying attention to the board's swerving. At least, not until they were on a collision course with the side of the train. Their eyes lock for moment, a mutual understanding reached. Both men leap from the board, reaching desperately for the roof's edge.

Just trying to not splat, really. Defy Danger(Dex): 2d6+1 11

William pulls himself onto the car, Felix landing with a thump next to him. "See, Felix? Told you I'd meet you here."

natenasty
Aug 31, 2004

do it.

Bregolon
HP: 19(?)/19, Armor 2, XP 0, d6

Rage wells up in Bregolon as he feels the blade dig into his shoulder. His rational mind shuts off, and pure instinct takes over as he shifts into the familiar form of a coyote.

Shapeshift: 2d6+1 = 9 (Hold 2)

With a snarl, Bregolon bites the nearest part of his foe that he can see - which, unfortunately for the poor mage, is directly between his legs.

Hack and Slash! 2d6+2 = 10 6 Damage

Ouch!

Instead of pressing the attack further, Coyotelon releases the mangled remains of the human's genitals from his mouth. He uses the opening to keep his balance on the board.

What damage did I take from the knife wound?

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


Because I like Bregolon's response, I'm going to consider natenasty's misread on the dagger valid and go ahead. I mean seriously— He ripped his goddamn junk right off!

Saguarombre goes cactus first straight into the face of the Gold Surfer that Bregolon has just castrated. The two go wheeling past the coyote and onto the train, where they land with a thud. The man, screaming even louder now, curls into a ball as torrents of blood soak down his pants. As the Bravo stands up, the elven sniper from before appears! She's taken a knee on the next train car, her sights on Saguarombre once again. This time, however, her tattoos flare up in blue light before she pulls the trigger. A piercing beam of azure slices through the air for him, and knocks her backwards with its force. ( if you fail: 3 damage, -1 forward)

The board wobbles dangerously as one of its occupants is taken away, but Bregolon is in control. He can feel stinging pain in his shifted shoulder (4 DAM) but it's nowhere near enough to take him out. There's trouble, however, as the bandit that Twoson hit has regained his composure, and is headed straight for the coyote with a bladed tribal club raised high!

Samwise's target takes the shot hard. She slides of the board and hits the train car with a thud. The board, however, doesn't follow suit. It starts spinning like an expert town-ball throw and soars like an arrow straight for Sam!

Arcane lightning courses through Twoson's ancient systems. (9 damage, ignore armor) It's excruciatingly painful, but his counterattack is sure to be worse. The orc yelps as he's wrenched through the air into the Warforged's steely grasp. He uselessly kicks at Twoson's frame in hopes of escaping.

While William makes it safely onto the train, his foe does not. The bandit's chest hits the carriage, and before he can pull himself up, the board hits him. It explodes violently in a torrent of smoke and magical blue fire!

Everyone roll defy danger for the explosion.

Jack, your grip is slipping. You can manage to steer back towards the train, but you'll have to make a choice of landing. You can land on the roof, but with the angle you're coming in at you'll take a nasty hit from that explosion. Or, you can use your speed to let go and smash through the window into the noble's carriage ahead of the combat-embroiled car. Thoug havoiding the explosion, you'll still take damage from shattered glass, but it might be less. Who knows what's inside, however.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Twoson Steeplechase, Warforged Gladiator
HP 14/25, Armor 2, Damage 1d10, Arsenal 2, XP 1


The shock causes Twoson to let go of his still-loaded shotgun, and the momentum of the train means it lands a pace or two in front of him.

Rather sensibly, the half-orc had a backup plan in case he lost his swords: a ornately carved long-barreled revolver, holstered on his back. Unfortunately for him, Twoson's integrated weapon detection module picks it up, and it's just cumbersome enough that as it's drawn the warforged relieves the poor fool of his only hope for survival. "End of the line, pal. Any last words?"

As the spearman advances forward, Twoson clenches hard, hoping to break the man's neck, then casually tosses him from the edge of of train. "Sorry, didn't catch that," he yells over his shoulder at the body. He takes a potshot at the wizard:

Volley (Con): 2d6+2 9

The first two shots miss, but the third is dead-on, hitting the bastard right between the eyes. Spending the 1 arsenal I got from the half-orc to treat that as the max of 10 damage. Unfortunately the weapon then jams; Twoson curses and tosses it aside. Looking behind him at the oncoming conflagration, then down at the car's roof, already weakened by his landing, Twoson decides to elbow-drop his way through.

Defy Danger (STR): 2d6 11

Metal gives way to metal, and Twoson "Hells Yeah, Can You Smell What The Robot Is Cookin'" Steeplechase slams through the top of the train car, landing on his feet within. Grabbing the falling shotgun out of the air, he lets out a mighty roar of triumph.

Are You Not Entertained?! (CHA): 2d6+1 8
+1 forward

Captain Walker fucked around with this message at Feb 27, 2013 around 01:17

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
17/17 HP
1 XP
0 Heat

Jack sees the impending explosion in time and lets go of the board, crashing through the windows.

Damage - Shattered Glass: 1d6 1

The glass explodes into tiny shards and Jack bounces off the opposite wall. He fights to regain his composure. His head ringing and his body perched upside down.

Defy Danger - Regain focus (con): 2d6 7

He fights to his feet, gun held limply in hand. As if things weren't going badly enough.

"Blimey..." The twisted veteran's eyes go wide at what stands before him.

natenasty
Aug 31, 2004

do it.

Bregolon
15/19 HP, 2 Armor, 0 XP, d6, 2 Hold

Bregolon raises his snout into the air and smells the satisfying aroma of agony coming off of the now genderless bandit. The stench quickly changes to fear as the poor bastard sees two hundred pounds of prickly green death flying at him. As the two plummet into the train, Bregolon notices his good luck: another foolish human seems to want a go. A raggedly dressed thug makes his way toward Bregolon, one hand on his shattered ribs, the other wildly swinging a bladed club.

Bregolon takes a step forward on the board, speeding up towards the thug. Coming in low, he drives the sharp edge of the board into his opponent's already wounded midsection while simultaneously snapping at his throat.

Hack and Slash 2d6+2 = 9 3 Damage

The thug screams in agony, but the coyote's reckless attack exposes his back, providing an opening for an attack.

Just as the thug is about to strike, an explosion ripples through the air. Bregolon steps to his left, tilting the board so its bottom provides partial shielding from the blast, while also exposing the thug dangling from the front to its full effects. With this modest cover, Bregolon braces himself, hoping to simply endure the intense flames that are quickly surrounding him. How bad can a little heat be to someone who lives under the scorching desert sun?

Defy Danger (Con) 2d6+1 = 6

Pretty bad, it seems!

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP
Felix Underhill
HP 19/19, Armor 1, d8, 0 XP

William's smile fades as he notices the incoming board. "Run!" Scrambling to his feet, he half runs half dives towards the hatch. It's just a shame Felix's reflexes aren't as good as they used to be, since he spent precious seconds figuring out what William was fleeing instead of joining him.

I'm just running away from an explosion, there's only so much description I can give. William's Defy Danger roll: Defy Danger(Dex): 2d6+1 10 And Felix's roll, because he's technically a separate character with separate XP and all that jazz: Defy Danger(Dex): 2d6+1 7

Lichtenstein
May 31, 2012


Samwise Jackson
17/18 HP 0 XP 1 hold +1 armor (2 total)

"It's fun and all, but I'd like to remind you we've got a loving train to rob!", Sam shouted as he made a mad dash for the still-open hatch. He jumps in, just in time to avoid the explosion (Defy Danger (+DEX):10). "Don't you loving dare to move, bastards", he shouts preemprively as he falls to the floor.

I assumed there's not much point in defying danger twice for the same run. Feel free to roll for me again if you disagree.

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


*BOOM*

Roof of last car

The explosion is blinding. A plume of smoke and purple fire envelopes the side of the car, almost dissolving it with how fast the metal, glass and wood are blown inwards.

Bregolon's shifted coyote fur ignites like dry brush under a blowtorch! The board's somehow fine, but the bandit drops, screaming, as you clear the smoke and slams with a loud crack against the flitting badlands. Bregolon, you're lit up like Washington's ents. Your life in the baking sun means you're only taking 1d4 damage ongoing, but if you don't get extinguished fast, you're gonna be the next feller to hit the dirt. Anything you see to snuff the heat?

Felix, you've got two choices here. The roof's caving in (It couldn't take the heat nor stay out of Twoson's kitchen) and you can go with it, though you're bound to get a bad hit or break something (1d6 damage, inflict Weak). That also puts you in danger of anything inside. Otherwise, you can make a leap for the next car, but you're going to have to jump through the ward, which is a lot like hugging a Jacob's Ladder (1d6 damage, inflict Shaky). There's still a spear-man on that car, and he might stop having a mental breakdown long enough to run you through.

---

Inside last car

William's the first through the hatch, Samwise following as the board careening towards him pings off at an angle and detonates high in the sky. The dwarf from before is in the corner with a shotgun primed, a few cuts on his skin from the glass.

"Get ready to die, you—"

And then motherfucking TWOSON comes through the roof, bringing it down with him. The dwarf is blocked from his targets by a wrecked pile of sheet metal.

"Goddammit! I'll get you, you bastards!"

The car was sparse even when it wasn't beat to poo poo by an explosion and an elbow drop. Wooden wreckage and playing cards fluttering out into the air signify this was once a makeshift guard post, probably to keep an eye on the back half of the train.

You hear something metal crack. Is it just you, or is the distance between your carriage... Oh no, the explosion must've broken the car's connection! You'll be left in the dust!

---

Noble's car

For being at the back of the train, it's actually pretty nice. The floor's carpeted with those fancy rugs from a far off desert, there's chandeliers instead of standard lamps, leather chairs, and the small chest sitting on the table has got to have some treasure in it. A lone record player's pumping out some new tune from the East.

There's also few scared shitless aristocrats. One of them, a woman in an elegant blue dress, is pointing a blunderbuss towards you.



"Name yourself, fiend! By god, I'll bloody well use this if you make me!"

Jack, the woman's got an accent from the Empire, which is pretty rare this far West. Know her at all?

saberwulf fucked around with this message at Mar 9, 2013 around 22:07

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP
Felix Underhill
HP 19/19, Armor 1, d8, 0 XP

Felix is not having a good day. To be fair, heists never do go as smooth as you'd want. But this one? This one takes the cake. Say what you will about working under Birelli, but his jobs didn't involve train cars crumpling like a house of cards. He never had to leap through a goddamn ward just to not break his neck. Things were simple.

He lands in a twitching pile (3 damage) in front of the spearman. Dragging himself back onto his feet, he locks eyes with the trembling guard. "Kid, just put the spear down."

I just lowered Felix's main stat. This is going to be messy. Which is why I'm going to try to Parley with the guard, my Leverage being "not getting stabbed by one of the train robbers". Parley: 2d6+2 10

---
William was having a rather good day, before the shotgun was being pointed at his face. Can he reach his derringer before his head his blown off? He has to try. "Listen, I'm sure we can figure some-" Well, Twoson diffused that situation rather well. "Nice of you to drop in."

Of course, that nasty grating sound took the humor out of the situation. William throws the rear door open, eyes wide as the car drifts away. "Sam, please say you know a way to deal with wards." There's got to be something here that can help them not drift away. There has to be something.

Attempting to Discern Realities. Discern Realities: 2d6-1 4 William is wrong. There doesn't have to be anything.

Lichtenstein
May 31, 2012


Samwise Jackson
17/18 HP 0 XP 1 hold +1 armor (2 total)

"Don't know poo poo about these, but I'm thinking if we can overload the engine, we can overload this stuff too", he says as he rushes towards end of the car, taking his coat off. Sam hastily wraps it around his hand to grab one of airship's hooks and stick it right into the rune powering the ward.

Defy Danger(+INT): 10, as it's quick thinking that saves the day.

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
16/17 HP
1 XP
0 Heat

The woman's face... quite striking. And from the motherland no less. He felt like he remembered her from long ago, but he couldn't recall why.

"Careful, miss, that's quite a shooter you're holding."

He tries to calm her down, he didn't much fancy killing her, and something bothered him. Who was she?

Defy Danger - Calm down nobles: 2d6+1 7

It worked enough to get his lighter out, but the Blunderbuss was still pointed directly at him.

"The name's Jack..." He relights his crooked cigarette, toying with his lighter while he continues to try and calm her down.

Play with Fire - Nobles Car: 2d6+2 9
1 Heat.

"Listen, I'm not much for the idea of shooting a lady, much less an Englishwoman. Why don't you lower that thing and let my friends and I go about our business?"

And then it hit him... the voice... the face... he hadn't seen her in 15 years, but it was clearly her. Molly, his granddaughter.

If any of the other Nobles try to shoot at him, Jack will shoot first, but he will not touch Molly.

wrl fucked around with this message at Mar 10, 2013 around 00:18

natenasty
Aug 31, 2004

do it.

Bregolon
15/19 HP, 2 Armor, 1 XP, d6, 2 Hold

As flames engulf him, Bregolon howls in agony, somehow in perfect harmony with the death scream of the plummeting bandit. Well, at least that's taken care of. His momentary satisfaction quickly vanishes as he realizes the gravity of his situation - he's alone, on some infernal contraption, on fire, in the middle of the desert. He turns his board to keep pace with the thundering train, hoping to at least not lose sight of his allies. His gaze sweeps over the land around him - vast mesas in the distance, a sea of sand stretching for hundreds of miles ahead and behind, a pair of towering peaks to nearing rapidly...

Peaks!

Bregolon does all he can to make his board speed up toward the mountains. The pain is intense, but all he can do is endure.* Soon the train starts to bank away from him, the rails leading it on a course around the mountains. Higher and higher, the whipping wind only making his flaming fur burn hotter. Trees start to line the slopes around him, and strange animal calls replace the clamor of the train. Howling louder and louder, Bregolon begins to wonder if this strange mountain forest will be his burial ground. His vision starts to fade, the surroundings being replaced by a white mist. A cold white mist. Snow!

The falling snow rapidly extinguishes the fires surrounding him. Patches of his coat are completely burned away, and the exposed skin starts to blister in the cold. Veering left, Bregolon guides the board back toward the train. The track's detour around the mountain means that he reaches track level just in time to meet the first cars of the iron beast. As he starts to make his way toward the back, he notices the same cars full of lumber that Jack saw out earlier. Perfect.

Remembering the explosion that occurred the last time one of these boards rammed into the train, he points his directly at the lumber. Hopeful that it will find its mark and set the train alight, Bregolon shifts back into a hawk to get as far away as he can.

Shapeshift: Hawk 2d6+1 = 12: Hold 3

Bregolon soars into the skies, hoping to get a good view of the aftermath.

*I didn't know if I should make a defy danger roll or if I just take damage, but here's one: Defy Danger (Con) 2d6+1 = 10

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


Last car

Samwise jumps back slightly as the car's warding rune explodes with a flash of light! A barrier appears and flickers briefly before dissolving into the air. Nice work! The destroyed car is still sliding further away, so you better get the hell off of it soon.

Roof of noble's car

The shaking guard looks Felix in the eye. Slowly, he lowers his spear to a less combative angle. "Just get what you came for and leave! There's no reason to kill all these people!"

He turns on his heel and drops the spear, before running away back up the cars with the shield in both hands.

In the air

I'll rule it as 2 points of damage, nate. You were kind of on fire and all.

Bregolon soars majestically (if a bit crisply) over the train. The rogue board twirls out of control and detonates fantastically against the logs, engulfing them in an inferno of emerald flames! a plume of sparking smoke is quickly billowing out down the train, covering the roofs in a choking gray smoke.

Inside the noble's car


Molly hesitates at Jack's words.

"Molly," a rotund bearded man in a suit and top hat half-whispers, "please hand the rifle to me. As a gentleman, I couldn't dare see a woman hurt—"

"Oh shut up, Paul. I can drat well handle myself." She brandishes the rifle once more. "Tell me who you are, thief. And don't try any tricks; I'm not some pond lily. That I'll make crystal clear."

The carriage violently shudders, jostling everyone to one side. The chest on the table slides off and hits the floor, dumping its treasures onto the carpet.

In a pile of documents and maps sits a huge, solid tablet of shining gold. The lights glint off it like the gates of Paradiso herself.

Lurks With Wolves
Jan 14, 2013


William Duchamp
HP 17/17, Armor 1, d6, 0 XP
Felix Underhill
HP 16/19, Armor 1, d8, 0 XP, -1 Dex

"Meet you on the other side, Sam." William backs up, briefly ponders the dual meanings in that statement, and leaps for the next car.
---
Thank Avandra he listened. Felix is in no condition to fight. Barely in any condition to force his way into the car. But he's got nothing better to do than try. He's got his picks in his hands, there's no way he won't be getting in there eventually...

First off, William's daring leap: Defy Danger(Dex): 2d6+1 10 Next, Felix using the Tricks of the Trade to open one of the roof hatches on this car and get in: Tricks of the Trade: 2d6 10 No complications. Bless these dice.

wrl
Sep 17, 2004
omg<3kittens

"Weird" Jack Audrey
16/17 HP
1 XP
1 Heat

Above, Matimbo has dropped down onto the Noble's car.
Loyalty - Matimbo: 2d6+2 12

He slides between the two cars and looks in, catching eyes with Jack who has the full attention of the nobles inside. Matimbo awaits a signal.

"Listen portly Paul, with spindly arms like that shes liable to miss. I have six shots in this pistol... all of which will be fired before that cannon is reloaded. Let me be off with that chest of yours and I won't have to call my friend in from above to turn a few of you into mince." Jack gestures behind him, trying to draw attention away from Matimbo.
Fan the Flames - Noble's Car: 2d6+1 5

poo poo. They weren't falling for it.

Spending 1 Heat to cause Molly's gun to heat up intensely.

wrl fucked around with this message at Mar 18, 2013 around 15:22

natenasty
Aug 31, 2004

do it.

Bregolon
13/19 HP, 2 Armor, d6, 1 XP, 2 Hold, Crispy

Soaring hundreds of feet above the train, Bregolon feels satisfaction swell in his birdlike breast. "I did it!" he says to himself. He can see the fire start to spread further toward the front of the train. The cable running along the side between the cars melts away under the heat, severing communication between the conductor and the rear cars. With any luck, much of this train will be completely unusable by the time this heist is through.

Ah, the heist! Deciding it is time to check in on his companions, he swoops down beside the roaring train (spending 1 hold) to get a glimpse at what they're up to. Through the broken window he sees Jack in a bad situation, a human woman pointing a gun at him. Not wanting to see his comrade blown to bits quite so soon, Bregolon flies inside the car and lands on Jack's shoulder, ready to defend him.

Defend Jack: 2d6+1 9 Hold 1

Bregolon whispers into Jack's ear, "I'll peck the poo poo out of the next one that moves."

Lichtenstein
May 31, 2012


Samwise Jackson

Sam hastily puts his coat back on and makes a jump for the next wagon.

Defy Danger (+DEX): 6

In hindsight, fashion could have waited.

saberwulf
Mar 3, 2009

Pipe rifles and snack cakes.


A colossus of thick black smoke rises from the midsection of the train as it curves around the mountains.

The scenery's changing. The scrub and hardpan is gone, replaced by rocky soil and ruddy greens. As the train finishes its curve, the once endless badlands are replaced with craggy cliffs and cramped valleys, bottlenecking the train into a narrow wooded pass. Trees begin to zip by, first a few, then a forest as the air grows steadily colder.

Outside the noble's car

William clears the gap like it's nothing and gets a firm grip on carriage. And they say aristocrats aren't athletic! The Shade has been pulled over the door's window, but through a break you can see Audrey lying on the floor... And the biggest goddamn slab of gold you've ever laid eyes on. It's the size of a goblin's head!

Sam however, isn't as acrobatic. You land awkwardly on the edge of the car and slams your forehead into a steel support beam. You manage to grasp desperately to a bar, but your head isn't feeling too well. Did William always have a twin brother? (Confused, -1 WIS)

Matimbo drops down on the other side of the car, looking through the unobstructed window on that door.

Inside the noble's car

There's a dull clang from the back of the car. Molly looks up briefly, but quickly catches herself and brings the gun back up.

One of the gentlemen gasps at Matimbo's visage through the door. "By god, there's another one! Miss Audrey, we're surrounded!"

Bregolon swoops in just then, planting himself on Jack's shoulder like a menacing pirate's parrot. But, well, a hawk.

Just to add insult to injury, Felix also flops in through an open hatch.

Molly's eyes dart back and forth. She knows they're surrounded, inside and out.

"Tricky bastards, aren't you? Any of your men move, and I'll blow your bloody brains out right here—"

The barrel of the gun suddenly flares red like molten iron, causing Molly to yelp in pain and drop it to the floor. She stumbles back against the wall, holding back a scream as her blistered palms shake.

"God... drat... You... To Hell..."

The gentlemen are huddled against the wall in their booth. Paul, however, is under the table, slowly reaching for the golden slab.

Far up the train

In the darkness of car 6, smoke begins to seep through tiny cracks in the walls.

The carriage shudders.

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Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there


Twoson Steeplechase, Warforged Gladiator
HP 14/25, Armor 2, Damage 1d10, Arsenal 2, XP 2


As the warding rune dissipates, Twoson maks a running leap towards the increasingly distant nobles' car.

Defy Danger (STR): 2d6+1 5
gently caress goddammit

Unfortunately he is perhaps too confident in his ability to make the jump unharmed. He attempts to grab hold of something, anything, even if it means running behind the train while it's moving.

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