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In the end, everyone survived the night assault from the bloodstained beasts. But it was close as a straight razor's shave. The gang is shaken as they break camp and move on, hoping to stay one step ahead of whoever -- or whatever -- is after them.

Daylight dawns by the time Annie is satisfied the gang is far enough away to set up a new campsite. A few folks lag behind to cover the wagon tracks as best they can, trying to hide the trail. Others set up the new camp, chopping wood and raising tents. The doctors see to the most grievous injuries, while those bandits with the right enthusiasm for such things set to work skinning the massive monster corpses. Most of the rest flop down on their bedrolls for a few hours' rest, pulling their hats down to keep their eyes in shadow.
>>
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Updates:
https://twitter.com/ravenkingquests

Ravenking General Discord:
https://discord.gg/4p9mmau

Skirmish General Discord:
https://discord.gg/BvydtkD
>>
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Camping Phase

https://www.youtube.com/watch?v=skza48nMbuo


All bandits may freely partake in each of these once per camp:
Stewpot: Restore 2 health and remove Death's Door penalty.
Coffee: Restore 1 Survival (max Grit)
Sleeping Rolls: Reduce terror by 1.
Ammo Box and Supply Chest: Replenish your ammunition and supplies.

H.H. Sundries
>Provisions
$1.00 Canned Beans: Heal 1 health.
$2.50 Salted Beef: Heal 3 health.
$3.00 Cigarettes: Restore 1 survival.
$5.00 Fine Cigars: Restore 3 survival.
$3.00 Whiskey: Heal 1 terror.

>Camp Improvement (Choose 1)
Clothes Catalog: Improved clothes available for purchase.
Fine Goods Catalog: Improved gear items available for purchase.
Lodgings: Improves camp benefits.
Stagecoach: New characters start at level 2.
>>
Once folks have recovered somewhat from the night's events, the discussion starts on what to do next.

"We'll have to send a group of folks to meet with the Crow tribe," Annie says. "Maybe best not to bring the whole gang. Wouldn't want to scare 'em."

"You expect just a handful of us to walk on in there?" Cort says. "Hope the ghost dancers play nice and won't hurt us?"

"I'll be going, too," Annie says. "So it's not like I'm avoidin' the risk here. But we need to find out what they know. So we'll send a small group, and maybe also a few folks to Dust to do our shopping and see what the news is about the bank job. The others can stick with the wagons, maybe replenish our supplies some. As for all those monsters' bits," she says, and wrinkles her nose at the smell. "What the hell should we do with 'em? We got these jars of monster blood now, is it all right to just dump it in the ground? God knows what might grow there."

"The fur and bones could be useful," Cort says. "As for the blood, well. I might know someone."

"You mean the chemist?" Annie says, and scoffs. "Feller's crazier than a box of bobcats."

"True," Cort says. "But he might have ideas."

"I'm sure he would," Annie says, and sighs. "All right, we'll send a couple folks with ya to meet with your friend as well. Let's figure out who does what."

Monster carving results
Clothes:
White Furs (x3): +2 HP
Weapons:
Great Bone Blade (x1): Melee, Speed 1, Damage 5. Two-handed.
Bloody Claws (x1): Melee, Speed 2, Damage 1 + Bleed 1.
Items:
Bloodstained Beast Blood Vial (x3): Unknown properties.

Choose your side job:
>Go with Annie to meet with the Crow Tribe.
>Go with Cort to meet with the Chemist.
>Hunt, fish, and gather.
>Head into Dust for news and supplies.
Everyone else will stick with the wagons, in case more trouble shows up.
>>
>>3291099
Last Night:
Danny reels, clutching at his head as the horrible visions he saw in that cabin return. Desperately, he recalls the lesson Ringtail taught him. "Theringisinotinfinitecannotbeinfinite." He then succumbed to the black.
>Reject the voices, gain Thatataphobia

Today:
Danny awoke, head throbbing. Someone had moved him over into the bed rolls, guess they had finished off the monsters. He shudders as visions of decay and ruin come over him again, forcing him to his feet and towards the camp store for whiskey and tobacco to make them stop.
"D-d-did we make it fellers?"
>Partake of all freebies
>Spend $12 to buy Cigarettes and 3 Shots of Whisky to recover 1 survival and 3 terror

"I-if you're ok with it ma'am, I'd like ta' go to the tribe with ya'll. I've been tellin' you this shit was goin' on, but nobody believed me. Maybe'll get some answers there."
>Go with Annie to meet with the Crow Tribe

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 2 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 0 Terror
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Leader: You and allies within 5 spaces have +1 Accuracy
Disorders:
Thanataphobia: ???
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 6, on roll of 10 gain +1 Survival, 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 terror
$222
0/1 Bags Held
>>
>>3291099
>>3291066

>Stewpot, Coffee and Resupply
>Buy Cigars
>Vote clothes catalog

>Level Up: Gain Draw!, Gain +1 movement

>Go with Annie to meet with the Crow Tribe

Jackson King
Level 3 Gunslinger (2 Strength, 4 Grit, 1 Smarts, 2 Charm)
6/6 HP(+1 Wide Hat & Dusty Coat), 6 Movement, 6/6 Survival, 0 Terror

Skills:
-Leader: You and allies within 5 tiles gain +1 accuracy
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Draw! (R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.

Gear:
-Repeater Rifle: Range 30, Speed 2, Damage 2, Ammo 6/6, Two Handed, Aim: When you attack, you may reduce speed by 1 to gain +2 Accuracy.
-Knife: Range Melee, Speed 3, Damage 1, Concealed, L.Thrown: Range 10, Slow, +1 Damage, +1 Accuracy (Thrown)
-Liquor Flask: (A, x2): You or an adjacent ally restore 1 survival and removes 1 terror.
-Doctor Bag: (x4) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid.

$151 remaining.
>>
>>3291066
>>3291215
>Voting Clothes Catalog
>>
>>3291099
Catina "Lady Luck" Florea
Level 3 Gambler 2 Strength, 2 Grit, 2 Smarts, 4 Charm
5/5 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish, Huckleberry
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 272

Catina walks past the carts, hissing lightly as she puffs on a cigar. Her nice dress was ruined, a large claw shaped tear coming from her shoulder to the middle of her chest. The wound hasn't had a chance to heal, the wound slightly reopening if she moves her arm to any length. She knew it'd become a massive scar, this thing was way too deep to heal nicely.

>Clothes Catalog

>buy a cigar, buy two thing of canned beans, 7 dollars

>Go to the crow tribe
>>
>>3290147
Her rifle cracks three times through the firelight; flashes of brilliant white marking a deadly staccato in the shifting darkness. The rifle kicking harder than normal, so much so that Bonnie almost loses her mark on the last shot. The monster's scream makes her flinch, but after she blinked the third beast had fallen. Funny thing how time could slip like that.
Bonnie dutifully packs her things into the wagon before collapsing onto the soft grass by the fire. Her eyes rest on the blank foreheads of the Wendigo next to her, locked in an unseeing stare.

"Finished, ye son of a bitch."

She could have sworn they were smiling.

>>3291099
>>3291066
Camp:
Stewpot: Restore 2 HP
Coffee: Restore 1 Survival
Sleeping Rolls: Reduce Terror by 1
Ammo Box: Ammo Replenished

>Provisions:
-$2.50 Salted Beef: Restore 3 HP
-$10.00 Fine Cigars: Restore 6 (5) survival
-$3.00 Whiskey: Reduce 1 Terror

>Improvement Vote:
Fine Goods Catalogue

>Go with Annie to the Crow Tribe

>>3291215
"Shut up an' get in the wagon."
>>
>>3291515
>>3291515 (You)
Level Up!
Gain: Resolve
Gain: +1 Strength (+1HP)

>Name:
Bonnie Northbark
>Level: 3
>Class:
Trapper [2 Strength, 4 Grit, 2 Smarts, 1 Charm]
HP: 6/6
SURVIVAL: 6/6
MOV: 6
TERROR: 0/10
>Skills:
Hunter's Mark
Headshot
Resolve
>Gear:
Varmint Rifle [DMG 1 / SPD 3 / RNG 40]
AMMO: 12/12
Knife [DMG 1 / SPD 3 / RNG 10*]
*AMMO: 2 [SPD 1*]
Bear Trap [x1]
>>
>>3291515
"Ain't you ever gotta single nice thing to say Bonnie?"
>>3291215
>Level up: Gain Charm & Fan-Fire

Danny "Deadwood" DuPaul
Gunslinger (2 Strength, 4 Grit, 2 Smarts, 3 Charm)
6/6 HP, 5 Movement, 5/5 Survival, 0 Terror
Skills:
Draw!(R, 1 Survival): When attacked, counterattack. Highest hit roll goes first.
Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
Leader: You and allies within 5 spaces have +1 Accuracy
Fan-Fire (A, 1 Survival): Attack with +2 Speed, -2 Accuracy. Max range 10
Disorders:
Thanataphobia: ???
Gear:
Revolver: Range 20, Speed 2, Damage 2, Ammo 6, on roll of 10 gain +1 Survival, 3/3 Shots
Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw: x2/Battle, add Range 10.
Liquor Flask (A, x2): Self or adjacent gains 1 survival and heals 1 terror
$222
0/1 Bags Held
>>
>>3291357

Catina "Lady Luck" Florea
Level 3 Gambler 2 Strength, 2 Grit, 2 Smarts, 4 Charm
5/5 HP 5 Movement, 4/4 Survival, 1 Evasion
Skills: Devilish, Huckleberry, Pack Mule
Gear: Holdout Pistol, Syringe, Coins, Lucky Charm
Money: 272
>>
>>3291066

>New level: +1 Grit, Gain Bloodthirst skill
>partake in everything
>Purchase 3 Whiskeys, 1 Salted Beef, and 1 Cigar ($16.50)
>Clothes Catalog: Improved clothes available for purchase.

>>3291099
>Go with Cort to meet with the Chemist.

Thaddeus awakes from his bedroll surrounded by empty whiskey bottles and a severe hangover. All he wanted was to forget the horror of last night, and whiskey is a delicious, if somewhat expensive way of forgetting. However, one thing did leave a permanent mark on Thaddeus' psyche beyond the haze of alcohol. the sheer unrelenting /bloodthirst/ of the beasts called to a primal instinct deep within him.

After the morning meeting, and drinking half of the local river, Thaddeus fell in with Cort's crew to see the Chemist.

Thaddeus McDaniel - $210
Blaster lvl 3 (4 Strength, 3 Grit, 1 Smarts, 1 Charm)
8/8 HP, 5 movement, 5/5 Survival, 0 Terror
Skills:
Slam - Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion
Bruiser - Unarmed attacks do 1 additional damage, Slam causes knockdown.
Bloodthirst (S) - Mark closest target, mark lasts 2 turns, if target dies on the same turn I injure it, heal +2 HP, and gain +1 movement for the rest of the battle (max +3 movement)
Gear:
Fist (Melee, Spd 2, Dmg 2, Luck +1)
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)

(I have two questions, are those carving results up for grabs? And are those Bloody Claws considered Unarmed?)
>>
>>3291066
>Attend the Ammo Box and Supply Chest (refill ammo and supplies)
>Buy a pair of salted beef steaks, a box of cigars, and three bottles of that good whiskey. (full heal, full survival, all terror removed) [-$19, $143 remaining]
>Vote for Clothes Catalog, as these overalls have seen better days now

"Whatsits scamprin' 'bout tha trees an' lookin' tah send us away all a-feared. Ain't got nuthin' tah show fer it all but tha life in me lungs an' heat in me veins. Cheers fellas, an' madams, we ain't no meat for them jabberwocks. Damn shame we lost us sum good souls, but we ain't gonna lettem go a-wastin'." A poor, drunken eulogy presented by the oldest in the band, standing before the bonfire with his third bottle of whiskey overturned in hand with arm extended. Just another day, and another funeral for this old boy.

Old Boy Graham
Level 2 Blaster (4 Strength, 2 Grit, 1 Smarts, 1 Charm)
8/8 HP(+1 from Workman's Overalls), 5 Movement, 4/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x1 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3291066
>>3291099
>Level up, gain +1 Grit and learn Slam
>Head into Dust for news and supplies

Old Boy Graham
Level 2 Blaster (4 Strength, 3 Grit, 1 Smarts, 1 Charm)
8/8 HP(+1 from Workman's Overalls), 5 Movement, 4/4 Survival, 0 Terror
Skills:
Endure - (R, 1 Survival) You or an adjacent ally ignores one wound.
Slam - Moving 3+ spaces in a line into an enemy inflicts knockback 1 and -1 evasion for the turn. May move into newly freed space.
Sturdy - Ignore [bash] and [knockback]
Gear: $159
x1 Adamant Ore
x1 Torch (Melee, Spd 2, Dmg 0, [burning], [light source]. <A> Throw at Rng 5)
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, Slow, 2H)
Felling Axe (Melee, Reach 2, Speed 2, Damage 2, Devastating 1 (+1 crit damage))
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)
>>
>>3291066
>>3291066
Note that the Stewpot heals at +3 because It Is filled with rabbit meat.

>Level up! + 1 Smarts, + Hunters Mark
>Take some of the strangely warm White Fur for myself unless stopped, I earned It gosh darnit. Time to make myself a stylish new coat.
>Partake In all camp Items
>Partake In Beans and Cigars (-6 Dollars)

>Fine Goods Catalog

"Need me a better rifle than this ol thang or this piece-a-crud you guys done sold me..."

Jack 'Jackie' Redfield
Level 4 Trapper (2 Strength, 4 Grit, 3 Smarts, 1 Charm)
7/7 HP(+2 from White Furs & Leathers), 6/6 Movement, 4/6 Survival 0/10 Terror

Skills:
-Steady Aim: Spend (M) to gain +2 Accuracy this round
-Headshot: (A, 1 Survival) Attack with + 3 Luck
-Resolve: When spending survival, roll 1d10, on 6+ don't spend that point of survival
-Hunters Mark (S): Mark the closest enemy, allies have +1 luck against It. Lasts 3 turns or until used again.

Gear:
-Varmint Rifle: Range 40, Speed 3, Damage 1, Ammo 4/4
-Roll Rifle: Range 30 Speed 1 Damage 4 Ammo 1/1
-Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10

-Bear Trap: (x1) Deployable, Trap. Target takes 2 damage and Is Immobile until they spend (A) to escape.
- Lucky Charm: + 1 Luck

Cash - 122$

>>3291099
>>Head into Dust for news and supplies.
>>
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>>3291099
>[Camp Actions: Sleeping Rolls]

Vote
>Clothing Catalog

Level Up [+Str] [Warpaint]

>Accept the visions: Gain the Strange Hunger trait

>Go with Annie to meet the Crow Tribe
>>3291099
>Sweep a Bloodstained Beast Blood Vial: Unknown Properties


Lily Rivers, Gambler [2]
[2 Strength] [2 Grit] [2 Smarts] [5 Charm] [1 Terror]
[5/5Hp] [3/4 Survival] [5 Move]
Skills
[Inspire: Encouraging teammates gives them +1 Speed and +2 Movement on their next turn]
[Devilish: Use (Charm) for attack accuracy.
[Warpaint: Immune to Intimidate]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit9+), Ammo 9/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×3) Use while Hidden. Distracts NPCs]
Doctor Bag: (x5) Deployable. First Aid (A): Heal yourself or an adjacent ally for 2. Deploy (A): Anyone adjacent to the bag can use First Aid. [Bandages: +2 charges]
[Pills: When using First Aid, you may make a Smarts check to attempt increase healing]
[Bloodstained Beast Blood Vial: Unknown Properties]
[Lucky Charm: +1 Luck]
[Shrike Wreath: +1 Evasion]
[Cash: $234]
>>
>>3291215
>>3291293
>>3291357
>>3291515
>>3294245

Delegation to the Crow Tribe is now full (Annie, Danny Deadwood, Jackson King, Lady Luck, Bonnie Northbrook, Lily Rivers)

>>3294245

As Lily attempts to inconspicuously reach for one of the blood vials, a strong hand grabs her wrist. "We're takin' those to the chemist," growls Cort, who came out of nowhere. His words are polite. His tone is not. "See if he can do something useful with 'em. They ain't for selling. So kindly keep your hands to yourself. Ma'am."
>>
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>>3291066
>LEVEL UP! >level 3: smarts +1 and get Zero In!
>Eat Stewpot
>Drink Coffee
>Remove terror with Sleep Roll and whiskey bottles (buy 2 more to replace the ones I had)
>Ammo box and get everything back
VOTE FOR:
>Clothes Catalog

>>3291099
>Go with Cort to meet with the Chemist <.<


Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Zero In: Add Smarts Bonus to accuracy for next ATK this round: (S×3)
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(204$)
>>
>>3291066
>Survived! +1Smarts, Learn [Distract]
>Coffee, Sleeping roll
>Cigarettes ×2, Whiskey ×2. $12

>Camp Improvement: Clothes Catalog

>>3291099
>Cort & The Chemist
>-Also, can Clothes be modified?

Boleite Blue, Gambler [3]
[1 Strength] [2 Grit] [3 Smarts] [4 Charm]
[4/4Hp, 0Terror] [4/4 Survival] [5 Move]
Skills
[Huckleberry: +1Luck in Area 5, Self&Allies]
[Leader: +1Accuracy in Area 5, Self&Allies]
[Distract: {A, 1Survival} Deceive to gain&keep attention of all in vis (exceptions selected)]
Gear
[Fancy Dress: +1 Evasion]
[Holdout Pistol: R20, Spd3, Dmg1 (crit8+), Ammo15/15, Concealed]
[Syringe: (A, ×1) Unaware target KO'd until Roused]
[Coins: (S, ×2) Use while Hidden. Distracts NPCs]
[Lucky Charm: +1 Luck]
[Liquor Flask: (A, x2): Self or adjacent recovers 1 survival, heal 1 stress]
Cash: $227. Trophies: [Deputy's Pistol], [Goldenvale Shotglass], [Tarot Deck]
>>
>>3291099
>>3291215
>>3291293
>>3291357
>>3291515
>>3294245


The gang's delegation rides to the meeting with the Crow Tribe. Annie's front and center, and spread out accompanying her are Danny Deadwood, Jackson King, Lady Luck, Bonnie Northbrook, and Lily Rivers. All of them are interested, for their own reasons, in what the Crow have to say about the monster that attacked them.

As the group of horsebound travellers makes their way up a winding path into the hills, Annie hears a crunch under her horses' foot. A quick investigation reveals a hollow geode, a rock broken open to reveal glittering crystals within.

"Eagle stones," Annie says, holding it up to watch the sunlight dance on it. "Why they call this place Eaglestone Hill. You find 'em every once in a while. The natives have a story about thunderbirds and these things. Can't quite recall what, but the stones are supposed to be magic or somethin'."

Each traveller may choose to search among the rocks. Roll 1d10+Luck.

>1-3: Scratch your arm. 1 damage.
>4-5: Nothing. Just rocks.
>6-8: A pretty stone, but nothing more. Sell in town for $10+Charm.
>9+: Put this one up to your ear, and you can hear the storm. Gain Eaglestone rare item.
>>
>>3298470


Soon a small camp of native tents comes into view, tucked away in a pass between high ridges. There's a couple dozen men waiting for you down there. Just men. Looks like they kept the women and children somewhere else, just in case. They watch you ride up to the edge of their camp with stares that don't bother to hide their hostility. You dismount, and the warrior from last night, the one who stepped first into the firelight, emerges from the group to stand in front of you. He doesn't look happy to see you. "I was against this," he tells you bluntly. "Come. The shaman waits for you."

The warrior leads you towards a small tent with heavy fabric, decorated with feathers and patterns. Next to it, a tree stump is being used as a seat by the man in the crowfeather mantle. He looks up with a smile as you approach. "I see you've accepted my invitation."

"Yeah, well. Wouldn't want to be rude." Annie says derisively. "So you're some kinda shaman, huh? What do we call you?"

"I'm Etu. This is Hakan," he adds, indicating the warrior, who has moved to stand by his side. "In your language it would be something like "Child" and "Flame", though I prefer our version, personally."

"Where's your chief?" Annie says. "Too big to speak with us?"

The two men, Etu and Hakan, share glances. Hakan growls, "He's not here."

"Our chief is indisposed and not prepared to converse with guests right now," Etu says. "The two of us can speak for the tribe. About the events of the previous night. My people know of the creatures you fought. There are stories. If you have questions, we will try to answer them."

>Say what you will to the Crow tribe representatives.
Or you can just:
>Let Annie handle the talking.
>>
Rolled 6 + 1 (1d10 + 1)

>>3298470
>>3298478

Jackson pipes up soon arriving. "Me an' Bonnie rescued a couple of folks a few days ago. Not sure if they're yours but I'm guessin' ya got word at least."
>>
Rolled 4 (1d10)

>>3298470
"Worth a shot as any..."
>Search the rocks

>>3298478
"What wer' those things? You said they wer' called here, any idea who by? Maybe those men in red we met, on account'a that thunderstorm they brought they probably had magic a' some kind, and they'd be right cross with us since we beat 'em down."

Danny recalls the terrifying visions he saw.

"Also, somethin' funny happened to me when I was tryin' to break those idols a' theirs. I can't quite remember, since I passed out, but do ya'll have any idea what that could be?"
>>
Rolled 9 + 1 (1d10 + 1)

>>3298478
>Search the rocks
>>
Rolled 9 + 2 (1d10 + 2)

>>3298470
Lily rubs her lucky charm, a smooth river stone with a thin band of gold. "Ill take a look for one of these pretty stones if you dont mind."

>>3298478
"A couple things really but... It felt like that charm was tryin to talk to me? Its all a bit fuzzy and I dont really understand this kind of thing."
>>
>>3291066

(Level up: +1 Strength, Gain "Battlefield Medicine" Perk)

Doctor (3 Strength, 1 Grit, 3 Smarts, 2 Charm)

6/6 HP, 6 Movement, 1/3 Survival, +1 Evasion (Derby Hat & Dapper Vest)

Skills: Pack Mule (+1 Doctor Bag/ Toolkit, +1 Loot Bag)
Combat Medic (When you heal an ally you both gain +1 Armor until the end of the round.)
Fade [S, 1 Survival] (Move 3 spaces away from enemies, gain +2 Evasion this round)

Gear: Holdout Pistol, Toolkit, Doctor's Bag (1/4), Doctor's Bag, Loot Bag, 234$ (7.50$)

>Buy Salted Beef (+3 Health), Fine Cigar (+3 Survival), 7.50$

>>3291099

>Head into Dust for news and supplies.

"Well, while you good men and ladies meet the hopefully not cannibalistic tribals, I'll visit the nearest trace of civilisation for news and hopefully some soap. Ta ta!
>>
Rolled 7 + 3 (1d10 + 3)

>>3298478

"My mother would tell me stories about those beasts... would iron or silver be better for taking them out?"
>>
>>3291099
>>3291843
>>3296429
>>3297596

Thaddeus McDaniel, Dr. Sun Li-Chen, and Boleite Blue go with Cort to go see the reclusive Chemist. Cort don't say much about where they're going, just grunts mostly. But he leads the way up to a ramshackle cabin in the forested hills. "Wait here," he says in his gruff voice, and dismounts to check for and disable a tripwire between the trees. "Hey, old man!" he calls out. "It's Cort! Don't shoot us, all right?"

The gunslinger leads the way inside into someplace right out of a dime novel. Bookshelves line the walls, crowded with books and paraphenalia both occult and scientific. Desks creak under the weight of great stacks of papers scribbled with indecipherable scrawlings. In the center an elaborate construction of vials, beakers and burners passes colored liquid and hissing smoke through tubes of glass. A wizened old man with wispy tufts of white hair watches this intently. Cort coughs loudly, startling the old man, who spins to stare at you from behind huge safety goggles. "By the ether! Cort! Whatever are you doing here at my secret laboratory?"

"Secret laboratory, he says." Cort turns to the other bandits. "He got ran out of town a few months back. On account of the explosions."

"All in the name of science," the chemist says, dismissive. "What's a few burning buildings compared to progress? Anyhow, very busy, very busy indeed. Did you need something?"

"Got something for you to take a look at," Cort says, showing him the blood vials. "Took this outta some kinda creature that attacked us. White fur, antlers, claws. Real ugly."

"A cryptid hematological specimen? Fascinating." The chemist uses an eyedropper to extract and drip a tiny drop of the blood into a beaker filled with a clear liquid. It bursts into a tall purple flame emitting an acrid smoke. "Most fascinating," the chemist adds, adjusting his goggles, the purple light emitted by the flame reflecting in the lenses. "Give me a few days. Same deal as usual. Anything I produce is yours, as long as I keep the data."

"He'll do anything to add to his notes," Cort says wryly, gesturing at the voluminous masses of papers and tomes crowding the cabin. "Anyway, let's see what he comes up with."

New items available.
>Choose what to create with your 3 blood vials. Each item costs 1.
Healing Vial (A, C2): Restore 50% of your Health, rounded down.
Blood Bullets: Once per job, inflict Bleed 2 on yourself to use these. Your next gun attack doesn't cost ammo and deals Bleed instead of normal damage.
Crimson Gem: +1 Strength


The chemist is very busy, but while you're here you could maybe:
>Ask something about science.
>Ask something about the occult.
>Offer your services for work.
>Poke about.
>Pilfer something.
>>
>>3291099
>>3293330
>>3293600
>>3298568

In Dust, Old Boy Graham buys a newspaper from a young lad on the corner, and has a look at the front page. "Oooee. Bank heist in Goldenvale's front page news. Guess folk're real excited what with the town bein' shot to shit an' all."

"What does it say?" Jackie asks. "I, uh, I ain't the best at readin'."

"Mmmm. Mostly talks 'bout them red hood fellers. Seems there's some confusion as to who was doin' what where, and who got out with what. Other'n that, lessee. We got somethin' about a new railway. The two presidents are still shoutin' at each other over every little thing. And there's an advertisement for beard cream -- ooh, maybe I should get some o' that meself."

"So we're in the clear?" Jackie says. "That's a relief."

"I wouldn't be too sure, youngin. Them writer folks just put down whatever dumb thing grabs people's attention. Lawmen might be a different story. Best we still try not to draw too much attention. Keep eyes in the backs of our heads." Graham nods sagely. "Now, you and uh --" He looks around. "Gad dangit where is that doctor feller?"

The miner and trapper find Dr. Augustus around the corner, in a muddy alley in between a warehouse and a stable. With him are four fellers who're getting a little too closely acquainted with him.

"Come on now," one of them is saying. "Fancy man like you must have plenty of cash on ya. At least a nice pocket watch."

"You'd best keep your hands off me, ruffians," blusters Augustus. "Ah -- Graham, my good man! Jackie! Over here!"

"More of 'em," grunts the feller. "Keep 'em off while I shake down this little lizard pecker, will ya boys?"

The other three thugs step forward, blocking the doctor from Graham and Jackie.

>Roll 1d10+Strength to engage in fisticuffs with the ruffians, 1d10+Grit to escalate and draw iron, or 1d10+Smarts to run away.
>>
>>3301780
>Crimson Gem: +1 Strength
>Offer your services for work.

While he was never the smartest man, Thaddeus did have a passing interest in the scientific arts, and after hearing of the Chemist's knack for causing explosions, offered the old man his services..

Thaddeus McDaniel - $210
Blaster lvl 3 (4 Strength, 3 Grit, 1 Smarts, 1 Charm)
8/8 HP, 5 movement, 5/5 Survival, 0 Terror
Skills:
Slam - Move 3 spaces in a line into an enemy, cause Knockback 1 and -1 evasion
Bruiser - Unarmed attacks do 1 additional damage, Slam causes knockdown.
Bloodthirst (S) - Mark closest target, mark lasts 2 turns, if target dies on the same turn I injure it, heal +2 HP, and gain +1 movement for the rest of the battle (max +3 movement)
Gear:
Fist (Melee, Spd 2, Dmg 2, Luck +1)
Pump Shotgun (Rng 10, Spd 1, Dmg 4, Ammo 5/5, 2H)
Pickaxe (Melee, Spd 1, Dmg 3, Armor-Piercing, 2H)
Dynamite ([M] to light fuse. [A] to throw at Rng 10. Explodes at end of user's next turn. Area 2, Dmg 5, Destructive)

(another question, the character sheet says that Bloodthirst has two uses, but has a max movement bonus of three, is this a typo?)
>>
Rolled 8 + 4 (1d10 + 4)

>>3301791
>Fisticuffs? There's no time for fancy word, only time for shooting dukes! (1d10+4 Strength)
>>
>>3301791
>>3301796
A blur of beard and overalls barrels into one of the thugs, a shoulder checking dead center into their back. The elderly man, standing frail and decrepit wobbles back upright with his fists and stance held wide. "Now thatta the interduck-shuns 'ave been made, we shudda be 'avin' words. Right?"
>>
Rolled 10 + 3 (1d10 + 3)

>>3301791

[i]Augustus tries to duck out of the alley away from harm[/i]

"Trying to rob a harmless man in the middle of day! For shame, you cretins!"

>1d10+3 (Smarts)
>>
Rolled 4 + 2 (1d10 + 2)

>>3301791
"Aw hell fellers we was just lookin for a good day round the town, why you gotta start a fight?"
>>
>>3301780
>Crimson Gem
>Poke around, see if there's anything worth buying
>Ask about science/the occult
Blue's fingers dance idly across the shelves, stopping occasionally to pick up and examine an item that catches her attention. "So how's a man of the Modern Sciences git so involved with the, howdja call it, cryptihematothingies? Most folks just call 'em beasts and be done with it."
>>
>>3301780
>Healing Vial
>Ask question about Science.
"Anything you can share? I might be a "doctor" but in all technicalities I am still young and I strive to learn new things."
>Afterwards offer services?


Sun Li-Chen
Level 1 Doc (2 Strength, 1 Grit, 4 Smarts, 3 Charm)
5/5 HP(+1 EVA from Derby Hat & Dapper), 5 Movement, 3/3 Survival
Skills:
▪Pack Mule: Carry +1 Toolkit, +1 Lootbag
▪Zero In: Add Smarts Bonus to accuracy for next ATK this round: (S×3)
▪Resolve: Spend survival, 6+ on d10 keep survival point
Gear:
•Knife: Range Melee, Speed 3, Damage 1, Concealed, Throw 2 per battle at range 10
•Doctor Bag: (×6), Deployable, First Aid (A)-Heal yourself or an adjacent ally for 2, Deploy (A)-Anyone adjacent to the bag can use First Aid.
•Tool Kit (×2): (A,×6), Picks Locks, Disable, Sabotage or Repair Machinery
•5×Canned Beans (Heal 1), 2×Salted Beef (Heal 3), 1×Cigarettes (+1 Survival), 1×Fine Cigars (+3 Survival) , 2×Whiskey (Heal 1 terror)
•(204$)
>>
>>3298478
>>3298492

"Yes, we heard," Etu says mildly.

"We heard you killed many Crow who tried to rescue their people," Hakan says. "Some of those warriors were my friends. Men and women I'd fought beside."

"Y-yeah, but --" Jackson sweats a little. "We set them free once we knew what were the case."

"Does that excuse your actions?" Hakan asks. "Do you think that you're now free from judgment?"

"We understand," Etu cuts in. "That sometimes a man can take a job and, perhaps, not fully understand what that job means. That when he finds out what's really at stake, he has a choice. These are hard times, and it takes courage to try and correct a wrong. For that we thank you. The survivors thank you, for not being worked to death a life of slavery. We owe you a debt of gratitude."

"Which we're now repaying you."

"Perhaps."

>>3298496


"Those creatures that attacked you. They are hunger demons we call wendigo," Etu says. "It is said they were once men. In life, they were driven to cannibalism through starvation and madness. Now their spirits are cursed to endure undeath as monsters, hunting and devouring flesh. One legend states that when it kills and consumes a human, the killer's soul can finally pass on to the afterworld, while the victim's soul is trapped in the body and becomes the monster."

"Every story says they are solitary," Hakan adds. "To see three of them in one place is unheard of. Any one of them is more than a match for a man. No doubt whoever summoned them thought three would be enough."

>>3298530


"Which brings us to those totems," Etu says. "A powerful form of black magic, said to bind creatures touched by the spirit world. Through them, a shaman could not only draw forth a creature, but strengthen it. As you found out for yourself, they can be destroyed, but only by a great force of will. And even then, it can be dangerous. The spirit world is a dangerous place, and the totems connect to its darkest realms. When your spirit touches that place, even for a moment, you may end up leaving something behind -- or bringing something back with you."

He looks at Danny, then Lily, considering. "If one still felt the lingering touch of malign spirits on their soul, a purifying ritual might aid them. For a perfectly reasonable fee, of course," he adds with a chuckle. "Sacred herbs aren't cheap, you know."

>>3299310

"Silver?" Hakan asks with confusion. "What kind of weapon would that make? Bone and stone, iron and fire, all do just fine against creatures touched by the spirit world. They are strong, but not immortal. There are other ways, but only the shamans can use them."
>>
>>3307019


"These red hoods are not known to us," Etu says. "But I sensed that the thunderstorm you speak of was, indeed, caused by magic. And somebody created and hung those totems that brought the wendigo to your camp. It would be wise to consider who would want something from you, and what that is."

"A shadow hangs over you, men of the gun," Hakan says. "A dark fate awaits you. I told my brother not to involve us your affairs, but now he has. So I say this, lest your ill fortune fall back upon us. Be wary. Protect yourselves. Trust no-one." With that he stalks off.

Etu says, "I think that's his way of wishing you good luck." He sighs as he watches Hakan go. "He always was strong-willed. That's why father likes him." He turns back to you with a mournful smile. "One more thing before you return to your people. A handful of my disciples have expressed interest in travelling with you. Something about seeing the land beyond our borders. They have some small skill in dealing with spirits and spellcraft, and most know how to use a weapon. I'm sure they would be of great value to your little band. If any decide to follow that path, I'll send them your way."

>Shaman class unlocked!
>>
>>3301780
>>3301792
>>3302613
>>3305744

>Ask about work
"Any samples of cryptobotanical or zoological specimens you can produce such as this one would be most useful to my research. There also would be a handsome payment involved if you happen to come across any texts regarding natural philosophy, particularly anything by Paracelsus or Marquis Adoet de Fabre, or Pope Sixtus V, or perhaps the Roman emperor Elagabalus." The chemist squints for a moment at the bandits. "I keep the money very well hidden, locked away, so don't get any funny ideas."

>Ask about occultist researches

"In the black library of Miskatonic University, I dared to delve into those forbidden tomes, the Book of Eibon, De Vermis Mysteriis, even a rare copy of the Secret Fire, the Flamma Reconditus! Only five editions of the full translation exist, you know! My eyes were opened to the truth of this world, and ever since I have pursued true knowledge. Many say that the natural sciences and occult studies are incompatible. I say they are fools!"

>Ask about medical science
"Stay away from rigid academia! Filled with small minds, sad minds! Those fools at the University could never understand my work! What would you say now, "Doctor" Hogstown, if you saw that my theories on the applications of Aqua Fortis were entirely correct? But -- yes, I was talking about medicine. My advice to you, my young asiatic friend, is you must discard old-fashioned thinking! Practice your own medicine without fear of judgment!"

>Poke around
As Blue wanders about, she discovers and with deft fingers swiftly pockets a glass vial containing a brilliant green liquid. Absinthe, perhaps? Uncorking it lets out swirling wisps of green smoke with a pungent, yet not unpleasant aroma. Swirling it around seems to give the liquid inside more momentum than it ought to.
>Gained Strange Green Chemical x1. Drink it or throw it at something and see what happens.
>>
>>3301791
>>3301796
>>3301802
>>3301810
>>3302387

While Doc Augustus skedaddles out of there like a deer with its tail up, Old Boy Graham rolls up his sleeves and sets to work. These thugs hardly feel like a challenge after what he just went through, a bank robbery and a battle to the death against monsters. "Dagnabbit you whippersnappers, I'm gonna learn ye a thing or two about fisticuffs!" Even when they gang up against him to get past his guard and land a few hits, it's like punching a stone. It hurts them more than it does Graham. The old coot laughs and bangs a couple of their heads together. He's having fun.

Jackie Redfield isn't having such a great time himself, finding himself evenly matched by his single opponent, but he does manage to at least do that, and keep his man tied up while Graham goes to town against three of them. Jackie takes a hefty punch to the jaw (1 damage) and, angered, tackles the thug into a sturdy fencepost that knocks him on his back with a lost wind.

The trapper rubs his sore jaw and looks over at Graham. The miner is standing over his three opponents, all knocked senseless. He spits a generous gob of tobacco juice onto the lead instigator, then grins at Jackie from behind a bushy beard and claps him on the back with a hearty slap that almost knocks him over. "Not bad fer such a skinny young feller!"

"Thanks," Jackie says. "Not much use for fighting hand-to-hand in the wild. If you have to try to punch a wolf or a bear, well, yer already fucked, ain't ya? But it looks like I can hold my own at least."

The lead thug groans and raises himself up on one arm. "You'll pay! My brother'll hear about this! You'll pay, all right!"

"Shut it, you," Jackie says, and delivers a swift kick to the man's ribs, subduing him again. "Now. If we can find out where Augustus ran off to, I'd say he owes us a drink, wouldn't you, Graham?"

"Me own thoughts exactly, lad."
>>
>>3316790
(Any chance we can have some options to do things around town, or Is this It? Could we perhaps loot the thugs?)
>>
>>3317204
There'll be a chance to do things around town before we start Chapter 3, which will take place in Dust.



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