Showing posts with label wildwesthorrorrpg. Show all posts
Showing posts with label wildwesthorrorrpg. Show all posts

Thursday, July 2, 2020

6 Gun Sound - First month of Adventure

6 Gun Sound is a Wild Wrest game from Two hour Wargames. As a fan of some western films, like tombstone and Back to the future Part III (Yes, I'm counting that one!), I bought this for some fun games in the Old West.

I did add one house rule though, which I borrowed and streamlined from the Mythic RPG. Basically, if I want to be clear on a detail, I'll ask a question (either yes or no or this or that) and then decide which is more likely. Then I'll roll 1d6 for each, with the tie going to the more likely result. Quick and easy, but adds to the story.

So here we go!

Greg Page (Rep 5 Outlaw; Pep 4, Sav 5, Quick Reflexes, Rage) is on a train, traveling west. While the Civil War has been over for years, a few people with money are still a wee bit upset with Greg for helping a number of slaves escape during the war. Now, with a price on his head, he travels in search of information on what happened to his great great aunt, who had gone west two hundred years ago and vanished. He also hopes to live an incognito life in the west, at least for now.


Despite the figure, Greg actually starts the game unarmed. Though probably not the best way to start a game, I thought it fit the character. Also, I'm color coding figures. Green/blue are friendly and neutral while red/orange are enemies.

The game is played in months with each month being made up of an Involuntary Encounter and one Voluntary one. For the first, I rolled a Defend.


Waking up in the middle of the night to commotion, Greg peers out his door and sees 3 bandits storming through the halls.

"Nice haul, this train," says one.

"Gonna buy me a new horse," says the other.

"Why doncha just get a girl like everyone else?" asks the third.

The bands are Outlaws, Rep 4, 3, and 3; all with the Cruel Attribute.

Rolling on the Action table, Greg goes first (with the Advantage).


Apparently they fail to notice him and just march on by. Since Greg is unarmed, but with the Brawler Attribute, I have him perform a Challenge to sneak up on one of the bandits (Difficult Challenge).

First roll - Pass 1d6; Reroll.

Second - Success!



Slipping behind one bandit, Greg grabs the man's head and slams it into the nearby wall.


One down and now Greg has a pistol.

Unfortunately, the other two whirl around and open fire.

The Leader's shots hit for and OOF result, but Greg's Star Power saves him. He ducks back into the closest room. The other grunt's shot misses completely.



Seeing an easy kill, the other two rush forward and fire through the doorway, though missing completely.

Now Greg finally gets to use his new gun. Firing rapidly, he drops the grunt and the leader leaps back.


"I'll gut you like a fish!" spits the leader. Lunging forward, he fires into the room but again misses. Greg then returns fire.


Both shots catch the leader in the chest and the man falls to the ground.

With the threat gone, Greg peeks outside and sees police gathering up other bandits from the other trains. One drops a piece of paper, and when Greg picks it up, he sees a reward for his arrest. Not wanting to take chances, he grabs his stuff and escapes the train, heading off into the woods on foot.

This ends the first Encounter, which is a success. Greg gains 3 Increasing d6 for taking out the bandits but 3 Decreasing d6 for using Star Power. At least he broke even.

Now for the second Encounter.


With his transportation now gone, Greg wanders through the countryside, only knowing he needs to head in the western direction. Luckily he had stashed some food in his backpack, and he still has the pistol, so he's okay, for the moment.

The next Encounter is a voluntary one, so I chose Ride the Trail. He has to resolve 3 PEFs and survive.

PEF #1:


Greg spots a lone Indian and a Cowboy engaged in combat.

Not knowing who's on which side, I decide to perform a Challenge for Greg to see if he can figure it out.

Fail.

Despite his best efforts, Greg has no clue what's going on, only that the two men are trying to kill each other. Since he tends to get along with Indians, he chooses to help the man (Rep 4 Warrior) against the Rep 4 Cowboy.


After opening fire, the two manage to drop the cowboy rather quickly. Now it's time to figure out what's going on.

I perform an Interaction with Greg questioning the Indian (Success.).

I also perform a challenge to see if he can tell if the other man is telling the truth (also Success).

(The rest I gather from some yes/no rolls and filling in the spaces).

"Thank you," says the Indian. (Greg knows some of their language so the conversation is a mix of that and English). "My name is Simon Rivers."

"I'm Greg Page. What happened?" asks Greg.

"He's part of Charlie south's gang," Simon answers. "Recently, they entered our camp and South asked our chief for his daughter's hand in marriage."

"And your chief said no?"

"Actually, he said it was his daughter's choice," Simon answered. "But then, Charlie's gang snuck into our camp in the middle of the night an kidnapped her. We went out looking for her, but my friends fell to bandits."

"Tell you what," says Greg, "I'll help you get the chief's daughter back and if your camp lets me stay for the night once we're done."

Simon nods. "Fair enough."

(I treated this like a Recruiting).

Simon Rivers is Rep 4 (Pep 3, Sav 4), and with the Tough Attribute.

PEF #2:


Later, the two are wandering through the forest, when two bandits leap out.

"We lost at the trains," says one, "but these'll do."

Greg and Simon go first and open fire.


The two bandits apparently underestimate the two and wind up with bullets in their chest.

PEF #3:

Two more bandits appear a moment later.

"You killed out buddies!" cries one. "You'll pay for this!"


Same result, unfortunately (for them).

This ends the Encounter and the month.

Greg ends with 6 Increasing d6 and 3 Decreasing d6, for a total of 3 Increasing d6. Rolling, I manage to increase his People skill to 5.

Simon ends with 3 Increasing d6 but fails to improve his Rep. Maybe next time.

Tune in next time when Greg and Simon seek out to rescue the chief's daughter from the sinister Charlie South and his gang.

Friday, August 25, 2017

Return to Salem - High Moon AAR Part II



Here is part 2 of my High Moon campaign.  With Kara attempting to return to her home in Salem, MA, she must first travel through the old west.  Can she survive?  We'll see.


Having decided she cannot return to the small town from which she was kidnapped, Kara decided the best course of action would be to return to her original home in Salem.  Two centuries ago, she was forced to flee after her home, but those who had threatened her were long gong, and hopefully no one remaining would recognize her.

For this game, I'm using the Ride the Trail encounter.  In addition, since she's making a trip from point A to B, I'm using Battle Board rules, resolving the PEFs one after another.


Knowing this was going to be a long trip, and not having a horse, Kara transformed into a crow and began flying through the woods.

Kara succeeded with her Transformation spell, and under the rules, she can travel an unlimited distance this way.  However, I'll still resolve PEFs; she just won't have to actually interact with them if she doesn't want to.



Again, the PEFs (represented by the d6) are not set up by actual distance, but just to show I'll be resolving them one after another.

As she flew through the woods, Kara glanced down at saw movement below.


A were wolf ran under her.  Despite the creature being known for its uncanny sensing abilities, it didn't seem to notice her.

I decided not to interact with it.  But since it resolved as a lone character, I chose to resolve the next PEF and see if the two linked together.


The second PEF resolved as two Gunman.  Taking the Friend or Foe test, I learned they were Foes and decided they were Outlaws.

"There it is, the monster?"

Two men emerged from the brush behind the werewolf, and it spun around to face them.

"It changed into a monster," one of them said.  "Now we can kill And skin it!"

Taking the Friend or Foe test for the werewolf, I got Friend.  Normally you don't take this test for creatures, but since we're both creatures, I chose to.


More outlaws, Kara thought.  Dropping to the ground, she resumed her human shape.

"Look," one of the outlaws said, "another of those things."

"I bet them hides'll sell real good."  The other grinned.


Going first, Kara fired a Damage spell.

Raising her staff, Kara said, "Oh I don't think so, gentlemen."  Her staff began to glow and suddenly vines dropped from the trees and grabbed one of the men by his arms and legs.  His partner rolled out of the way as the fir man was pulled up into the trees.  His screaming stopped only after blood fell to the dirt, landing on his hat.


While the spell hit both men, I scored an OD on the first and Duck Back on the second.  Now it's the werewolf's turn.


Baring its fangs, the werewolf lunged forward and lunged at the man.

It passed on the Charge table, so the outlaw couldn't fire, but then it scored Evenly Matched on Melee.

Kara watched the werewolf attack the man, swinging its claws and roaring.  Then she heard a clang sound and the creature backed off, surprised.  She then realized the man had used his gun to pistol-whip the beast.  Rushing forward, she stepped in to help.

As the outlaw had sucked back, it couldn't act that turn.  Rolling again, Kara and the werewolf again attacked.




Raising her staff again, she fired a magical bolt that struck the man in the chest.  Bouncing off a nearby tree, he collapsed.

OOF

I then rolled for the werewolf and got a female.


Turning to Kara, the werewolf changed back to a human form, in this case, a young woman.

"Thank you," she said.  "My name is Francesca.  A few nights ago, something attacked me in these woods, and I thought I was dead.  But then I woke up without a scratch and returned home.  Then tonight as I was gathering water from the well, those men tried to have their way with me.  Suddenly I turned into that beast.  Not knowing what happened, I ran."

"I'm Kara and they looked like a gang I had dealt with recently.  Tell me Francesca, is this town close by?"

"It's not far," she answered.  "I'll show you how to get there."

The third PEF resolved as Pass 1d6.  Well I couldn't end the game just yet, so I resolved a fourth, using 3d6 and it passed, resolving as more Gunman.  And once again, they were Foes.


Just then, three men rushed up, wearing similar sashes to the two outlaws, probably the same gang.

"Look," one of them said, "they killed Wilbur!"

"Where's Otis?" another asked.

Looking up, the third covered his mouth and pointed.

"You'll pay for that."  The three outlaws, pointing their shotguns, started forward.

The first Outlaws was Rep 5, the second Rep 4, the third Rep 3.  All 3 had shotguns.  Luckily we went first again.

"Not tonight, gentlemen."  Raising her staff, Kara whispered some words.  Suddenly, tree branches lowered and impaled the men before they could blink.


OD on the Rep 3 and 4.  OOF on the Rep 5.

The leader, lying bleeding on the ground, reached for his shotgun, but Francesca stepped forward and kicked it away.

"You demonic-"  He collapsed before he could finish.

After another hour, they reached the well.

"Here it is," Francesca said.  "However, too many people saw me change so I can't return."

I wanted to keep Kara alone for her adventures, so I decided not to recruit her.

"I understand," Kara said.  "There is a village a few hours west of here.  They're a kind, caring people, and I'm sure they'll make you feel welcome."

"Thank you.  I only hope they face less danger from outlaws like the ones who attacked us."

Kara smirked.  "Oh I don't think you have to worry about that.  Good luck."

Kara had rendered 5 foes OOF/OD.  I didn't count the Interaction with Francesca as Kara had helped her first.  Rolling 5 Increasing d6, I got 0 sixes.  Kara does not improve her Rep this time.

As the other woman vanished into the woods, Kara passed the well and observed her new surroundings.


Wednesday, October 28, 2015

Haunted Hotel - High Moon with Insanity Rules

Using my Insanity rules with THW's High Moon, I decided to send my three heroes into the Death's Kiss Hotel (nothing bad could come from a place with that name, right?).  My heroes are:

Ace:  Rep 5 Star:  Marksman, Slow to React, Pistol.
Cade:  Rep 4 Townsperson:  Slow to React, Pistol.
Joseph:  Rep 4 Indian Warrior:  Brawler, Rifle.

Ace (Red), Cade (Green), Joseph (Blue)

Ace and Joseph entered the hotel at around 8 P.M., along with their guide, Cade.  Their job was to see if stories about the hauntings were true or simply legend.  and for that, they'd stay and explore the hotel from 8 P.M. until 8 A.M.  Let's hope they survive.


 
They entered one room when Ace froze in his tracks.  "Did you hear that?"  Sneaking out into the hallway, he peeked into the next room.

PEF #1:  Pass 1d6.

"What is it?"  Joseph asked, his rifle entering the hallway before him.

Eyes peering left to right, Ace shrugged.  "I guess just my imagination.  I could have sworn-"

PEF #2:  Pass 1d6.

"Did you hear that?"

Cade entered the room, pistol shifting as he glanced around.  "I heard that too.  Something's here, just not sure it's a ghost."

"It's like the walls have eyes that watch our every move," Joseph said with a shudder.


Backing out into the hallway, Ace nodded.  "That wasn't the wind.  I thought I heard talking."

PEF #3:  Pass 2d6;  4 Opponents total.

Ace again entered the room and paused as he thought he heard movement all around them.

PEF resolves as ghosts.  Ghosts act first and split into two groups.


"I don't see anything now," Ace said.

Just then, Cade and Joseph spun around to find a spectral being staring at them.  Cade froze in his tracks (gains Insanity point) while Joseph fired his rifle.  To their surprise, the creature disappeared into the room, and the two men gave chase.


Ace, meanwhile, encountered three ghosts in one bedroom.  He opened fire, but suddenly, all three shrieked, and Ace stumbled back, head spinning.  (2 Insanity Points gained.)

11 P.M.

Cade and Joseph chased the ghost through the hallway, with Joseph getting a few shots off.  Finally corning it in a bedroom, Joseph slowly entered.  He fired but missed, and suddenly, the walls begain wailing at him.

Seeing his friend in pain, Cade pointed his pistol and fired.  Hearing a thunk, he thought, 'I got you, so son of a-'


Then he saw Joseph hit the ground (OOF) and he realized his horrible mistake.  Before he could check on his friend, the ghost lunged forward, and Cade bolted for the hallway.



Cade found Ace in a nearby room, collapsed in the corner (4 Insanity Points, but saved by Star Power).  Helping Ace to his feet, the two took off down another hallway.

(At this point, only the heroes activated for three turns.)

2 A.M

As the ghosts gave chase, Ace and Cade opened fire, driving the beings off.  They continued circling from room to room, and both were having problems focusing.

5 A.M.



However, the spectral presence was begging to take its toll, and not long after, Cade collapsed unconscious.  (OOF.  Ace survived again thanks to Star Power, but he was down to 3d6.)


Finding Joseph, he did his best to tend to the man's wounds (Passed 1d6 on Recovery table), before taking up his rifle and continuing on his way.

6 A.M.

Just have to last two more hours, Ace thought.  Spotting a shrieking shadow, he fired, and it vanished, but then he heard howling from the room next to him.  He ducked just as a ghost flew over his head and put his back to the wall as a third approached.

Wait, he thought, is my back glued to this wall?  He pulled himself away, but now the lights were screaming at him, the paint was taunting him, his own gun even cackled when he tried to pull the trigger.  (Gained another Insanity point for 5 total.)

Dropping the weapon, he fell to his knees and covered his face in his hands.  He tried shaking his head, but it did no good.  (Star Power failed). 


Collapsing on the floor, he opened his eyes to find three hideous specters watching him with glee.  And the last thing he heard was their high-pitch cackles.

Ace, Cade, and Joseph were never seen again.  Their bodies were never found.  And no one ever entered the hotel at night again, until its location was long forgotten.

Does Death's Kiss Hotel exist today?  Possibly.  It could even be one you stay in next.  But when the sun goes down, just keep reminding yourself that's possibly all a myth.

Unless of course, the walls really are watching you right now!

Wednesday, October 14, 2015

Clownin' with Cowboys - a High Moon AAR

I ran this game mostly just to blow off steam, and to test out the Monster Clown for High Moon.  Rep 5.  Quick Reflxes for random Attribute.  1H Weapon.  

Here he is now:


Meet Risi

Risi (short for, 'Risible') has entered the town of Cactus Valley to rescue his buddy Pokes (a Mangler) from the clutches of the so-called innocent people of the town.  This is a Raid encounter, with his goal being the jail in Section 1.  Once again, I used the scale of 1 Section = 10."  And since Risi is armed only with a single jagged, rusty blade, subtly will probably be the best approach.

Time for some fun!

Risi entered the town early in the morning, when everyone was still recovering from a festival the night before.  He snuck around, searching for the nest way to the jail.  

(Note that I started with with 4 PEF's instead of 3 to make it a little more challenging.  Also, if Activation ends up as Doubles and 4 or less, then another PEF appears).


A lone cowboy appears, making a trip toward the outhouse.

(In Sights Check.  Pass!)




Good morning, sunshine!  And good night!


His buddy then heard the noise and rushed out.

Let's just say it wasn't pretty!

(The last PEF didn't resolve so Risi eventually made it to the jail.)

Violets are blue, blood runs red.

(In Sights check - Pass)

I see you, my pretty, and now you're dead!

At that point, another PEF appeared and resolved as a cowboy.

I'll let Pokes handle this.



(Pokes, a Rep 3 Mangler, won Charge into Melee and Melee, and hacked the cowboy to pieces.)

As they left the jail, however, they encountered some trouble.

Gunman Rep 4
Cowboy Rep 3
Cowboy Rep 3
Towns persona Rep 4.



Wanna see a magic trick?  No?  Fine then, die, you spoil sport!

The rest of the group fled behind the general store, and Risi and Pokes followed.


Although Risi got another kill, the remaining cowboy dropped poor, misunderstood Pokes.
Risi snuck behind the duo, but then realized they were joined by the town's blacksmith.

I don't suppose we could talk this over a spot of tea?


Although Risi managed to remove the cowboy from the equation, the blacksmith pulled out two pistols and filled the poor monster clown with bullets.

So no on the tea then?

They buried Risi by nightfall and told the town that a maniac gunman had plowed through the town, but he was executed on sight.  No reason to scare anyone with stories about monster clowns, right?

Add caption

That night, they visited the grave and paid their final respects to Risi.

(Not Quite Dead test:  Passed!)

Apparently, though they weren't aware that the only way to truly kill a monster clown is to completely destroy its body.  Burying one is usually a no no.

I will be laughing,
you will be hurt,
and I'll be dancing,
while you breathe dirt!

Singing his little song, Risi sent the blacksmith face-first into the grave and then pulled out his knife, grinning wickedly.

As the bartender ran, he screamed for help, but the people knew the truth of that night and remained in their homes.  They were all too aware of the creature with metal on his face and blades on his hands.  And they knew all too well of the clown dancing around.  So no one emerged to help the poor man.

He managed to make to to his house before a large foot tripped him.  Risi then dragged him gleefully (Risi, not the bartender) to the pond.

Oh don't worry.  I promise you'll float . . . unless of course, I tie rocks to your feet and jump up and down on your chest!

(Since Risi failed in his mission, and well technically, he did not receive any Increasing d6.)

The next morning, the people found the bodies and faced the terror for the first time.  And no one saw Risi the clown or the body of his friend.  But sometimes at night, people claimed to hear cackling in the wind.  

Did you hear it?  Was it the wind or something else?  Hopefully he doesn't know you're listening.  And he's probably not real anyway.  

But just in case, look over your shoulder.

No, your other shoulder . . .