Frontier Scum, Scene II: Horsehead Ranch
Re: Frontier Scum, Scene II: Horsehead Ranch
I still like the idea of lighting the fire to try to get the occupants of the main building to come running out into an ambush :/
Checking again, is my home-made concoction flammable? If not I'll pour out my water from my flask, pour in 2/3ds of my laudanum and turn the remaining 1/3 laudanum into a molotov.
I'm thinking I'll station myself beside one door to the stable, someone else takes the other side and I'll lob in the molotov just before we slam the doors shut and secure them somehow...
Checking again, is my home-made concoction flammable? If not I'll pour out my water from my flask, pour in 2/3ds of my laudanum and turn the remaining 1/3 laudanum into a molotov.
I'm thinking I'll station myself beside one door to the stable, someone else takes the other side and I'll lob in the molotov just before we slam the doors shut and secure them somehow...
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Re: Frontier Scum, Scene II: Horsehead Ranch
I'll position myself in the shelter in the corral (hopefully making it harder to see me) and aim at the doors to the main building with the repeater rifle.
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Re: Frontier Scum, Scene II: Horsehead Ranch
Well, here's the thing: Cadaver Kid went over to that building and heard a lot of ruckus happening on the inside, plus the windows are all boarded up. Chances are, even if the stables goes up in flames, ain't nobody gonna notice. Still, it's a darn tootin' way to get rid o' these clowns without needin' to fire any shots.
Tell you what, partner, why don't you roll me a Wits test on 2d20 to see if you thought ahead to make that detox medicine also flammable, for situations like these!Sly Boots wrote:Checking again, is my home-made concoction flammable?
Re: Frontier Scum, Scene II: Horsehead Ranch
I’d like to think the screams and honks of burning clowns might attract some attention, but if not then I’m sure we can rectify that somehow.
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Re: Frontier Scum, Scene II: Horsehead Ranch
We'll see what happens...
Re: Frontier Scum, Scene II: Horsehead Ranch
A 9 and a 12!Stormbringer wrote: ↑Wed May 21, 2025 9:07 amWell, here's the thing: Cadaver Kid went over to that building and heard a lot of ruckus happening on the inside, plus the windows are all boarded up. Chances are, even if the stables goes up in flames, ain't nobody gonna notice. Still, it's a darn tootin' way to get rid o' these clowns without needin' to fire any shots.
Tell you what, partner, why don't you roll me a Wits test on 2d20 to see if you thought ahead to make that detox medicine also flammable, for situations like these!Sly Boots wrote:Checking again, is my home-made concoction flammable?
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Re: Frontier Scum, Scene II: Horsehead Ranch
Sorry, Doc, turns out your detox medicine ain't flammable! You'll have to use the laudanum!
Re: Frontier Scum, Scene II: Horsehead Ranch
I'll do that and take up station at one of the stable doors, ready for either Parcheval or Cumflutter to take the other. While we wait, is there a way to secure the door from the outside? I'm imagining it as the sort of thing you'd put a solid object across to bar it? And if so, is there a suitable tool (shovel, broom etc) or a sturdy bone or branch within reach that could do the job?Stormbringer wrote: ↑Wed May 21, 2025 9:30 amSorry, Doc, turns out your detox medicine ain't flammable! You'll have to use the laudanum!
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Re: Frontier Scum, Scene II: Horsehead Ranch
I imagine so! Roach spied some shovels and pickaxes inside the stable.Sly Boots wrote:is there a way to secure the door from the outside? I'm imagining it as the sort of thing you'd put a solid object across to bar it? And if so, is there a suitable tool (shovel, broom etc) or a sturdy bone or branch within reach that could do the job?
Maybe one of you (somebody with a high SLICK score, and who's good at hiding) could attempt to sneak in and pilfer one without them clowns seein 'em...
Re: Frontier Scum, Scene II: Horsehead Ranch
With my -1 modifier to slick I'll let someone else take on the task lol
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Re: Frontier Scum, Scene II: Horsehead Ranch
Could I use the repeater rifle to jam the door? I've still got my revolver for some enthusiastic blasting.
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Re: Frontier Scum, Scene II: Horsehead Ranch
How's my Slick? I was thinking we could use the pickaxe as a grappling hook in the future.
I can cover the other door but I believe my rifle is
a single shot so follow up shots will be slow. Then again its meant for taking down buffalo so a single shot is probably more than enough.
Actually nobody has a particularly good Slick level. Just CK and myself have a 1, everyone else is a-1.
I can cover the other door but I believe my rifle is
a single shot so follow up shots will be slow. Then again its meant for taking down buffalo so a single shot is probably more than enough.
Actually nobody has a particularly good Slick level. Just CK and myself have a 1, everyone else is a-1.
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Re: Frontier Scum, Scene II: Horsehead Ranch
Either Cadaver Kid or Cumflutter have a +1 in Slick so they could attempt to sneak in and grab a pick-axe/shovel.
Cumflutter has the special ability to hide, so if he is spotted he could dive into cover and stay outta sight...
Roach has the gift of the gab, so he could try talking to the Clowns, though that's also pretty darn risky.
Cadaver Kid could also, as he suggested, use his rifle to jam the stable doors shut.
All of this will require precise timing and coordination!
Cumflutter has the special ability to hide, so if he is spotted he could dive into cover and stay outta sight...
Roach has the gift of the gab, so he could try talking to the Clowns, though that's also pretty darn risky.
Cadaver Kid could also, as he suggested, use his rifle to jam the stable doors shut.
All of this will require precise timing and coordination!
Re: Frontier Scum, Scene II: Horsehead Ranch
I'll jam it with the rifle - seems the least risky option.
I'll unload it first, so it doesn't start blasting off from the fire!
I'll unload it first, so it doesn't start blasting off from the fire!
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Re: Frontier Scum, Scene II: Horsehead Ranch
Sounds good!
Those repeater rifle rounds can also be used in your revolver, so they won't go to waste.
And I assume you're all fine with burning those four mules alive along with the Clowns? ¬_¬
Those repeater rifle rounds can also be used in your revolver, so they won't go to waste.
And I assume you're all fine with burning those four mules alive along with the Clowns? ¬_¬