Flintlock & Tomahawk: Endgame

Abcott: The baskets are wicker, but the chest is wooden, and, although it's reasonably light, it could serve well as part of a barricade.

Everyone: As you settle in and finish with your tasks, you can hear the zombies shuffling and shambling towards the house. Some of them are raking their nails across the walls, looking for a way in, while others pound at the front door. Soon enough, the view from each of the windows is filled with zombies, and the door and barricade begin to shake. And then splinter. And then, after a few vicious thumps, the barricade slips backward, and you see a zombie hand stretch into the house through the slightly ajar door.[sblock]Okay, then, why don't y'all roll initiative and give me three rounds of actions.[/sblock]
 

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Sykes levels his musket across the edge of the overturned table, firing at the first of the abominations through the breach in the door barricade.

Begone! Back to HELL with Ye!!!


[sblock] Initiative Check = 20
Sykes will ready an action to fire on the first zombie that comes through the doorway:
Musket Shot = 21(Point Blank)
Musket Damage = 5

Sykes will focus his attacks on the first zombie through the door, firing additional times as needed. If the zombie appears close to melee, or otherwise seems to be shrugging off the musket damage, he will snatch up his hatchet and hack away. As soon as more than three zombies are in the cabin, he will shout a retreat to Speid, take a 5' step (he has gone no further than 5' from the ladder) and ascend to Abcott, calling for aid.

Additional musket shots and damage (as needed):

Musket Shots = 23, 12
Musket Damage = 5, 7

Hatchet attacks and damage (as needed):

Hatchet Attacks = 21, 8
Hatchet Damage = 4, 4[/sblock]
 

Speid: At least thirty, maybe a handful more. A good chunk of them are natives. It's hard to get an accurate count from your vantage point.[sblock]Sorry, I don't know why I didn't answer that before.[/sblock]
 

Speid moves through the house firing his flintlock pistols into the zombies entering the small house. He pulls a pistol coldly aims it at one of the undead things, pulls the trigger, replaces the pistol with a fresh one from his belt, and repeats. All the while, the former Reiver is moving towards Sykes barricade. With the last pistol shot, he will assess whether there is time for a reload, or if it is time for the claymore.




Initiative (1d20+6=23)

Turn 1: Move, Draw, shoot, replace

Pistol 1
Pistol 1 (1d20+6=11)
Damage 1
Damage 1 (1d10=10)

Turn 2: Move, draw, shoot, replace

Pistol 2
Pistol 2 (1d20+6=13)
Damage 2
1d10=8

Turn 3: Move, draw, shoot

Pistol 3
Pistol 3 (1d20+6=14)
Damage 3
Damage 3 (1d10=7)

At the end of turn 3, Speid should be near Sykes barricade, with a spent pistol in his hand and two spent pistols in his belt.
 


Initiative
Speid 23
Sykes 20
Abcott 16
Zombies 12

Round 1
Speid quickly fires his pistol through the window at one of the zombies, but, in his haste, he finds that the shot goes slightly awry. He prepares to get ready for his next shot as Sykes blows the arm off the zombie coming through the door, which emits a frustrated moan and continues to push at the door. Abcott slips down the ladder and inspects the chimney.

Abcott: The chimney's large enough to provide some cover against zombies trying to enter through the eastern wall of the house.

The rest of you can hear a cracking as the barricade at the front door begins to break.

Round 2
Speid's second shot is far more successful than the first, and he can hear the sound of the zombie's head explode with a satisfying pop. Meanwhile, Sykes loads and fires again, straight through the door. The pressure on the barricade stops momentarily as your group hears the muffled thump of dead weight falling to the ground. Abcott slips around the side of the chimney and loads his musket for when the first wave of zombies comes in.

The barricade cracks again, and the top half of the door falls off and on to the upturned furniture that blocks it. A few burly zombies stand in the opening and begin to crawl and climb over the barricade. The cracking of wood grows louder; the barricade probably won't hold for long.

Round 3
Speid moves away from the window and towards Sykes's barricade, firing at the foremost zombie. The musket ball from his pistol cleaves it in two, leaving a sick mess of dry skin, moist flesh, and rank blood all over the barricade. The militiaman grimaces and gets ready to fire again, given that only one zombie has even made it half way into the house as of yet. Unfortunately, he misses awkwardly, almost as if the ground itself had moved him off the line from his target. From behind him, Abcott prepares to shoot when, with a thunderous crack, the floor gives way, and the three of you plummet into darkness.[sblock]Reflex saves, DC 15, for falling.[/sblock]
 



[sblock]OOC: Moving along. I was hoping WgX would post his reflex save, first, but I'll roll it for him. :p Good fun!

Speid: Reflex Save, 18, success.[/sblock]You fall into a dark cavern, some fifteen feet beneath the floor of the farmhouse, but, miraculously, no one seems to be hurt. The cavern seems to extend a good ways into the darkness, and you cannot get a good idea of its dimensions from where you are. With what little light you do have from above, you can see there are a handful of zombies down here with you, although they're pretty badly mangled. One of them slowly drags its body over towards Sykes, its legs jutting off from its waist at an impossible angle.
 


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