Monday 11 February 2019

Four Go Camping part 2

Next day, the four Sixth Formers, Bridget, Frankie, Rosalie and Sabrina went hiking in the woods... and promptly got lost!
"The trouble with woods and forests, " Rosalie moaned, "is that when you've seen one tree, you've seen them all."
"Too true," Frankie agreed, also failing to appreciate the diversity of the natural world.
"It's getting dark, girls," Bridget added. "I hope we find our way back soon."
"Hey, look!" Sabrina said, with hope in her voice. "I see smoke coming from up ahead."
Sure enough, a trail of smoke rose from a cottage situated in a clearing. A car was parked outside and lights shone from the front windows of the cottage. It seemed in good repair and well maintained.
"This looks hopeful," Sabrina said as she led the team to the front door.
Frankie moved to the window at the right of the cottage and peered inside.
"Hey, guys, this looks odd," she announced. "There are two scary looking adults with a young girl tied up. She can barely be in her teens. Why would anyone tie a child up?"
"I don't like the look of this," Sabrina said as she weighed up their options. "Let's take them out and free the kid. Bridget, do the honours!"
Bridget rapped solidly on the front door with her baseball bat.
It was answered by a young oriental-looking female who held a carving knife in her right hand. She looked seriously pissed off. Before she could even say a word, Bridget whacked her in the forehead with a hefty swing from her baseball bat. The woman went spark out and measured her length on the wooden floor.
Here I went into combat mode. The girls scored higher for Initiative with Bridget scoring 18, Rosalie 17, Sabrina 17 and Frankie 14 verses 12 and 11 for the female and male respectively. Bridget had a Clubs attack score of 6d6 (made up of 4d6 for her Strength attribute and 2d6 for Clubs skill). The female had a Melee Defence score of 15, so Bridget needed to roll 15 or higher on 6d6 in order to hit. She rolled 6,6,6,2,1 and 1 for a result of 21 so that was a clear hit. Plus, any roll of three or more 6s is a critical hit, which automatically causes a temporary condition. I rolled 1d6 against the Blunt damage her baseball bat caused and scored a 4 for a result of  the Sleeping condition. Different conditions can be scored depending upon what you roll on the 1d6. The female would lose one of her two actions per turn. However, I decided that Bridget would spend one of her 5 Luck dice to raise the temporary condition to a serious condition, meaning the female would lose both of her actions, falling fast asleep until woken up. In addition, the baseball bat caused 2d6+2 points of damage. I scored a 9. The female had a SOAK score of 2 so she suffered 7 points of damage from her Health score of 15. She'd wake up with a nasty bump on her head. Bridget's second action this turn was to move inside the cottage.
The other three Sixth Formers charged into the front room of the cottage and beat the male senseless. He was seated on a sofa, watching TV when the girls struck and he put up no defence. With the element of surprise and odds of three to one against the burly male it was a forgone conclusion as boots and fists pummelled him into unconsciousness.
This time the girls used Agility plus Brawling for attack scores of 5d6 each against his Melee Defence of 15. Each girl made one move and one melee attack for their two actions this turn and all three scored hits, although no more critical rolls were made. Between them, they did enough Brawling damage to him to render him into negative Health, which promptly knocked him unconscious. He started with 18 Health which dropped to -2 Health after all damage was totted up.
The young girl was clearly scared out of her wits and stammered, "Don't hurt me!"
"We're not going to hurt you, miss," Sabrina reassured her in a calm and soothing voice. "Let's get those ropes off you and you can tell us what's going on. I'm Sabrina, by the way, and these are my best mates, Bridget, Frankie and Rosalie."
As Bridget dragged the two comatose bodies into the bedroom, the young girl told her story.
"I'm Caroline Carter and I was kidnapped this morning by those two thugs. My dad is the manager of a high street bank and a gang of robbers decided if they kidnapped me my dad would help them gain access to the bank so they could rob it. The robbery was to take place earlier this evening. I guess it went down because I heard the man you knocked out answer his phone to say I'd be released soon. That was shortly before you all showed up. Can I phone my dad to tell him I'm okay?"
"Of course you can, sweetheart," Sabrina said as she handed Caroline her own mobile phone. "We'd better phone the police as well. If we're lucky they'll arrive here before the robbers do."
The phone calls were made and the girls were told to stay put and await help. Ten minutes later they all heard the approach of a car.
Caroline rushed to the window, hoping to see the flashing blue lights of a police car but she was sorely disappointed as realisation hit her.
"Oh shit! It's the robbers!" she cried out in alarm. "What are we going to do?"

8 comments:

  1. Great instalment Bryan, just goes to show the St Trinians girls have a heart and aren't always looking out for their own interests

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    1. Thank you, Dave, and I couldn't have put it better myself. These girls aren't all bad.

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  2. wowsers Bryan, this is shaping up nicely

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  3. Excellent Bryan, & you leave us with a cliffhanger you nasty man :)

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    1. Greatly appreciated, Frank. Of course I left it on a cliffhanger - I want to ensure you come back for the next part. :-)

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  4. Good start Bryan, I don't hold out much hope for the Bank Robbers.

    I like the description of how the rules are working, it interrupts the narrative but in a good way.
    Cheers

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    1. Thank you, John. I also don't hold out much hope for the robbers! :-)

      The rules description are primarily for those not familiar with the game, like yourself, and show how how I interpret them for the narrative.

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