Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

CURRENT MAP


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Wounds: 0 | PP: 10/10 | Bennies: 4/4
ZenFox42 wrote:
And, [WindDancer] wouldn't know about the door! :)

Well of course not (unless she had done prior recon), but if I-the-player were to bring her back to Connor I don't want to role-play her flying through a window in the door that doesn't exist! (And also, Connor knows. And those two talk.)


*If* WD comes back soon, then I'll describe the door situation.
And given that WD's concentrating on the battle in front of her, as is Connor, I really didn't think it likely that Connor would have thought to WD, "we're behind a closed door now". It's not like WD is seeing thru Connor's eyes, or experiencing everything Connor does (AFAICR).


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6
Gerta wrote:
Gerta snorts and says "I should be worrying more about your own death than mine! Guards! Guards!"

As Arabella focuses on picking the lock, she thinks, in reply to Gerta, Oh, don't worry. We are more concerned about our own death than yours.

Lockpick: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5
Result = 5, success (if TN is 4)


The lock is a little tougher than you're used to, you're pretty sure you *almost* got it that time. You can't spend a Benny at this point on that roll.

Let's everyone else (I guess that's Alex and Katana) wait until K'Don and Gerta act, those two rolls will decide a lot...


K'Don roars in the dwarf's face...

Jane, you ignorant slut oops wrong place

"Who are you working for DWARF? Are you another one of those "Wanna rule the world types. A megalomaniac, over-achiever"

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2

Frazelsnapper!!! Spending my LAST benny.

These rolls don't count
1d8 ⇒ 2
1d8 ⇒ 2
1d8 ⇒ 5
1d8 ⇒ 6
1d8 ⇒ 3
1d8 ⇒ 4
1d8 ⇒ 8
1d8 ⇒ 4

Ok here is for real
Fighting: 1d8 ⇒ 7
Wild: 1d6 ⇒ 2


Um, K'Don, I can't just ignore the eight d8's that you skipped over. The point of using the web page's "dicebot" is that you take what it gives you. The second d8 that you rolled was a 2, I'll have to take that. Don't know what a d6 would have gotten you after that second d8, so I'll have to go with the first 2. So that's a 2+1(from ganging up with Marko)=3, a miss.

Gerta sneers back, "We WILL rule the world, you mark my words! Guards! Guards!" (Note to self : always keep 2 Orcs by my side at all times from now on.)

Recover from Shaken :
Spirit & Wild: 1d8 ⇒ 41d6 ⇒ 5 = is a Success, but she can't act

Katana curses her lack of foresight, now that comrades are next to Gerta she can't throw her magical shuriken without a chance of hitting them. She should have moved closer before when she had the chance.

Running: 1d6 ⇒ 3 +2 = 5
So she can run up to 6+5=11 squares, which gets her next to Gerta

Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 - 2(multiple actions) + 2(ganging up) = 7 vs. Parry 6 is a hit

Damage: 1d8 + 1d4 + 2 ⇒ (1) + (2) + 2 = 5 vs. Toughness 7 does no damage

Initiative (start of round 3)
Alex : Init: 1d1000 ⇒ 9
Arabella : Init: 1d1000 ⇒ 101
Connor : Init: 1d1000 ⇒ 388
K'Don : Init: 1d1000 ⇒ 302
Marko : Init: 1d1000 ⇒ 476
WindDancer : Init: 1d1000 ⇒ 523
Katana : Init: 1d1000 ⇒ 686
Gerta : Init: 1d1000 ⇒ 900
Orcs : Init: 1d1000 ⇒ 452

The door slams open, and 2 Orcs burst into the room.

In order : Gerta, Katana, (WindDancer), Marko, Orcs, Connor, K'Don, Arabella
And Alex gets a Joker! Act whenever you want, +2 Attack, +2 Damage!


Gerta laughs a mean, ugly laugh, full of spite and retribution, presses a button on a box on her belt, and...disappears!

Weird Science & Wild: 1d10 ⇒ 71d6 ⇒ 6
Explode: 1d6 ⇒ 3 = 9 is a Success and a Raise

K'Don, Marko, Katana : make a Notice roll at -6

K'Don, Marko, Katana : make a Notice roll at -2

(yes, 2 separate rolls per PC)

Katana
Notice & Wild: 1d8 ⇒ 71d6 ⇒ 2 = 7-6 = 1 is a Failure
Notice & Wild: 1d8 ⇒ 41d6 ⇒ 4 = 4-2 = 2 is a Failure

Marko
Notice & Wild: 1d8 ⇒ 31d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8-6 = 2 is a Failure
Notice & Wild: 1d8 ⇒ 81d6 ⇒ 1
Explode: 1d8 ⇒ 3 = 11-2 = 8 is a Success and 1 Raise
"What was that? Did you hear something over there?" and he move over to the right.

Timing (higher better): 1d100 ⇒ 41
"I think I just saw a sliding panel over here close!"


Wasn't Alex supposed to get an action after Gerta last turn? Also, if you can act anytime in the round, can you wait until everyone resolves their actions to take your own action? Or does that just count as delaying?

Last turn if applicable:
"You'd best run, you bilious pock-faced coward! Let it be known among the dwarves how you ran from a fight, whining and wetting yourself!"

Taunt again: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6
Nice! Pity they don't stack, or there isn't some effect like when you get snake eyes.
Explode: 1d8 ⇒ 3 = 11

This turn I'll wait on an answer, but if no one does anything special Alex will probably attack (what was the penalty for the club again?). Or maybe he'll try taunting the orcs, because that isn't suicidal. :P Would he get a bonus on that, too?
Unwilling to leave Connor behind, Alexander had a split second to survey the "battlefield," weighing the club in his hand.


Sorry Alex, you're right, you hadn't acted last round yet.

Problem is, I don't want to retcon everything that I've already typed.

Would you be ok with applying that Taunt to the Orc nearest you (even tho he technically showed up the round after)? That will give you and Connor a chance to move away without being attacked (by Withdrawing).

Then you can decide what to do this round. Since you got the Joker, you could move away before the Orcs can possibly act. Or attack the Shaken one, and if you even Shaken him, he'll drop.

If you're not ok with it, do please let me know, we'll work something out. It *was* my fault.


I don't suppose we could say Gerta pops back into view because she's so mad? :P Alex is (still) too full of himself to withdraw from a pack of natives, but before I decide if he fights or taunts again, would the +2 bonus also apply to the taunt? (And if a second taunt managed to shaken the orc again, would he faint from the sting of Alex's rapier wit? ;P) Was there a penalty on using the club?


Notice: 1d6 ⇒ 2
Notice: 1d6 ⇒ 5

2-6=-4
5-2=3


Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 1


Wounds: 0 | PP: 10/10 | Bennies: 4/4

GM, in my experience anything that happens with one die type (e.g. d8) has no bearing on what happens with another die type (e.g. d6). Just FYI.

Connor blinks in confusion as the angry dwarf disappears, and a chill runs down his spine.

"Where'd she go?!" he asks in concern as he takes a nervous step back. Just fluff.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

K'Don: you forgot to roll a wild die (d6) for each of your notice rolls.

Arabella remains focused on her attempt to pick the lab door lock:

Lockpick: 1d4 ⇒ 4
Wild: 1d6 ⇒ 2
Ace: 1d4 ⇒ 4
Ace: 1d4 ⇒ 1
Result = 9, success + raise

"Bingo! Hey, where'd the tyrant go?"


Alex - the +2 would apply to the Taunt. The Fighting penalty is -1, and it does d4+STR damage.

(ALL) - And altho a second Shaken on someone who is already Shaken can create a Wound, the *second* Shaken must come from a physical attack (or a spell that delivers a physical attack). So Taunt, Intimidate, Tricks, and the Confusion power (among others) can't cause Wounds. But, you can keep the target from acting another round, which is a Very Good Thing.

K'Don - there's nothing you can see (the Notice rolls) to hit, Gerta's vanished.


Sorry I missed the sentence where she left.

Please describe the "disappeared". Is it, she was there one second and gone the next. Did she fall through a trap door? dash through a secret door? Or did she go invisible or teleport.

K'Don will charge into the lab and search for our stuff.
I assume there is another locked door between us and our stuff?


I guess Taunting again is Alex's best bet. Here goes:

Shoving Connor towards the others, he shouted, "You're too late, you toadying, cowardly lickspittles! Your dwarf master has been vanquished, so you shall have to find some other worm to cower behind!"

Taunt: 1d8 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 + 2 ⇒ (4) + 2 = 6

Well, no explosions, but better than nothing!


Wounds: 0 | PP: 10/10 | Bennies: 4/4

"HEY!"

Well, you shoved him...


K'Don - what you see is that she was there one second and gone the next. Whether she teleported or went invisible or something else is unknown. However, please re-read what Marko noticed and said above.

I also want to remind you that there are two very mad Orcs in the room now, that are right next to Alex and Connor - do you still go into the lab?

Alex - remember, Taunts (and Intimidation, and Tricks) only work on a single creature, so you have to specify a target. Because of my earlier snafu, I'm going to say each Taunt has been targeted at each of the two Orcs, for max possible benefit.

To recap : Gerta, Alex, and Arabella have actually acted this round. Technically, everyone acts before the lab door actually gets unlocked.

That leaves Katana, Marko, the Orcs, and K'Don (in order, FWIW). I'm assuming Connor's on Hold.

========================================================================
Need to see how the Orcs handle Alex's Taunts :

Orc A (vs. Alex's first roll of 11)
Smarts & Wild: 1d4 ⇒ 11d4 ⇒ 3 = 3 vs. 11 is a Success and 2 Raises!
Alex - you have a +2 against your next action on Orc A. It can be any action, and it can be on *ANY* subsequent round! Oh, and Orc A is also Shaken because of the Raise.

Orc B (vs. Alex's second roll of 8)
Smarts & Wild: 1d4 ⇒ 41d4 ⇒ 1
Explode: 1d4 ⇒ 4 That's one smart Orc! :)
Explode: 1d4 ⇒ 1 = 9 vs. 8, so no effect

========================================================================
Katana curses under her breath, and runs *back* across the room to the new threat :
Running: 1d6 ⇒ 4 +2 = 6 So she can move 12 squares, and can get adjacent to the Orcs. Attacking Orc A, because you never know...

Fighting & Wild: 1d8 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 5 = 11 - 2(multiple actions) + 1(ganging up) = 10 vs. Parry 6 is a Success and a Raise!

Damage: 1d8 + 1d4 + 1d6 + 2 ⇒ (2) + (4) + (3) + 2 = 11
Explode: 1d4 ⇒ 1 = 12 vs. Toughness of 8 is 2 Wounds, and the Orc drops.

(Sorry to waste your +2 Alex, but Katana targeted the Orc next to you to protect you.)


Huffing and puffing, Marko also runs towards the Orcs, cursing the gods for his dependence on a spellbook :
Running: 1d6 ⇒ 5 +2 = 7 So he can run a total of 12, but he used 3 moving to the right earlier, so 9 squares

He can just get to Orc B, so he swings :
Fighting & Wild: 1d4 ⇒ 11d4 ⇒ 3 -1(weapon) + 1 (gangup) = 3 is a miss.

==========================================================================
Orc B takes a swing at Katana, obviously the bigger threat :
Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 5 = 5 vs. Parry=6 is a miss.

To make rolls go faster, the Orcs' Parry is 6 and their Toughness is 8.

K'Don - you're the last to act.


spotty internet today


What is "FWIW". I'm way behind in acronyms.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

For What It's Worth.


K'Don pauses a second before entering the Lab. He was so anxious to retrieve his bat'leth that he almost forgot the other two guards.

Dashing across the room and attacking B

My pace is 6 so my run is 12 I can get there and attack

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2

Alas, to no avail, missed the slippery bastage.


Actually your Run is not automatically 12 - as I said in the recent past, and just demonstrated with both Katana and Marko, you roll a non-exploding d6 (no Wild die) and add 2 - that's the extra number of extra squares you can run, *up to* a maximum of your Pace.
So if you roll a 1, you get 3 extra squares, and if you roll a 4, 5, or 6, you get 6 extra squares.
But since you only needed to have rolled a 1 to get to where you are, don't bother rolling it this time.


Initiative (start of round 4)
Alex : Init: 1d1000 ⇒ 799
Arabella : Init: 1d1000 ⇒ 558
Connor : Init: 1d1000 ⇒ 887
K'Don : Init: 1d1000 ⇒ 280
Marko : Init: 1d1000 ⇒ 398
WindDancer : Init: 1d1000 ⇒ 592
Katana : Init: 1d1000 ⇒ 69
Orcs : Init: 1d1000 ⇒ 789

So in order : Connor, Alex, Orcs, WindDancer, Arabella, Marko, K'Don, Katana

Two more Orcs run up the hall to the door.

Probably best if anyone fighting waits until Alex acts, then I'll have the Orcs act.


Hmm. Alex isn't very strong, but would it be possible to shove the orc out the door and slam it shut and hold it there? Otherwise, depending on if Connor runs for the lab, Alex will also run for the lab in the hope of picking up his rapier and pistol, and K'Don's thingamajig. If Connor stays, Alex will stay too, and fight.

Run, just in case: 1d6 ⇒ 5

Fight: 1d8 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (5) - 1 = 4

"Hold them, K'Don! I'll retrieve that whopping great blade of yours!"


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Was that part of the plan? I didn't get that Connor was supposed to make a break for it, did I miss something?


Alex, there is actually a melee action called "Push" - it's your Strength (d6) vs. the Orc's Strength (d10), but you both get a Wild die and everything can explode (or not). Your call.

I was going to remind you of the "Withdraw AoO", in PF terms, but since Orc C hasn't really "acted" yet to engage you, I'm not sure if he would get the AoO. I'd say probably not.

Connor, I *think* Alex merely meant that IF Connor *chooses* to run to the lab. But you and Alex can work it out.


Heh, that's why Alex shoved him, he meant to get him moving that way.
The push on the orc probably isn't that great an idea, though, it was just to buy time that K'Don can probably afford better.


K'Don will continue attack on Orc B.

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1

oh WOW

the dice bot gods are mad at me


LOL - and that's exactly what happens when you try to mess with the dice by "clearing a run"!!! :)

K'Don's sword flies from his hand and lands 2 squares away.

What do you want to do? You've taken your Regular Action, but you can still take Free Actions (including Move).

If you move over to get it, Orc B gets an attack at +2 (because you are withdrawing and unarmed).
Then next round you can pick it up as a Regular Action, and move back, and either be ready to attack *next* round or attack at -2 (for multiple actions).

Or, you could attack with your fists from now on (Damage=your Strength, no second die from a weapon).

I can't think of much of anything better.


Retrieving sword.


Orc B attacks K'Don as he leaves :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 5 = 5+2 = 7 vs. Parry 6 is a Success

Damage: 2d8 ⇒ (3, 5) = 8 vs. Toughness 6 is a Success

K'Don takes a minor cut to his weapon arm ( = is Shaken), but can move over to the sword.

When your turn comes up next round, you'll have to try to recover from Shaken before you can pick up your sword.

ALL - for future reference keep in mind that spending a Benny is an *automatic* recover-from-Shaken, so it's a good idea to save one Benny in reserve for just such occasions.


Alex - I just now noticed, so to clarify - the sword K'Don took from the guard is basically the same as his own (in damage, anyway) - they're both treated as greatswords. So no need to get him his old sword right away.
Also, it didn't occur to me until this morning that you couldn't have Pushed Orc B since there was an Orc behind him.
ALL - I'll post the Orcs' attacks in a couple hours, then everyone else can act (because you might end up Shaken, etc.).


Orc B follows after K'Don, to attack before he gets his sword back :

Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 4 + 2 = 6 is K'Don's Parry, so he hits

Damage: 2d8 ⇒ (4, 1) = 5 does not get thru K'Don's Toughness

Orc C takes a couple of steps and attacks Alex :

Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 2 + 1(gangup) = 7 vs. Parry of 7 is a hit

Damage: 2d8 ⇒ (5, 7) = 12 vs. Toughness of 6 is Success and Raise

Alex takes a Wound and is Shaken!

Orc D takes a couple of steps and attacks Katana :

Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 4 + 1(gangup) = 5 vs. Parry of 6 does not hit

Wow, not one single Ace! Lady Fortune is smiling on you guys...


So Connor and Alex didn't move into the lab before the orcs' action?


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Ah well, let's play it as it is...

Panic sets in as one of the big orcs rushes toward Alex and Connor. He takes a step back, holding his makeshift club out towards the beast. "Stay back!"

As the thing made to swing at Alex, the boy shouts, "Leave Unka Alex alone!" the terror clear in his voice.

When the orc swings and connects, it elicits an ear-splitting scream from Connor.

Sonic Scream & Wild => C: 1d8 ⇒ 61d6 ⇒ 2 => 6, Success?
Damage: 2d6 ⇒ (1, 1) = 2 Bah!

Is that a statue in the corner, and is it really there or just part of an existing map? Connor wants to 5' Step but I dunno if he can go there...


[ooc]K'Don gets a bonus when he uses his own weapon.


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Is that the "Heirloom" thing?


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I believe the GM said that the things that are drawn on the map are not representative of anything actually in the room. I think the only furniture we know of is the desk, which is on the north side of the room.


-Sorry for any confusion, but I didn't see Connor post anything about moving to the lab (and knowing how slammed he's been I didn't wait a long time, I may have rushed that), and Alex *did* say he'd attack if Connor didn't, so...
-Connor's attack is really a Bolt, which is a Ranged attack, so the TN is usually 4. But beware, if you roll a 1 on the *attack* die AND you miss when "shooting" into a group, you WILL hit someone else.
-"Trademark Weapon" gives a +1 Fighting, which in this system is a serious bonus. So yes, K'Don would do better with his sword.
-What Arabella said (altho I would describe the desk as in the middle of the room - K'Don is standing next to it right now).


Fair enough. Can Alex roll to get over being Shaken without using a Benny? Or is that always Bennytime?

Alexander staggered back from the orc, one hand holding the wound the creature had given him. "You I shall gladly slay once I hold my sword once more," he informed the warrior.


Taking a deep breath and praying to "the gods" in general, Marko takes a step and closes with Orc D :

Fighting & Wild: 1d4 ⇒ 21d6 ⇒ 1
Spending a Benny
Fighting & Wild: 1d4 ⇒ 41d6 ⇒ 1 Wheee!
Explode: 1d4 ⇒ 1 Boooo! = 5 -1(weapon) +1(gangup) = 5 doesn't hit

Katana attacks Ord D :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 +1(gangup) = 8 vs. Parry is a Success

Damage: 1d8 + 1d4 + 2 ⇒ (8) + (2) + 2 = 12
Explode: 1d8 ⇒ 7 Wow! = 19 vs. Toughness 8 is a Success and TWO Raises!

Orc D drops.

I know Arabella's busy, but once she posts we're done with this round.

ALL - your gear is in the northeast corner of the lab.
Please note : there is NOT another door up in the north - I forgot to edit it out.


-Alex (and ALL) - you always get a chance when it's your turn to act to make a Spirit roll to recover from Shaken (remember, you need a RAISE to also act immediately). If you don't succeed, then you can spend a Benny, and automatically act immediately (no re-roll).
-Actually, you can spend a Benny at *ANY* time to recover from Shaken, but unless there's a dire need (there's a handful of specific situations), it's best to try the Spirit roll first.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella will enter the lab and make a dash for 'reason.' She will run if she needs to in order to reach things as soon as possible.
If she can reach 'reason' without running, she'll pick it up instead. If she can reach 'reason' with a run action, can she still pick it up this turn? Not sure if opening the door is an action. Let me know if any rolls are needed beyond the run.

run: 1d6 ⇒ 4
Pace = 6, so she moves 6 + 4 + 2 = 12
So she can move 12 spaces.

Unless the act of opening the door once it's unlocked takes up some movement, it looks like she can move to just about any point this turn. Please describe where items are and the locations of any other useful items she would know about from working here every day.

If the gear is not all clumped in one place, she will give directions to anyone else entering the room to find stuff.


Looks like it's 9 squares to the pile of equipment, so you'd have to run.

I did a quick search of the SW forums and manual, couldn't find anything definitive about whether opening a door is an *action*. I can't see that it would be (if unlocked), so let's say it eats up 2 squares of movement (like standing up). Since you have 12 squares, you can still get to the pile.

To also pick up 'Reason' this round, you'd have to make an Agility roll (at -2 for multiple actions), failure means you didn't pick it up.

All your gear is in one place, the NW corner.

You spot various bottles of acids and bases on some of the benches. I assume you meant "useful" with respect to battle for the moment...

Go ahead and move yourself on the map, and make the Agility roll (if you're going to) when you can, I'm going to roll initiative for the next round.


Initiative (start of round 5)
Alex : Init: 1d1000 ⇒ 508
Arabella : Init: 1d1000 ⇒ 898
Connor : Init: 1d1000 ⇒ 914
K'Don : Init: 1d1000 ⇒ 45
Marko : Init: 1d1000 ⇒ 536
WindDancer : Init: 1d1000 ⇒ 250
Katana : Init: 1d1000 ⇒ 39
Orcs : Init: 1d1000 ⇒ 932

So in order : Orcs, Connor, Arabella, Marko, Alex, (WindDancer), K'Don
And Katana gets a Joker! +2 to attack and damage, act whenever

Katana attacks the Orc :
Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 6 +1(gangup) +2(Joker) = 9 gets thru his Parry

Damage: 1d8 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6 +2 (Joker) = 8 just gets thru Toughness
The Orc is Shaken

The Orc spends a Benny and attacks Alex since he's already hurt :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 4 = 4 doesn't get thru Parry


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

MAP: -2
Agility: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3
Result = 3 - 2 = 1
No dice! >:(

Arabella gets to the corner, but she has to move something else off 'Reason' so she can't quite get a handle on it. So to speak.


Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 I think Alex can act then?

"Connor, get into the laboratory! Help Arabella!" Alexander said, his voice tense but controlled. He moved between the orc and Connor, which left the orc surrounded.

Can I take a 5'step and attack? Just in case:

Club+gang up: 1d8 - 1 + 1 ⇒ (2) - 1 + 1 = 2
Wild: 1d6 - 1 + 1 ⇒ (1) - 1 + 1 = 1

Man, the dicebot is pissed at this party.

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