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

Reaction Roll: 1d100 ⇒ 51 Just barely.

After a moment of hesitation, Connor nods and dashes for the lab door.

Running & Wild: 1d6 ⇒ 61d6 ⇒ 5 I seem to recall that running rolls don't explode...

"Unka Alex said I should help!" he says, a bit out of breath, when he reaches Arabella.


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

As Connor enters, Arabella points out K'Don's sword. "Get the sword to K'Don!" She yells.


K'Don swings at the last orc.

Fighting: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2

Damage: 2d10 ⇒ (4, 6) = 10


6 vs 6 don't know who wins


-I *know* that I posted something yesterday morning. Guess I only "previewed" it and didn't actually submit it. Oh bother.
-Alex, you can always move up to your Pace and still attack.
-Connor, the Running die is a single d6 (no Wild die), and yes it doesn't explode. Then add 2, with a max of your Pace.
-Connor, like Arabella you can also make an Agility roll at -2 this round to see if you can find and grab the sword this round.
-K'Don, ties always go to the attacker, like PF. So you hit him, and your Damage makes him Shaken.
-ALL- I said your gear was in the northeast corner once, and then NW corner the next time, which is the one Arabella noticed. I meant NE, and I've moved both Arabella and Connor accordingly.


To finish up the round :

Arabella, you can
-Grab your gun (that's clearer than always calling it 'Reason'), and Move your Pace
-Roll Agility-2 to grab your gun, and Run

Marko takes a step north to help K'Don :
Fighting & Wild: 1d4 ⇒ 11d6 ⇒ 4 -1(weapon) + 1(gangup) = 4 is a miss

K'Don, your Fighting rolls are now at +1 because of Marko's presence.


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 already took her round 5 action, which was running and trying (and failing) to grab the gun. What you described will be her action options next turn.


This IS the "next" turn! :) I told you to roll to see if you grabbed the gun as the end of your action for round 4, then rolled a new initiative. We're in round 5.


Are we waiting for initiative?


I think so?


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

Sorry for the delay. Got mixed up.

Arabella focuses on gathering all the items we want to remove from the lab. This means Arabella's Boost device, Marko's magic equipment, plus Arabella's dagger, and Arabella's and Alexander's pistols, shot, and powder (assuming Connor is getting K'Don's sword).

GM can determine how much she can do this turn. Once she has everything, she'll begin to move toward the door but she won't run. Move her wherever she would be at the end of this turn and let me know what she can pick up. She'll only break off from gathering stuff if someone else enters the room to attack or if it sounds like something has gone seriously wrong.


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

Agility & Wild: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (5) - 2 = 3 =>3, failure.

Skidding to a halt near Arabella, Connor looks where she pointed but doesn't immediately spot the sword. "Where?"


Taking a cue from how to reload a six-shooter : Arabella, your Agility is a d6. You can pick up half that many items from the pile (there's armor mixed in, as well), so pick which 3 items you want. Then you can move up to your Pace, so you can move yourself on the map as you wish.

Empty(1) or Loaded(2): 1d2 ⇒ 1

The pistols are empty, and loading them takes a couple of rounds, so there's probably no point in taking them right now. There's nothing of Marko's equipment that would help him but his rapier, which would remove the -1 to hit.

That is the wrap-up of Arabella's turn this round, so I'm going to roll initiative for the next round :

Initiative (start of round 6)
Alex : Init: 1d1000 ⇒ 251
Arabella : Init: 1d1000 ⇒ 533
Connor : Init: 1d1000 ⇒ 775
K'Don : Init: 1d1000 ⇒ 242
Marko : Init: 1d1000 ⇒ 300
WindDancer : Init: 1d1000 ⇒ 783
Katana : Init: 1d1000 ⇒ 97
Orcs : Init: 1d1000 ⇒ 63

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


Waiting to see if Connor or Arabella returns with his and K'Don's swords.


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

Uh-oh... I didn't hear anything about your sword. :o( Okay Mr. GM, my intent is to find/grab K'Don's sword and run it back to him. :op

"There it is!" Connor cries triumphantly as he finally recognizes K'Don's sword and pounces on it. He immediately spins and tears off towards the orc.

Running: 1d6 ⇒ 6 => 6 + 4 + 2 = 10. Not enough to get him all the way there. Map updated. Next!


Connor, see Discussion and please make an Agility roll at -2...


Connor, I just noticed (right after the hour deadline, of course) your Running die was a 6. But then you show "6 + 4 + 2"???
I'm going to assume the 6 is your original, fixed, Pace and the +2 is my houserule.
Then IF the 4 is the die roll -2, why is that?
The way I figure it, you should be able to move 12 squares with that roll.


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

Faith will grab her Boost Goggles, Alexander's and Marko's swords.

Assuming that is her action for last turn, this turn, she will run to get to the door with no planned action beyond that.

run: 1d6 ⇒ 3
Result: runs up to 11 squares.

She'll try to draw Alexander's sword from its scabbard as she moves.

If needed:
MAP: -2
agility: 1d4 ⇒ 4
wild: 1d6 ⇒ 5
Result = 3

If the roll was needed, then she did not get the sword drawn.


-I moved Faith's image to place her next to Alex, but not next to the Orc. That took 10 squares. Feel free to adjust if desired.
-The roll was needed, the rapier is not drawn.
-Alex, Faith hands you your rapier in its scabbard. Drawing it AND attacking this round would be -2 to the attack, no Agility roll needed. And you get +1 due to Katana ganging up.


Why is the agility 1d4 = 4 not an ace?


Good question K'Don, I'm wondering that too. Do Agility rolls not get to explode?

Alexander's dirty face brightened as he saw Arabella and Connor come running with their weapons. "You're no match for us now!" he blustered at the orc, accepting the rapier Arabella tossed to him and whipping it out with the ring of steel.

rapier: 1d8 - 2 + 1 - 1 ⇒ (5) - 2 + 1 - 1 = 3
wild: 1d6 - 2 + 1 - 1 ⇒ (6) - 2 + 1 - 1 = 4
explode: 1d6 ⇒ 1 = 5

However, in his eagerness to beat back the orc, he nearly forgot the wound he had taken, and was forcibly reminded of it when he overextended and received a jolt of pain for his trouble.

"Blast! ...Never fear, Arabella, Connor, we'll soon have these ruffians dealt with!"


Good catch, K'Don! Arabella, roll another d4 to see if you can unsheathe the rapier, which might make Alex's roll hit...


Getting frustrated with is ill luck with the (dicebot) gods. K'Don bellows:

"I have had enough of you"

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2

"AARRRGGGG!!!"


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

wild ace: 1d4 ⇒ 1
Sorry about that. Still no dice. :)

"Keep fighting!" Arabella yells in response to Alexander's encouragement. "I have my equipment now. I can help!"


Ok, so everything above stands as-is, except me, I'm rolling on the floor after K'Don's roll...

Marko attacks Orc B :
Fighting & Wild: 1d4 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8 -1(weapon) +1(gangup) = 8 vs. Parry=6 is a Success

Damage: 1d4 + 1d4 ⇒ (2) + (2) = 4 Does not get thru Toughness=8

Katana attacks Orc C :
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 1 = 4 +1(gangup) = 5 does not get thru

Orc B attacks K'Don, the half-breed traitor :
Fighting: 1d8 ⇒ 51d6 ⇒ 1 = 5 does not get thru Parry

Orc C attacks Alex, already wounded :
Fighting: 1d8 ⇒ 11d6 ⇒ 6 = 6 does not get thru Parry thanks to his rapier! Good timing!

=======================================================================
Next round, I believe...

Initiative (start of round 7)
Alex : Init: 1d1000 ⇒ 591
Arabella : Init: 1d1000 ⇒ 796
Connor : Init: 1d1000 ⇒ 465
K'Don : Init: 1d1000 ⇒ 74
Marko : Init: 1d1000 ⇒ 187
WindDancer : Init: 1d1000 ⇒ 983
Katana : Init: 1d1000 ⇒ 614
Orcs : Init: 1d1000 ⇒ 557

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


Wounds: 0 | PP: 10/10 | Bennies: 4/4
ZenFox42 wrote:
I'm going to assume the 6 is your original, fixed, Pace and the +2 is my houserule.

You're how old? And you still haven't learned what happens when you assume? :oD Connor's pace is 4". 6 run plus 4 move plus 2 houserule.


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 check to see which crystal is slotted in her goggles.

1 Agility 2 Smarts 3 Strength 4 Spirit 5 Vigor
crystal: 1d5 ⇒ 3

Strength Crystal is in place. So Arabella's action this turn will be to swap out the Agility crystal for the Strength crystal in preparation for either boosting the group's fighing ability or lowering the orcs'.


Katana attacks Orc C :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 1
Explode: 1d8 ⇒ 7 = 15 + 1(gangup) = 16 vs. Parry 6 is 2 Raises!

Damage: 1d8 + 1d4 + 2 + 1d6 ⇒ (6) + (4) + 2 + (1) = 13 vs. Toughness=8 is a Raise, so a Wound!
(no point in Exploding the d4)

Orc C drops.

(Y'know, I think since y'all escaped, my NPC's have dropped almost every single Orc. That's kind of boring...)


That cloaked character - is that Katana?

Seeing the odds change in their favor, however temporarily, Alex was encouraged to rush at the last orc standing.

rapier: 1d8 + 1 - 1 ⇒ (3) + 1 - 1 = 3
wild: 1d6 + 1 - 1 ⇒ (6) + 1 - 1 = 6
explode: 1d6 ⇒ 4 = 10

dmg: 1d6 + 1d4 ⇒ (5) + (2) = 7

"Take that, you blackguard!" he yelled, his blade zipping through the air.


Alex -

Yes.

Also, you're no longer at -1 since you have your rapier. And the gang-up bonus is +2 (number of other comrades adjacent to your target).

So, the *12* Fighting roll vs. Parry=6 is a Raise, so add another d6 to your Damage and you might just drop him!


No argument there!

Woohoo!: 1d6 ⇒ 5


12 vs. Toughness of 8 is just barely a Raise!

The Orc drops!

There are now no creatures threatening you that you can see.

What's next?


K'Don will accept his bat'leth and giving a quiet but heartfelt shout of joy at having is weapon back. He will give it a practice swing or two. Smiles in satifaction and declairs:
"Now maybe I can hit something!!"


Patting Connor on the head he says "Thanks Kid" Even if you are late.


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

No, no, no. Connor didn't reach you even when I thought he had managed to grab the sword. And now it turns out (see Discussion) that he hasn't even gotten it out of the pile yet. He's still in the lab.


Alexander leaned on Gerta's desk, scanning the papers there as he caught his breath. Still, he took the time to preen a little. "Ha! Let that be a lesson to you! Foul savage," he panted at the fallen orc, one hand pressed against his wounded side.


I assumed with the death of the last orc we were no longer in melee and just progressed to the end of the scene.


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

You could be right; my bad, if so.


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 stands in the middle of the room where she can aim "reason either at the door or at wherever Gerta disappeared to and says, "Grab your gear. I'll 'reason' with anyone who comes in."

If the desk is in the middle of the room, she'll stand on it while people what they need.


Katana drags the Orcs in the hall into the room and closes the doors.

Then she tries to tend to Marko's wounds :
Healing & Wild: 1d4 ⇒ 21d6 ⇒ 5 - 1 (his wound) = 4 = Success = Wound removed!
She manages to bind up the cut enough to stop the bleeding.

She also stays "on alert", walking around the room, swinging her arms wide every once in a while. She takes a look at where Marko said he saw a sliding panel, but doesn't find anything unusual.

It will take about 5 minutes for everyone to get "suited up" into their armor and such.

Anyone doing anything special during that time?


K'Don asks Arabella "Is there anything in here that you could rig to explode and take this place down?"


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 suspect the answer to K'Don's question is no, just because I doubt Gerta would leave such powerful components around in the lab. But maybe she did and just relied on the orcs to keep Arabella from touching the stuff. So let me know. There is one other things Arabella will try, once K'Don is suited up and able to assist in watching for the arrival of more orcs and/or Gerta.

Arabella holsters "reason" and takes a look in the vicinity where the secret door might be hidden. She's looking to find the door. I think you said that was Investigation skill, but I provided a notice in case there was something else in the area worth noting.

Notice: 1d6 ⇒ 5
Ace: 1d6 ⇒ 3
Result = 5 (Success?)

Investigation: 1d4 ⇒ 2
Ace: 1d6 ⇒ 5
Result = 5 (Success?)

Then she'll try to open the safe. I know that is safe-cracking, but I assume it uses the lock-pick skill.

lockpick: 1d4 ⇒ 2
Ace: 1d6 ⇒ 1
Result = 2 (failure)

"Marco! Can you try to open this thing. I think there are goodies inside we might want to take."


"We're sorry, but the character you called for has been temporarily disconnected. Please try again later."
K'Don is in the process of taking over Marko, I'll keep him going until everything is set up. More tomorrow.


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

Connor frowns at what K'Don says about blowing up the facility. He walks over and tugs at Alex's clothing. "Unka Alex, you said you wanted a place to stay, right? What about here? I betcha nobody knows about it much."

Also: Alex, are you hurt?


"Uncle Alex," Alexander absentmindedly corrected the worried boy. It wouldn't do for him to go about sounding like a peasant of no education. He flipped through the papers on the table, looking for anything of interest, but paused long enough to ruffle Connor's hair. "You did well, Connor - but we cannot take what we cannot hold. Gerta may be returning at this very moment with another pack of savages. Unless we can convince them that we can do whatever it was that she was doing, and do it better than her, I don't think the orcs would leave us be. And even if we can do better than that scabrous dwarf, I shouldn't believe we would wish to! Not to aid some mad orc in the wilderness," he huffed.

"I fear K'Don has the right of it - we must needs escape, and cause enough chaos here that they shan't have time to chase us down. Then we may alert what passes for the authorities in this country, and see to it that no others are taken as we were. Taking what we can from here is only right, after the forced labor we were set to. Arabella, what did you find in that lab? Anything of use?"

Yeah, Alex has one Wound. ZF, does he find anything among those papers?


"How about setting a fire. That should slow the dwarf down. I have a feeling we'll be back here very soon"


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 take every crystal she can find, including the ones in the device for "training" crystals to have higher potency (while leaving the booby trap of the charged Leyden jars in place, in case Gerta survives and tries to use the device). "Everything else in the lab is of no special use."

GM: if this is not true, let me know. I presume Gerta keeps her own devices either on her or in her safe, not lying around in the lab, but presumably Arabella would be aware of anything unusual that uses weird science (as opposed to chemicals of the normal sort like acids and bases).

"I'd like to get the safe open and take anything she has in there, but I'd rather just get to the hover car and see if we can make our escape rather than spending time trying to create distractions. A fire could create problems but we need to wait for WindDancer to get back and be sure we can get to the exit before we burn or destroy anything here."


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
Alexander wrote:
Yeah, Alex has one Wound. ZF, does he find anything among those papers?

In case it's tomorrow morning before ZenFox gets to answer that question, I'd recommend making a roll with the investigation skill if you have it. That's what he's been using for search activities, rather than notice.


Thanks, Arabella. No Investigation, so Notice will have to cover it, I'm afraid.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 4

ZF, how large is the safe? Is it bolted to the floor? What I'm getting at is if it's small enough for two people to carry with us to the flying contraption (that's on the far side of the lab, right?).

Also, it would be really satisfying to drop it on Gerta from a height. *shakes fist at dwarf*


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

"Oh," says Conner in a small voice, disappointed his idea was of no help. Then, for the first time, he realizes Alex is hurt.

"Unka... Uncle Alex, you're hurt! Don't be hurt!" He grabs Alex's hand in concern.

Psionics (Healing) & Wild: 1d8 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (1) - 1 = 0 => 5, Success; remove one Wound

I'm liking the sound of that safe-dropping thing...

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