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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K'Don attacks "B".

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 2
Well damn 8-(


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'm going to wait to post Arabella's actions when I see how the orcs fight turn goes, but in the meantime, she's going to be yelling something.

Arabella yells as loudly as she can, "Villagers! Time to get your shovels, rakes, and other implements of destuction and start helping us out!"

K'Don: maybe spend a bennie and re-roll?


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

She sees another big-big trotting towards Con-nor's big. Having failed to upset the other, she decides to try this one instead.

Spellcasting & Wild => D: 1d8 ⇒ 11d6 ⇒ 5 => 5 Success

A strong wind gust kicks sand and gravel towards the big-big's face.

Target makes Agility roll at -2 or is Shaken with -1 to Parry until their next action. 1 on Agility roll means Shaken and fully blind until recovery from Shaken (-6 on Trait rolls requiring vision, -2 to Parry).


I have spent 2 Bennies already. Only 1 left


Seeing the orc wince at the sand flung into its eyes, Alex spared but a moment to glance around for the source of the little windgust. Then he lunged at the orc with his rapier.

rapier: 1d8 ⇒ 8
wild: 1d6 ⇒ 5

ace: 1d8 ⇒ 6

14= success, one raise?

dmg: 1d6 + 1d4 ⇒ (4) + (4) = 8

in case the damage gets to explode too: 1d4 ⇒ 3

Total damage: either 8 or 11, I forget what Toughness the orc has - was it 7?


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Since you raised on your attack, Alex, you get an extra 1d6 for damage. And, yes, damage can explode.

-Posted with Wayfinder


Woohoo!

raise dmg: 1d6 ⇒ 2

So, the total damage is 13. En garde!


I will keep "in-melee corrections" regarding the rules here, rather than Discussion.

K'Don - yes, best to keep that last Benny for survival, in case someone gets in a vicious attack on you.

Alex - a 14 vs. their Parry of 5 is actually 2 Raises : [5,6,7,8]=Success, [9,10,11,12]=1 Raise, [13,14,15,16]=2 Raises. But that doesn't change anything.


Orc B drops from Marko's attack.

Orc D drops from Alex's attack.

Katana attacks Orc F :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 5
Explode: 1d8 ⇒ 2 = 10 vs. Parry 5 is a Success and a Raise!

Damage: 1d8 + 1d4 + 2 + 1d6 ⇒ (1) + (4) + 2 + (6) = 13
Explode: 1d6 ⇒ 6 Ok, well he's down but just for fun...
Explode: 1d6 ⇒ 2 = 21 vs. Toughness 8 is a Success and 3 Raises!

Katana's bare-handed attack manages to break his neck, and the Orc is dead before he hits the ground.

Adelmar, seeing that things are well in hand, does nothing this round.

Orc F attacks the wolf :
Fighting: 1d6 ⇒ 3 and misses

Orc A pulls out a horn from his belt and blows 3 short blasts on it. Then he follows after Adelmar.

K'Don, by the time you can act, the only Orc left standing near you is F, so I moved you to him, but you keep your previous rolls.

Arabella - Orc D was Shaken by the time you can act, but not yet killed by Alex. What's your action?

NOTES - A:; H:
Adelmar : 10/15 PP, -2 to be hit (round 3)
Katana :
3 Bennies


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

Since Alexander is attacking a foe with Arabella adjacent, would that qualify his attack to get a +1 for "Gang up"? I don't think it will change the outcome, but we need to remember to use these bonuses.

ZenFox42 wrote:
Arabella - Orc D was Shaken by the time you can act, but not yet killed by Alex. What's your action?

On the map, Orc D has been removed from the field of battle. Is that because he is an extra and any hit takes him out?

Anyway, Arabella will use the chance to swap the Vigor Crystal currently in position on her goggles for the Agility crystal. She will put the goggles over her eyes to better shield them from these darned dust devils which keep popping up.


Yes, she would have provided a +1 "Gang-Up" bonus.
One or more Wounds will take out an Extra.

ALL - it is up to you to notice your gang-up bonuses (as it is for me to notice mine) :

Each *additional* adjacent ally *with a weapon* adds +1 to all attackers’ Fighting rolls, up to a maximum of +4. The allies do NOT have to be attacking your opponent, and they provide the bonus even if they are Shaken!

Technically, Orc D acted *before* Alex took him down, and looking back I just assumed he was Shaken by WindDancer's attack so I need to see if he really was affected :

Agility: 1d6 ⇒ 1
So he was Shaken and couldn't act, and at -2 Parry, which just made it even easier for Alex to cut him down (or would that be "point" him down with a rapier?)


Summary of this round (end of round 4)
Connor watches from around the corner.

The Spectral Wolf snaps at the Orc that attacked him, but misses.

A scintillating beam of light flies from Marko's hand and drops one of the Orcs attacking K'Don.

Meanwhile, another one of those dust devils appears from out of nowhere and throws dirt in the face of the Orc attacking Alex, blinding him for a moment.

Katana attacks the Orc beside her, and her bare-handed attack manages to break his neck, and the Orc is dead before he hits the ground.

Adelmar, seeing that things are well in hand, does nothing this round.

One of the Orcs left standing attacks the wolf, while the other blows 3 short blasts on a horn.

For K'Don's eyes only:
You would know that's probably a call for reinforcements...

Arabella fiddles with her goggles.

Alex viciously attacks the blinded Orc, dropping him.

K'Don move over to the Orc attacking the wolf, and swings at him with his greatsword, but misses.

Initiative (start of round 5)
Alex : Init: 1d1000 ⇒ 672
Arabella : Init: 1d1000 ⇒ 220
Connor : Init: 1d1000 ⇒ 266
K'Don : Init: 1d1000 ⇒ 65
Marko : Init: 1d1000 ⇒ 263
WindDancer : Init: 1d1000 ⇒ 868
Adelmar : Init: 1d1000 ⇒ 920
Katana : Init: 1d1000 ⇒ 758
Orcs : Init: 1d1000 ⇒ 201

In order : Adelmar, WindDancer, Katana, Alex, Connor, Marko, Arabella, Orcs, K'Don

NOTES - A:; H:
Adelmar : 10/15 PP
Katana :
3 Bennies
COUNTER : 2


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Wolf Actions

The wolf tries to bite down on the Orc, but he manages to dodge his maw.

Fighting : 1d6 + 1 ⇒ (3) + 1 = 4

+1 from Gang up bonus. Hopefully, K'Don has better luck.

-Posted with Wayfinder


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Marko

Unable to see any other Orcs, Marko remains where he is, vigilant for any other threats.

Took Defend action. +2 to Parry. 8/15 PP now due to upkeep of Wolf.

-Posted with Wayfinder


Adelmar does nothing obvious.

Katana moves around the temple, and Holds.


K'Don yells very loudly:
"THAT HORN WAS A CALL FOR REINFORCEMENTS, WE NEEDS GET PREPARED FOR ANOTHER BATCH OF ORCS!!!!"


Taking a swing at orc "H". The one the wolf is fighting.

Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4

I think that is a successful attack, so

Damage: 2d10 ⇒ (1, 3) = 4
Well that wasn't very helpful.


Since Alex can only see orc A, he'll move his Pace toward that one.


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 move with Alex, pistol and dagger in hand. She continues to shout for the villagers to get out and help with the fight.

FWIW, she has the pistol in her right hand, which is her normal hand for shooting. Her dagger is in her left.


Arabella, that's good to know, thanks for declaring it.

Orc H mutters in Orc, "I...have had...enough...of you!" and swings at K'Don :

Fighting: 1d6 ⇒ 6 Finally! :)
Explode: 1d6 ⇒ 6 Woohoo!
Explode: 1d6 ⇒ 1 = 13 vs. K'Don's Parry of 6 is a Success and a Raise!

Damage: 2d8 + 1d6 ⇒ (1, 5) + (5) = 11 vs. Toughness of 6 is a Success and Raise

K'Don, you are Shaken and take 1 Wound. (1 Wound is nothing, I would strongly suggest you NOT spend your last Benny on this or the Shaken)

Orc A rounds the back of the temple, and Katana takes her Held action and throws a shuriken at the Orc (Marko, please make a Notice roll) :

Marko's Notice:
You'd swear she had nothing in her hand a moment ago...

Throwing & Wild: 1d8 ⇒ 11d6 ⇒ 5 = 5 vs. TN of 4 (ranged attack) is a Success

Damage: 2d6 ⇒ (4, 4) = 8 is a Success, he's Shaken (but he can continue to finish his move up to Adlemar)

WindDancer?

NOTES - A:Shaken; H:
Adelmar : 10/15 PP
Katana : 1 used
3 Bennies
COUNTER : 2


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

Seeing Con-nor's big heading around the building, she clambers across the thatched roof to its peak, in an effort to keep an eye on both.


Summary of this round (end of round 5)

Adelmar does nothing.
WindDancer moves on the roof.
Connor continues to watch.

Katana throws a shuriken at an Orc heading towards Adelmar, it hits him in his weapon arm and he pauses to pull it out.

Alex and Arabella move around behind the temple.
The wolf snaps at the Orc again, and misses again.
Marko keeps his eyes open for anything that moves.

The Orc attacking K'Don manages to get in a solid blow, wounding him.

K'Don - since the Orc attacked first, make a Spirit roll to see if you could attack at all. Also, anytime a friend (the wolf) is adjacent to who you're attacking, you get a +1 per friend to your Fighting roll (wouldn't change anything this time).
If you fail your Spirit check for the last round, you'll have to make another before you can act in this round too...

Initiative (start of round 6)
Alex : Init: 1d1000 ⇒ 313
Arabella : Init: 1d1000 ⇒ 830
Connor : Init: 1d1000 ⇒ 380
K'Don : Init: 1d1000 ⇒ 587
Marko : Init: 1d1000 ⇒ 412
WindDancer : Init: 1d1000 ⇒ 964
Adelmar : Init: 1d1000 ⇒ 517
Katana : Init: 1d1000 ⇒ 799
Orcs : Init: 1d1000 ⇒ 171

In order : WindDancer, Arabella, Katana, K'Don, Adelmar, Marko, Connor, Alex, Orcs

WindDancer - please make a Notice roll at -2.

NOTES - A:Shaken; H:
Adelmar : 10/15 PP
Katana : 1 used
3 Bennies
COUNTER : 1


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

Notice & Wild: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (3) - 2 = 1 => 1, Failure

Since she's basically watching over Connor and Alex, I'm going to wait until later in the round to act.


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 is interested in getting up on a house, such as #5 or failing that, one of the structures near the open gate. Is there a ladder available to help her do that, since she doesn't have the climbing skill? If not, she'll continue to move where Alex moves.

Is there any sign that any of the villagers are coming out of their houses to aid in the defense of their backsides?


Spirit: 1d4 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Cool Aced the d4
Spirit: 1d4 + 2 ⇒ (3) + 2 = 5

I think I got an 6+5=11

Ok I know I messed up something


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

The +2 is only added at the end, not to each die rolled. So you got 4 + 3 = 7, then add +2 to get 9. But that's still enough for a success and a raise, which allows you to remove the shaken condition and act in the next round, I believe.


Arabella's correct on all counts.

K'Don - I personally like to leave off all penalties and/or bonuses until the dice have stopped exploding and I've picked which value I'm going to use, that way I don't have to include the modifiers twice (main die and Wild die), and can't double-dip them if something explodes. Once you find a procedure you like, it'll become easier.

Well, this *is* the 1850's, not the early middle ages, so 50% chance of a ladder *nearby* (lower is better) :

Ladder: 1d100 ⇒ 87

Sorry, nothing nearby...


Katana takes a step up and attacks the Orc with her hands :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 1 = 4 vs. a Parry of 5 is a Failure
And misses for a change.

Adelmar takes a few steps back (see note in Discussion), and Holds.

The villagers are cowering in their homes, too afraid to do anything.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Notice : 1d6 ⇒ 2
Wild: 1d6 ⇒ 3 Failure.

Marko Actions

Marko begins casting again and fires a magic missile at the Orc behind him.

Spellcasting vs. Orc A: 1d10 ⇒ 4
Wild, with Ace : 1d6 + 1d6 ⇒ (6) + (2) = 8, Success with a Raise.

Damage, with AP 4: 3d4 ⇒ (3, 3, 1) = 7

6/15 PP

-Posted with Wayfinder


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Wolf Actions

The wolf snarls and attacks the Orc.

Fighting vs. Orc H: 1d6 + 1 ⇒ (4) + 1 = 5

That will miss. :-(

-Posted with Wayfinder


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

When Arabella sees that no one is coming out to help fight, she swears under her breath and breaks into a run, heading for house #3.

run extra squares: 1d6 ⇒ 5

If the door is closed, she'll try the latch to see if she can open it (if that will not force any kind of success rolls for extra actions, otherwise, she'll just stop at the door). If the door is open, she'll enter and get ready to try to persuade the able-bodied men to grab anything that could be used as a weapon and get out and help (next turn).


Marko, the wolf's attack of 5 vs. the Orc's Parry of 5 is a Success, roll damage!


Arabella, building 3 is a smithy, I moved you to the nearest home, so no Running needed.

As you try to open the door, it feels barricaded from inside, and the rattling that you make elicits screams from inside ("oh god we're going to die!", "please don't hurt us!", "mommy, mommy!", etc.). From the sound of it, they are terrified out of their minds, and it would take a lot just to calm them down enough to talk to them, much less get them to come out and fight.


Human Male Novice XP 10 | Agl d4 Sma d10 Spi d8 Str d4 Vig d6 | Pace 6 Parry 5* Tough 5 Cha 0 | Notice d6 | Rapier d4 (Str+d4), +1 to *Parry | Spellcasting 1d10 | 298sp | Bennies 3 | PP 15/15 | Status None

Cool.

Wolf Damage, AP4 : 2d6 ⇒ (2, 2) = 4

Well, that was underwhelming.

-Posted with Wayfinder


Marko's bolt *just* gets thru, making the Shaken Orc Shaken again, so he takes a Wound, and drops.

Waiting to hear from K'Don and Alex, then the remaining Orc will act (if he's still "remaining"...)

I realize it's getting close to Thanksgiving, so everyone enjoy themselves! If you can post that's great, otherwise if responses die out I'll wait until Monday to hopefully hear from people, then start to move things forward again.

Those of you with more PbP experience, is that usually how it's done?

NOTES - H:
Adelmar : 10/15 PP
Katana : 1 used
3 Bennies
COUNTER : 1


Encouraged by the orcs dropping left and right, Alex chased the last orc around to Adelmar.

Move Pace to last orc. Also, Happy Thanksgiving, Yanks! :)


Alex, I think you can attack...?

And who y'all calling a Yank? :)


Thought I had already acted this round


But, OK, I'll Attack

Fighting: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2

Looks like a hit.

damage: 2d10 ⇒ (5, 7) = 12


I thought you were all Yanks over the pond? ;)

I also thought moving my Pace was my action? But I won't complain about a free attack!

"Cowardly lout, attacking helpless farmers is about the best you can do, isn't it?"

Taunt: 1d8 ⇒ 1
wild: 1d6 ⇒ 4


I forgot about my intimidation. Gotta do that next time


Attempting to intimidate the orc.

"I may be only 1/2 orc, but I am still you MASTER!!!!

Intimidate: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4

I think that is a success. Not sure how it affects my rolls. Any help from anyone else is good too.


Alex - you can always move (Free) and attack (Action) for no penalties. (And if you call some people in the south-eastern states a Yank, you'll get some real dirty looks. :)

K'Don - you first rolled to recover from the Shaken, which you did with a Raise, so you could act.

Then the Fighting roll was your Action.

However, Intimidation is also an Action, and would impose a -2 to both the Fighting and Intimidation, so I'm going to ignore the Intimidation.

That's why everyone must declare *all* the Actions they're taking first, to determine the total penalties.

(And BTW K'Don, it's generally better to Intimidate first, then attack.)

I believe all these Orcs are down, will double-check in a minute if I have the time. However, melee is not over yet!


Summary of round #6

WindDancer Holds, and ends up doing nothing.

Arabella goes over to one of the small houses to get some help, but the villagers are too terrified to be of any use.

Katana attacks and misses.

With a mighty blow, K'Don finally takes down the Orc that had been pestering him.

Adelmar Holds, and ends up doing nothing.

Marko's magical might takes down the Orc next to Katana.

Connor watches from behind the house.

Alex, you would have had nothing to do at this point.

However, just as you all breathe a sigh of relief, you hear the thundering footsteps of *MORE* Orcs arriving at the opening in the fence, called by their fallen brother who blew the horn. (WindDancer, that was the Notice roll you missed.)

Initiative (start of round 7)
Alex : Init: 1d1000 ⇒ 702
Arabella : Init: 1d1000 ⇒ 934
Connor : Init: 1d1000 ⇒ 504
K'Don : Init: 1d1000 ⇒ 77
Marko : Init: 1d1000 ⇒ 121
WindDancer : Init: 1d1000 ⇒ 615
Adelmar : Init: 1d1000 ⇒ 803
Katana : Init: 1d1000 ⇒ 375
Orcs : Init: 1d1000 ⇒ 770

In order : Arabella, Adelmar, Orcs, Alex, WindDancer, Connor, Katana, Marko, K'Don

ALL - please see note in Discussion about these Orcs.

NOTES - A:; B:; C:; D:; E;: F:; G:; H:
Adelmar : 10/15 PP
Katana : 1 used
7 Bennies


K'Don charges the gate bellowing loudly, I am K'Don Son of Ugal of HouseUshah this village is under my protection. YOU SHALL NOT PASS!!!" and charges the gate to engage the first orc he sees.

More after the intimidate discussion in the discussion section.


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 moves her pace (-1 for her wound) and readies her pistol to fire if an orc gets within short range with no innocent bystanders to hit. She says, "When they get closer, I'll try to lower their ability to fight with my goggles."


Arabella, they would get a saving throw against that, whereas boosting your comrades' Fighting skill (to hit) or Strength attribute (for damage) would not...and you can affect multiple comrades at a time.
NOTE : please check your Paizo PM

K'Don, you will act last so wait until I disperse the Orcs and then you can move up to whichever one you want. P.S. - great banter, keep it up! :)


Adelmar chants again :
Faith & Wild: 1d10 ⇒ 71d6 ⇒ 3 = 7

Moving the Orcs...(the ones at the bottom ran, I rolled a d6 at home)

H attacks K'Don :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 4 + 1(Gang-up) = 5 vs. his Parry is a miss

D attacks wolfie :
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 1
Explode: 1d6 ⇒ 3 = 9 + 1(Gang-up) = 10 vs. its Parry of 5 is a Success and a Raise

Damage: 2d8 + 1d6 ⇒ (6, 6) + (3) = 15 vs. its Toughness of 10(!) is a Success and a Raise, and it goes "poof".

Marko, please confirm that's correct?

NOTES - A:; B:; C:; D:; E;: F:; G:; H:
Adelmar : 8/15 PP; -2 to be hit (started round 7)
Katana : 1 used
7 Bennies


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

With neither Alex nor Connor at any risk, WindDancer's going to conserve resources and delay again.


Im glad that the orc hit the spectral (?) wolf.

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