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, my advice was to NOT spend your last Benny unless you're facing a situation that would cause Incapacitation. Or if there's probably no way to avoid Incapacitation (like a 4-Wound attack on top of your current 2 Wounds), take the Incapacitation and keep that last Benny for your Vigor roll to survive!


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'll reverse the polarity and try to retard their coordination with my glasses!"

Depending on the initiative results and whether Arabella can shake her shaken condition (31% chance at present), Arabella can try to lower the orcs' fighting skills.


Still waiting a little bit to hear in from Marko, otherwise I'll start the next round and he can retcon his action for this round.


Cool, I'll hold my last Benny.


Since tomorrow is my short day, I'm going to start the next round now...

Summary of round 9
Another sandstorm mysteriously comes from out of nowhere and engulfs several of the Orcs, getting dust in their eyes.

Arabella steps back and shoots one of the Orcs almost point-blank, but the shot was off to one side and his armor deflected the bullet.

Two Orcs attack Alex and both miss, two Orcs attack K'Don and one scores a healthy hit (well, not healthy for K'Don), one attacks Arabella and also gets in a solid blow.

Despite his wounds, Alex manages to connect with his rapier, but unfortunately does no damage.

Connor runs in, heals Alex, and runs back out before the Orcs can even react!

K'Don remained dazed from the attack by one of the Orcs, and could not act.

Adelmar chants, and manages to stun 2 of the Orcs.

Katana attacks with her hands, but does no damage.

Initiative (start of round 10)
Alex : Init: 1d1000 ⇒ 737
Arabella : Init: 1d1000 ⇒ 687
Connor : Init: 1d1000 ⇒ 351
K'Don : Init: 1d1000 ⇒ 191
Marko : Init: 1d1000 ⇒ 378
WindDancer : Init: 1d1000 ⇒ 603
Adelmar : Init: 1d1000 ⇒ 675
Katana : Init: 1d1000 ⇒ 677
Orcs : Init: 1d1000 ⇒ 825

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

Drat, the Orcs act first (and BTW, so their -2 to Parry is gone). I'm out of time right now, I'll make a post of their actions early tomorrow AM.

K'Don, it'll probably be better to wait until *most* everyone else has posted (so you'll know what the actual situation is), but when you do I think you should get TWO chances to recover from Shaken, one from the last round since you acted after they attacked you, and one at the start of your action this round.

NOTES - A:; B:; C:; E:Shaken; G:Shaken;
Alex : Parry is 8 thru round 10 at least
Adelmar : 2/15 PP
Katana : 2 used
Connor : 5/10 PP; 2 Bennies
4 Bennies


Orc A attacks K'Don :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8+1 = 9 vs. Parry 6 is a Success
Damage: 2d8 ⇒ (1, 2) = 3 = no damage

Orc C attacks Katana :
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 4
Explode: 1d6 ⇒ 5 = 11+1 = 12 vs. Parry 6 is a Success and Raise
Damage: 2d8 + 1d6 ⇒ (1, 5) + (6) = 12
Explode: 1d6 ⇒ 5 = 17 vs. Toughness 6 is a Success and 2 Wounds

Katana spends a Benny to Soak :
Vigor & Wild: 1d6 ⇒ 21d6 ⇒ 2 REALLY? Ok, 2 Wounds

Orc B attacks Alex :
Fighting & Wild: 1d6 ⇒ 11d6 ⇒ 4 is a miss

Orc E tries to recover from Shaken :
Vigor & Wild: 1d8 ⇒ 71d6 ⇒ 4 = 7 is a Success
Is not Shaken, but can't act this round

Orc G tries to recover from Shaken :
Vigor & Wild: 1d8 ⇒ 21d6 ⇒ 5 = 5 is a Success
Is not Shaken, but can't act this round

Please everyone (including me!) remember to subtract your Wounds from ALL your rolls (except Damage)

Katana will attack, while I'm here :
Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8-2+1(gang) = 7 vs. Parry 5 is a Success
Damage: 1d8 + 1d4 + 2 ⇒ (8) + (1) + 2 = 11
Explode: 1d8 ⇒ 6 = 17 vs. Toughness 8 is a Success and 2 Wounds!
Orc C finally drops!

She's going to take a chance on a "withdraw attack" from Orc A to move towards the other group :
Fighting & Wild: 1d6 ⇒ 51d6 ⇒ 4 = 5 is a miss

NOTES - A:; B:; E:; G:;
Alex : Parry is 8 thru round 10 at least
Adelmar : 2/15 PP
Katana : 2 used, 2 Wounds
Connor : 5/10 PP; 2 Bennies
4 Bennies


K'Don has 2 wounds. He gets a +2 to Vigor rolls but -2 for wounds

Vigor: 1d4 ⇒ 2
Wild: 1d6 ⇒ 4
Vigor: 1d4 ⇒ 1
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 ⇒ 5

Roll of 11. Not sure of application to events


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

Sorry about not posting sooner. I had friends and family visit over the entire weekend. I never got a chance to boot my PC.

Marko prepares his final spell with a sigh. He felt useless.

Spellcasting vs. Orc B : 1d10 ⇒ 5
Wild : 1d6 ⇒ 5

Damage, AP4 : 3d4 ⇒ (3, 2, 3) = 8, With the AP that's a success.

-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

I'll post now, but if this works, Alexander needs to remember that it won't help him this turn. Edit: unless he was thinking of holding his action until after Arabella's action to try to benefit; if successful, the orcs' parry should drop a point or two. Not sure if he would know in advance if successful on any particular Orc but maybe their movements would be noticeably less graceful.

Arabella flicks a lever on her goggles and presses a button. The goggles glow with a soft light easily visible in the dim lighting. Tendrils of glowing light lash out at the foreheads of each orc, creating a ghastly effect for a split second.

Arabella attempts to lower the fighting skill of the three orcs.
Cost = 5
Wound Penalty -2
weird science: 1d8 ⇒ 8 Ha Cha!
Wild: 1d6 ⇒ 1
weird science Ace: 1d8 ⇒ 2
Result = 8 + 2 - 2 = 8
So the orcs now need to make a spirit roll.
See discussion board for a question about how this spirit roll is interpreted.
But basically, I think if they get a result of 9 or better, there is no effect.
If they get a result of 8, reroll next round?
If they get a result of 5 to 7, lower their fighting die by 1 die type.
If they get a result lower than 5, lower their fighting die by 2 die types.

Duration = 3 rounds, with option to extend for 1 pt./round/target.
Arabella has 2/10 power points and 1 bennie.


Alex will hold to see if Arabella can do anything to the orcs - then he'll drink the potion and take a stab at orc B, just in case.

Alexander pulled out the potion Adelmar had given him, and downed it in a gulp. Already feeling better - at least he could see straight - he hastily made an attack on the orc before him, just to warn it off.

rapier-wound-penalties: 1d8 - 5 ⇒ (5) - 5 = 0
wild: 1d6 - 5 ⇒ (5) - 5 = 0


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

She stiffens and chitters nervously as she sees her little-big run into the fray. But after touching his big, Con-nor runs away again, unharmed. With the ostian equivalent of a sigh of relief, she quickly assesses the situation. No longer seeing a way to reach all three of the big-bigs at once, she turns her attention to the two closest to her assigned charge.

Spellcasting & Wild => B & E: 1d8 ⇒ 41d6 ⇒ 5 => 5, Success.

Target makes Agility roll at -2 or is Shaken with -2 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).

Once again, a dust devil springs into existence for the briefest of moments.


K'Don - when recovering from Shaken, if you only Succeed, you are no longer Shaken but can't act this round. If you get a Raise, you can also act this round. 11-4 (the standard TN) = 7 is a Success and Raise, so you can act this round!

Marko - Smarts-based Tricks would be best for you at this point. If you can keep them Shaken, that's a Very Good Thing.


Orcs G, B, E against Arabella's Lower Trait

Orc B :
Spirit & Wild: 1d6 ⇒ 51d6 ⇒ 2 = 5 means his Fighting die is a d4!

Orc E :
Spirit & Wild: 1d6 ⇒ 31d6 ⇒ 5 = 5 means his Fighting die is a d4!

Orc G :
Spirit & Wild: 1d6 ⇒ 61d6 ⇒ 4
Explode: 1d6 ⇒ 6 = 12 (no point in continuing), is not affected

Good job, Arabella - very effective! That high TN is what's essential...

Orcs B and E face another sandstorm

Orc B :
Agility & Wild: 1d6 ⇒ 41d6 ⇒ 3 = 4-2 = 2 means he is Shaken and -2 to Parry!

Orc E :
Agility & Wild: 1d6 ⇒ 31d6 ⇒ 1 = 3-2 = 1 means he is Shaken and -2 to Parry!

Marko - your Bolt came *after* WindDancer made Orc B Shaken, and so your Shaken result inflicts a Wound, and Orc B is DOWN!

Connor, still fearing for Alex's life, is all worked up but seems to be getting a better grip on his abilities as he cups his hands and shouts at Orc E :
Psionics & Wild: 1d8 ⇒ 21d6 ⇒ 4 = 4 well, it's still a Success
Damage: 2d6 ⇒ (4, 4) = 8 vs. Toughness 8 is a Shaken
And, since E was already Shaken, HE goes down, too! Woo hoo!

Go, team! :)

K'Don, I doubt anything is going to change your situation with Orc A at this point, so you can attack whenever it's convenient. Thanks for waiting.

NOTES - A:; G:;
Alex : Parry is 8 thru round 10 at least
Adelmar : 2/15 PP
Katana : 2 used, 2 Wounds
Connor : 5/10 PP; 2 Bennies
4 Bennies


Fighting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 1

Fighting Exploded: 1d8 ⇒ 3

8+3=11 Which hits. And a Raise

Damage: 2d10 + 1d6 ⇒ (1, 7) + (3) = 11

A hit, a good hit.

After striking down the orc, (or at least damaging the beast) K'Don will let loose a mighty roar followed by bellowing "K'Don Son of Ugal CANNOT BE KILLED BY AN ORC"


K'Don - don't forget to include your Wounds! But fortunately a 9 is still a hit with a Raise...
Regarding your Damage, they have Toughness 8 normally, but 7 when you use your greatsword. So 11-7 = 4 is a Wound, and he drops.

Summary of Round 10
Some of the Orcs try to recover their wits, while one attacks K'Don and does no damage, while another manages to do some serious hurt on Katana, and another swings at Alex but misses.

Alex drinks his potion and feels much better.

Arabella manages to somehow make it harder for a couple of the Orcs to hit anything.

Katana drops an Orc and rushes over to help the others.

Adelmar does nothing.

Another dust storm kicks up, and distracts two of the Orcs.

Marko takes down one of those, and Connor takes down the other.

K'Don dispatches the Orc in front of him and bellows with blood-lust.

Initiative (start of round 11)
Alex : Init: 1d1000 ⇒ 504
Arabella : Init: 1d1000 ⇒ 777
Connor : Init: 1d1000 ⇒ 378
K'Don : Init: 1d1000 ⇒ 746
Marko : Init: 1d1000 ⇒ 245
WindDancer : Init: 1d1000 ⇒ 244
Adelmar : Init: 1d1000 ⇒ 680
Katana : Init: 1d1000 ⇒ 370
Orcs : Init: 1d1000 ⇒ 707 (ok, Orc)

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

Arabella, I believe Alex's Boost is running out, you need to decide whether to maintain it or not.

NOTES - G:;
Alex : Parry is 8 thru round 10 at least
Adelmar : 2/15 PP
Katana : 2 used, 2 Wounds
Connor : 4/10 PP; 2 Bennies
4 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

Arabella will spend a power point to extend the boost on Alexander and she will imitate Connor's shout, in hopes of tricking him into becoming shaken, expecting more crazy human magic. "Peanut Butter!!!"
Wound penalty - 2
Smarts: 1d8 ⇒ 1
wild: 1d6 ⇒ 3
Result= 3-2= 1, failure

Power points: 1/10
Bennies: 1


K'Don Will dispatch the orc A

Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4

5-2=3 a miss.


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

She shuffles nervously from side to side, watching the conflict below.

Sorry gang, WindDancer's out of juice.


K'Don - best to read the text rather than go by the pictures, you dispatched that Orc last round but I forgot to take him off the map.
But you can Move to Orc G, altho you still miss. I've updated the map.

Orc G attacks Arabella :
Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 2
Explode: 1d6 ⇒ 2 = 8 is a hit and a Raise
Damage: 2d8 + 1d6 ⇒ (3, 8) + (2) = 13
Explode: 1d8 ⇒ 4 = 17 vs. Toughness 6 is 2 Wounds

Arabella, that would put you into 4 Wounds or Incapacitation. You can spend your last Benny now and *try* to Soak (at -3) and hope that you at least get a Success, or take the Incapacitation and use the last Benny to *re-roll* your Vigor check (at NO penalties due to an already existing house-rule) if needed. Having just read that, I would definitely save it for the Vigor check. :)
SWD : Make a Vigor check.
Snake-eyes - you're dead, Jim.
Failure - take a permanent Injury (p. 69) and you're Bleeding Out (we'll deal with that if it happens)
Success - take a 24-hour Injury
1 or more Raises - take an Injury until all Wounds healed

Adelmar, looking exhausted, chants one more time and stomps his staff into the ground :
Faith & Wild: 1d10 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8 is a Success and Raise

So the Orc has to save (ha-ha) :
Smarts & Wild: 1d4 ⇒ 21d6 ⇒ 1 = 2-4 = I don't think so

The Orc is now Shaken.

Altho Alex's action may change things, I'm going to take care of Connor and Katana while I'm here...

Connor shouts again :
Psionics & Wild: 1d8 ⇒ 41d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 vs. TN=4 is a Success and a Raise
Damage: 2d6 + 1d6 ⇒ (4, 4) + (3) = 11 vs. Toughness 8 is Shaken
Since that *was* "real" damage, the Orc takes a Wound, and drops.

MELEE IS OVER!

Katana rounds the corner of the temple, ready to smack something, and looks rather disappointed/frustrated that there's no Orcs left standing. She starts eying K'Don...just kidding.

Adelmar : 1/15 PP
Katana : 2 used, 2 Wounds
Connor : 3/10 PP; 2 Bennies
4 Bennies


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

"Is it over?" Marko said with a shaky smile. And then he saw the carnage. "Watching Gods," he whispered, but then got to work.

Healing vs. Arabella : 1d4 - 4 ⇒ (3) - 4 = -1
Wild : 1d6 - 4 ⇒ (1) - 4 = -3

Spending a Benny
Healing vs. Arabella, with Ace : 2d4 - 4 ⇒ (4, 1) - 4 = 1
Wild : 1d6 - 4 ⇒ (3) - 4 = -1

Spending 2nd Benny
Healing vs. Arabella : 1d4 - 4 ⇒ (1) - 4 = -3
Wild : 1d6 - 4 ⇒ (5) - 4 = 1

Final Benny.
Healing vs. Arabella : 1d4 - 4 ⇒ (3) - 4 = -1
Wild : 1d6 - 4 ⇒ (5) - 4 = 1

-Posted with Wayfinder


Alexander dropped to his knees by Arabella, all coldness toward her forgotten as she lay bleeding. "Is there anything I can do?" he asked anxiously, letting his rapier fall into the mud. He lifted her head into his lap and pulled off her goggles, unsure what else he might do.

Seeing that Marko's attempts didn't appear to be helping to stop her gushing blood, a desperate idea occurred to him.

"CONNOR! Arabella needs your help!" he bellowed. Looking up, he spotted WindDancer on the rooftop. "Get Connor!" he yelled, pointing where he thought Connor had gone.


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

Healing vs. Kdon: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (5) - 2 = 3

Well, this has been disappointing for everyone involved.


Both Connor and Adelmar can help in one way or another, but before anyone even *gets* to Arabella she must make her Vigor roll, and the outcome of that will decide everything else.
This roll is basically happening between the time the sword hit her, and she hit the ground.

While awaiting that, feel free to role-play your immediate reactions (spoken and un-spoken) to having survived an assault by SIXTEEN ORCS in ONE MINUTE!
And to the scene around you, which is littered with dead and half-dead Orcs (BTW, what are you going to do with the not-dead-yet ones?)

FYI Marko, I believe you've just spent the next 20 minutes using your Heal skill first on Arabella, then on K'Don. You can talk and post your thoughts, but take no other real actions.


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

She watches as the last of the big-bigs falls and the character of the activity below her changes. She can tell some of the bigs had been hurt during the fight, including Con-nor's big.

Con-nor! Her head snaps around to check on her little-big. And then her other charge shouted Con-nor's name. Twice. Once while looking at her and pointing.

She launches from the rooftop and glides over to her little-big, circling 'round and landing on his shoulder, then chittering excitedly.


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
GM wrote:

SWD : Make a Vigor check.

Snake-eyes - you're dead, Jim.
Failure - take a permanent Injury (p. 69) and you're Bleeding Out (we'll deal with that if it happens)
Success - take a 24-hour Injury
1 or more Raises - take an Injury until all Wounds healed

Here goes:

Incapacitation Vigor Check:

vigor: 1d6 ⇒ 3
wild: 1d6 ⇒ 6
wild ace: 1d6 ⇒ 3
Result = 9, Success + Raise


K'Don will begin the grisly process of dispatching the orc that are wounded and dying.


Katana will gladly help K'Don.

So Arabella survives, and has a nasty gash on her left arm (rolled at home). It will heal up (but leave a nasty scar) when all her Wounds are gone.

But she is unconscious and has 3 Wounds.

Connor and Adelmar will come over, but I'll have to post that later today.

Anything else anyone wants to post in-character? Not even a "woo-hoo!"? :)


K'Don pauses before dispatching the last few orcs, his blood lust cooling, and states, "Perhaps we should question one or two of these about what caused this attack?"


Alexander sat back on his heels, relieved that Arabella didn't appear to be dying just yet. "Capital idea, K'Don. You're just the fellow for the job."

Woohoo?


Sparing the last 2 orcs, binding them and leading them to the nearest lean-to shelter or barn.


Hate to leave Arabella hanging, but I just got back from work and I'm done for the day. Been dealing with semi-major health problems all week.

Lots more tomorrow.

K'Don, if you wish you can pose some starting questions and make a couple of Intimidation rolls.


Intimidate: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
Int. Ace: 1d6 ⇒ 6
Int. Ace: 1d6 ⇒ 2
Intimidate = 14

Intimidate: 1d6 ⇒ 1
Wild: 1d6 ⇒ 2
Int. Ace: 1d6 ⇒ 1
Failed

Why did you attack this village?
Who is your leader?
Where is your leader?
How many orcs are left?
Are you gonna attack again?


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
Anything else anyone wants to post in-character? Not even a "woo-hoo!"? :)

We're too wrung out to "woo-hoo." WindDancer for one just burned through essentially her entire power base in under a minute... not to mention the worry and the Shaken. Dunno about anybody else, but she just wants to crawl into a hole somewhere and sleep for a week.


Healing

Connor rushes over to Arabella, WindDancer on his shoulder, and seeing Arabella covered in blood (and still bleeding a bit), lays his hands on the worst of the wounds :

Psionics & Wild: 1d8 ⇒ 51d6 ⇒ 1 = 5-3 = 2

Spending a Benny
Psionics & Wild: 1d8 ⇒ 71d6 ⇒ 1 = 7-3 = 4 is a Success

And heals her of 1 Wound.

Adelmar gets to her just after that, and says "I'm afraid I cannot heal her myself at this point, but I can tend to her wounds to make sure they don't get infected." He spends 10 minutes with her...

Healing(skill) & Wild: 1d8 ⇒ 81d6 ⇒ 5
Explode: 1d8 ⇒ 1 = 9-2 = 7 is a Success

And heals her of 1 more Wound, so she's at 1 Wound.

Guess I should have asked yesterday for everyone to post their current Wound levels, I'm going by memory here in terms of the penalties ( = your current #Wounds)...

Adelmar turns his attention to Katana while Marko unsuccessfully treats K'Don :
Healing(skill) & Wild: 1d8 ⇒ 71d6 ⇒ 3 = 7-2 = 5 is a Success
So Katana loses 1 Wound.

Next he turns to K'Don :
Healing(skill) & Wild: 1d8 ⇒ 71d6 ⇒ 4 = 7-2 = 5 is a Success
So K'Don loses 1 Wound.

Finally he treats Alex :
Healing(skill) & Wild: 1d8 ⇒ 51d6 ⇒ 2 = 5-2 = 3 is a Failure
Sorry Alex, guess the old guy's getting kind of exhausted, himself.

Any other PC with the Healing *skill* can attempt to treat other PC's, with a penalty equal to *your Wounds* AND *their Wounds*

And after a *full* 8 hours' sleep, everyone rolls Vigor to see if they've gotten better. That's probably not going to happen tonight, however.

Adelmar : 1/15 PP
Katana : 2 used, 1 Wound
Connor : 0/10 PP; 1 Bennies
4 Bennies


Interrogation

The first Orc rolls Spirit vs. K'Don's Intimidation of 14 :
Spirit & Wild: 1d6 ⇒ 11d6 ⇒ 1 Nuts. Can't even spend a Bennie!

Despite K'Don's roll of 2, this is an opposed roll, you never know - he might roll snake-eyes too :
Spirit & Wild: 1d6 ⇒ 51d6 ⇒ 6 Or not...
Explode: 1d6 ⇒ 2 = 8 vs. 2 = Success and Raise

The first Orc has a head wound, and seems to be somewhat addled and more compliant. He completely breaks down after a few well-placed dagger cuts, and applying some pressure to his wounds. The other Orc does nothing but spit in your face and call you and your mother some exceptionally rude things, no matter what you do to him.

What you get out of all that is : "We attacked because our leader told us to. You are not worthy of sullying your tongue by speaking our leader's name. Our glorious leader is personally leading our massive army just north of here, and will soon crush you all under his feet like the vermin you are, but I am not worthy of knowing his plans."
(The Baron had said the leader's name was something like "K'Plech".)

You can get no further information out of them - the first one passes out and nothing you do can revive him, and the other one refuses to speak at all after a while, except to demand an honorable death.


The next 18 hours

(If anyone wants to heal another PC, or talk out strategies, etc., feel free.)

As the sounds of battle fade, the villagers finally start coming out of their homes, and are just as appalled at the carnage as they are grateful for your help in saving their lives. They are all embarrassed and guilty for not being brave enough to come out and help you.

At Katana's suggestion, they pile half the bodies in front of the main gate, and the other half in front of the gap in the wall (she says it will serve as a warning to the Orcs), and then they re-position the wagons and barrels in the gap.

The rest of the night passes without further incident. At the crack of dawn, the villagers begin to complete the fence in earnest, cutting down trees, hacking off limbs, digging a trench, raising the posts, etc. They insist on doing all the work, and the younger children wait on all of you "hand and foot", bringing you their best food and drink, changing your bandages, etc.

Everyone with Power Points is now back to full.

Altho the gap in the wall is now filled in, sunset arrives with a feeling of dreadful expectation...


K'Don will be busy in the Barn for a little while. When he comes out he tells everyone the information gathered

"We attacked because our leader told us to. You are not worthy of sullying your tongue by speaking our leader's name. Our glorious leader is personally leading our massive army just north of here, and will soon crush you all under his feet like the vermin you are, but I am not worthy of knowing his plans."
(The Baron had said the leader's name was something like "K'Plech".)


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

"This K'Plech sounds more like a religious leader than a warlord to inspire that kind of loyalty," Marko says. "Does anyone know if this kind of fervor is typical among Orcs?"

-Posted with Wayfinder


a question for K'Don, but the GM will have to answer this


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 Connor healed Arabella, did that also eliminate her incapacitation and render her conscious? I'm going to assume so.

Arabella's consciousness swirls in a confusion of shapes and colors as a blessed warmth seems to fill her from the inside out. Gradually, she recognizes the concerned face of Connor. Her wounds still hurt but she finds she can sit up. She beckons Connor closer, as if she wants to whisper something to him. When he leans in, she gives him a fierce hug, bitting back the pain it causes her still wounded arm. Then she kisses his forehead and says, "Thank you! Are you all right?"

Once she can see that he is, she says, "I'm so sorry you had to see that. But for what it's worth, this is what adventures can be like."

Once Adelmar dresses her wounds, she finds she can get about fairly well and begins to go around and give the others hugs and ask each person if he/she was wounded and thank each for fighting so bravely.

She says nothing to the people, but accepts what help they give after that. From then on, she is uncharacteristically quiet. She tinkers with her tools and begins to fashion a belt with glass beads interspersed with small bones, light chains, and some quartz gems. She manages to get faint motes of light to circulate through the belt as she makes adjustments, but nothing potent. If asked, she shrugs and says, "Just something I'm experimenting with."


Most Orc leaders are fierce warriors, but every so often one will also have a little bit of extra intelligence, and be very charismatic (from an Orc's point of view), and that's a potent combination.


If there's no further discussion, then...

The night passes without incident.

Those of you who still have any Wounds can make a Vigor roll (minus your Wounds) to see if you get better :
Snake-eyes = you tore something open and take *another* Wound
Success = remove 1 Wound
Any number of Raises = remove 2 Wounds
Probably you could normally spend Bennies on this roll, but due to the nature of PbP I'm going to say you can't.

At the end of this day, a small contingent of semi-trained people (men, women, mostly human but a few other races) arrives from Jewelston and sets up camp inside the fence and out. They all have "real" weapons, including guns and rifles.

The Baron is extremely thankful to you for saving the village and Adelmar, and makes good on his 100 GP payment. He even gives Katana some money for her part. Y'all can decide how to divvy that up amongst yourselves.

The next two days are pretty tense, with everyone on high alert, but finally the "real" cavalry arrives from WeMadeIt without any other attacks by the Orcs. Apparently they were pretty impressed by your defense of the village.

If you still have Wounds, make Vigor rolls as above for the next 2 days.

After settling in and getting a sit-rep from everyone, the commander of the WeMadeIt army requests your presence to discuss something.

If anyone has *anything* they want to do or discuss before that happens, now's the time. I'll start his discussion early tomorrow morning.

Also, be thinking about what you'd do with an advancement or two...if you increased a Skill or Attribute last time, I'd seriously suggest picking at least one Edge at this point.


Katana :

Day 1
Vigor & Wild: 1d6 ⇒ 31d6 ⇒ 3 = 3-2 = 1 = no improvement

Day 2
Vigor & Wild: 1d6 ⇒ 21d6 ⇒ 5 = 5-2 = 3 = no improvement

Day 3
Vigor & Wild: 1d6 ⇒ 51d6 ⇒ 3 = 5-2 = 3 = no improvement

So she's still at 2 Wounds.


I think one of our healers would have done something before it got that far.


Vigor: 1d6 - 1 ⇒ (4) - 1 = 3
Wild: 1d6 - 1 ⇒ (3) - 1 = 2

Fail day 1.

Vigor: 1d6 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 - 1 ⇒ (3) - 1 = 2

Success day 2? No more wounds.


K'Don, wounds can't be healed by magical or ordinary means after an hour. I'm actually giving you a break and letting you roll once a day, as opposed to the once a WEEK the system recommends.


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

Day 1
Wound Penalty: -1
Vigor: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
Result = 2-1 = 1, failure

Day 2
Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3

Result = 9 - 1 = 8; success + raise

Arabella's wounds are healed, except for a scar on her arm.

Personal Use Spirit Roll:
Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1
Result = 4

Arabella shakes off her subdued attitude and focuses on her belt contraption. Her only comments about the military leader's request for a meeting is to say, "Whatever he wants us to do, I'm against it if it requires us to attack anyone or fight anyone else's battles for them. We're not a military unit. We fight if we are attacked, but we don't go looking for a fight. At least that's my feeling."


Thanks for the clearification. Here are my vigor rolls.

Day 1
Wound Penalty: -2

Vigor: 1d6 ⇒ 2
Wild: 1d6 ⇒ 4

4-2=2 Miss

Day 2

Wound Penalty: -2

Vigor: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4

4-2=2 Miss

Day 4

Wound Penalty: -2

Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5

5-2=3 Miss

So what does this do to us?


You keep your wounds for the time being. It's just taking you a longer time to get over them. Perhaps yours cut some deep muscles in your arms or legs, whereas Alex's and Arabella's were more superficial.


(Continuation of the previous post) But you will continue to roll every game day to get better.

You arrive in the tent of the commander. Katana is already there.

First, the commander thanks you and congratulates you on defending the village. Then he says, "We have new information from our scouts as to the exact location of the Orc army north of here. We are going to attack them, and hopefully take care of K'Plech.

But over the past month or two, we have had more and more indications that Orc tribes from all over the center of the continent are working together in ways they never have before, and are becoming more militant than ever before.

We have been thinking for some time that all of this might be due to the work of a single individual or a small group, and for the first time ever just recently (at great cost, I might add) we have some idea of where they might be located.

What we need is a small, non-military group to go to that area and find out what's really going on. Many Orc tribes have not (yet) joined this...'movement', for lack of a better term, and with someone like K'Don in your group, you should be able to move among the tribes pretty freely. And you have demonstrated that you can take care of yourselves in a pinch. This young woman (gesturing to Katana) has volunteered to accompany you."

K'Don - in your wanderings, most tribes have welcomed you initially with reservation, but once you demonstrated that you knew the Orc culture and traditions, they considered you as one of their own. The hatred towards half-breeds that these Orcs showed was nothing like anything you'd ever seen before.

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