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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Male Human Wizard

Marko casts the bolt spell in the light trappings. At orc 'A'
Spell Casting: 1d10 ⇒ 9
Ohhh good roll. Success
Damage: 3d4 ⇒ (1, 1, 3) = 5
Don't think that had an effect.


Don't re-roll it for this casting, but the Spellcasting roll gets a d6 Wild die like every other Ability or Skill roll.

But because it was 5 more than the TN of 4 (in other words, you got a Raise), you do get to add in a d6 to your Damage roll as usual (and it can Ace). Please make that when you can.

Also, please keep track of your PP used. You are now down to 13 out of 15. I usually put such things at the bottom of my posts in "ooc" text, like :

13/15 PP


Male Human Wizard

Damage: 1d6 ⇒ 1
Humph!!
I understand your above post and will try to get up to speed on this.


You're learning a whole new part of the system, no problem.

WindDancer? (And Connor, maybe)


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

Sticking close to the cave wall, Connor quietly moves forward just enough to keep an eye on Alex, without coming into sight of the enemy.


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

Her tail switches in anticipation as she senses her little-big coming closer. Then she begins to see familiar faces. The big-big runs by, and another big from the floaty box comes into sight. And Con-nor's big!

She moves closer to the open space to get a better view.

Map updated. No combat actions for either of them.


Orcs up next, no time today, first thing tomorrow. Then a new rouned.


First off, the Orcs have to shake off Arabella's goggle's effect :

Orc A
Spirit & Wild: 1d8 ⇒ 61d6 ⇒ 3 = 6 beats Arabella's 4

Orc C
Spirit & Wild: 1d8 ⇒ 51d6 ⇒ 4 = 5 beats Arabella's 4

Orc D
Spirit & Wild: 1d8 ⇒ 41d6 ⇒ 6 = 6 beats Arabella's 4 (no need to roll the Ace)

This is why I usually pick spells (in any system) that affect my comrades, saving rolls seriously reduce the effectiveness of a spell.

At the sight of the group, one Orc shouts something that K'Don would recognize as "fresh meat!", and they attack :

Orc A moves to engage Alex (I'm ignoring the prisoner's d4-5 "AoO" as he leaves)
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 3 Phooey. Spending a Benny (the only one he has)
Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 5 = 5, does not get past Alex's Parry

Orc C attacks K'Don
Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 3 Really? Exact same roll? Saving his Benny...

Orc D attacks Katana
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 5
Explode: 1d8 ⇒ 7 = 15 vs. Parry 6 is 2 Raises
But there's no advantage to pushing her 1 square, so he doesn't
Damage: 2d8 + 1d6 ⇒ (8, 6) + (5) = 19 vs. Toughness 6 is 3 Raises = 3 Wounds!

Katana spends a Benny immediate to try and Soak :
Vigor & Wild: 1d6 ⇒ 11d6 ⇒ 6 This looks promising...
Explode: 1d6 ⇒ 6 Woohoo!
Explode: 1d6 ⇒ 4 = 16 (vs. TN=4 as usual) is 3 Wounds absorbed! WOW!

====================================================================

Initiative (start of round 2)
Alex : Init: 1d1000 ⇒ 358
Arabella : Init: 1d1000 ⇒ 353
Connor : Init: 1d1000 ⇒ 657
K'Don : Init: 1d1000 ⇒ 568
Marko : Init: 1d1000 ⇒ 682
WindDancer : Init: 1d1000 ⇒ 69
Katana : Init: 1d1000 ⇒ 951
Orcs : Init: 1d1000 ⇒ 469

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

Katana : 2/3 Bennies, 19?/20 PP
Orc C : 1 Benny
Orc D : 1 Benny


Katana attacks Orc D
Fighting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 1 = 7 + 1(gangup) = 8 just gets thru his Parry of 6
Damage: 1d8 + 1d4 + 2 ⇒ (8) + (3) + 2 = 13
Explode: 1d8 ⇒ 2 = 15 vs. Toughness 8 is a Raise, so a Wound

Orc D drops


Not meaning to pick, but, it would have helped to get the reaction to Arabella's spell during her turn rather than during the orcs turn. Of course, I could be overlooking something obvious? 8-)


Male Human Wizard

Marko will cast Bolt at orc A. (Yes, I know)

Spellcasting: 1d10 ⇒ 10
Wild: 1d6 ⇒ 1
And the dicebots swing the other way
Spellcasting Ace: 1d10 ⇒ 9
He didn't just hit the target, he hit the bullseye.

Roll of 19 vs parry 6 a hit and 3 Raises?

Damage: 3d4 ⇒ (3, 4, 3) = 10

Damage Ace: 1d4 ⇒ 2

Damage of 12 vs 8 so 4 gets through?
How'd I do teach?


Male Human Wizard

12/15


Actually, when Arabella said previously that the result of her goggles would have been only to reduce their Fighting die and so it wouldn't matter, I agreed with that, and postponed the rolls until they needed to *use* their Fighting.
But I just looked it up, and if their Fighting die had been reduced by 1 or 2, so would have their Parry. Fortunately in this particular case it didn't matter.

All good on the rolls, but because of the Raise(s) on the Spellcasting roll, you can add another d6 to your damage (as usual with any attack).

And you (Marco specifically) compare your Bolt damage to their natural Toughness of 7 because of the Light trapping.

Also, you've used 3d4's twice at 2 PP each, so...11/15. Be aware, you're not getting twice the damage for twice the PP, and you're using them up fast.


Male Human Wizard

Damage: 1d6 ⇒ 1

at least it was just additional damage.


11/15


So 13 damage vs. 7 Toughness is 1 Wound, and Orc A drops.


Unsure if Connor was gonna do something, but K'Don wants to attack something before they all disappear.

K'Don will attack orc C
Fighting: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 + 1 ⇒ (2) + 1 = 3

9 Attack vs 6 Parry Success

Damage: 2d10 ⇒ (4, 2) = 6

6 Dam vs 8 Toughness

All that and it is deflected by the armor


Wounds: 0 | PP: 10/10 | Bennies: 4/4
K'Don Son of Ugal of HouseUshah wrote:
Unsure if Connor was gonna do something...

You're good. Connor is hanging back out of sight and watching to see how he can help, which is how he's interpreting Alex's instructions. Carry on.


Orc C attacks K'Don back :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Explode: 1d8 ⇒ 7 = 15 vs. K'Don's Parry of 6 = 2 Raises
Damage: 2d8 + 1d6 ⇒ (4, 7) + (2) = 13 vs. K'Don's Toughness of 6 = 1 Wound

K'Don takes a Wound.

Alex, Arabella, and WindDancer are up next.


FYI K'Don is out of bennys


Alex gangs up on orc C with K'Don and Mr. Beard! So, unless I counted horribly wrong somewhere:

rapier: 1d8 + 2 ⇒ (1) + 2 = 3
wild: 1d6 + 2 ⇒ (5) + 2 = 7

dmg: 1d6 + 1d4 ⇒ (6) + (1) = 7
explode: 1d6 ⇒ 1 = 8 dmg

Alexander showed off his superior blade- and footwork, slicing a cut across the orc's face from chin to brow. "Ha! Surrender to your betters, savage!" he crowed.


Orc C is Shaken.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella moves south and looks into the next section of the mines (Section marked 6 on map).

If needed, here is a notice check:

notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3
notice Ace: 1d6 ⇒ 1
Result = 7


I guessing K'Don missed out on a gangup bonus?


I thought that was what the "+1" was in your roll above :
Wild Ace: 1d6 + 1 ⇒ (2) + 1 = 3


+1 was for my favorite weapon.


ALL - it's always good to indicate where each +1, -1, +2, etc. in your rolls comes from : -1(wounds), +1(gangup), +1(edge) etc. so I can tell at a glance if all bonuses have been included.


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

She shifts from side to side, watching the bigs and the big-bigs. Watching Con-nor's big. Sensing her little-big nearby.

Just waiting to be needed.


Initiative (start of round 3)
Alex : Init: 1d1000 ⇒ 442
Arabella : Init: 1d1000 ⇒ 520
Connor : Init: 1d1000 ⇒ 462
K'Don : Init: 1d1000 ⇒ 738
Marko : Init: 1d1000 ⇒ 273
WindDancer : Init: 1d1000 ⇒ 82
Katana : Init: 1d1000 ⇒ 438
Orc : Init: 1d1000 ⇒ 603

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

Arabella sees lots and lots of bodies (Orcs and prisoners). Some are still moaning and groaning, others are obviously dead, others are hard to tell at a glance.


YeeHaa K'Don goes first.
Snarling a remark, in orc, about his mother and combat boots, K'Don will swing away.

Fighting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 5

Fighting Ace: 1d8 ⇒ 8
Fighting AceAce: 1d8 ⇒ 4
this isn't like Monopoly is it, where 3 doubles gets you thrown in jail

Cool 8+8+4=20+1(Weapon)+1(Gangup)=22 vs Parry 6 A hit 3+ and almost 4 raises.

Damage: 2d10 ⇒ (3, 9) = 12
12 vs 8 - 4 points get through.

Off with his head.

not sure if I can say where this shot landed, but if he can K'Don will remove the head.

Standing over the body of the dead orc K'Don will bellow a challenge to any other orc to combat.

"I AM K'DON SON OF UGAL OF THE HOUSE USHAMPH. I challange all - for leadership in this fortress."


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

Wow.


Also wow. O_O; Go K'Don!


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

While keeping an eye out for threats, Arabella begins doing triage with the prisoners, identifying those who are still alive and which need most immediate healing aid, if she can.

She doesn't have healing skill so I won't even roll for that. She's just going by the amount of blood and gore as a gauge of who needs help the most.


Male Human Wizard

Marko pushes his glasses up, takes a deep breath and lets out a huge sigh.
"That was rather intense there for a few moments, wasn't it? He lets out a nervous chuckle"

p

He will then use his meager healing skills and help Arabell tend the wounded.

Healing: 1d4 ⇒ 3
Wild: 1d6 ⇒ 3

Since the ususal number to compare to is 4 it doesn't look too good.


Actually K'Don did even better than he thought (and I'm surprised no one else caught it) - he forgot the extra d6 damage that comes from getting any number of Raises on the attack roll.
But that doesn't make the Orc any more Incapacitated, and he drops.

I'm all for playing fast-and-loose ("K'Don cuts his head off"), but just so everyone knows the RAW to have something to compare to : when Extras take 1 Wound they become "Incapacitated", which is neither dead nor unconscious. Technically then I roll a Vigor check for them to see if they are alive, dead, or stay Incapacitated (which is just too battered to do anything useful).

Also, when anyone uses the Healing skill, don't forget :
-It takes 10 minutes per attempt
-You subtract your Wounds AND your patient's Wounds from the roll
-If the patient is Incapacitated, you roll once to remove that, then once again to remove Wounds
So, now would probably not be the best time to try actually healing anyone.

Melee is over, let's everyone have a chat about what to do next. And please see Discussion about "upping the game" a little bit.


Healing dice compared to what?


K'Don, not sure what you mean.
-If you're asking "what is the TN needed to compare to the Healing skill roll", that's 4 as always.
-If you're asking "Healing skill as opposed to what else", that would be the Healing Power (which Connor has). That only takes a round to cast, but otherwise has the same results and limitations as the skill.
(Ok, that's a slight lie - you can only use the *skill* once per patient per NEW Wound, but the Power can be cast on the same patient as many times as you want.)
-If that's not what you're asking, more words, please. :)


Rephrase - What do I compare the healing die to? Answer 4. But I have a d4 skill. I have to ace it to do anything. 25% chance of that. See discussion.


The mines are secured (but with a lot of wounded Orcs and prisoners there's no time to deal with right now).

Time for some in-character discussion as to what to do next...


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

First priority would be to determine the whereabouts of Gerta and any of the officers of the orcs. We should check if the hovercraft is gone or not, secure it if it is not.


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

Seeing that things have calmed down, Connor cautiously advances into the cavern, not waiting for his uncle's explicit permission. He doesn't get far before a blindingly fast flash of yellow slams into his chest, bowling him over.

Laughing at WindDancer who now has a four-paw death grip on his jerkin, he scritches her behind one ear. "Yeah, I missed you too!"

Really no time to do any healing?


Magical healing, yes. Using the skill takes 10 minutes, I doubt the rest of the group would want to wait that long.

Agreements/counters to Arabella's comment?


"Well, if immediate escape is not our intention, then we need to secure as much of this place as possible. Finding Gerta and the officers is our first priority. Checking on the hovercraft is first on the list, is she still here? Can that little dragon fly down there quickly and check? She can be down there and back before we decide what else to do. Then we should secure the lab as our base of operations. They gotta go through Gertas Office to get to her lab."

"I gotta admit she is quite useful. Glad I didn't eat her." Winking at Wind Dancer.


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

Connor sounds almost offended at K'Don's question. "Of course she can! She can do anything!"

He silently stares at his friend for a few heartbeats, then the winged lizard nods and flies off.

-Posted with Wayfinder


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

Happy, happy!

She is at peace now that she's reunited with her little-big. But then Con-nor asks her to go see if the flying box is still there. Knowing she'll be able to come right back this time, she happily agrees and flits off.

-Posted with Wayfinder


WindDancer flies up out of the mine, zips thru the various hallways, and gets to the "landing pad" where the flyer is, in less than a minute. She reports back to Connor that the big machine is there, but no people.


Female Human Card: Bennies: 3 Parry: 5 Toughness: 7 (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I wrote out a detailed post yesterday about what Arabella says to the survivors, but the post got eaten and i lost everything I had written. I did not have time to recreate it yesterday and I don't have a lot of time now, so this will be a summary rather than a more specific description.

While WindDancer is checking out the status of the hover craft, Arabella will try to organize the survivors of the slave rebellion to tend to the wounded, get everyone in one place and gather any weapons and other items of value the orcs had.

When WindDancer's report is told to us, she says, "So either Gerta has fled deeper into the mines or she is hoofing it away. I suggest we secure the hover craft, possibly disable it by removing the crystals that make it work, if possible. Then we can do a more patient search of the mines to see if we can find he former boss lady. Keep in mind, she was apparently working for someone else, so she may be back with reinforcements."


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

"WindDancer could fly around and look!" Connor offered enthusiastically.


"Sounds good, have her look but don't get cocky kid! First sign of trouble she comes right back here!!"

"I think we should gather the injured that can walk or we can assist and fall back to the lab. It is the easiest to defend and we might find something useful."


Male Human Wizard

"That sounds like a reasonable idea. We can tend the wounded and I can study up on my spells."

"It looks like Gerta is still here or the flying machine would most likely be gone. (Unless she has a faster method of escape. We should return to her office and search for the exit she used or was it a magic spell, I am afraid I did't see it well.

Other than that, exploring to find Gerta might be very dangerous, booby traps and all, you know!!"

Pushing his glasses up on his nose, Marko addresses Arabella, "You there lass, you seem to understand her the best, what should we be looking toward?"

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