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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Katana says "We can move faster if we leave the prisoners down here, tending to themselves. However, let's haul any Orcs that are still alive into some cells and lock them up for the time being. I agree we should get to the flying machine - Arabella, don't you know the way?"


When was it decided to go to the flying machine?


Arabella wrote:
We should check if the hovercraft is gone or not, secure it if it is not.
Arabella wrote:
I suggest we secure the hover craft, possibly disable it by removing the crystals that make it work...

Otherwise Gerta could still get away by getting to it while the group is elsewhere. Katana agrees with this, how about everyone else?


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

"Gerta is driven to develop the crystals into a powerful tool of conquest. I know not if she is the architect of that plan or just an engineer who has been promised rich rewards if the conquest succeeds. In any case, she will likely seek others who can help her take back this mine. We should interrogate any surviving orcs to find out where they came from and if there are others hiding underground or elsewhere on the continent." Arabella looks at K'Don as she says this last bit.

"I would like to get to the hover craft as soon as possible, before we undertake any other projects. How many orcs are still alive? Unless we think there are enough of them to cause trouble if they recover quickly, let's let the freed slaves keep an eye on them while we secure the craft. We could split up, but until we know for sure the place is secure, I'm not completely comfortable with that."


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

Connor smiles and nods at K'Don, then closes his eyes briefly. "Okay, she said she'll do it!"

Then he looks thoughtful. "How big and heavy are the crystals? Are they inside the machine or outside? Maybe WindDancer could fly away with one?"


WindDancer proceeds to fly around the complex, checking things out.

Coincidence factor (higher=bigger coincidence): 1d100 ⇒ 21

WD reports that the place is pretty empty, at least in the places she's going thru.

Arabella knows that the crystals are "mounted" into housings, it would be very difficult to pull one loose.


Arabella Stormworth-Darling wrote:
"Gerta is driven to develop the crystals into a powerful tool of conquest. I know not if she is the architect of that plan or just an engineer who has been promised rich rewards if the conquest succeeds. In any case, she will likely seek others who can help her take back this mine. We should interrogate any surviving orcs to find out where they came from and if there are others hiding underground or elsewhere on the continent." Arabella looks at K'Don as she says this last bit.

"Not to mention that they might know where Gerta is hiding. We'd best find her as soon as we've secured this hover... thing." It was no great stretch to see that Alexander had little idea of what such a thing might look like, much less how it functioned.

So, interrogation! I bet K'Don is super good at that. Unless Marko knows some kind of charm spell that will get an orc to spill its guts faster?


Male Human Wizard

Marko straightens his shoulders, takes a deep breath, and a small sigh.
"I have a little bit left, so I'll come along. Lead on Mcduff..."


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

Arabella looks puzzled. I don't think we've agreed where we're going. We need to decide quickly as we have much to do and possibly little time left. Let's go secure the hovercraft. Then we return and deal with the prisoners and search for Gerta. If we do anything else first, there's a chance Gerta can slip back through her secret door and escape with the craft. I may be able to disable it in a way that requires tools she probably doesn't have to repair. If not, we can fly it somewhere else and hide it.

Sensing the group needs leadership, she secures her pack with her tools and begins to move back toward the entrance to the mines and attempts to lead the group back through the halls to the hovercraft.

I'm not sure how much Arabella got to examine the workings of the hover craft. I'm going to make a roll on Weird Science to represent the degree to which she at least thinks she understands it. Minuses probably apply to the rolls based on what Gerta may have explained and/or the amount of time Arabella may have had to study the workings. This is just to get a preliminary idea of what the possible ways are to disable it.
weird science: 1d8 ⇒ 3
Wild: 1d6 ⇒ 5
Result = 5 - ?


The group spends a few minutes getting the Orcs in the cells, getting the "Capacitated" prisoners helping the Incapacitated ones, and heads on to the landing bay. Arabella, you think *maybe* you might know how to disable it.

As you get there, you see a line of 6 Orcs between you and the machine, which is being powered up by Gerta.
See the usual map link.

The Orcs are waiting, their GREATswords drawn. If anything, they look even bigger than the other ones you've run into here. Their eyes are slightly glazed over, and their muscles seem to bulge rhythmically on their own. You can see bits of froth at the edges of their mouths.

Gerta laughs, a harsh laugh bordering on insanity, and says "You shall not defeat me! Kill everyone one of them! Make them suffer!" And reaches for her belt...

Initiative (start of round 1)
Alex : Init: 1d1000 ⇒ 518
Arabella : Init: 1d1000 ⇒ 325
Connor : Init: 1d1000 ⇒ 766
K'Don : Init: 1d1000 ⇒ 914
Marko : Init: 1d1000 ⇒ 91
WindDancer : Init: 1d1000 ⇒ 868
Katana : Init: 1d1000 ⇒ 110
Gerta : Init: 1d1000 ⇒ 811
Orcs : Init: 1d1000 ⇒ 299

I arranged your marching order, you may inform me if you feel you are not appropriately placed, and rearrange yourself. Alex, if you want to trade places with Katana, feel free (or not) - just letting you know in advance.

WindDancer is 1d4 ⇒ 2 rounds away at full speed (can act on round 3).

In order : K'Don, (WindDancer), Gerta, Connor, Alex, Arabella, Orcs, Katana, Marko

Is anyone currently Wounded?


K'Don will rush the opponents line. Aiming for the middle orc. "C"."


Go ahead and roll to hit!
Gerta is Holding, so those after her can act as well.
Don't forget to move yourselves on the map.


Brandishing his Bat'leth (it really needs a name), K'Don leans forward and charges ORC C.

"LET ME HELP YOU TO ENTER STOVOKOR"

Fighting: 1d8 ⇒ 3
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 ⇒ 6

Wild Wild Ace: 1d6 ⇒ 5

6+6+5+1(favorite Weapon)=18 vs 6 is a hit with 2 raises.

Damage: 2d10 ⇒ (2, 6) = 8
Raises: 1d6 ⇒ 5

8+5=13 vs 8 is a hit.

Pausing for orcs response, then yelling ...


No I'm not calling the Bat'leth Bessy or Betsy


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

Other than mentally calling WindDancer, Connor will delay in case he can help later in the round. If he can take a 5' step while still doing so, he'll move one square "West"/left; otherwise he'll hold is ground, out of sight of the orcs.


K'Don's attack is not just a hit, but a Raise (that's important to note), and so Orc C drops.

Gonna wait a while for Alex and Arabella so things don't get too out-of-order. Their actions may Shaken some Orcs.


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

As long as Alex or any other friend has moved into her way, Arabella will move and fire 'Reason' (Blast gun) at the right trio of orcs.

By my geometry testing in d20Pro, if Arabella fires directly at the middle of the three orcs on the right, the spread of the cone is sufficient to include parts of the squares of the two orcs on either side but not K'Don.

Weird Science to activate gun (TN=4)
weird science: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
Result = 4, success (the gun fires)

Shooting Roll (TN for orcs dodge attempt)

Shooting: 1d4 ⇒ 1
Wild: 1d6 ⇒ 1
Result = Snake-eyes!
#%#$@%#
When you're done laughing, do what you gotta do. Sigh.


-See Discussion.
-I know we figured out what happens with your goggles on a snake-eyes (hope you wrote it down somewhere convenient), but this is the first time for the gun.
-But since this is a gun (albeit a "stun" gun), let's try using the RAW just for fun, so please roll a single, non-Acing d4 when you can (1=Clubs, 2=Hearts, 3=Diamonds, 4=Spades)...


Alexander narrowed his eyes, extended his pistol arm, and took aim at the mostly-hidden figure of the dwarf behind the row of orcs...

Shooting: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4

...but the shot wasn't as simple as his inflated ego would have it. "Blast!" he hissed, raising his rapier in preparation to defend himself.


Roll Damage anyway, since you hit *something*.

Who: 1d3 ⇒ 3 Fortunately, it was Orc E (it could have been K'Don, looking at the angles)


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

(1=Clubs, 2=Hearts, 3=Diamonds, 4=Spades)
Snake-eyes consequence: 1d4 ⇒ 2
Result: Hearts


dmg: 2d6 + 1 ⇒ (5, 6) + 1 = 12
explode!: 1d6 ⇒ 4 = 16


Male Human Wizard

Seeing K'Don charge head-long into a line of 6 huge orcs strikes Marko to the core of his being.
Thinking to himself "Well, I guess it's time to see if all these studies are worth it. Or rather can I apply what I have learned?"

Pushing his glasses up on his nose, taking a deep breath and letting out a consigned sigh, Marko moves forward with the group.
Scared to the bones of his toes, but given strength by the courage of his comrades, he will take his place on the "firing line"
knowing he might hit K'Don, but confident the gamble is worth it, taking out the main threat, GERTA, Is MOST IMPORTANT, he will loose his Bolt spell on her.

SpellCasting: 1d10 ⇒ 5
Wild: 1d6 ⇒ 3

5 vs 4 is a successful casting.

LaserDamage: 3d4 ⇒ (1, 3, 3) = 7

7 vs That is as far as I can go


Alex's 16 Damage vs. the Orc's 8 Toughness is TWO Wounds, and Orc E drops.

Arabella : "Hearts = Major Malfunction: The device breaks down. The gadgeteer may not use it again until it’s repaired, which requires a Repair roll and 2d6 hours of work."
Could have been worse, could have been 2d6 damage in a Large Burst!

Marko : a 7 with AP does not get thru her Toughness. You notice some kind of shimmering effect around her which seemed to have thrown your Bolt off by enough to miss her.


What about Markos roll?


Male Human Wizard

9/15


Gerta acts : she draws a weapon from her belt and fires at K'Don :
Shooting: 1d8 ⇒ 31d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 vs. K'Don's Parry of 6 is a Raise
Damage: 2d6 + 1d6 ⇒ (1, 5) + (6) = 12
Explode: 1d6 ⇒ 1 = 13 vs. K'Don's Toughness of 6 is 1 Raise

A beam of light flies straight from the gun-shaped device, and burns K'Don's flesh. He howls in fury as he takes a Wound and is Shaken.
K'Don, you are now at -1 to ALL rolls except Damage

Oddly enough, Orcs A and F do not move.

Orc B attacks K'Don :
Fighting: 1d8 ⇒ 61d6 ⇒ 4 = 6 +1(gangup) = 7 just gets thru his Parry
Damage: 2d10 ⇒ (5, 4) = 9 just gets thru his Toughness.

-In SW, if you are Shaken, and take a hit that just Shakens you, that turns into a Wound.
-HOWEVER, you can spend a Benny to automatically recover from Shaken, even in the instant before you take another Shaken. If K'Don wants to do that, he can avoid taking the 2nd Wound.

Orc B swings at K'Don, manages to hit the burned spot from the gun, and makes it bleed even more profusely. K'Don is at 2 Wounds.
K'Don, you are now at -2 to ALL rolls except Damage

Orc C attacks K'Don :
Fighting: 1d8 ⇒ 51d6 ⇒ 5 = 5 +1(gangup) = 6 just gets thru his Parry
Damage: 2d10 ⇒ (8, 10) = 18 NOT a good day to be K'Don...
Explode: 1d10 ⇒ 2 = 20 vs. Toughness 6 is THREE Raises = 3 Wounds.

K'Don is now at 5 Wounds, and is Incapacitated. Let's take the discussion of your options to the Discussion board.

Katana moves and attacks Orc D :
Fighting: 1d8 ⇒ 21d6 ⇒ 2 and misses pitifully.

New round soon.


"ouch, Ouch, Ah Arggggg, By the strength of my ansestors, I am Tested. Brothers Give Me Strength!!!!"


Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6

Wild Ace: 1d6 ⇒ 2

Roll of 8-2=6 vs ?

Somehow miraculously, K'Don survives the onslaught of blades in his direction.

"Thank you Brothers"


Since you said "save the Benny", then the above roll must be your Incapacitation roll, which *doesn't* include the -2 (special roll, special rule), so that's an 8 vs. 4 (the usual), or 1 Raise.
So your incapacitating injury (you can roll a straight 2d6 if you want particulars) will go away in 24 hours, or when all your Wounds are healed. That's the best you can do, so well rolled!
You can no longer act until someone removes your Incapacitation status, AND you remove your Shaken status. You can talk, but not move.
Anyone interested in healing K'Don, search for "healing rolls" (WITH quotes) in Discussion and look at the most recent entry.

Summary of round 1 :
K'Don runs up to the wall-o-Orcs, and drops one of them immediately.
Alex shoots at Gerta, but ends up hitting an Orc, who also drops from the bullet wound.
Arabella tries to use her gun, but everyone hears a loud POP and hisssss, and Arabella cursing.
Gerta fires a laser-like gun at K'Don, wounding him.
One of the Orcs swings at K'Don, managing to widen the wound even more.
Finally, another Orc gets a mighty blow in on K'Don, and he drops like a sack of potatoes.
Katana runs in, but the Orc she punches manages to twist out of the way.
Marko magically throws a bolt of burning light at Gerta, but it fails to reach its mark.

Initiative (start of round 2)
Alex : Init: 1d1000 ⇒ 220
Arabella : Init: 1d1000 ⇒ 735
Connor : Init: 1d1000 ⇒ 662
K'Don : Init: 1d1000 ⇒ 682
Marko : Init: 1d1000 ⇒ 627
WindDancer : Init: 1d1000 ⇒ 398
Katana : Init: 1d1000 ⇒ 621
Gerta : Init: 1d1000 ⇒ 743
Orcs : Init: 1d1000 ⇒ 549

In order : Gerta, Arabella, Connor, Marko, Katana, Orcs, (WindDancer), Alex

WD can act next round.


Having taken out the biggest fighting threat, Gerta turns her attention to the one who betrayed her, firing at Arabella :

Shooting: 1d8 ⇒ 51d6 ⇒ 5 = 5 vs TN=4 to fire and hit
Damage: 2d6 ⇒ (3, 5) = 8 vs. Arabella's 6 Toughness is a Success

Arabella is Shaken. You must roll to recover and/or spend a Benny, before you can act.


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

Saving her last bennie.
Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5
Result = 5, success, no longer shaken, free actions only this round.

Arabella feels the sting of Gerta's light emitting gun and curses as she slips to take cover on the left side of the opening. Her mind races as she tries to think how to best aid her friends in defeating Gerta and her minions.


Male Human Wizard

Is Gerta wearing armor?


Male Human Wizard

Taking a step forward and to the right, hoping to change the angle of attack to avoid K'Don at least. Taking a breath, aiming as best as he can.
A beam of light shoots from Marko straight at Gerta.

SpellCasting: 1d10 ⇒ 9
Wild: 1d6 ⇒ 5

9 is a success.

Damage: 3d4 ⇒ (3, 2, 4) = 9
Damage Ace: 1d4 ⇒ 4
Damage Ace: 1d4 ⇒ 4
Damage Ace: 1d4 ⇒ 4
Damage Ace: 1d4 ⇒ 2

Damage = 23 WaHoo!!


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

Holding breath. Previous bolt did not hit with a result of 7, due to some kind of weird science armor, so 9 may or may not hit. But if it does, that's enough damage to possibly take her down. Go Marko!


(K'Don is on the floor, he's not in the way.)

Gerta is wearing some light armor, but also has that shimmering glow around her. However, a 9 is just barely a hit.

Marko's bolt of light pierces Gerta's body near her heart, and she screams as she takes 3 Wounds, and is Shaken.

Spirit: 1d8 ⇒ 81d6 ⇒ 2
Explode: 1d8 ⇒ 3 = 11 is a Success and Raise

However, something very unexpected happens : with lightning speed she seems to recover from the Shaken, reaches into a pocket, pulls out a small bottle, and drinks it! You see the burn on her chest heal over a little bit.

She seems to be moving un-naturally fast. And I forgot to take into account what's going on here in the first round. I'll explain everything in Discussion once the battle's over.


Ladies and Gentlemen, may I have your attention please. At first blush, this looks to be a very VERY challenging battle.
K'Don did what he does, charges in headlong. Marko scored a homerun, bullseye and she just shrugged it off. What was it Yoda said, "be afraid, be very afraid"


OOPs messed up the reference. It was Poltergeist.


FWIW she didn't just shrug it off. She takes 4 Wounds, like you, to bring down. So Marco's shot brought her to death's door. But yeah, she's not going to go down easy. :)
(And actually, it was the re-make of The Fly.)


Katana attacks :
Fighting: 1d8 ⇒ 61d6 ⇒ 3 = 6 equals their Parry
And just barely hits
Damage: 1d8 + 1d4 + 2 ⇒ (2) + (3) + 2 = 7
But does not get thru Toughness

Gerta shouts "Step forward and close ranks!"

Orc A attacks Arabella :
Fighting: 1d8 ⇒ 31d6 ⇒ 1 = 3 is a miss

Orc D attacks Katana :
Fighting: 1d8 ⇒ 51d6 ⇒ 4 = 5 +1(gangup) = 6 equals her Parry
Damage: 2d10 ⇒ (1, 4) = 5 does not get thru Toughness

Orc F attacks Marko :
Fighting: 1d8 ⇒ 51d6 ⇒ 1 = 5 equals his Parry
Damage: 2d10 ⇒ (1, 1) = 2 does not get thru Toughness

Alex (and maybe Connor) are up.


It may also have occurred in The Fly, but it was remembered for Poltergeist, it was the poster tag line


Male Human Wizard

Marko speaks all common languages including orc. Just noticed that on his character sheet.


Alexander narrowed his eyes as the orcs obeyed Gerta's command. They seemed almost automaton-like in their slavish obedience. With no way to reach Gerta, and no idea of how to stop the orcs' attacks short of killing them, he opted for trying to do them in. Leaping at one of those occupied with Katana, he slashed and jabbed with his rapier, hoping to take the pressure off the woman.

Gang up with Katana on orc B:

Fighting (rapier)+ gang up: 1d8 + 1 ⇒ (5) + 1 = 6
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

possible damage: 1d6 + 1d4 ⇒ (4) + (3) = 7


Male Human Wizard

Marko's jaw drops nearly to the floor as he is dumbfounded to see Gerta still standing. Thinking to himself "Uh Oh, we need all the help we can get!!".

Turning and shouting at Connor "Come on Connor, we need You and WindDancer's help!!!"


Retcon from round 1
After Marko's attack, Gerta fiddles with the controls on the flying machine.

Summary of round 2
Gerta fires a shot at Arabella, setting her shirt sleeve on fire.
Arabella spends her time putting out the fire.
Marko's bolt of light hits Gerta in the center of her chest, exploding with violent fury. But Gerta unexpectedly pulls out a small bottle and drinks its contents, which heals the massive wound slightly.
Katana fails again to harm the Orc in front of her.
But the Orcs do no better, missing everyone they swing at with their massive greatswords.
Alex strikes the Orc in front of him, but the blow is stopped by his armor.

Alex, please move yourself on the map to where you would have ended up *this* round to make your attack. You can "stand on top of" K'Don if needed.

Initiative (start of round 3)
Alex : Init: 1d1000 ⇒ 193
Arabella : Init: 1d1000 ⇒ 891
Connor : Init: 1d1000 ⇒ 71
K'Don : Init: 1d1000 ⇒ 521
Marko : Init: 1d1000 ⇒ 425
WindDancer : Init: 1d1000 ⇒ 45
Katana : Init: 1d1000 ⇒ 884
Gerta : Init: 1d1000 ⇒ 745
Orcs : Init: 1d1000 ⇒ 456

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

WD can act this round. SO close to a Joker! I've placed you on the map where you *start* this round.


Uh, I already moved? I can reach orc B from where I'm standing, as far as I can tell.


What is it that K'Don can do?


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

Faith will attempt to trick the orc attacking her by imitating the motions and sounds (if any) Marko just made to cast the bolt at Gerta. She'll also draw her dagger, after the trick.

MAP: -2 (for drawing the dagger?)
Smarts: 1d8 ⇒ 2
Wild: 1d6 ⇒ 2
Result = 2 or 0.
She continues her run of great rolls.


Alex - sorry, misinterpreted what you wrote.
K'Don - you can do nothing, I meant to leave you out of the list.
Faith - yep, -2 since drawing an item is a Regular Action.


Gerta aims her device at the one who's got a ranged attack :
Shooting: 1d8 ⇒ 81d6 ⇒ 1
Explode: 1d8 ⇒ 2 = 10 vs. TN=4 is a Raise

Damage: 2d6 + 1d6 ⇒ (2, 4) + (1) = 7 vs. Toughness 4 is Success

Marko is Shaken

Don't have time to do the Orcs today, and they may leave the rest of you Shaken or Wounded, so check back here early tomorrow AM.

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