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).

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

"Perhaps the journey is too much for us as we are now. I can ask around and see if we might find a faster, safer way west, such as an airship. If this is not an option, then do you know of something we can explore closer to WeMadeIt! that might produce some income so we can develop some resources. Perhaps there are ruins with wealth of a bygone age that we could explore. Perhaps there is an exotic creature we could capture and sell to the locals or a dangerous creature we could hunt and kill and sell the meat and other body parts."

"Something like this would give you a chance to judge our skills better. I think you may underestimate us. In the fight last night, by the time you cut the leader's head off, we had already neutralized the other two. Connor may be a child, but he may also have mental powers that make him an effective warrior. Our resident wizard took an enemy out with one of his bolts. Alexander may be a dandy, but he seems to also be a pretty good swordsman. And I am smart. I know a lot about physics and mechanics and can do some impressive things with my goggles."

"I tell you what. Why don't we find someplace away from the city where we can spar. You can test how good a sword fighter Alexander is. Marko can demonstrate what his bolts can do with some targets like pumpkins. All of us with guns can do some target practice. Maybe we can get Connor to join in. He may have some mental deathbolt we could help him understand how to use. And if WindDancer caused the windstorm, maybe we can get her to demonstrate other magic. We can take a picnic lunch. It'll be fun!

Arabella smiled as she gave K'Don a swat on one of his bulging biceps. She was picturing him walking through a field of wildflowers carrying a picnic basket.


Based on Arabella's suggestion of finding ways of getting more funds, everyone with Streetwise please make a roll...


Streetwise: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 5


K'don lets go one of his deep belly laughs. "I like you girl, you got spunk!!! You got it.. Returning the favor of a friendly "punch in the arm" (K'don, knowing his strenght, uses an open hand).


Arabella takes a Wound. Just kidding...

K'Don, your 11 is a Success with 1 Raise. You've heard an unconfirmed rumor that someone out in Jewelston (the "Charleston, WV" human town) is offering an outrageous amount of money for an unspecified task. At least as of a few days ago.

I encourage others with Streetwise to still roll as well.


K'Don pauses for a second or 3...and say "I tell you what young lady, I know of a job needs doing in Jewelston. If you and your group make it TO Jewelston I'll reconsider wheather to continue on or not. If you want in on the job, great, if not no hard feelings. K'Don smiles big and shows his lower tusks in his "smile".

Intimidate: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1

(damn, she knows me already)


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

"Fine by me," Arabella says. "If nothing else, I can check out the shops to see if anyone has any of the glowing gems for sale or knows of someone who can trade for them with the natives. I'd also like to leave this town behind me. Just between you and me, there may be some people from the old world looking for me, so moving inland will make be breath easier. I can get back to using my real name. I hate the name Emma. I can't speak for the others, but I expect they may be interested."


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

Before we leave for Jewelston (by train, I assume) Arabella organizes an outing. She suggests we all purchase backpacks and durable boots, and then fill the packs with pumpkins and empty bottles (plus a few bottles full of wine and beer and some sandwiches and cheese). We hike at least five miles until we find a secluded spot where we can do target practice and spar. The GM can suggest a spot, but if there is a beach with some high sand dunes, that would probably do nicely, so long as there is no one around for at least a few miles.

Then we start with a competition for all those who have guns. We set three pumpkins for each person with a gun (Arabella, K'Don {edit: K'Don doesn't use guns, apparently}, and Alexander), one at 20 feet, another at 40 feet, and a 3rd at 60 feet (ranges of 3", 7", and 10" respectively, see SWD p. 49). Check the ranges in the rules for your type of gun (flintlock pistol, for example, is 5/10/20) and apply the appropriate penalty for whether range is short (-0), medium (-2) or long (-4), p. 67. Each contestant gets five shots, reloading between shots as quickly as possible. Fire at the closest pumpkin until it is hit, and then aim at the next furthest out. Winner is the one who hits the most pumpkins with the fewest shots.

If Marko wants to join in using his energy bolts, that would be great. Don't know if Connor can be convinced to try to do some kind of attack on a pumpkin with his mind, but if he's game, so much the better.

Make your rolls and keep track of number of rounds for reloading and when everybody has made his/her attempts we then can declare the winner.


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

I'll start it off.

Note: range is calculated in inches (using standard miniature scale) and equals 6 feet per inch. The Target Number (TN) is 4.

Shot #1 at the 20' pumpkin which is short range for her pistol.

Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 5
Result = 1 success, hits the nearest pumpkin on the first shot.

Two actions to reload.

Shot #2 at the 40' pumpkin (7", medium range, -2 penalty)

Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 4
Result = 4 - 2 = 2, miss.

Two actions to reload.

Shot #3 at 40' pumpkin.
Shooting: 1d4 ⇒ 3
Wild: 1d6 ⇒ 2
Result = 3-1 = 1 miss

Two actions to reload.

Shot #4 at 40' pumpkin.
Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 2
Result = 2 - 2 = 0, miss

Two actions to reload.

Shot #5 at 40' pumpkin.
Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 1
Result = 2 - 2 = 0.

So Arabella hit one pumpkin and missed the medium range pumpkin 4 times.
(If all the targets had been at close range, she would have hit 2 )times.


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

Arabella then sets up another pumpkin at 20' and boosts her shooting skill from d4 to d6 with her Goggles. Then she tries again.

weird science: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5
Result = 5, shooting skill boosted to D6

Shooting: 1d6 ⇒ 5
Wild: 1d6 ⇒ 3
Result = 5, hit

Shooting: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
wild ace: 1d6 ⇒ 5
Result = 11-2=9, hit + raise

Shooting: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
Result = 5-2 = 3 miss

Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1
Result = 4-2= 2 miss

Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 5
Result = 5 - 2 = 3 miss

So even boosted, she only does a little better, hitting the two closest pumpkins on her first two shots and then missing with the last three attempts at the most distant pumpkin.

Edit: actually, only the first 4 would be at the boosted value. By the time she fires her 5th shot, the boost has run out of power.


I probably won't have time to check all that until tomorrow morning...

Please everyone else join in! Perhaps Alex and K'Don could "spar"?

P.S. - train tickets to Jewelston cost 10 SP.


Alex is game for the little picnic.

Shooting 20': 1d8 ⇒ 1
Wild: 1d6 ⇒ 1
Um... does something go really wrong here?

Assuming I don't actually shoot anyone, and my gun doesn't blow up:
Shooting 20': 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Success, I take it there's no point in an ace

Shooting 40': 1d8 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Success, not sure if you get an ace when there's a penalty?

Shooting 60': 1d8 - 4 ⇒ (8) - 4 = 4
Wild: 1d6 - 4 ⇒ (6) - 4 = 2
Success/ace again

Alexander strutted about in front of Arabella (AFTER she was done shooting) like a peacock, whirling his gun in his hand. Catching sight of Connor, he beamed at him as well and offered him the gun. "Come on, lad. It's time you learned how to shoot as well. Can't very well have wilderness adventures without some skill at that, can we?"

He offered to spar with K'Don with similar arrogance, whipping his rapier about with a grin. "Don't worry, I won't hurt you badly," he promised cheerily.


K'Don watches the shooting contest. He shakes his head at Arabella and says "You really got heart girl, but, I hope you got something more in you than just heart".

He then turns to Alex and raises an eyebrow in interest. Until he observes the overly cocky attitude.

Responding to Alex's challenge, he thinks to himself. OH this should be good.

Seeing Alex bradishing his kitchen knife. K'Don say [b]"To First Blood Then?" (first wound to draw blood). "BEGIN" and spins and attacks Alex.

Don't know about any bonuses for surprise.

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1

Obviously, K'Don slipped in the mud.


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 stared at the pumpkins and smiled. He had never had a chance to show off his skills before. He pushed up his spectacles, with a single finger, took a deep breath and fell into his casting.

He began by casting three magic missiles from a single spell, obliterating three pumpkins.

Spellcasting: 1d10 ⇒ 5
Wild: 1d6 ⇒ 1 Success

Afterwards he smiled and launched a single large bolt of blue light. The pumpkin quite literally exploded.

Spellcasting: 1d10 ⇒ 8
Wild: 1d6 ⇒ 2 Success with Raise

Power Points 11/15

"Well that was fun."

-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

Spellcasting: 1d10 ⇒ 4
Wild: 1d6 ⇒ 4

Spellcasting: 1d10 ⇒ 2
Wild, with Ace: 2d6 ⇒ (6, 2) = 8

Just double checked. I should have made a Spellcasting roll for each bolt. But looks like I succeed anyway. However it looks like my Power Points are actually 12/15 since I got another raise.

-Posted with Wayfinder


"To first blood, then," Alexander agreed, settling into an "en garde" position. His rapier looked like a toothpick compared to K'Don's massive blade.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace 2: 1d6 ⇒ 1

But Alexander was quick on his feet and had perfect footwork, and his rapier zipped about as though it had a mind of its own.

I'm not sure if we should roll damage, since it's not a "real" fight? If not, it's time for Alex's head to get so big the hot air will lift him off the ground. *g*

Re-sheathing his rapier, and nodding to K'Don with a cocky grin (and a sideways glance at Arabella), Alexander turned to watch Marko blast pumpkins left and right. Brows raised in approval, he laughed, "Remind me never to anger you, Mr. Montalvo!"


Connor had been standing off in the back, using a stick to draw in the dirt when Alex engaged with him. Smiling up at his uncle, he sends positive thoughts to WindDancer, the joy of being treated as an adult, of being included.

Shoot 20: 1d4 ⇒ 4
Wild: 1d6 ⇒ 1

Shoot 40: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4

Connor doesn't shoot for the furthest target, being not as adept with a gun, but has fun shooting at the closer pumpkins and seeing them burst. His expression turns from joy to wonder as he sees what Marko can do, however.

He looks up at the older man, "Wow! How do you DO that?!"


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 pushes up the glasses that had once again fallen down to the edge of his nose and smiled back at Alex and Connor sheepishly.

"Er, thank you. I don't normally get a chance to show off like that. I learned from my grandfather. He even left me one of his spell books when he died."

He admired Connor's marksmanship.

"Well done, Connor. You'll show those goblins a thing or two."

-Posted with Wayfinder


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

Loud!

She jumps and digs her claws into Con-nor's shoulder at the first loud bang. With the little-big's assurance everything is alright, she relaxes somewhat. Still startled by each loud report, she nonetheless watches the competition with interest.

Happy.

She purrs in response to the waves of joy and contentment from Con-nor, but chirps in distress at the loud noises that come from the thing in her little-big's hands. She shakes her head and paws at it in an effort to stop the sudden ringing.


"Why, the boy is a natural!" Alexander exclaimed as Connor hit all his targets on the first go. He ruffled Connor's hair affectionately. "We'll have to see about getting you one of these! Now, now, only if you promise to be careful," he added as an afterthought in a vague attempt to be responsible, curbing the boy's response. "And perhaps a pair of little earmuffs for your friend," he laughed as WindDancer pawed at her head.

Alexander poured a few glasses of wine and passed them out (looking a bit askance if K'Don took one), then remarked, "You're quite the man of mystery, Mr. Montalvo. Tell us a tale of the wonders of the occult! I'll wager you've lain ghosts to rest and fought dragons," he said, with a wink where Connor couldn't see it. He offered Arabella an arm to help her sit, then sat with his back to a tree, resting comfortably.


K'Don touches his "side" and draws back fingers covered in blood. After licking his fingers, he declares to Alex:

"Well done, I declare you victorious today. I give honor to your ancestors."

"Overall, I must say I'm not unimpressed with your skills, especially you Montalvo."

At some point during the picnic K'Don says
"About our trip to Jewelston, I wasn't thinking for taking the train. I was thinking of traveling by road. I't "ll give you a look a this country, the animals to eat, the plants that heal. And what to avoid."

If you want to travel the unexplored areas of this place you could use a little tuning up. Some of you look like you could use a little exercise. At least if we get in trouble between here and Jewelston at least we can get help, but with me around that won't be necessary."


Just want to say, this has been FANTASTIC! Wish I could've been around to comment more in real-time (darn that pesky job!), but...

Alex : your first snake-eyes should have made something "really rotten happen to your character" (to quote the book). Since this was just fun practice, let's say your gun jammed, and you were able to fix it. In melee, yeah, it probably would have blown up in your face.

Shooting 40': 1d8 - 2 ⇒ (8) - 2 = 6
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Success, not sure if you get an ace when there's a penalty?

Yes you do - it's the *value of the die* that matters. But when you roll your ace(s), be very careful not to include the penalty again. That's why I always tack the penalty or bonus on at the end, after all the exploding has stopped and I've picked one of the two actual die results. But whatever works for you.

Marko : You're right about rolling 3 dice for the 3 bolts, but you only include 1 Wild Die for the bunch, and it can replace any 1 of the 3 rolls.

Alex and K'Don could have used the nonlethal rules, but it looks like the fight's over, which is fine.

Everyone using a gun please see Discussion.


There is a well-traveled road between WeMadeIt and Jewelston, with tiny little villages scattered along the way.

K'Don would know it would take about two weeks on foot (8 hours a day) or about a week by horse (ditto) to get to Jewelston.

However, horses are *expensive*! An old nag can be had for 100 SP, but a healthy, young, well-trained horse can run up to 250 SP.


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

Noted for the future, GM. Thanks for the clarification.

Marko blushes at all the praise.

"I have a few stories, but they're nowhere near as interesting as you'd might like to hear."

"My home was not very tolerant of magic, or really anything different. My family hid their powers for generations, afraid the townsfolk might rise up against them. That's - just no way to live. So finally I got sick of it and decided to come here to start a new life."

Later...

"I would like to accept your generous offer, K'Don. But the train is much more affordable for now."

-Posted with Wayfinder


K'Don looks at Marko, smiled his "Cheshire Cat", bares his lower tusks and says

[b]"Before I go into a place where my life may depend on you i.e. the inner parts of this place, I need to know if your up to it, mainly physically, you look a good bit scrawny to carry a pack all day and not pass out. The other the same.

SO, it wasn't an offer, Marko, it was a condition. WE GO BY ROAD"

Intimidate: 1d6 ⇒ 6
Wild: 1d6 ⇒ 6
Intimidate Ace: 1d6 ⇒ 2
Wild Ace: 1d6 ⇒ 3

OK I think this is a 17


Sorry, no, as usual you still take the *larger* of the "regular" roll and the Wild die roll. The first was 8 total, the second was 9 total, so your Intimidate is a 9.

But keep in mind that Intimidation is usually used to give you an edge against a foe in battle, not to make someone permanently change their mind.

If you want to change someone's mind, that's Persuasion, which the rules specifically say one PC can't use against another. In that case, role-play it out.


"Here now, what's all this hullabaloo?" Alexander said, still leaning against his tree. "It's far too expensive for any of us to travel into the interior at the moment, so isn't our destination only Jewelston? Hardly the sort of place that would require extensive knowledge of trekking about," he drawled. "Let's see what the fellow there wants done before throwing ourselves into the maw of the wild. I, for one, have no intention of dragging my luggage off into the wilderness on my head. I'll have the train, thanks very much."

For all his lazy posture and tone, Alexander kept one hand near his pistol. No telling when the savages of this place might go off, after all.


K'Don takes an exasperated deep breath and blows it out.

"Look, is our objective to go after these crystals?"

"If so, we're not gonna take a train to Jewelston and then trek off into the unknown blind and untrained."

"We use the trek to Jewelston as a trial run, to get in shape and learn how to work together and how we divide the labors."

"YOU GOT A PROBLEM WITH THAT?"


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

Her eyes narrow a bit at the shouting. That big-big is loud!


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

Arabella sips her wine and listens to the discussion with interest. "I'm afraid I've got to agree with K'Don on this. As impressive as our shooting contest was and Alexander and K'Don's sparring match, if we are going to go exploring beyond the safety net of civilization as we know it, we'll face more than just the occasional fight for our lives. Hiking to Jewelston would give us city slickers a chance to see if we can deal with sleeping on the hard ground and having to spend a few days in the rain. If any of us can't deal with the dangers of the road, then we're relatively close to the railroad line and we can reach safety quickly if something goes wrong.

"If we head out into the wilderness, we won't be able to abort the mission and hop on a train for home. I'm still far from comfortable with anyone risking his own life on a rumor of energon crystals so far from civilization. I'm not even sure I want to risk my own life, so I am still hoping we can find some quicker, safer way to find some crystals. Hiking our way to Jewelston would give us some much needed experience with wilderness and give us all a better sense of what we're risking if we head further west."

Part-way through her soliloquy, Arabella lays a hand on Alexander's hand and gives it a caress.


Alexander's grip on the pistol tightened when K'Don began to yell, and he looked rather consternated at Arabella's mention of sleeping rough and walking about in the rain, but when her hand fell on his, he swallowed his objections and gave her a winning smile.

"I suppose there is some merit in the argument, after all. A safari it is, then!" he said when Arabella was done speaking, mustering some joviality. "We shall still need a pack animal of some sort to haul our goods - a mule, perhaps? Jolly good. I haven't been camping since I was a lad of Connor's age. It will do him some good, won't it?" He beamed in Connor's general direction, his attention mostly absorbed by Arabella.


As long as people continue to move the story forward (outfitting, buying, etc.) I'll leave you to it...

A mule or donkey can be had for 25 SP.
A week's trail rations is 25 SP, but the little villages are about a 2-day's walk apart.
A two-person tent is 30 SP, a four-person is 60 SP.
A blanket is 1 SP, a bedroll (more padding) is 4 SP.

It is spring, typically 70 degree days and 50-ish degree nights. Rains often.

Let me know any specific provisions you need and I'll get back to you with prices.


Connor yawns as the group walks, feeling tired out from the excitement of the morning. If not for the fact that they kept moving, coupled with the frequent shouting from the Monster, Connor might have fallen asleep right there.

The presence of the big creature was something that Connor still did not entirely understand. It made no moves to eat anyone, and though it was often loud, no one seemed particularly scared of it. He knew WindDancer did not care for it, though, and that was enough for him.

Notice & Wild: 1d8 + 1d6 ⇒ (3) + (2) = 5 No luck on noticing Arabella and Alex's interactions.


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

When Alexander begins to talk about provisions for the "safari," Arabella catches K'Don's eye and winks (an eye that Alexander cannot see). Later she says to K'Don when Alexander is not nearby, "If you want Alexander to go along with something, just convince me it's a good idea and I can get him to cooperate better than all the baring of teeth that you like to do when you don't get your way."

At some point when we are still together and talking, Arabella says to K'Don, "What is your story, K'Don? Where did you grow up? What brings you to WeMadeIt?"


Connor, just checking, you don't *add* together the two rolls. So the better of the two rolls was just a 3.


I know, that's why they were both failures and I didn't comment on seeing anything. :P I just grouped them together as one check for simplicty's sake.


So, do people want to "roleplay" putting the expedition together, or just list their purchases to prepare for the trip to Jewelston?

If you list something I haven't given a price for, I'll let you know.


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

WindDancer is ready to go!


That would require someone who ACTUALLY know what would be needed: the terrain, locals, geology, etc.

I say half and half. some stuff we role play, some stuff we just roll. How much local and geographical info does K'Don know? Otherwise I'M QQA


No, not really - just think camping trip, with a stopover at an inn every other night or so!

K'Don's "General Knowledge" (see previous post in Discussion, basically a Smarts roll) will tell you the basic things about the region.


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

So we've got 5 people plus WindDancer, who'll be with Connor. I say we get 3 2-person tents, with K'Don and Marko in one, Alexander and Conner/WindDancer in one, and Arabella in the third (for propriety's sake, don'cha know?). (90 sp)

Let's get a blanket or bedroll for each person (state your preference; Arabella will get a bedroll) 4 Sp + ?

If we get 3 week's worth of rations that will be enough for about 3 days travel, which should get us at least to the next town. We'll restock as we go, just so we're not too burdened. 75 sp.

Arabella would recommend we get a compass, cost = ?

Also, what would a spyglass cost?

Folks with guns replenish their ammo/powder supplies.
What is the cost for a shot's worth of powder plus one bullet or the cost per 5 or 10 or whatever?

If available, we should get some matches.

If we get a mule, that will eliminate the worry about encumbrance, which is probably a good idea unless we need someone who can handle animals well. 25 sp

Beyond that, I think we can improvise.
The cost of all this, not counting the unknowns is 194. Add 4 to 16 depending on bedrolls or blankets. Plus ammo/powder for Arabella and Alexander. Arabella used up 10 shots smashing pumpkins (which assumes she bought two more). So she'll buy 5 rounds of ammo/powder.

Once we figure the final cost, we subtract it from our group total and divide up what's left (or we can leave it as a group owned sum and deduct things from that).

Beyond that, the main thing Arabella will suggest is a railroad schedule of stops and times so we can estimate the distance and travel time between towns.


Compass : available but expensive, 100 SP (and don't forget you'll be traveling on a road)

Spyglass : very expensive, "several" thousand SP (probably "many")

Matches : most humans have probably heard of "flamers", but they are very dangerous to use, poisonous, and some have to be carried in special containers. Arabella might be aware of cutting-edge developments in safer ones, but that's back on the continent.

1 SP per "bullet" (= bullet + powder), encumbrance 0.15 per bullet (sorry for the fractions, but that's so you can just buy as many bullets as you want). Unless someone buys 100 bullets or your Strength is a d4, I'd say ignore encumbrance for bullets.

From a previous post, "the little villages are about a 2-day's walk apart". I would add give-or-take, say 2-3 day's walking depending on weather, how long you spend traveling each day, etc.


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

I guess we'll have to make do with good old fashioned flint and steel.

If we get an extra "week" of rations (4 instead of 3 it would add 25 sp to the cost, putting it up to 219. Arabella's ammo will add another 5 to bring it up to 224. Let's say another 6 rounds of ammo for Alexander and we're up to 230 sp. Subtract that from our total of 688 and we have 458 total or 91.6 sp per person. (If WindDancer wants a share, she can speak up :).

Assuming Arabella knows about who a "Gallilean" telescope, what would it cost to get a couple of appropriate lenses and some brass tubes and putting one together herself? Could she cut the cost down much? We probably don't need it but it seems like something Arabella would want eventually.

If you want a science roll to see if she knows enough optics to construct such a 'scope: GM can decide the minus to the roll for being a general science skill.

Science: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2
Result = 2 or lower. I guess she's not familiar with how telescopes are constructed.


Hand-grinding the lenses (and knowing how to) is the biggest cost factor, so I think that's out for a while, sorry.

So is there anything else anyone wants before you get started?


I think Arabella has handled the concerns Alex had, though he'd gladly spring for an extra mule, just so that they can move faster without the mule being burdened by all their luggage (he's got a steamer trunk to tie on somehow, haha). I believe Alex has used 5 shots, so he'll resupply those as well. Edit: 6 works as well, of course. And of course, he and Connor will need traveling outfits! ;) No idea what that would cost.

A tinderbox is essentialy flint and steel without all the effort (as I understand it), so I think we should carry at least two of those.

Perhaps a rifle, if those exist?


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

I'm good personally. I shockingly don't need much. So when the final tally is up, just tell me how much to deduct. Someone should probably make a loot tracker using Google Docs.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
So is there anything else anyone wants before you get started?

WindDancer wouldn't mind if we went back to that vendor and provisioned some tasty fruit. :o) But she doesn't technically "need" anything (she forages) and is ready to go.


I don't think I need anything, though if Alex has anything in mind to roleplay Connor getting, I'll happily deduct the cost. Plus for things such as tents and whatever. As with Marko, just give me the total to deduct.


Sounds like 2 group tinderboxes, or 20 SP?
All - please see Discussion for SP matters.

Alex : your own mule would be 25 SP. If you ask around, there are shops that cater to "adventurers", and they have a pre-packaged "traveling outfit" of good hiking boots, a wide-brimmed hat, heavy-duty gloves, and water-resistant cloak, for 50 SP (25 SP for kids). Not at all fashionable, but practical for all-weather traveling outdoors.

All : SW rifles at this tech level have double the range, double the price, do 2d8 instead of 2d6 damage, and have about 3 times the encumbrance (see page 54 of the Deluxe manual, I'm using the "Kentucky rifle"). Otherwise they are identical to pistols (2 actions to reload, flintlock or caplock [+50 SP], double-barrel available, etc.).


It's a bright, crisp, sunny morning as you all set out of WeMadeIt on the road to Jewelston.

However, after 8 hours of solid walking (ok, with a couple of breaks including lunch), most of you are probably starting to feel a little winded and sore (except K'Don, who is probably mocking you I would imagine).

You've noticed many other groups (families, merchants, etc.) traveling both ways on the road, and at the end of the day you see various campsites where other travelers have stopped for the night. From talking with various groups thruout the day, you learn that most groups won't team up for the night, but campsites generally stay within earshot of each other to minimize the chances of highway banditry. What do you want to do in terms of camping?

I hope K'Don won't mind if I try out his Survival skill :
Survival & Wild: 1d4 ⇒ 11d6 ⇒ 5 = 5 is a Success
Looks like he was successful at getting fresh meat, you won't have to use up some of your stores.

Anyone want to talk about anything over the campfire tonight?

I don't intend this to be an accounting-style adventure. Once you've got enough money (and maybe some better Survival skills), we'll assume that you can pay for inns and survive off the land without keeping track of every last detail.

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