Savage Adventures in the Dread Sea Dominions (Inactive)

Game Master Patrik Ström

Exciting adventures in the Dread Sea Dominons, using the Savage Worlds Rule set and Beasts and Barbarians campaign material


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His path to freedom now clear Thresh's footsteps echo down the hall has he rushes towards the door. Just as he reaches for the latch to try the door, it opens by itself. "All right, time is up. You onl..." says the man on the other side before his annoyed expression turns into surprise. Barely reaching to the shoulders of the northlander barbarian the prison guard finds himself in a precarious situation. Perhaps unwise the "fight" part in "fight or flight" takes control and he reaches for the dagger hanging from his belt.

Initiative
Prison guard => seven of spades
Dubaku => nine of clubs
Gaius => jack of hearts
Tenzin => three of spades
Tresh => king of clubs

Order
Group A: Dubaku, Gaius, Tresh (acting)
Group B: Prison guard
Group C: Tenzin


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Ha, ha southlander...didn't expect to see me out of my cage did you?

Using Frenzy Edge and making Wild Attack...

Attack: 1d12 - 2 + 2 ⇒ (12) - 2 + 2 = 12
Ace: 1d12 - 2 + 2 ⇒ (4) - 2 + 2 = 4
Damage Attack1: 1d10 + 1d6 ⇒ (5) + (1) = 6

Attack: 1d12 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Damage Attack1: 1d10 ⇒ 1

Wild: 1d6 - 2 + 2 ⇒ (3) - 2 + 2 = 3


Gonna give you the drop on that attack as well, so +4 on attack (doesn't matter since you already hit with a raise) and damage. One thing, I don't think bonuses and penalties applies to a die roll that's a result of a ace. Doesn't matter in this case as the penalties and bonuses cancel eachother.

A shadow falls over the prison guards face as a might fist eclipses the torch light in the door way and slams into the poor man's face like a hammer. Thresh can feel the jaw bone give way and a trace of blood stains the wall along with the clattering of a few teeth. The unfortunate soul is driven face first into the wall and collapses in a heap. Best case scenario the man is knocked out, worst case dead.

With the guard out of the way you have a better view of the area beyond the door. You see another corridor about 40ft wide. Unlike your previous surroundings this one is not paved with stone, just a trampled dirt floor. There are two heavy wooden doors on the right side, spaced about 10 feet apart. Each door has a hole roughly the size of a grown mans outstreched palm with two iron bars in the shape of a cross in the middle. The doors are both held shut with a large rusty pad lock each. On the left side hangs two torches lighting the passage. At the end of the tunnel you can see iron bars in the wall, creating a ladder going upwards.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

Softly "And now the party begins." To Tenzin, "Try that key on the other cells. No reason for our hosts to spring for complex locks."

Gaius pockets the two picks and the gem before following the wall of muscle.

Description of the corridor? Can we see the chained man's cell? There must be another way into the cell block as the hooded man did not pass the guard....


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2
DM Ström wrote:

Gonna give you the drop on that attack as well, so +4 on attack (doesn't matter since you already hit with a raise) and damage. One thing, I don't think bonuses and penalties applies to a die roll that's a result of a ace. Doesn't matter in this case as the penalties and bonuses cancel each other.

Yup the modifiers apply to the total not the individual rolls.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

"Crude..but effective the Northlander is, yes?" Tenzin comments before heading for the other cells


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh proceeds to kick the body of the guard a few times as he exclaims, "Where is Bane??? Why won't you answer me southlander?" After a few more kicks, Thresh falls silent and then looks back at the others, "Oops, I think I broke the guard."

Thresh looks around the room for his stuff.

Notice: 1d4 - 2 ⇒ (2) - 2 = 0

Wild: 1d6 - 2 ⇒ (3) - 2 = 1

After a few seconds of fruitless investigation, Thresh falls silent as he waits for the others.


Gaius Gracci wrote:
Description of the corridor? Can we see the chained man's cell? There must be another way into the cell block as the hooded man did not pass the guard....

I'm not much of a mapper but here is how I've envisioned that the dungeon is laid out. The "X" marks the spot where you started. Dubaku, Gaius and Tenzin are currently standing around the cell and Thresh ran down the corridor, broke the guard and is looking down the east corridor. I'm not much of a drawer or a typer but I hope it will give you some idea of your surroundings.

Dubaku, Gaius and Tenzin
Your key to freedom fits in the lock for the adjacent cell as well. The door opens with a similar groan as the last one. Inside the cell you see your fellow captive for the first time. As his voice hinted at he is clearly from the ivory savannah and of an impressive build, though he is not in the best condition. Bruises and wounds are prominent all over his body and he has probably not seen a meal in the last two days. Probably a week since he's seen a bath as well. He is wearing the typical attire for a slave in the southern regions, which is to say rags and not much of them either. His wrists are enclosed with to sturdy manacles that's attached to the wall behind him. Eventhough his condition is far from pristine he smiles a warm smile and says"You made it. You are very well connected it would seem."

Thresh
The guardsman doesn't answer either your questions or your kicks. It would seem that you did break him. As you enquire about your axe you do get another answer. "He... Hello? Is there anybody out there?" asks a nervous woman's voice carefully. It's coming from behind the closest of the wooden doors to your right.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh stops his fruitless searching when he hears the voice coming from behind the wooden door. He does pick up the dagger that the guard had. What a sad weapon...better than nothing until I get Bane.

Thresh the mighty, slayer of puny southlander guards is here. Who are you and do you know where my axe is? Answer quickly before Thresh gets angry. You wouldn't like me when I'm angry.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin merely smiles to the man in chains and places a finger to his lips before motioning to Gaius that the lockpicks are needed here..


Down the corridor, at Thresh
"Don't hurt me! I don't know where you axe is", the distressed voice answers Thresh command. You can hear the rattle of chains as the woman cowers away from the door. "Please, please, don't hurt me."

By the cells, at Dubaku, Gaius and Tenzin
The fellow captive returns Tenzin's smile and becomes silent. Up until the moment that Thresh yells something down the hall. "It seems that your northen friend has encountered something", he says and tries to look down the corridor, but his chains keep him in place and unable to get a view.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0
DM Ström wrote:

Down the corridor, at Thresh

"Don't hurt me! I don't know where you axe is", the distressed voice answers Thresh command. You can hear the rattle of chains as the woman cowers away from the door. "Please, please, don't hurt me."

By the cells, at Dubaku, Gaius and Tenzin
The fellow captive returns Tenzin's smile and becomes silent. Up until the moment that Thresh yells something down the hall. "It seems that your northen friend has encountered something", he says and tries to look down the corridor, but his chains keep him in place and unable to get a view.

Useless southlander woman Thresh thinks as he stands in front of the door. "Who would have Thresh's ax if you don't?"

Thresh walks down to the next padlocked door and peers through the opening in the door looking for Bane.

"Southlanders, why are taking so long?" Thresh bellows back down the corridor at his former cell mates.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

If the manacles are amenable to gentle persuasion Gaius will give them a tickle.
"Somone quiet that oaf before all the guards come calling."

Lockpick on manacles: 1d4 ⇒ 1, wild: 1d6 ⇒ 6 wild ace: 1d6 ⇒ 2 total: 8 Success and raise or was there a penalty?

"All right friend, feel free to join the party."


Up the hall with Dubaku, Gaius and Tenzin
Gaius shows prowess with the lock picks as the manacles open without protest. Almost without any sound at all. The tall savannah tribesman rubs his wrists and stretches his arms. Fatigue still holds to his eyes and posture but he is looking stronger by the second invigored by the possibility of escape. He extends his hand in gratitude and smiles a warm, yet weathered smile. "I am Namuda of the white lions and I am in your dept." Just as he finishes there is another bellow from down the hall. It seems that the northlander is getting restless.

Down the hall with Thresh
"I'm just a prisoner", the frightnened woman stammers from her cell. "I don't know who's got your axe. There is a locked door in their basement, up that ladder. I see it when they bring me down here. Perhaps your axe is in there."

Glancing into the next cell you see a bench attached to one of the walls with a stained cloth cover, probably serving as a bed sheet. It is hard to make out in the dark but you can see various refuse on the dungeon floor. Otherwise the cell appears to be empty.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh looks back with growing impatience at his cell mates. He's beginning to think of just moving up the ladder without them.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin follows the bellows of Thresh and begins to unlock the door with the womans voice coming from it "I take it you are the..ahh 'champions entertainment' he says non commitally.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Seeing that the bald-headed southlander is finally moving in his direction, Thresh scrambles up the ladder to the next level of the building.


The broken guard carries a key chain with various keys, one of which goes to the captive woman's cell. The other keys you can trace to the remaining cells, manacles on the walls and two of an unknown purpose.

When you open the door you see the woman for the first time. She is young, in her early twenties, slender and quite attractive. Much like Namuda she is dressed in rags and like the ivory savannah tribesman she's not in good shape. Her eyes are red from crying and her shoulders are slumped in despair. The woman is also chained to the wall, but unlike Namuda her chain is attached to a leather choker, working as a kind of a leech. The other end of the chain is fastened to a iron ring on the wall. "I am Rika", the girl sobs. "These bastards keep me around .. as entertainment for their guests. Every night they make me dance in the main room", she stammers and breaks down crying again.

Meanwhile, 15 feet up the ladder, Thresh comes about a trapdoor. Opening it (assuming you do so), the warm morning air of Teyerana flows over you. You look up into a some kind of storage room. Off to the side there are barrels, no doubt holding one or more types of alcohol. Most of the room is laid in the dark, but you can see a passage which is illuminated by the morning sun. It seems to lead out into the main room of the tavern. You can hear sounds of chatter and the occational laughter comming from the common room. On the opposite wall draped in shadows you can see another wooden door.

You can make a perception check:

Failure:

You hear only male voices. You are unable to discern how many

Success (TN 4):

You hear only male voices. There seems to be between 4-7

Raise (TN 8):

You hear only male voices. You can hear 4 distinct voices, maybe 5. They seem to be engaged in a game of cards.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh climbs through the trapdoor.

Notice: 1d4 - 2 ⇒ (2) - 2 = 0

Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Thresh ignores the voices coming from down the hallway and focuses on the wooden door. Ah hah...maybe that's the place that female southlander told me about. Thresh opens the door (assuming it is not locked).


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin unlocks the girls collar.."I would give us a few minutes my feeling is that there is going to be a deal of mayhem here tonight little one"

Saying that he climbs the ladder hoping the others have done so


Upstairs with Thresh

DM:

Check: 1d6 ⇒ 5

The wooden floor creaks slightly as the heavy barbarian makes his way to the door. Trying its handle Thresh finds it locked.

Downstairs with Dubaku, Gaius and Tenzin
The girl thanks you and nods nervously as you advice her to stay back for a while. Tenzin deftly acends the ladder, followed by Gaius (I assume), then Dubaku and Namada. Rika stays at the base of the ladder looking up with anxiety in her eyes. Once at the top Tenzin can see what must be the storage room. The features of Thresh standing in the shadows in front of a wooden door.

Once up the ladder you can make the same notice roll as posted here. You can also add the following information:

Success (TN 4):

You can hear that the tone of the conversation has shifted from relaxed to slightly agitated.

Raise (TN 8):

You can hear that the tone of the conversation has shifted from relaxed to slightly agitated. You're not sure but you think one of the patrons in the common hall said that he thought he heard something. The others are trying to persuade him that he's probably imagining things.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Ah ha...a locked door must mean something important like my stuff.

Thresh looks around the room for something to open the door with. He spots Tenzin climbing the ladder. Hey Bald Man, can you open this door?


DM:

Check: 1d6 + 1 ⇒ (1) + 1 = 2

Outside the room the card game and chatter of the patrons continues. It would seem that they didn't hear Thresh speaking with Tenzin.

"What do you see?" Namuda whispers from further down the ladder.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

Following the others through the room and up the ladder. Helping myself to the guards dagger as I pass. {notice: 1d8 ⇒ 8, ace: 1d8 ⇒ 6, wild: 1d6 ⇒ 6, ace: 1d6 ⇒ 4: 14 total}

whispering..."Quiet you blustering oaf, they nearly heard you. Five men, gambling. One heard something....others chiding him. Be silent..."


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

OAF!!! You dare call Thresh an oaf?! I will show you oaf once I have Bane!

With a roar of anger Thresh throws his strength against the locked door.
Strength: 1d10 ⇒ 8
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3 Total = 9

Assuming that the door yields Thresh lunges into the room looking for his equipment.


Gaius Gracci wrote:
Following the others through the room and up the ladder. Helping myself to the guards dagger as I pass.

Thresh already took the dagger here.

Thresh taunt and roar echoes through the storage room and no doubt out into the bigger common room. You can hear the the card game cut short. "What's happening in there? Korek, what are you doing?" one of the men demands as you hear the rest grab their weapons. The question is answered with the loud crack of wood as Thresh smashes through the door and landing sprawled on the floor beyond. The door that kept you out is left in splinters, beyond repair.

It takes the barbarian but a moment to regain his senses and return to his feet. By now your vision has adapted to the dark so you are able to recognize your gear, strewn around the 10ft by 10ft room Thresh just opened. Some lie on the floor, some sit on shelves placed against the walls.

You find your gear, along with various other items most likely beloing to past prisioners or other unfortunate souls.

"Something's not right. Quick, get Janos!", one of the men outside in the common room orders. The sound of feet scrambling on the wooden floor away from you as the rest draw closer.

You have one round to act (collect gear, hide, climb down, etc.) before we going into iniative. You're (Dubaku, Gaius, Namuda, Tenzin, Thresh) all in the storage room able to run in and get your gear. Not the best of maps of your current surroundings can be found here.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

BANE!!! Thresh screams in triumph. He gathers his beloved and well used ax and then moves with his trademark quickness out of the store room to confront his foes dropping the puny dagger he has confiscated in disgust.

Let me introduce you to my little friend! Thresh yells at his foes gesturing with his great axe.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin snatches up his sword and turns to face the foe


The men outside have cautiously approached the darkened storage room as they are suddenly confronted with a giant of a man in the entrance. The northlander barbarian is soon joined by a much smaller jademan. Quite a contrasting pairing. Third out of the opening comes a young man with the features of a borderlander (I'm assuming that Gaius finds a sword and joins the others at the door).

The room you've stepped into is has the markings of the common room of a seedy drinking den. Oil lamps hang on the walls spaced aptly apart to give the room enough light to find your drink and purse, yet leave enough shadows to facilitate cover to the nefarious dealings that no doubt are a common occurance in this downscale night spot. However, light is not a rare commodity during this time of day. The rays of the sun shine in through a couple of windows and a open entrance to your left, lighting up all but the innermost corners of the room. Outside lie the streets of Teyerana and no doubt freedom.

Strewn around the room are a few ragged wooden tables and chairs, four all and all. A equally worn bar stands to your left with various bottles of spirits lined up on a shelf behind it. By the opposite wall there is a iron pole running from floor to ceiling with three metal loops, each sporting a rusty iron chain. To the far right corner is a flight of stairs leading to the second floor. In the other right corner are two wooden doors, The one closest to you is left ajar and has the the mark of a hand painted on the surface with red paint.

Not that great of a map can be found here

"So, you found your weapons and your courage", says one of the four men standing infront of you, a rather scrawny looking young man with a mean gleam in his eye. "Shame, Harak had big plans for you. I guess that he can try to sell choice bits when I'm done with you", he sneers and moves forward to attack.

There are four thugs total. One swinging a sword (the young guy), two with spear/shield and wearing reinforced leather armor and the last wielding a club.

If you want you can make a notice roll

Success (TN 4):

You notice that two of your opponents are wearing similar attire. More solider like than the other two thugs.

Initiative!
Gaius => Joker (everyone recieves a bennie as per the Jokers are wild setting rule)
Tenzin => Jack of Spades
Thresh => Jack of Diamonds
Thugs => Nine of clubs

You go first, followed by the thugs. Right now only the young thug is within melee range.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh ignores the scrawny youngster as being unworthy of his attention. He instead moves to engage the spear/shield duo.

Using Frenzy (-2 to attack) to attack each target using Bane (+1)

Attack Spearman 1
Fighting: 1d12 - 2 + 1 ⇒ (11) - 2 + 1 = 10
Wild: 1d6 - 2 + 1 ⇒ (2) - 2 + 1 = 1
Damage: 2d10 ⇒ (5, 1) = 6

Attack Spearman 2
Fighting: 1d12 - 2 + 1 ⇒ (5) - 2 + 1 = 4
Wild: 1d6 - 2 + 1 ⇒ (1) - 2 + 1 = 0
Damage: 1d10 + 1d10 ⇒ (10) + (6) = 16


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin moves to engage the club bearer activating his smite power as he does.

Spend 2 PP and for the next 3 rounds his attacks do +2 damage +4 on a raise

Fighting 1d10 ⇒ 6

Wild1d6 ⇒ 4

Damage1d6 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9


The confident expression of the young thug is replaced by a mix of amazement and surprise as the burly northlander pushes him aside and engages the two spear men. Thresh drives his axe with force into the shield of the first opponent with a loud clash. The force of the blow sends the shield full speed into the man's head, sending him reeling and the his helm flying (spear guy 1 is shaken). With equal speed and force the barbarian lashes out against the second spear wielding mercenary. However the blow is not as well aimed and Thresh target is able to deflect it with his shield.

10 is a raise on spear guy 1. +1d6 ⇒ 4 damage for a total of 10 damage.

"You can't do that, I'm your captor!" the youth protests. His manliness is delt another blow as the jademan monk ignores him as well, instead moving up to enage the last mercenary, a large man with a dim look and a nasty looking spiked club. The club wielding thug meets Tenzin with a smile and a swing. The weapon hits nothing but air as the monk proves far to quick and dodges the blow with ease. Instead of the satisfying crunch of a brained skull the dim mercenary is confronted with the flash of iron as Tenzin's blade opens his throat. The large man falls flat on his face and his lifeblood starts to pool around him (beat toughness with a raise, the thug is shaken and takes one wound).

Tenzin's other damage die exploded. +1d6 ⇒ 2 damage to clubguy. Total 11 damage. Although Tenzin I think you need to make an enlightenment roll to activate your powers, which would also infer a -2 penalty because if the multi action penalty.

Gaius is up


The vocal thief soon get's his wish as Gaius steps up next to him and rams his staff into the thug's abdomen. The youth looses his breath and much do his fullest not to topple over (young punk is shakened). He wheezes and a line of spittle runs down his cheek as he tries to get his bearings but only manages to stumble backward into the bar (failed spirit roll, still shaken). The two spear wielding mercenaries facing Thresh seems to have similar difficulties. With one still reeling from the effects of his rung skull Thresh has little problem parrying the other spearman's ill aimed thrust (spear guy 1 failed his spirit roll and is still shaken, spear guy 2 failed his fighting roll).

Mechanics:

Gaius attack:
Fighting roll: 1d8 + 2 ⇒ (6) + 2 = 8 (+2 joker)
Wild die: 1d6 + 2 ⇒ (2) + 2 = 4 (+2 joker)
Damage: 1d4 + 1d6 + 2 ⇒ (3) + (4) + 2 = 9 (+2 joker)=> shaken

Young punk spirit roll: 1d6 ⇒ 2 => fail, still shaken
Spear guy 1 spirit roll: 1d6 ⇒ 3 => fail, still shaken
Spear guy 2 attack against Thresh: 1d6 + 1 ⇒ (3) + 1 = 4 (+1 gang up bonus)

Next round initiatives
Gaius - King of Diamonds
Tenzin - King of Hearts
Thresh - 9 of clubs
Thugs - Joker! (everyone get's another bennie)

Order is:
Thugs first
Gaius, Tenzin and Thresh second

Getting late so I can't do the thugs next turn right now. Will hopefully update tomorrow if I have the chance, otherwise it'll have to wait until sunday.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0
DM Ström wrote:

The vocal thief soon get's his wish as Gaius steps up next to him and rams his staff into the thug's abdomen. The youth looses his breath and much do his fullest not to topple over (young punk is shakened). He wheezes and a line of spittle runs down his cheek as he tries to get his bearings but only manages to stumble backward into the bar (failed spirit roll, still shaken). The two spear wielding mercenaries facing Thresh seems to have similar difficulties. With one still reeling from the effects of his rung skull Thresh has little problem parrying the other spearman's ill aimed thrust (spear guy 1 failed his spirit roll and is still shaken, spear guy 2 failed his fighting roll).

** spoiler omitted **

Next round initiatives
Gaius - King of Diamonds
Tenzin - King of Hearts
Thresh - 9 of clubs
Thugs - Joker! (everyone get's another bennie)

Order is:
Thugs first
Gaius, Tenzin and Thresh second

Getting late so I can't do the thugs next turn right now. Will hopefully update tomorrow if I have the chance, otherwise it'll have to wait until sunday.

Sounds good...loving the bennies...


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

The militant monk can activate a Power with range Self without suffering a multi-action penalty.The Path of Enlightenment Powers usually
manifest themselves as personal abilities, not as true spells. So, all the powers, except banish, detect arcana, dispel and pummel have a range of Self.

Enlightenment 1d8 ⇒ 4 just good enough

Wild 1d6 ⇒ 1


And I'm back!

"You can't do that!" the youthful bandit repeats as he regains his breath. "I was just going to kill you but now I'm going to make you suffer instead", he says in a tone not as menicing as he thinks and advances on Gaius (young punk is no longer shaken).

One of the spear wielding mercenaries regains his composure as well and moves on Thresh (spear guy 1 is no longer shaken). His maneuvre gives Thresh's other opponent an opening to slash at the barbarians exposed thigh. The strike connects, but only enough to send the northener off balance for the moment (spear guy 2 hit Thresh in the leg for 6 damage, Thresh is shaken).

Mechanics:

Snot nosed punk's spirit roll: 1d6 + 2 ⇒ (3) + 2 = 5 (+2 joker)
Spear guy 1's spirit roll: 1d6 + 2 ⇒ (4) + 2 = 6 (+2 joker)
Spear guy 2's fighting roll: 2d6 + 2 + 1 - 2 ⇒ (6, 2) + 2 + 1 - 2 = 9 (+2 joker, +1 gang up, +1d6 ace, -2 called shot to the leg) => hit => damage roll: 1d8 + 1d6 + 2 ⇒ (3) + (1) + 2 = 6 (+2 joker)

The PC's are up

Tenzin wrote:

The militant monk can activate a Power with range Self without suffering a multi-action penalty.The Path of Enlightenment Powers usually

manifest themselves as personal abilities, not as true spells. So, all the powers, except banish, detect arcana, dispel and pummel have a range of Self.

Ah, cool. Is that from the Beasts and Barbarians book?


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

Thresh welcomes back puny Southlander DM

"You dare to attack Thresh with your puny poking stick??? You pay for that insult!

Thresh spends Benny to unshake (5 left)

Using Frenzy + Wild Attack + Bane to attack Spear guys

Spear Guy 1
Attack1: 1d12 - 2 + 2 + 1 ⇒ (5) - 2 + 2 + 1 = 6
Damage: 1d10 + 1d10 + 2 ⇒ (10) + (4) + 2 = 16

Spear Guy 2
Attack1: 1d12 - 2 + 2 + 1 ⇒ (8) - 2 + 2 + 1 = 9
Damage: 1d10 + 1d10 + 2 ⇒ (9) + (9) + 2 = 20

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


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Yes both quotes are directly from the book

Tenzin stamps on the exposed neck of the fallen clubman.

Fighting1d10 ⇒ 6

Damage1d6 + 1d4 + 2 ⇒ (3) + (3) + 2 = 8

"Better luck in next life" he comments softly to the hopefully demised thug


There is a sickening crack as bone surrenders to Tenzin's boot, definitly ending his opponent's life. Almost in sync Thresh swings his axe to finish both spearmen. The first blow hits the chest with incredible force and sends the combatant flying across the common room. He lands limply several feet away laying limp and unmoving (spear guy is down with 1 wound taken). The return swing is even more vicious. The overhand chop moves through the second spear wielder's arm and buries itself down to the shaft in the man's neck. He didn't even have time to scream (second spear guy is also down).

By the bar the youthful thug's spirit breaks and his bowels turn to water. He casts a glance at the door and turns to run.

Spirit roll for the young thug: 1d6 - 2 ⇒ (4) - 2 = 2 (-2 for being outnumbered and the quite efficient way his allies where dispatched)

Gaius is up.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0
DM Ström wrote:

There is a sickening crack as bone surrenders to Tenzin's boot, definitly ending his opponent's life. Almost in sync Thresh swings his axe to finish both spearmen. The first blow hits the chest with incredible force and sends the combatant flying across the common room. He lands limply several feet away laying limp and unmoving (spear guy is down with 1 wound taken). The return swing is even more vicious. The overhand chop moves through the second spear wielder's arm and buries itself down to the shaft in the man's neck. He didn't even have time to scream (second spear guy is also down).

By the bar the youthful thug's spirit breaks and his bowels turn to water. He casts a glance at the door and turns to run.

Spirit roll for the young thug: 1d6-2 (-2 for being outnumbered and the quite efficient way his allies where dispatched)

Gaius is up.

You better run Southlander or the bald guy will kick you too!!! Ha ha ha!!!"

Thresh ignores the running thug and returns to the store room to retrieve his armor (putting it on) and grabbing his other equipment.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin joins the Northman in retrieving equipment..including Gaius'


Seems like we've lost Gaius as well. I'll make a re-recruitment thread later in the week.

Gaius fakes an attack which send the remaining thug stumbling head over heels into the bar, knocking his head with a wicked sounding hit. The youth scrambles desperatly to his feet and runs towards the door and out into the streets of Teyerana.

When you get back to the storage room Dubaku and Namuda fully equipped. Both warriors look surprisingly similar, each dressed in light leather armor and each wielding a spear. The only thing setting them apart equipmentwise is the tribal shield gripped firmly in Namuda's hand. Your own gear lie in rushed but neat piles on the floor. "I believe these things belongs to you", Namuda says with a big smile. "Is it over? Can I come up now?" comes Rika's voice from down the pit.

But there is little time for conversation. A few moments after you enter the storage room, perhaps even as little as a minute, you can hear a door opening and several pairs of feet stepping inside the common room. "Savages! I give you one chance to live through this. Throw out your weapons and surrender, or I shall see to it that you'll never see the light of day again", commands a lean but authoritative voice.

Namuda's stats (if anyone's interested):

Namuda is a right hand, which is a extra with a wild die.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d4, Riding d10, Survival d4, Throwing d6
Charisma: 0; Pace: 6; Parry: 7/6; Toughness: 8(2)
Edges: Beast Bond, Born in the Saddle, Buffalo Rider.
Gear: Iron tipped spear (Str+d6), bronze dagger (Str+d4, Range: 3/6/12, ROF: 1), javelins x2 (Str+d6, Range: 4/8/16, ROF: 1), tribal shield (+1 Parry, +2 Toughness vs ranged Weapons), buffalo-hide light armor(+1)


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

"Oh mister scary voice trying to scare Thresh and Bane...You must be stupid...How bout you and Thresh settle this like Northmen...you against me or do you need your little helpers?"

After giving his words a few seconds to sink in Thresh moves out to confront his enemy(s).


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

Picking up his brass-shod staff after lacing on his bracers.

"Come up Rika. Bit of light entertainment but...."

Enter lean and authoritative voice

To Rika: "Ah, act two. Back later.

Reply to lean etc voice

"The light of day is overrated. All the fun is in the dark."

Following the dolt. Staff in off hand loaded war sling at the ready.


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

Tenzin grins at Gaius "it would appear that some people need to betaught a further lesson in manners" he quips as he leaves the storeroom.


As you once again enter the common room you are met by the cold and firm gaze of a tall man in the early period of his middle ages. He is dressed in fine cloth and a slender sword tucked into a jeweled scabbard hangs from his side. The man is flanked by two soldiers in the same garments as the spear wielding guards lying lifeless on the floor. Unlike their fallen bretheren these soldiers are wielding broad swords.

Next to the entourage stands a heavy muscled and bronze skinned brute in a gladiator's garb. Fresh sweat runs of his body and the sword in his hand has smatters of crimson blood. His face is covered with a metal mask, but something tells you that he is smiling underneath. Behind him stands the last two people. One is a nervous and unremarkable looking thug, most likely the one you heard running to get backup. The last man is actually a man and a half, girth wise. While the gladiator's sweat is most likely from fighting, this fat man's sweat is probably just from standing up. Both look to the tall stranger with the steely gaze to take command.

"You are property of king Korr, ruler of Teyerana. This is your last warning. Surrender your weapons or surrender your lives", the man commands. The words draw a quiet whimper from Rika who has climbed up from the pit.

Apart from the two men in the back, the entourage looks fully prepared to act on his threat.


Stats Agility d8 Smarts d4 Spirit d4 Strength d10 Vigor d10 / Skills Fighting d12 Intimidation d8 Climb d6 Survival d6 Charisma -2, Pace 8, Parry 8 Toughness 9 Bennies 0

"Oh no, whatever is Thresh to do??!! A fancy pants Southlander says surrender...boo hoo hoo," Thresh proclaims in a falsetto voice.

"NOOO!!! I am Thresh Darkon and my axe will taste your blood like it has the meat laying around you." Thresh gestures to the mangled corpses in the room. With that said Thresh rubs his finger in the blood and gore splattered on Bane and uses it to draw 3 lines on his face. "Come pretty man and face my wrath!"


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

The war sling swaying idly in his hand Gauis speaks.

"So this so-called king Kor. He, and I am here assuming it is a he having never met this would-be-monarch, keeps his property in a dank sewer beneath a rat infested wine pit?"

War-sling picks up a little speed...

"I don't believe you. I am a free man poisoned, kidnapped and imprisoned for no doubt lascivious purposes by the degenerates frequenting this hole. I am free by my own hand and the strength of my company. If your toy-king has something to say on this subject I will accept his respectful address."

... and a little more

"I will not however be yapped at by some dandified lapdog that barks on command. Go cur and tell your master that if he wishes to keep his toys he must take better care of them."

The sling spins through the air sending its deadly gift towards the masked gladiator.

"And take your pup with you."

{multi action, Attack gladiator with the sling and taunt the yappy man.
Attack: 1d8 ⇒ 2wild: 1d6 ⇒ 4.
Benny for re-roll Attack: 1d8 ⇒ 2 wild: 1d6 ⇒ 6 wild ace wild: 1d6 ⇒ 5 Total(6+5-2)9 hit with raise? Damage, sling: 1d6 ⇒ 4, damage Strength: 1d8 ⇒ 4, damage raise: 1d6 ⇒ 3. Total damage 11 AP1 to the gladiator.

Taunt: 1d4 ⇒ 1, wild: 1d6 ⇒ 3 total (3-2) 1. Ah not impressed then. pity }


Male Human Agility D8 Smarts D6 Strength D6 Spirit D8 Vigor D8 Seasoned Militant Monk

"A king is it..I a told a King has blue blood..let us see if that is true"

Tenzin moves to one side to give Thresh plenty of axe room then angles towards one of the swordsmen.

"Come" he says.."blade to blade if you are not afraid that is"


Tension rises in the common room and you can see the sweat all but pour from the fat man in the back as Thresh draws crimson lines on his face. Grappling with fear he does manage to keep his cool. Unlike his superior, the thug next to the fat man cracks. His face turns white and mimics the expression you've all seen moments before on the young thug before he fled. The man's hands shake as he reaches for the hilt of his sword.

Spirit roll: 1d6 - 1 ⇒ (5) - 1 = 4

The rest however seem uneffected. "If that is how you wan..." the tall emissary of king Korr starts before he is interrupted by the sling stone flying across the room and striking the gladiator in his helmeted face. "Insolent rubes! Kill them! Kill them all!" he commands and draws his sword in one swift and graceful movement.

Yep, 9 is a hit with a raise. The gladiator is shaken.

Initatives!
Gaius => 2 of diamonds (discarded because of Quick edge => 6 of clubs)
Tenzin => Jack of hearts
Thresh => Ace of Clubs

Nubaku => 3 of diamonds
Namuda => 4 of clubs

Marions (emissary of King Korr) => 6 of spades
Janos (Gladiator) => Queen of spades
The rest => 5 of clubs

Order
Thresh
Janos
Gaius (although I think that spades beats clubs I reckond that the Quick edge gives you a slight advantage plus it is easier this way because we don't have to divide into another initiative block) and Tenzin
Rest of the bad guys

Thresh is up, then Janos

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