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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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
Shomari Kali wrote:

Shomari silently appraises the amazon's scar, or perhaps her hip, and nods approvingly. Her clothes are not particularly shocking to him, being quite modest compared to what the people of his own tribe wear in the long, hot summers. Before he can remark on the pride mark, the old man comes in, with a big northerner and....

He gives the big man a wide smile and nods his head agreeably. He has had experience of northerners and their pride. Their desire to stand between him and the weapons of his foes had made them useful on more than one occasion.

"Is good. You safe now," he says slowly, thickening his accent dramatically. He put his hand to his chest. "Shomari protects you."

"Well met Shomari," Thresh says as he thumps a fist to his own chest. Turning to Tenzin he adds, "for a southlander this one speaks well."


Namunda, who has been speaking mostly to Dubaku since leaving the Crimson Sun bursts into his now characteristic smiles. "Well met! I am Namuda of the Ivory Savannah. It is nice to see that one is not alone in this inhospitable city", he says looking at Shomari. His words provoke a cough from old Makish, but the shopkeeper does nothing more than that. The third Ivory Savannah tribesman seems less confident than his more outgoing friend. He nods at the two newcomers but not much more. Rika, the young woman who joined the escape from the Crimson Sun, falls somewhere between the two. Not expressing the jovial nature of Namuda, neither sharing in the silence of Dubuku. ”Where are you escorting us?” she says with a tentative tone and looks around the rom with uneasy eyes.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

A good question. Where are we escorting them?

"Through the tunnels and out of the city," Shomari says, no longer struggling with the language. He gives his countrymen-and-woman a broad smile. "From there, it is a question of fate."


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
Shomari Kali wrote:

A good question. Where are we escorting them?

"Through the tunnels and out of the city," Shomari says, no longer struggling with the language. He gives his countrymen-and-woman a broad smile. "From there, it is a question of fate."

"Our path makes no difference to me as life is but a journey," Thresh says which stuns anyone that knows him as it is the only profound statement he's ever made. "I read that on a piece of paper I found on a Southlander Priest that I just killed on a raid when I was a lad. I don't know what it means." Thresh finishes with a shrug.


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

"Then let us waste no more time". "Torches ready"?


"Ah yes, torches!" Makish says and scurries back down the hall with surprising speed for a man of his venerable age. He returns shortly thereafter carrying three torches and a tinderbox to light them. "You must forgive me, in my age things slip so easliy from my mind. Here, can you hold this?" he says and gives the items to Tenzin. Then the old animal peddler graps a hold of the bed and drags it aside with some effort. Sweeping aside the straw Makish exposes a loose stone slab on the floor. With another effort the stone slab is set aside as well to reveal a stair case leading down into the dark. "There you go. Follow this symbol and you'll get to outpost beyond the city wall", he says and indicates three white horizontal lines on the first step of the stair case. "Once you've arrived to a wooden trapdoor. Tap two times in rapid succession and three times in slow succession and someone will open the door."


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

"Let's go see what's at the end of the tunnel, hopefully it will be something that needs killing."


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

Tenzin had listened to the exchange with a slight smile on his face..when Thresh had boasted of killing 20 he had held up 4 fingers behind the northerner to show the true figure.The monks face held a trace of amusement as the warriors conducted the,he now realised, necessary verbal testing of each others wills.

Accepting a torches and lighting one, he descended into the tunnel sword in hand.


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Bella follows the Monk down with a shrug, counting on his torchlight to light her way, and allow her to use both hands for fighting.


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 shoulders his way past the Amazon and takes a spot directly behind Tenzin. "Archers behind real fighters, ha ha ha."


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Bella frowns for a bit, then collects herself. "No problem at all". "I do not carry a shield to protect me from missile attacks, so you'll serve nicely". She then turns her brightest smile on the big barbarian.

Just for the heck of it.

Charisma Check 1d4 + 2 ⇒ (1) + 2 = 3, 1d6 + 4 ⇒ (2) + 4 = 6 Persuasion untrained.


Namuda laughs at Bella’s jab and happily accepts one of the other torches. ”With both of you infront I feel so much safer”, he laughs and decends the stairs after the amazon. The big man’s spirits have been soaring steadly with each step past away from the Crimson Tavern. Dubaku follows his fellow tribeman, although with much less zeal. Last follows Rika and Gaius, who takes the last torch (unless one of you wants it). ”There you go. Remember to follow the symbols and you will be fine. The torches should keep anything that bites at bay. Good luck and remeber that old Makish has favorable prices of steeds and camels!”, old Makish says and slides the stone slab in place behind you. ”What did he say? What things that bite?” Rika asks sounding distressed and starts to look nervously at her surroundings.

The stairs continue down for about 20ft before leveling out. The air in the tunnel is cool, a welcome change from the sorching weather of the surface. Not so welcome is the tangible smell of refuse. Somewhere these tunnels connects with the city sewer system. The tunnel stretches for for another 50ft before merging with another tunnel to create a T-crossing. The light from your torches doesn’t reach far enough to illuminate the new walkway but you think that the floor might be moving, unless your eyes decieve you.


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

"Okay Escorts, which way now?"


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 grabs one of the torches and moves ahead to investigate the 'moving' walkway.


The movement starts to pick up in activity when Thresh and the torch moves closer. A shriek from Rika carries through the tunnels when the torch reveals a swarm of scarabs scattering across the floor. Some are as small as a nail while the biggest stretch out to a full grown man's palm. The flee in all directions as the light comes closer. "What are those things?!" Rika demands in a shaking voice and looks down at her naked feet.

Gaius follows behind Thresh while the quiet Dubaku does his best to calm the frightened girl. When you illuminate the T-crossing you reveal a similar stone paved tunnel. To your right a few yards into the passage you can see a crude barrier made up by cracked and rotten wooden boards. A few years ago it might have provided some kind of hindrance, but now the thing is barely holding together. Streams of beetles flow back and forth through holes in the obstacle. You can also see some bones scattered on the floor. To the left the passage stretches forward into the darkness. Gaius searches the walls for a few moments before removing some debris by the opposite wall. "Here's one of those symbols that the old man spoke of. That must be the way", he says and points down the left corridor.


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

"Then let us take it..the sooner we are out of these bettle infested tunnels the better..let us hope that they are the worst of our worries"

Tenzin steps off down the left hand passage his eyes searching for further signs.


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Bella follows the others, eyes peeled, ready for action...


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
Tenzin wrote:

"Then let us take it..the sooner we are out of these bettle infested tunnels the better..let us hope that they are the worst of our worries"

Tenzin steps off down the left hand passage his eyes searching for further signs.

"Beetles! There's no honor in fighting beetles...I hope that we find something exciting to fight....it has been days and days since I rescued you all by slaying a regiment of the king's guard. That was a good fight. Do you remember it friend Tenzin?"


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari walks along, following the marks, an eye peeled for danger.


With the flickering torchlight to guide the way you continue to delve deeper into the tunnels beneath the independent city of Teyerana. It is not long before yet another tunnel intersects with your path. Some searching reveals another symbol which shows the way. Following the symbols takes you through a veritable maze of tunnels. If you did not have the symbols to go by you'd been lost some in no time. Unfortunetly each symbol becomes harder to find, as the paint used for the symbols become more and more faded. Appearently the trail is far less travelled than old Makish let know of. Although you're not sure of it you do get the feeling that the swarm of beetles are following behind you.

You can each make a notice roll


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Unease rising, Bella shushes the others and looks around intently.

1d6 ⇒ 5 Notice; 1d6 ⇒ 2 WD


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

1d6 ⇒ 5
1d6 ⇒ 5

Shomari loves the paranoid feeling he gets underground.


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

Notice (untrained): 1d4 - 2 ⇒ (2) - 2 = 0

Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 3
Total 7

Thresh notices his guides stopping so he stops too and looks around.


The search for the exits continues through the maze of tunnels. Though the symbols are hard to spot, your combined keep you on the correct path. The clattering of small legs follow you through the halls as Thresh spots something in the corner of his eye. Two faint smatterings of red reflect in the torchlight as the group passes a yawning portal. Shadows dance to reveal the outline of three bodies lying scattered around a ornade stone sarcophagus. Inside, just out of view, glimmers the reflections that caught the northlanders eye.


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

"Southlanders wait...Thresh Darkon has spotted something interesting. Let's take a look." With that said, Thresh ducks through the discovered portal.


Dust scatters at the barbarian's feet as he enters the small chamber. The debris together with the state of decay of the three bodies suggests that the room as been left untouched for years. The sarcophagus takes up most of the rooms space, leaving just enough space for a fully grown man along either side. Inside the stone coffin lies the dried and bandaged husk of a tall human. Two blood red rubies, each the size of a walnut, rests in its eye sockets.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari draws an arrow and puts it to his bowstring. He does not enter the room with Thresh.


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

"Look at the shiny things!" Thresh says with excitement as he tries to pry the rubies out of the sockets.


Eagerly driven by the promise of what price the two gemstones would fetch in a marketplace Thresh atempts to pry them loose. The rubys offer little resistance and the northlander is easily able to remove them from the corpse.

Thresh: Could you give me a smarts roll?


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

Smarts: 1d4 ⇒ 1

Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 2

Having a little procedure done in the hospital so please NPC Thresh for a couple of days


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Bella takes a quick breath as she sees the Barbarian pull the gems from the eyes of the corpse. She frantically looks around to see what disaster this will bring down.

1d4 ⇒ 4 Knowledge: Legends and Lore (6)
1d4 ⇒ 2 Ace
1d6 ⇒ 1 WD


Bella recalls the legend of a vile necromancer known as “The King of the Sand”, his real name lost to time. It is said that a thousand years ago the king emerged from the Red Desert with a following of unliving soldiers. With the dead under his command he conquered armies in an ever extending campaign of conquest. He was finally stopped by a brotherhood of Jademen monks, who managed to trap his soul in two blood red rubies.

Before Bella can relate the story or stop Thresh a chill gale sweep through the room carrying etheral voices of lament (could I have a spirit roll from everyone please?). Moments later a hand cold as the grave shoot up from the sarcophagus towards Thresh. Bony fingers ending in wicked black claws grasp for barbarian’s robust neck. Trusting in his instincts Thresh is able to predict the attack and save himself from a mauling. (17 (!) damage => two wounds which Thresh soaks for two bennies (one reroll)). Still, the surprise causes the northlander to drop the gemstone which clatter to opposite sides of the small burial chamber. ”Juuughaaal”, the dried up corpse rasps with a voice from the grave. Of in the distance the faint but distinct sound of insect wings draws closer.

Mechanics:

Mummy attack: 2d8 ⇒ (8, 8) = 16 (+1d8 ace) => hit with a raise
Damage: 3d10 + 1d6 ⇒ (10, 3, 1) + (3) = 17 (+1d10 ace, +1d6 raise on attack roll)

Since Thresh is NPC:ed for a few days I'm going for a soak roll:
Vigor roll: 1d8 ⇒ 2
Wild die: 1d6 ⇒ 1
Oh, I think he'll bennie that
Bennie reroll - Vigor roll: 1d8 ⇒ 8 => success with a raise, two wounds soaked
Bennie reroll - Wild die: 1d6 ⇒ 5

Initiative!
Bella => four of clubs
Shomari => eight of hearts
Tenzin => five of diamonds
Thresh => jack of spades
NPCs => queen of clubs
Mummy => eight of clubs

Order
Group A: Shomari, Thresh and the NPCs
Group B: Mummy
Group C: Bella and Tenzin


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

"Spotted something interesting, did you?" Shomari growls at Thresh. He draws his bow, aims carefully and shoots over the big northerner's shoulder at the ancient corpse. Marksman Edge grants Aim (+2) if I don't move

1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (4) + 2 = 6

2d6 ⇒ (3, 3) = 6


DM Ström wrote:
Before Bella can relate the story or stop Thresh a chill gale sweep through the room carrying etheral voices of lament (could I have a spirit roll from everyone please?).

You also need to make a spirit roll. All who fails the roll are shaken.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

I knew that! ... sorta

spirit: 1d6 ⇒ 3woild: 1d6 ⇒ 6ace: 1d6 ⇒ 5 Hm. Very successful, not sure if it matters.


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

Back...glad to say that one night stay in the hospital was long enough.

Please correct me if wrong but looks like Thresh is unwounded and unshaken but needs a spirit roll.

Spirit: 1d4 ⇒ 2

Wild: 1d6 ⇒ 5

"What manner of foul creature are you? Let's see how well you do with no head on your shoulders!!!"

Wild attack with Frenzy and Bane, so two attacks both at +1 to hit and +3 to damage

Not sure about gang up bonus
Fighting1: 1d12 + 1 ⇒ (10) + 1 = 11
Damage: 1d10 + 1d10 + 3 ⇒ (1) + (9) + 3 = 13

Fighting2: 1d12 + 1 ⇒ (7) + 1 = 8
Damage: 1d10 + 1d10 + 3 ⇒ (5) + (10) + 3 = 18

WildAttack: 1d6 + 1 ⇒ (5) + 1 = 6


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

Spirit 1d8 ⇒ 7

Wild 1d6 ⇒ 4

Tenzin stands his ground before the undead monstrosity


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Have a busy day today, so if Bella can still do this after the Mummy acts, this will be her action.

1d6 ⇒ 4 Spirit Roll
1d6 ⇒ 6 WD
1d6 ⇒ 2 Ace

Bella laughs out loud at the danger. "Fool"! "You have awakened the King of Sand"!

1d10 + 1 ⇒ (6) + 1 = 7 Tiger's Horn (Bow) attack
1d6 ⇒ 5 Wild Die

2d6 ⇒ (5, 1) = 6 Damage


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
Bella Tell wrote:

Have a busy day today, so if Bella can still do this after the Mummy acts, this will be her action.

1d6 Spirit Roll
1d6 WD
1d6 Ace

Bella laughs out loud at the danger. "Fool"! "You have awakened the King of Sand"!

1d10+1 Tiger's Horn (Bow) attack
1d6 Wild Die

2d6 Damage

"Why's he called the King of Sand? Is he made out of sand? Can we make him into sand castles?"


Thresh Darkon wrote:

Back...glad to say that one night stay in the hospital was long enough.

Please correct me if wrong but looks like Thresh is unwounded and unshaken but needs a spirit roll.

Good to know it turned out fine! Yes, Thresh is unwounded and unshaken but it cost him two bennies (one to soak and one to reroll the soak).

The mummy rises from its coffin producing a terrified scream from Rika who backs up against the tunnel wall. Shomari show signs of great marksmanship as his arrow files past Thresh and lands in the shoulder of the undead being. A second later Thresh has grabbed his axe and delivers a forcefull blow to the chest, sending the abomination flying out of the sarcophagus (enough to shake and cause wounds). The mummy slams into the opposite wall with a dull thud and disappears behind the stone coffin.

Gaius steps up in front to protect the terrified girl. Dubuka and Namuda pick one direction of the tunnel (Dubaku covers the path you came from, Namuda covers the path you where going) and ready their spears for any incoming hostile creatures.

Game mechanics:

NPC spirit rolls:
Dubaku: 1d8 ⇒ 8 => success
Gaius 1d6 ⇒ 3 => fail => shaken
Namuda 1d6 ⇒ 1 => fail => shaken
Rika 1d8 ⇒ 5 => success

It doesn’t take long for the hollow husk of the Sand King to rise again. The mummy stretches out its hands and speaks words of power. Thresh is surprised when another bony hand grabs his ankle. The dead skeleton lying next to him has come to life! Moments later his two partners rise and advance on Bella and Shomari, rusty swords in their hands.

Down both ends of the tunnel the buzz of insect wings grows louder and closer.

More game mechanics:

Mummy spirit roll: 1d6 + 4 ⇒ (2) + 4 = 6 => Succuess, but not enough to act. Will spend a GM bennie to act.
Mummy spell casting roll: 1d8 ⇒ 8 => Success!
Skeleton claw attack: 1d6 + 4 - 2 ⇒ (1) + 4 - 2 = 3 (+4 the drop, -2 unfavorable position)

Tenzin 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

Once it's Thresh's turn, Round 2

Thresh throws himself at the Mummy. "Prepare to die Prince of Dirt! Bane is coming to slice you into brick sized pieces."

Fighting1: 1d12 + 1 ⇒ (9) + 1 = 10

Damage1: 2d10 + 3 ⇒ (2, 8) + 3 = 13

Fighting2: 1d12 + 1 ⇒ (8) + 1 = 9

Damage2: 2d10 + 3 ⇒ (6, 3) + 3 = 12


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

Discarding her bow in favor or her more personal spear, Bella advances to meet her attacker.

1d8 ⇒ 4 Fighting
1d6 ⇒ 3 WC

And spending a Benny
1d8 ⇒ 2 Fighting
1d6 ⇒ 4 WC

As if... 1d6 + 1d8 ⇒ (3) + (3) = 6 Spear

Sigh...She should stick to her bow, and leave the smashing to Thresh...

"Ugh". "You brought these things forth with your foolish greed, so make good on it and get this thing off me".


Bella fires a well aimed arrow that finds its mark next Shomari’s missle. It draws a snarl from the mummified necromancer but fails to hinder him. Instead it only seems to focus the undead abomination which opens its gastly maw in a bone shrilling scream. A cloud of wasps emerge from the mummy’s throat and dart towards Bella, the creatures ferocity guiding the insects as they swarm the amazon (19 damage! shaken and three wounds if my math is correct). Thresh starts to advance on the mummy leaving his back turned to the newly risen skeleton next to him. As the skeleton reaches to claw the barbarian’s back Tenzin intervenes and trips it, causing it to fall down in a heap of flailing bones and rusty armor (Successful trick against the skeleton giving it a -2 to attack rolls). The two remaining skeletons advance on both Bella and Shomari, each slashing with rusty curved blades. Bella easily avoids her attacker’s swing, but her comrade is not so lucky. The wild swings threatens to leave a nasty cut across the tribesman’s chest (14 damage! shaken and two wounds if my math is correct).

Choosing target: black card => Bella, red card => Shomari
Card => six of spades => attack on Bella
Bolt: 1d8 + 4 ⇒ (1) + 4 = 5 (+4 joker)
Bolt damage: 3d6 + 4 ⇒ (5, 6, 4) + 4 = 19 (+4 joker, +1d6 ace) => shaken and three wounds

Tenzin attack roll to trip one skeleton: 1d10 + 2 ⇒ (7) + 2 = 9 (-2 called shot to the legs)
Wild die: 1d6 - 2 ⇒ (1) - 2 = -1 (-2 called shot to the legs)
Didn’t find a rule to trip fast enough so I’m treating it as a trick. The skeleton recieves a -2 penalty to its attack roll against Thresh.

Skeleton attack against Thresh: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 (+1 gang up, -2 Tenzin’s interference) => miss

Skeleton attack against Bella: 1d6 + 2 ⇒ (4) + 2 = 6 (+2 unarmed defender) => miss
Skeleton attack against Shomari: 1d6 + 2 ⇒ (3) + 2 = 5 (+2 unarmed defender) => hit
Skeleton damage against Shomari: 3d6 ⇒ (3, 6, 5) = 14 (+1d6 ace) => shaken and two wounds

”What is that?”, Rika cries out as the buzzing of insect wings grows even louder and a large swarm of beetles engulf the the party. The swarm fills both tunnel and chamber, the constant buzzing is disorienting to the senses. The shadow it casts from the torchlight create a crimson shadowplay on the walls near the two dropped rubies.

Because of the insect swarm everything has partial cover to missle attacks (-1 to the attack roll). Everyone must also make a spirit roll. Failure results in a -2 penalty to trait rolls, critical failure results in being shaken.
Ouch, heavy round for the bad guys. If you want you can redo your round, Bella, since things changed abit.


Thresh throws himself at the mummy and once again beats it to the ground with two forceful strokes of his axe.

Everyone is up. The NPCs will act after you do to end the round.


Female Human; Pace-6, Parry-8, Toughness-6, Charisma-4 Amazon - Seasoned (Bennies -4)

OK. Thanks for that...though this couldn't be much worse. If my math is correct it's -3 to the soak rolls due to three wounds, and an additional -2 since she's allergic to bees and wasps.

Free Vigor roll for Bikini Heroine.

1d6 ⇒ 3 1d6 ⇒ 3 Soak...which both adjust to -2

Benny 1
1d6 ⇒ 6 1d6 ⇒ 5 Soak
1d6 ⇒ 6 Ace.
1d6 ⇒ 5 Ace.

Which is a 17-5 = 12

Which should remove shaken, and two wounds, but since she still has a wound she remains shaken. She will spend another benny to remove shaken, and make a full withdrawal. I don't believe I can make another soak roll to remove the other wound from the same injury.

Bella panic's at the sight of the bees, and as they sting her all over, she begins to feel her throat swelling shut with the poison. As she falls to the ground, her small ampule of Krotia extract falls beside her, and with her last breath, she laps up the ampule, and crushes it in her mouth. She gasps, and lays on her back as her lungs begin to refill with air.

She croaks "Run you tools"!

And now the spirit roll for being in a swarm.

1d6 ⇒ 1 1d6 ⇒ 6 Spirit roll.
1d6 ⇒ 1 Ace

This is a 7-3 = 4 so a success on the spirit roll.


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

Spirit: 1d4 ⇒ 3

Wild: 1d6 ⇒ 4


Bella Tell wrote:

OK. Thanks for that...though this couldn't be much worse. If my math is correct it's -3 to the soak rolls due to three wounds, and an additional -2 since she's allergic to bees and wasps.

Free Vigor roll for Bikini Heroine.

Which is a 17-5 = 12

Which should remove shaken, and two wounds, but since she still has a wound she remains shaken. She will spend another benny to remove shaken, and make a full withdrawal. I don't believe I can make another soak roll to remove the other wound from the same injury.

This is a 7-3 = 4 so a success on the spirit roll.

You don't take the wound penelties before the wound is in effect. While you're still trying to soak the wound you're not wounded, so the -3 wound penelty does not apply. So you only get a -2 because of your hindrance. The soak roll also just removes wounds, so even if the wound modifiers would be in effect your roll was enough to remove them all. A roll of four removed one wound, the raise for 8 removes anothe and the second raise of 12 removed the third. So you don't have to spend the bennie to remove the shaken result. All in all yuu're fully functional except for the -2 from your hindrance.

Also Merry Christmas everyone!


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Ouch. Spending a benny to soak.

Soak: 1d6 ⇒ 3 Wild: 1d6 ⇒ 5

Unshaken and only one wound.

Spirit: 1d6 - 1 ⇒ (6) - 1 = 5 Wild: 1d6 - 1 ⇒ (4) - 1 = 3
Ace: 1d6 ⇒ 3 =8 Dunno if a raise helps on this one.

Hand to hand isn't really his thing, but shooting a skeleton who's in his face isn't going to work, so Shomari draws his sword and shield.


You have to soak all the wounds from an attack to remove the shaken result as well. However as you succeeded on the next spirit roll I'll rule that you removed the shaken result and switched to sword and shield.

Tenzin is up. I'll wait until friday, when I'll wrap up the round and post the beginning of the next.


Tenzin shuts out the intense buzzing of the insects swarm and focuses on his enemy. His blade strikes the shoulder of the skeletal warrior but fails to hinder the undead. It turns around and ignores Thresh for the moment in favor of the jademan monk.

Tenzin spirit roll: 1d8 ⇒ 7 => success
Wild die: 1d6 ⇒ 3
Tenzin attack roll: 1d10 ⇒ 4
Wild die: 2d6 ⇒ (6, 6) = 12 (+1d6 ace) => success with a raise
Damage: 2d6 ⇒ (2, 3) = 5

New round Initiative!
Bella => four of clubs
Shomari => three of spades
Tenzin => four of hearts
Thresh => five of diamonds
NPCs => king of hearts
Mummy => king of diamonds

Order
Group A: NPCs
Group B: Monsters
Group C: You

Namuda steps in to fill the gap that Bella left in the entrance to the chamber. Standing side to side with Shomari the two tribesmen battle the skeletal remains of two unfortunate adventurers. Hampered by the continuous presence of the insect swarm Namuda’s spear fails to hit its target. Inside the chamber the mummy rises again, despite Thresh forceful blows. It lashes out with its wicked claws but the northlander is able to parry it easily. The skeletal minions follows suit and swings at their opponents: Namuda, Shomari and Tenzin. All seasoned warriors who rebuke the attacks. ”What do we do?” Rika cries out with panic taking root in her voice.

Namuda attack roll: 1d8 - 2 ⇒ (2) - 2 = 0 => miss
Mummy spirit roll: 1d6 + 4 ⇒ (4) + 4 = 8 => success with a raise
Mummy attack: 1d8 ⇒ 1 => miss

Skeleton attack roll against Tenzin: 1d6 ⇒ 5 => miss
Skeleton attack roll against Shomari: 1d6 ⇒ 5 => miss
Skeleton attack roll against Namuda: 1d6 ⇒ 2 => miss

You’re up, don’t forget to make a spirit roll for the insect swarm. It’s a continuous effect.

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