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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Bella Tell wrote:
I'm a bit disappointed that my great Persuasion rolls didn't put the guard on my side. What would I need to roll for that?

It depends on how you look at it. It isn’t really possible to convince him to break open the door and follow you up to your room. Consider it from his perspective. This is a closed city (which I tried to reflect, but failed, to reflect in my earlier posts). There’s a curfew after dark. Only lepers are allowed on the street (it’s a religious thing) at night time. There aren’t really anyone out prowling late in the evening. Their ruler has just been assassinated with an arrow. The two assassins that all have seen (Tenzin and Thresh making a stand on the balcony) was foreigners. You have made yourself known inside of the city (or Thresh has:) and it is not unlikely that talk spreads when an unusual set of people come to town. So chances are that talk has spread among the guards of the northlander along with the jademan monk and a warrior woman. Most people in the temple probably recognized the large northlander as part of the group of assassins. So when they see a woman sneaking about late at night armed with a bow it is not unreasonable that they conclude that you are one of the assassins. Your rolls (along with the amazon edge effect of men underestimating women) have made them ignore all that and trust the (under the circumstances) kind of unlikely story that you are just a berry thief, to the point that they agreed to leave you with just one guard. So, I would say that the guard is on your side. Not on the “letting you go” side, but on the “this might just be a misunderstanding, I’ll just wait here until everything gets sorted” side.

Bella Tell wrote:

Well. Here goes nothing. Bella will attempt to put the man at ease so much, that she get's the drop on him. (Not sure how to do that).

Since you got his attention it could be anything from “Look behind you!” to “I think I saw something move in the shadows, you should check it out”.

Bella Tell wrote:

Well. Here goes nothing. Bella will attempt to put the man at ease so much, that she get's the drop on him. (Not sure how to do that).

She will then attempt to disarm him.

1d4+4 Persuasion
1d6+4 WD

1d8-2 Fighting (-2 for aiming for arm)
1d6-2 WD

And Bennie spending (Sigh)

1d8-2 Fighting
1d6-2 Wd

Thresh Darkon wrote:
If you have the drop on him you are +4 to attack and damage...

Yes! That is correct. So your first roll total is a 7 which is enough to hit (so you don't have to spend that bennie). You are able to take his weapon from him.

With uncanny speed Bella makes a move for the guard’s sword, now sitting in its sheath on the guard’s belt. He recognizes the threat to late and is soon faced with a amazon armed with his sword. ”What are you doing?”, he asks unable to quite come to terms with the situation.

Initiative
Bella => Queen of Hearts
Guard => Two of spades

You are armed with the guards bronze sword (1d6 damage). He’s armed with a shied. What do you do?

Thresh Darkon wrote:

[dice=Soak]1d10

[dice=Wild]1d6

[dice=Spirit]1d4
[dice=Wild]1d6
[dice=Ace]1d6

That went well...down to 1wound and not shaken

The blow to Thresh's head knocks him to the ground but he stuns the guards by turning the fall into a roll and regains his feet swinging Bane in a mighty arc as he lets out a roar of pain and rage.

[dice=Attack]1d12-1+1 Raise?
[dice=Wild]1d6

[dice=Damage]2d10+1d6

It seems that all I get to do is to bring bad news. Wound penalties factor into all rolls, including soak rolls. Since you had two wounds before the guard inflicted three more the soak roll is made with a -2 penalty, which takes the result down to 7. Enough to soak one wound, leaving two, which is adds up to a total of four wounds. Although all is not lost. Let’s see how things work out with Bella to see how to move forward.


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

"Well unfortunately dear, I'm getting out of here". "No way I'm going to prison for nothing". "I had hoped that you might journey with me, and we could have grand and...exciting adventures together, but it seems that you've already chosen your mistress...the sword". "And now I have that". "So here's what's going to happen". "You're going to let me give you a knock on the head, then you're going to tell your friends when they come, that several armed men came out of the darkness, knocked you on the head, and that's all you remember". "Then you're going to tell them that you think we went that way". Bella points back towards the direction that the other guard went. "That way I go free, you go about your life, and nobody else gets hurt".

The other option is that you get all brave and foolish, and I leave your guts all over this square for the crows to pick over".

1d4 + 4 ⇒ (1) + 4 = 5 Intimidation (Total of 20!)
1d6 + 4 ⇒ (6) + 4 = 10 WD
1d6 ⇒ 6 XD
1d6 ⇒ 4 XD


Guard’s spirit roll: 1d6 ⇒ 5

The guard’s eyes widen when he realizes what woman he is facing. ”Yes, whatever you want”, he starts nervously trying the best he can to avoid a stabbing. ”Here’s your bow.” The guard retrieves your bow from his back and holds it up to Bella. But instead of just giving it to the amazon he throws it at her in an attempt to catch the amazon off guard, then he turns and flees down the street.

Run die: 1d6 ⇒ 5

He’s intimidated, but he’s not going to trust you to just knock him out. The spirit roll was to see if he just plain bolted out of fear or if he managed to keep his cool long enough to try and distract you with your bow.

What do you do?


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

"Remember I let you live this day". She shouts after the retreating man.

Bella will do her best to try and hide out until daylight. She will keep to the shadows and back alleys, and try to find something to disguise herself with. If she can find any she'll find a group of lepers to hide out with...anything to get through the night until she can think more clearly in the morning.

She will try to find the best hiding place she can after putting some distance on the current area. Dry well, Rooftop, Refuse dump whatever is available.

1d6 ⇒ 5 Stealth
1d6 ⇒ 2 WD


Bella Tell wrote:
She will try to find the best hiding place she can after putting some distance on the current area. Dry well, Rooftop, Refuse dump whatever is available.

May I suggest the hideout where the conspirators met you?


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

yep. That's a great idea. For some reason I thought it was beneath the blue Parrot. that's why Bella headed back there.


ook, i'll move the game forward tomorrow, have a rl game tonight.


Got sidetracked so the post is two days late. Sorry about that.

Bella finds that the search for the Tyrant’s assassins intensifies through the night, but she is still able to avoid detection as she makes her way to the conspirator's hideout. The room is dark but like before there is a torch and a tinderbox hanging next to the door. The secret door is easy to find, now that the amazon knows where it is. Just like before there is the faint glow of candle light coming from the bottom of the stairs. Down the stairs Bella sees Sulak, the Tyrant’s counselor and one of the conspirators, kneeling over Tenzin changing the monks bandages. ”You made. Not outside of the city, but at least you are not hurt”, he says and finishes his work.

An hour or so later Nekerios, the guard captain and second conspirator, comes down the stairs carrying Thresh on his shoulders. ”You made it, I see” he grunts and lays Thresh down on the floor and waits for Sulak to tend to the barbarian’s wounds.

Abit of a deus ex-machina but I hope you don’t mind your characters being alive :)
Your bennie supply refreshes (which leaves Bella with four bennies and Thresh and Tenzin with three bennies each).
Thresh and Tenzin both have three wounds each. You can use a bennie to make a soak roll to remove one wound (wheter or not the roll succeeds or fails) and an additional wound for each raise. You’ve also have two levels of fatigue. Each level requires eight hours of rest.


DM Ström wrote:

Down the stairs Bella sees Sulak, the Tyrant’s counselor and one of the conspirators, kneeling over Tenzin changing the monks bandages. ”You made it. Not outside of the city, but at least you are not hurt”, he says and finishes his work.

Seems like I missed a word in the original post.


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 tries to recover from his wounds...

Vigor: 1d10 - 3 ⇒ (7) - 3 = 4
wild: 1d6 - 3 ⇒ (5) - 3 = 2

Down to 2 wounds...spending another Benny to soak (1 left)

Vigor: 1d10 - 2 ⇒ (5) - 2 = 3
wild: 1d6 - 2 ⇒ (5) - 2 = 3

Darn...spending last Benny

Vigor: 1d10 - 2 ⇒ (6) - 2 = 4
wild: 1d6 - 2 ⇒ (1) - 2 = -1

No more Benny's and 1 wound left :(


Thresh Darkon wrote:

Thresh tries to recover from his wounds...

[dice=Vigor]1d10-3
[dice=wild]1d-3

Down to 2 wounds...spending another Benny to soak (1 left)

[dice=Vigor]1d10-2
[dice=wild]1d-2

Darn...spending last Benny

[dice=Vigor]1d10-2
[dice=wild]1d-2

No more Benny's and 1 wound left :(

In this instance you get one back just by spending a bennie, with additional wounds for each raise. So a total score of 1-7 give you one wound back, 8-11 two wounds, 12+ three wounds. So your status is zero wounds, zero bennies and 2 fatigue levels (each takes 8 hours of rest to remove). I also missed to write that you don't have to include the wound penalties for this vigor check, although it doesn't make a difference for Thresh's rolls.


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

Without opening his eyes or sitting up Thresh shouts "Bring me mead...and meat...the more the better." With that said he drifts back off to sleep.


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

"Tenzin". "It is good seeing you draw breath again". "When last I saw you, I feared you had breathed your last".

"Thresh, I am glad you still live as well, though those new scars aren't going to help you any with the whores".

"I think it is best that when you are both ready to travel, that we leave the city". "That is after collecting our reward".


"I need to return to the palace and gather the guards loyal to Zamira. Eventually the revolt will spread and order needs to be kept", Nekerios says after bringing Thresh. He speaks a few words to Sulak than moves to bring order to the streets of Quollaba.

Sulak finishes tending to the wounds of Thresh and Tenzin. "They've both suffered great wounds, but it is not life threatening. Both are blessed with a remarkable toughness and the wounds will heal. It is best if you stay here until the situation on the streets is under control. It is a volatile situation I am not sure what your presence on the streets would bring. Rest here for the night and I will return tomorrow.", he tells Bella then points to a wrapped bundle in the corner. "You can find some provisions there, enough to get you through the night and the morrow. I will come to see you then." With that he excuses himself and leaves.

What do you do?


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

Unfortunately Tenzin is out off bennies so it's a straight vigor roll

Vigor 1d8 ⇒ 3 Wild 1d6 ⇒ 3

Tenzin is still unconscious.


Actually you do :) You can spend a bennie to make a unmodified vigor roll. You heal one wound on a failure or a success, and one more wound with each raise (1-7 => one wound, 8-11 => two wounds => 12+ => three wounds). So your worst case scenario is that you are unwounded with no bennies left. Your best case scenario is that you are unwounded with two bennies left (or since your first vigor roll failed to generate any raises your best case scenario is no wounds and one bennie left).


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:

"Tenzin". "It is good seeing you draw breath again". "When last I saw you, I feared you had breathed your last".

"Thresh, I am glad you still live as well, though those new scars aren't going to help you any with the whores".

"I think it is best that when you are both ready to travel, that we leave the city". "That is after collecting our reward".

Thresh stirs himself enough to yell "Quiet Amazon...Thresh needs..." Unfortunately, he falls back asleep before finishing the sentence.


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

Tenzin lies quietly with a concerned frown on his face.."I was..dead..at least I think I was dead" he whispers.."A most confusing circumstance.. perhaps I have been saved for greater things"


Soon after Sulak leaves the secret basement the room falls into a still almost hypnotic silence. Sleep becomes almost impossible to resist as the day’s trials weighs on your shoulders and you sleep deeper and deeper into the welcoming dark.

If you don’t want to rest you’ll need a vigor roll to avoid a level of fatigue (which in Tenzin and Thresh case would cause incapacitation and you’ll sleep regardless:).

Sleep is sudden and lengthy, but not altogether restful. You dream that you’re walking alone in a lifeless desert. The wasteland stretches out as far as you can see in each direction. Chill winds tear at your skin and carries disembodied hisses all around you. Suddenly the earth opens and you fall into a vast cave, its outer edges cloaked in darkness. The hisses grow in intensity and you start to make out voices. You sense that there’s something in the cave with you, lurking in the dark. The voices grow in volume to the point that you can finally make you a sentence: ”Ulasha is going to devour you.” Two giant red eyes open in the darkness in front of you, then you wake up.

You can all make Spirit rolls (remember to include any fatigue penalties, which should be -1 for Tenzin and Thresh as the rest “cures” you of one fatigue level).


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 - 1 ⇒ (3) - 1 = 2

Wild: 1d6 - 1 ⇒ (2) - 1 = 1


The hours pass with not so much as a fly disturbing the air in the conspirator's hideout, making it easy to rest and recover. Once again you fall into deep, and dreamless, sleep (recovering the last level of fatigue). You wake and notice that neither Nekiros or Sulak has returned.

What do you do?


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

Spirit 1d8 - 1 ⇒ (6) - 1 = 5

Wild1d6 - 1 ⇒ (3) - 1 = 2


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

1d4 ⇒ 4 Knowledge: Legends and Lore (Ulasha?) Total of 6
1d4 ⇒ 2 XD
1d6 ⇒ 5 WD

1d6 ⇒ 1 Spirit
1d6 ⇒ 6 WD

"Wow that was some dream". , Bella says sitting up and rubbing her head. "I guess I finally dosed off despite Tenzin's groaning and tossing, and you're snoring".

She stands and stretches, looking at the sword, and wishing she had a more familiar spear. "Say shouldn't Nekiros and Sulak have returned by now"? "Do you think they're in trouble"?


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's sleep is disturbed by the Amazon's chattering and wakes up. [b]Where's breakfast, [b] he asks as he stretches and scratches himself in socially inappropriate places.


@Bella: Ulasha, worshipped by the Tyrant is a desert divinity more similar to a demon than a true god. He is associated with avidity, lust and power. He is adored in the Red Desert and is usually depicted as a giant snake.


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

"I think that Ulasha is angry with us for killing her vessel". "Do we dare venture forth, or should we give our benefactors more time"?


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

"Well we've managed to alienate every one we have met to date..why not a demon with pretensions towards godhood?" Tenzin comments drily


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:
"Well we've managed to alienate every one we have met to date..why not a demon with pretensions towards godhood?" Tenzin comments drily

"Yes, let's go find this demon thing. We can use the bald one as bait...Ha!"


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

"I'm all for leaving this city, if we can find a way to sneak out". "There are too many rules, and I don't understand them". "I'd almost rather face a demon". "At least I know who my enemy is then". "Now if you two lazy slugs are through sleeping you lives away, maybe we can plan our escape...after we collect our reward that is".

"Which brings up another problem". "Without our benefactors there is no reward".


You can all make a notice roll -1 if you want.

Success:

You think you hear a shuffling sound coming from up the stairs and beyond the trapdoor.


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: 1d4 - 1 - 2 ⇒ (2) - 1 - 2 = -1
Wild: 1d6 - 1 - 2 ⇒ (2) - 1 - 2 = -1

Thresh looks around with uncomprehending eyes.


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

Notice 1d6 - 1 ⇒ (1) - 1 = 0

Wild 1d6 - 1 ⇒ (2) - 1 = 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

Tenzin is almost as clueless as Thresh


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

1d6 - 1 ⇒ (3) - 1 = 2 Notice
1d6 - 1 ⇒ (1) - 1 = 0 WD

Bella also seems to be preoccupied.

"Well one of us needs to peak out and see what's going on. I'll go, but it would be better to have a disguise".


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

"You can borrow my bear skin," Thresh says as he holds out the giant pelt which is covered with dirt, sweat and dried blood.


So, you've just killed a sorcerer and vassal of a god/demon, recuperating in a hideout waiting for the conspiritors to return (which they have not). What do you do?


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

To Thresh >

"I'm not even sure that things dead yet". "In fact it probably just brought your unconscious body back here on it's on". "Very well". "I shall be the courageous one and go topside to see what is happening".

Bella lifts the door, and takes a peak outside as quietly as she can.

1d6 ⇒ 6 Stealth (Total of 8)
1d6 ⇒ 2 XD
1d6 ⇒ 5 WD

1d6 ⇒ 6 Notice
1d6 ⇒ 6 WD1
1d6 ⇒ 1 XD1 (Total of 11)
1d6 ⇒ 5 XD2


The room behind the door lies quiet. Not even the normal nightly sound of beetles insects can be heard. The waning sun illuminates some of the room, revealing strange tracks on the floor. The amazon can make out at least three distinct tracks. All seem to have been made by someone lame or otherwise crippled, causing their gate to shamble. She also makes the disturbing discovery that each set of tracks is accompanied by a tail. Moving silently to the doorway Bella is able to survey the street outside. The same eerie quiet meets her, but for a split second she can make out a large reptilian tale disappearing behind a corner, some 50 feet away.


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

Assuming Bella comes back and tells Thresh and Tenzin what she's seen.

"Sounds like no one is around to stop us so this would be the perfect time to leave. Let's go find the people that were supposed to pay us."


You gather what little gear you have and gather at the doorway to the hideout. Outside Qualloba lies quiet and seemingly deserted.

So you're going to try and find the other conspiritor's to get paid, is that correct? How do you try and find them?


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 not being able to think of a better plan starts walking towards the area he first encountered the plotters trusting the other two to follow.


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

"Frankly I think we would be better putting this down to experience and leaving town as quickly as possible..."

Tenzin follows the barbarian hoping against hope that this isn't going to end badly


Where do you want to go? The first time you met the conspiritors together was in the basement you just left. The other two encounters you've had was at the city gates (with Nekiros) and in a nondescript street when Sulak and Zamira was being carried in a sedan chair.

When you venture out on the street you find them deserted. Only the wind and calls of the vultures circling the city break the silence. You soon see what has lured the carrion birds. A few yards out you see the first pool of blood. You encounter blood smears around broken doors, drag marks, smashed furniture and debris, but no bodies. The pattern repeats as you continue to wander the streets. Signs of struggle and death, but no bodies. Shortly after turning corner you can hear strange sounds up ahead. Sounds of movement. Dragging footsteps and several strange hissing noises.


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's confident strides falter as the lack of townspeople finally penetrate his rather thick skull. He stops and looks around and the destruction.

"It didn't look like this before, did it?" Thresh asks his companions.


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

Tenzin frowns..."I think..perhaps..we ought to consider ...leaving the city..Now" he states.


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

"Not without my reward I'm not". Bella begins to move forward her bow held ready towards the sound of movement.

1d6 ⇒ 2 Stealth
1d6 ⇒ 4 WD


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 lumbers forward doing his best to also be stealthy.

Stealth: 1d4 - 2 ⇒ (1) - 2 = -1

Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 5 Amazing how stealthy the big barbarian can be even without training.


You stealth down the street and peek around the corner. Down the ally you can clearly make out a pack of eight humansized humanoid reptiles. They've all got scaly arms and legs along with the body and head of a snake. Something about them seems wrong (other than they're snakemen). Each and every one has black spots over their bodies that seem almost rotten, and they each move kind of sluggish. They do not seem to have notices you as they are all hoovering around something on the group. Now and again you can hear a sickly tearing sound from the centre and a emassing pool of blood staining the street.


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 points at the lizard men and then back at Tenzin and Bella and shrugs his shoulders looking for a decision of attacking or not.


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

In answer Bella unlimbers her bow and takes a shot at one of them.

Round 1 Draw Bow
Round 2 Aim...at head
Round 3 Release...of course circumstances could change things, but hopefully they won't notice us before the first shot is fired.

1d10 - 1 ⇒ (3) - 1 = 2 Bow, Signature (+1), Aim (+2), Head shot (-4)
1d6 - 1 ⇒ (3) - 1 = 2 WD

And spending a bennie...

1d10 - 1 ⇒ (6) - 1 = 5 What I really meant to do
1d6 - 1 ⇒ (6) - 1 = 5 Total of 9 to hit
1d6 ⇒ 4 XD

2d6 + 4 ⇒ (3, 1) + 4 = 8 Arrow Damage

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