Supreme Being's Savage Conan PbP (Inactive)

Game Master scranford

Savage Swords and Sorcery in Hyboria.


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Current map Raven Town Map God Infinity........

Here is the Gameplay thread.


dot


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

The tall thin man dressed all in black stands by himself watching all around him.

Another way of saying dot


Towering over most others, the huge Northman with snow-white hair and beard waits...

Umm...dotted...


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Thank goodness, I'm out of Stygia and away from those Set bastards. Hopefully, the bounty hunters have lost my trail.


Male Kothian Thief and Adventurer

A medium sized man garbed in grey black leather stands in the sorcerers shadow. A scraggly beard edges its way out of folds of his cloak pulled tightly over his head. Across his back is a curved Hyrkanian bow and upon his hip a dagger.


Free spirited pirate

Dot


Current map Raven Town Map God Infinity........

The day had been hot, as were all the days in Western Shem. Even as the sun began to set, and cease its eternal assault on the land, the winds began to rise from across the desert to the East. Flapping the multiple lines of laundry, and bringing with them a cloud of dust particles, and a mingling scent of camels, cinnamon, dung fires, and entirely too many people. Still another day was at end, and the payment had not arrived yet. Yet, your host did not seem overly worried. In his strong Argosan accent he once again implored patience.

Otto :
”Be at ease my friends”. “Sometimes there are un-avoidable delays”. “I promise my cousin Turel will soon arrive with the profits from unloading our dates in Messantia”. “He knows the best prices to be had, and I’m sure is even now making his way to us”. “Your efforts will be richly rewarded”. “And besides are you not eating, drinking, whoring, and sleeping for free”?

You are all guests of a fat merchant named Otto. You had all recently hired on as a Caravan guard for his families trading company, and despite a few minor skirmishes had come through unscathed”. “In fact were it not for the lack of coin in your pockets, you might say that life was good…or as good as it ever had been. His family trading house is currently out of favor in Messantia, so he had to make alternative arrangements between another trading company and his to deliver his dates to the market there. Still dates are bringing a good price in the city, and record profits are expected…when they finally get here.

Otto has put your party up in the small City state of Belthaar, about a day and a half North East of the City of Riches, and were it not for your increasing boredom, you might be content to stay as long as the welcome carpet was extended. You are all lodged at “The Dirty Dog Inn”, a disreputable inn partially owned by Otto’s family, and have just finished the evening meal of Olives, cheese, goat meat, and too much watered down ale, when Otto begins to speak.

”My friends”. “I am sure that Turel will arrive by tomorrow with the payment, and though you may choose to go your own way, be sure that my merchant family appreciates your efforts, and will be willing to hire you anytime”. “Since this is our last evening together, perhaps you could regale us with a tale of your adventures”.

The assumption to beginning the game is that the players have known each other for some time, though have not been constant companions. In fact this is last escort mission was the first time that they had all adventured together as a group. By following the below order, please take a moment to write a short synopsis of an adventure episode involving your character, and the character immediately below you, going down the list in order. The last PC on the list shall involve the first character as a guest star in his adventure. There is a free benny for a good adventure, and maybe some other benefits (I’m a big FATE system fan as well) if the story really sets me off. So here’s the list. Add a description of your character as well…ie.

The large man in the colorful caftan stands and begins to pace in front of the fire. His crimson fez looks to small on his large head, and his jeweled fingers clasp and un-clasp as he paces. Even this minor activity causes him to begin to sweat profusely, and the thin fabric of his garment, begins to cling to parts of his body, that you probably don’t really want to know the true shape of. ”It all started when the storm hit us unexpectedly”. “Who would have ever imagined that an Elephant would be that deep in the desert…much less a white one”.

THE LIST:

Hakketh the Black
Mirian Greyfeather
Nereus Crius
Temugai
Wulfgar


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

"Bah, my friend...no need to deceive our fellows and embellish your story. Twas not a white elephant, but a white camel, which while uncommon are not unknown."

Hakketh takes a sip of the sour wine to clear his throat. "The real story was how a one-eyed pirate saved a poor, down on his luck sorcerer. I was fleeing as usual from those bastard Set priests and their bully boys. They just about had me cornered in a blind alley when out of no where a rope appeared in front of my face. Looking down at me was the beautiful sight of a one-eyed vision of loveliness. I clambered up the rope in nothing flat motivated even more by the desire to meet the lovely lady than I was to escape. The beauty introduced herself as Mirian, sealed our meeting with a kiss and then left me standing their with my mouth hanging open and a purse that had just been cut. It was well worth the expense."


Free spirited pirate

Mirian stands by the window looking down on the street below. In her hand is the dented pewter tankard she keeps hooked to her belt when she isn’t using it. Her tricorn hat hangs on her chair at the dinner table, leaving her raven black hair swaying slightly in the evening winds along with the two grey feathers attached to her headband. The feathers are as much of a adornment as a vain atempt to further the cognomen “Greyfeather” in favor of her less flattering moniker “Left eye”. The title of course referring to the eye patch covering her right eye, rare source of insecurity for the otherwise very confident young woman. Her features are a perfect blend of two cultures. The healthy tanned skin and determinate posture of her arogessan father and lean and graceful build of her aquilonian mother. She wears a loose fitting light colored shirt held in place by a leather west. Long-necked leather boots run up her calves where her trousers sewn with both fashion and movement in mind take over.

”You’re welcome, handsome, I never did ask why they ganged up on you. They looked angry and you looked weighted down by your purse”, Mirian says with a grin. ”That gold bought me passage to Cascan, and a wild evening when I got there. Got thrown in a cell for kocking out a bar patron who couldn’t keep his hands to himself. How was I supposed to know he was the son of the duke?”, she asks and gestures a shrug before taking another swig from her tankard. Mirian points at Nereus and continues with a smile. ”As fortune would have it my cell was not empty. A kothian gentleman with a knack for locks shared the cell. Nereus, someday you’re going to have to teach me how you opened the door. I seem to have an affinity of ending up in cells. As the night was young we paid the duke a visit to relieve him of a fair weight of gold. We managed to capture our share of trinket before the guards discovered us. It was a fun night but the run down the boardwalk got me winded. Do you think we’re still wanted in Cascan? ” the pirate asks and empties the last of her wine then leaves her spot by the window to go searching for more.


Male Kothian Thief and Adventurer

Crius raises his head from a tall mug of the local stout. He always liked tasting new brews but this was much too watered down. Sure this Otto fellow supplied a generous amount but Crius always favored quality of quantity. But Crius figured Otto had paid his due with the spicy Shem Syrah. The wine's fire still smoldered deep in Crius's belly. Though he took but a small portion, Crius wondered when the fat merchant would notice some of his missing stock, or it was the reason for his cousin's delay.

Crius caught Mirian's smile with one of his own. His white teeth were a stark contrast to his tan face, hardened and crisscrossed with light scars from years working the slums. "Oh I see it must be a pretty face and purse full of loot can steal a kiss huh? And I crack us out with nothing but a rat bone, climb the dukes tower and lower a rope for you, get even with your captors, AND what did I get to show for it? Nothing but a purse full of sand and a mouth full of seaweed. Don't know if we're wanted and don't care... Unless you want to pay the duke a second vist eh?" Crius winks.

"No, a better story would be how I wound up in that bloody dungeon in the first place. Me and Temugai here were riding with the Riffraff Raiders, an Ophir mercenary outfit raiding both Zingaran and Argossean caravans along the eastern road." He shoots Otto a glance. "Well how else did you think I knew the prime place for those bandits to ambush us?"

Crius took another sip of his ale and immediately regretted it. "Anyways, it was Temugai's turn for spotter and can you guess what poor sots he had us pounce upon? A gods be damned moving circus!!! Can you imagine clowns wielding tar filled buckets and feather pillows? Or fire breathers spouting flames up your horse's nose? Or a covered wagon opening to a lion tamer and his pack!!?... Needless to say we were routed. Not being a rider I was only there to shoot the bow how Temugai taught me and secure the locked loot. Unlike my Hyrkanian friend I didn't stand a chance with those man eating beasts on my heels. So after a few forced performances as an acrobat and the ringleader's discovery of the missing "World's Largest Gem" underneath my pillow, which really was a fake, I found myself in the clink"


Temugai limped back from the alley where he had been relieving himself in time to catch the end of Nereus's story. He moves slowly, his right knee badly injured, only a steel brace allows his to walk at all. As he comes around the table, his eyes examine Otto. If payment wasn't forthcoming, the man had enough jewelry on him that the venture wouldn't be a total loss. He shakes his head and scowls.

"We tried and tried to give you a horse," he says with an exasperated sigh. Almost as if he has heard this story before. "You always leave that part out. 'Oh, I'll be fine. I don't need some big, hairy beast to keep me safe. I'll just stay out of sight until the operative moment.' Next time, take the horse and piss on the operative moment." His annoyance vented, he gives the Kothian a sly, but friendly smile. "But I'll never forget seeing that clown clean your clock."

He sat down and sipped his ale, drinking the bitter stuff slowly. These so-called civilized places didn't serve fermented milk, but the Hyrkanian had long since learned to adapt to strange and exotic food and drink such as this. He makes a face and realizes everyone is waiting for him.

"Just thinking of the first time I drank a mug of ale," he said, then gave a nod to Wulfgar. "You remember. I spat it all over the Jarl of Kylingstad." He looked around at the others. "I'd heard rumors of a fortress with a black-armored man east of Asgard, and I'd been riding across the most desolate country imaginable for weeks. Grass could barely grow there, there wasn't a tree for a hundred miles, and the rivers were frozen deep. I was in the right area, but having no luck, so I thought I'd find high ground to scan the landscape. I rode up this hill, and in a deep valley on the other side, there was a fort."

"Well, what passed for a fort up there, anyhow," he said. "There was an earth rampart with a palisade made of mammoth ribs on top of it, and a turf hall. There was also Wulfgar, hunkered down, watching the place, doing his best to stay out of side when I rode up bold as anything and practically trample him."

"The poor man had walked there from his hall, to try to storm the place, alone. I thought he was mad, but we were after the same thing, and we used the classic strike. I galloped up with my bow, picked a man or two off the rampart, and fell back out of their bow range. They came storming out of the fort like wasps after you kicked their nest, this ragged lot of bandits. I led them right into Wulfgar, hiding behind some rocks, and if you've never seen that man working with an axe in his hand, you've something yet to see."

"I knocked a few down with arrows before I rode in to help Wulfgar finish them. I'd thought the man was mad, thinking to attack the place on his own, but at the end of the fight, the snows were red with their blood and he ... he was a little out of breath." Temugai shook his head, remembering the scene. "We went in. There was some savage in black furs that wasn't the man I was after at all. I think I shot him and Wulfgar finished him off, but he was just some bandit chief who thought he'd steal the hall. He'd bitten off more than he could chew, though, taking on Wulfgar's ally, the Jarl of Kylingstad. The bandits had found a traitor among his men and then come in when the rest were deeply drunk. We found the Jarl chained in the back of the hall. I don't know how, but he'd caught and killed the two men they left to guard him, but he was still in chains. He was so happy to be rescued that he broached a cask of his best ale, and we raised a cup together."

He chuckled and shook his head. "I can't imagine what he'd have done if I hadn't just helped to save him, but rescue or no, he was furious. It wasn't like I meant to spit on him, but it was so bitter I thought it was poison. I rode out of there fast and that was the last I saw of Kylingstad."


Wulfgar laughs heartily and stands, his head almost touching the ceiling. He raises his mug to Temugai in salute.

”That was a good day, little horseman…a good day. The Jarl was quite angry, but not why you think. After you rode off, I tried to explain to him that you were just a horseman from the steppes, when he started laughing. ‘Such a waste of good ale’ he says.” Wulfgar chuckles, shaking his head.

He pauses then, a somber look darkening his face.

”We did kill many of them, yes…and the Jarl was grateful…but I vowed to the Jarl that I would find the traitor of his house, but the gods aren’t listening…I haven’t had any luck there. When I do find him, though…” He stares off with a look of rage, but quickly recovers, giving a deep rumbling chuckle.

”But…I must tell you all that I was not so ‘out of breath’ as the Hyrkanian would have you believe. There were at least a dozen of the mangy whoresons lying at my feet, and Temugai may have killed one…maybe two at most. Anyway, the Jarl was most grateful for being rescued, and he bade me good fortune as I followed the Hyrkanian south. Didn’t catch up with him right away, though.”

”Well, once I reached some town…Cascan it turns out, I found a tavern where the ale was passable, and some of the food too…but it’s the women who the true treasures. Well, I was happily enjoying my ale, along with a few local beauties, and I see some greasy little man pawing at a wench, and she turns and knocks him out cold! Nicely done, by the way Mirian!” He winks at the pirate. ”Well, as you could guess, a brawl ensues, and I naturally can’t resist a good fight…”

”Anyway, I lost track of how many heads I busted…quite a few I’d wager, but soon some guards arrived to break it up. I must’ve hit one of them in the confusion, and next I know I had three guards try to drag me out the door. I managed to toss them off me, including one into the kitchen, and I just followed that one out the back.”

”So then, I come barreling out the back door of the tavern, straight into this one here” he laughs, pointing at Hakketh. ”He was just standing there, slack-jawed and all, looking like a lost puppy! Bowled him right over…poor lad…I bet ya still smarts from that, eh lad? Har!! To yer health!” Wulfgar raises his tankard to Hakketh and drains it.


Current map Raven Town Map God Infinity........

Otto, wiping the tears from his eyes, from the laughter turns to the party. "Please"! "No more"! "I shall soon soil myself from laughter". "I must go into the courtyard, and make room for more ale".

After a moment, you all hear a high pitched wailing from the courtyard. "Thieves! Thieves! Murderers! I am beset".

Assuming the PC's run to Otto's rescue (He does hold their purse after all), they run out the side door of the Dirty Dog, and into the small alley running between the Inn, and the Printers shop next door. Taking a right out of the Inn takes the party into a small inner courtyard, with a dried up fountain in the middle of it. By the light of the stars, and a few flickering torches in the surrounding building, the following scene unfolds.

Otto beset by four bandits, dressed all in black, with veiled faces. Blood streams from several wounds on his body, and his valuable silks do little to soak up the liquid. He flails about uselessly with his newly acquired silver dagger, but these men do not seem to fear him. Three feint and jab at him while one stands nearby, leaning on a bladed staff, and shouting at Otto. "Give us the dagger fat man, and we'll make your death quick".

As the players rush forward they are intercepted by a scrawny beggar holding out an old wool cap. He seems to be nearly blind, and starving, and his snaggle toothed smile reveals the blackened withdrawn gums of a pesh addict. "Copper for my sick daughter". he states impeding the PC's progress into the courtyard.

Initiative:
Hakketh 2D
Mirian 4D
Nereus KS
Temugai KD
Wulfgar 6S

Bandits AC
Bandit Leader 3D

So the bandits are up first, and all attack Otto.

1d6 ⇒ 3 Fighting
1d6 ⇒ 1 Fighting
1d6 ⇒ 3 Fighting

But somehow he is able to evade any telling blow.

Order:
Nereus
Temugai
Wolfgar
Mirian
Bandit Leader
Hakketh.

NOTE: Otto is not considered a combatant here, as he is full defense the whole combat...at least as long as he stands. We will not be using maps here, so imagine a square courtyard with several closed door, a couple of arched entries from alleys, and a small disrepair fountain in the center.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Should we post our actions even it it's not yet our turn or would you prefer posting once it is our turn.


Current map Raven Town Map God Infinity........

You may post you actions at any time, and I'll try to put things in order. Too slow to wait on everyone. As an option I could group initiatives. IE...

Bandits
Nereus, Temugai, Wolfgar, Mirian
Bandit Leader
Hakketh

which do you guys prefer?


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

I personally like grouping initiatives.


As long as it's clear. I kind of like grouping initiative, for the sake of efficiency.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh avoids the beggar as best he can as he follows the others into the courtyard.

"Begone thieves, that's our fat benefactor."

Sizing up the bandits, Hakketh calls upon the light of Ibis to strike a blow against the darkness of their leader.

Cast over-powered bolt at Bandit leader if he's still alive when it is Hakketh's turn. Otherwise the bolt will be aimed at one of the regular bandits. Using 2 power points to generate 3d6 damage.

Spellcraft: 1d10 ⇒ 10 assuming 1d6 extra damage for a raise
Ace: 1d10 ⇒ 5

Wild: 1d6 ⇒ 1

Damage: 4d6 ⇒ (6, 2, 5, 6) = 19
Ace Damages: 2d6 ⇒ (2, 4) = 6
Total 25 damage

A massive bolt of white light flies unerringly from Hakketh's out-stretched hands to impact the chest of the bandit leader which briefly glows golden before melting into a fist sized crater.

Hakketh's mongrel dog assumes a guard position next to his master.


Wulfgar shoves past the beggar, using the edge of his shield to keep his distance.

As he enters the courtyard, he puffs up his chest and tightens the grip on his battleaxe.

"Alright...who dies first?" he shouts, his deep voice booming through the courtyard.

Intimidation: 1d6 + 1 ⇒ (6) + 1 = 7

Wild die: 1d6 ⇒ 5

Ace: 1d6 + 1 ⇒ (1) + 1 = 2

Total Intimidation = 9


shooting: 1d8 ⇒ 7
wild: 1d6 ⇒ 2
damage: 3d6 ⇒ (2, 4, 1) = 7

The Hyrkanian hobbles out into the courtyard, drawing his bow. As soon as he sees what is happening, he pulls an arrow, takes aim at one of the bandits, and lets the arrow fly.


Free spirited pirate

I'm partaial to grouping initiatives. It has the advantage that you've got all the presumption of the situation. The downside is that it takes longer because you "have to" time your post.

Nereus Crius wrote:

Crius caught Mirian's smile with one of his own. His white teeth were a stark contrast to his tan face, hardened and crisscrossed with light scars from years working the slums. "Oh I see it must be a pretty face and purse full of loot can steal a kiss huh? And I crack us out with nothing but a rat bone, climb the dukes tower and lower a rope for you, get even with your captors, AND what did I get to show for it? Nothing but a purse full of sand and a mouth full of seaweed. Don't know if we're wanted and don't care... Unless you want to pay the duke a second vist eh?" Crius winks.

Previously

Mirian finds her seat and reaches for the wine jar as Nereus starts his story. ”Oh, did I give you the wrong bag?” she says with a innocent voice. ”Doesn’t mean that I didn’t appreciate the help.”

Present
Round 1, initiative four of diamonds
Parry 8, Thoughness 6 (1)
effects:
(let me know if there is anything else you want me to include in the combat post)

Having just refilled her tankard Mirian gulps down a mouthful then elects to try the balancing act of carrying the rest with her as she grabs her hat and decend the stairs in haste. The maneuver leaves the arogessan slightly behind, arriving just to see Wulfgar pushing the beggar aside. As she passes Mirian digs out one of her few remaining coins and tosses it into the beggar’s cap. ”For your troubles, past and future”, she says as she jumps over the defenseless man.

”So the big boys found themselves a price, did they. Do you want to test your meddle against something that will bite back?” she asks and draws her rapier.

I can’t decide between the Cocky hindrance and the Sharp tongued hindrance, so I haven’t made a taunt roll. Just talking some smack. Post also assumes that we get past the beggar.

Edit: Hakketh's input swayed the balance in favor of Cocky. That matter's settled then. Cocky it is.


Current map Raven Town Map God Infinity........

As the bandits attempt to surround Otto, one of them manages to take his dagger from his blood slickened hand, leaving him without a weapon.

Wulfgar shoulders his way past the beggar, hardly giving him any notice and stomps into the courtyard, and towards the ambush. Rising to his full height, he whirls his battleaxe through the air making a swooshing sound as he approaches. "Alright...who dies first"? he howls.

1d4 ⇒ 4 Spirit Roll Bandit 1
1d4 ⇒ 4 Spirit Roll Bandit 2
1d4 ⇒ 2 Spirit Roll Bandit 3
1d6 ⇒ 31d6 ⇒ 4 Spirit Roll Bandit Leader

All three of the bandits recoil in horror, looking to their leader for assurance (Shaken) "Theron". "What do we do"?

The obvious leader...Theron... at first looks ready to run, but then firms his stance, and pulls his sword.

All are shaken, but the leader spends a benny to remove that condition. You are at +2 on your next action against any of them.

Temugaisteps past the beggar as well, turning him like a leaf in the wind. He then draws an arrow, and releases it at the bandit holding the arrow, taking him in the throat, dropping him in his tracks.

You would normally be at -4 for taking three actions...one to pass the beggar, one to draw and load, and one for firing, but I'm going to rule that you already had the arrow drawn at the first sound of trouble, so only -2 which still hits. I might not be so generous going forward :-). (Already shaken from the intimidation).

”So the big boys found themselves a price, did they. Do you want to test your meddle against something that will bite back?”Mirian laughs as she vaults over the fallen beggar, and advances towards the scrum.

Nereus stops to help the fallen man to his feat, and helps dust him off before turning his attention to the events unfolding in the courtyard.

With a growl the bandit leader..Theron...advances on Wolfgar. "Perhaps you should check a mirror to see who will die first".

1d10 ⇒ 31d6 ⇒ 5 Fighting

And spending his last Benny since this doesn't look good for him...

1d10 ⇒ 101d6 ⇒ 3 Fighting
1d10 ⇒ 1 Ace

Which will hit Wulfgar...but just short of a raise. Damage is a raise over his toughness of 11...so Shaken, and one wound.

1d8 + 1d10 ⇒ (7) + (8) = 15 Scimitar Damage


Current map Raven Town Map God Infinity........

And then everything changes...

Time seems to hesitate as the dark HakkethEnters the courtyard. The air seems to thicken to sight, much like looking through warped glass. He rolls up his sleeves a bit, and fixates his stare on the gloating leader of the bandits. His voice seems to come from everywhere at once. "Be gone thieves". "That is our fat benefactor".

He then raises his hands to the sky and chants an awful word, before a blinding flash of intense light springs from his hands, and impacts the surprised bandit leader square in the chest. There is a moment of silence after the flash, then a loud whoosh of the impact, knocks the man backwards against the side of the courtyard. For a moment the wall behind him can be seen through the crater sized hole in his chest, then his eyes roll back in his head, and he slumps to the ground. Even the Sorcerer seems a bit taken aback by the effectiveness of the bolt.

Throughout the courtyard you see recently opened shutters being slammed, and cracked doors quickly pulled shut. The sound of drawn bolts, and turned locks are the only sounds in the courtyard, save for the distant tinkling of some wind chimes.

"Sorcery". "Evil Magic is afoot". "Murder". Screams the offended beggar, as he takes off running down the alley.

One of the remaining bandits claws at a recently closed door behind him, urine staining the pavement stones beneath his feet. The other running and stumbling, heads towards another alley's arched opening.

Everyone else stands with their mouth agape.

Combat is pretty much over at this time, unless you wish to persue any of the escapees. Otto is now lying behind a bench, shaking and covering his head, while the two dead bandits bleed profusely. The dagger that seems to be the culprit in this affair, lays untouched upon the ground.

Hakketh a benny for doing that on your very first spell.


Supreme Being said wrote:

With a growl the bandit leader..Theron...advances on Wolfgar. "Perhaps you should check a mirror to see who will die first".

1d10 ⇒ 31d6 ⇒ 5 Fighting

And spending his last Benny since this doesn't look good for him...

1d10 ⇒ 101d6 ⇒ 3 Fighting
1d10 ⇒ 1 Ace

Which will hit Wulfgar...but just short of a raise. Damage is a raise over his toughness of 11...so Shaken, and one wound.

1d8 + 1d10 ⇒ (7) + (8) = 15 Scimitar Damage

Wulfgar does have First Strike (I assume at -2 since he did Intimidate first - here are the rolls if necessary)

Attack (Battle Axe): 1d10 - 2 ⇒ (1) - 2 = -1
Wild Die: 1d6 ⇒ 3

Damage (Str + d8): 1d8 + 1d8 ⇒ (7) + (8) = 15


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh's faithful hound whimpers a bit at the loud noise and the flash of light but quickly settles back into a watchful poise as he's seen his master use magic before, just never so spectacularly.

Hakketh walks to where Otto is laying and helps him up but not until Hakketh slides the dagger into his belt.

"Come on Otto, let's get you back inside...and then you can tell us about this dagger and why 4 men were willing to kill for it."


Free spirited pirate

I'm guessing we didn't know that Hakketh could do that? :)

"You don't see that everyday", Mirian says sounding genuinely impressed. She empties the rest of her tankard and follows that with an unladylike burp. Pointing her rapier at the urine marked thief she continues. "Perhaps this gentleman can tell us why they saw fit to jump our employer. Care to enlighten us?" Her voice and rapier unfaltering, despite her recent consumption.


Current map Raven Town Map God Infinity........
Hakketh the Black wrote:

Hakketh's faithful hound whimpers a bit at the loud noise and the flash of light but quickly settles back into a watchful poise as he's seen his master use magic before, just never so spectacularly.

Hakketh walks to where Otto is laying and helps him up but not until Hakketh slides the dagger into his belt.

"Come on Otto, let's get you back inside...and then you can tell us about this dagger and why 4 men were willing to kill for it."

"Yes". "Inside please". "I need more ale".

"That was impressive, I must admit. Otto climbs unsteadily to his feet...with some assistance, and look about for his lost dagger, his eyes fixating on it a moment in Hakketh's belt.

The dagger has a handle of ivory and a sliver blade, with black runes etched into it. It is evidently an item of some value, and likely a funerary item.


Current map Raven Town Map God Infinity........
Mirian Greyfeather wrote:

I'm guessing we didn't know that Hakketh could do that? :)

"You don't see that everyday", Mirian says sounding genuinely impressed. She empties the rest of her tankard and follows that with an unladylike burp. Pointing her rapier at the urine marked thief she continues. "Perhaps this gentleman can tell us why they saw fit to jump our employer. Care to enlighten us?" Her voice and rapier unfaltering, despite her recent consumption.

The cornered bandit looks about frantically for an escape route, then seems to think better of it. "Please". "Let me live". "I was only hired by that one to help with this simple robbery". His eyes travel to the fallen, and severely holed leader. "Please just take my coin, and let me leave". "I have small children".

1d4 ⇒ 3 Persuasion.


Current map Raven Town Map God Infinity........

"I feel so...violated". "My dagger is nice, but certainly now worth murdering over". "And they never even reached for my purse".

The big man nervously licks his lips, and smiles up at Hakketh, and sticks out his hand.

"Ah". "I see that you were able to gather up my property for me". "If I could have it back now...you know...for safety".


Free spirited pirate

Mirian glances over to the corpse of the bandit leader. They were certainly not going to get any information out of him. The surviving thug’s tale sounded plausible, even if she doubted the detail about the children. But that was nothing to draw blood over. The leader probably had his own employer but they weren’t going to beat a name out of the captive. ”Very well”, she says and sheates the rapier. ”Off with you. Don’t let the greyfeather see you here again.” Mirian punctuations the statement with a kick to the buttocks, urging the bandit to go on his way.

When the bandit has left (assuming that he does so) Mirian looks at her tankard and downs the last of the wine in a swift swig. ”My tankard is empty. I believe that we still have some left upstairs?”


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Supreme Being wrote:
Hakketh the Black wrote:

Hakketh's faithful hound whimpers a bit at the loud noise and the flash of light but quickly settles back into a watchful poise as he's seen his master use magic before, just never so spectacularly.

Hakketh walks to where Otto is laying and helps him up but not until Hakketh slides the dagger into his belt.

"Come on Otto, let's get you back inside...and then you can tell us about this dagger and why 4 men were willing to kill for it."

"Yes". "Inside please". "I need more ale".

"That was impressive, I must admit. Otto climbs unsteadily to his feet...with some assistance, and look about for his lost dagger, his eyes fixating on it a moment in Hakketh's belt.

The dagger has a handle of ivory and a sliver blade, with black runes etched into it. It is evidently an item of some value, and likely a funerary item.

Hakketh looks over the blade carefully, especially trying to determine if there is any arcane significant to the runes.

Knowledge Arcana: 1d6 + 2 ⇒ (4) + 2 = 6

Wild: 1d6 + 2 ⇒ (3) + 2 = 5


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Supreme Being wrote:

"I feel so...violated". "My dagger is nice, but certainly now worth murdering over". "And they never even reached for my purse".

The big man nervously licks his lips, and smiles up at Hakketh, and sticks out his hand.

"Ah". "I see that you were able to gather up my property for me". "If I could have it back now...you know...for safety".

Hakketh ignores the fat merchant but his hound begins to growl a note of warning as Otto holds out his hand towards his master. Hakketh takes time to search the bandit leader before heading back inside the inn.

Notice: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1

Wild: 1d6 ⇒ 5


The gash on his side a distant memory already, Wulfgar quietly moves to the bandit leader, kneels by his corpse, and draws a dagger. He proceeds to hack an ear off, placing it in a small pouch on his belt.

He then slices off a strip of cloth from the leaders clothes, to make a bandage.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Wulfgar wrote:

The gash on his side a distant memory already, Wulfgar quietly moves to the bandit leader, kneels by his corpse, and draws a dagger. He proceeds to hack an ear off, placing it in a small pouch on his belt.

He then slices off a strip of cloth from the leaders clothes, to make a bandage.

"That's an interesting custom. What do you do with the ear?" Hakketh inquiries, intrigued by the action.


Current map Raven Town Map God Infinity........
Hakketh the Black wrote:
Supreme Being wrote:

"I feel so...violated". "My dagger is nice, but certainly now worth murdering over". "And they never even reached for my purse".

The big man nervously licks his lips, and smiles up at Hakketh, and sticks out his hand.

"Ah". "I see that you were able to gather up my property for me". "If I could have it back now...you know...for safety".

Hakketh ignores the fat merchant but his hound begins to growl a note of warning as Otto holds out his hand towards his master. Hakketh takes time to search the bandit leader before heading back inside the inn.

[dice=Notice]1d6
[dice=Ace]1d6

[dice=Wild]1d6

Your knowledge of the Arcane only tell's you that many Sorcerers mark their personal items with such runes. Without more knowledge, or magical means to decipher the runes, you are unable to do so. Perhaps a sage in the city might be able to provide some insight.

"Surely you don't intend to complete what those scoundrels in the courtyard tried to do, and take my possessions"? Otto says with a scrowl, as he eyes the dog and slowly removes his hand. "Perhaps I will give you a good price on it when you come into some proper funds".


Free spirited pirate

"Give the man back his trinket. Unless you're planning turn coat?" Mirian says and eyes the two men. "I didn't interrupt my drinking to foil a robbey for nothing."


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Mirian Greyfeather wrote:
"Give the man back his trinket. Unless you're planning turn coat?" Mirian says and eyes the two men. "I didn't interrupt my drinking to foil a robbey for nothing."

Hakketh continues to examine the dagger for a few more seconds and then hands it back to Otto.

"There's more to our fat friend than meets the eye. His dagger is marked with the runes of a sorcerer. That may explain those bandits," Hakketh explains to Mirian.


Current map Raven Town Map God Infinity........

"Runes of a sorcerer"! "No wonder I was able to buy it so cheaply". "I thought my fortunes had certainly turned when that thei...I mean merchant was so easy to barter with". "Should have known there was a catch". "Still I will endeavor to find out more about it". "If it has little value, then perhaps I shall keep it for myself". "I have quickly grown fond of it".

"Ah thank you my friends". "I knew you could be trusted". "Now, I fear that the evenings events have somewhat dulled my mood". "I believe I shall turn in for the evening...with the hopes that Aggio will show up tomorrow with generous results from the trade". "A good evening to you all, and again my sincere thanks for your assistance tonight".

Otto then puts the dagger back in his sash, and somewhat unsteadily ascends to his room.

Evening Plans? It is getting late...so sleep, other nefarious deeds?


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh heads back into the inn, heading to the kitchen to grab a bone for his hound and then back to his original seat.

To the rest of the group, "As long as we're associated with the fat man, we better keep an eye out for an angry sorcerer."


"An angry sorcerer who hires thugs to do his bidding," the nomad says, limping into the inn. "Perhaps Otto will tell us more of this dagger's history before we discover what he sends next."


Current map Raven Town Map God Infinity........

As the radiant heat of the summer day begins to fade, and the winds die down to a cooling breeze, the party retire to their rooms for the night, a little lightheaded from the ale, and still a bit agitated from the fight, they are all finally able to drift off to sleep.

Notice at -2 for being asleep

Spoiler:

Some noise jolts you awake from your slumber.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Notice: 1d6 - 2 ⇒ (4) - 2 = 2

Wild: 1d6 - 2 ⇒ (1) - 2 = -1

Hakketh's rest is undisturbed.

Would his dog get a notice roll also since dogs have the notice skill?

Dog/Wolf
The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and
the like.
Attributes: Agility d8, Smarts
d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10 Pace: 8; Parry: 5; Toughness: 4 Special Abilities
• Bite: Str+d4.
• Fleet-Footed: Roll a d10 when running
instead of a d6.
• Go for the Throat: Dogs instinctively go for
an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
• Size –1: Dogs are relatively small.


1d4 - 2 ⇒ (3) - 2 = 1 1d4 - 2 ⇒ (3) - 2 = 1

Temugai sleeps deeply, snoring the snores of the righteous.


Current map Raven Town Map God Infinity........

Yes...Which would give you another notice roll to hear the dog.

Hakketh the Black wrote:

[dice=Notice]1d6-2

[dice=Wild]1d6-2

Hakketh's rest is undisturbed.

Would his dog get a notice roll also since dogs have the notice skill?

Dog/Wolf
The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and
the like.
Attributes: Agility d8, Smarts
d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10 Pace: 8; Parry: 5; Toughness: 4 Special Abilities
• Bite: Str+d4.
• Fleet-Footed: Roll a d10 when running
instead of a d6.
• Go for the Throat: Dogs instinctively go for
an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
• Size –1: Dogs are relatively small.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Dog's attempt to notice...

Notice: 1d10 - 2 ⇒ (10) - 2 = 8

Ace: 1d10 ⇒ 4

Hakketh's hound starts to bark loudly waking him (and likely the others up)


Free spirited pirate

Before

Hakketh the Black wrote:

Hakketh continues to examine the dagger for a few more seconds and then hands it back to Otto.

"There's more to our fat friend than meets the eye. His dagger is marked with the runes of a sorcerer. That may explain those bandits," Hakketh explains to Mirian.

"I expect so. Like our payment for instance. Magic dagger, you say? Your cousin better show up soon or I might start to take an interest to the dagger. I wouldn't worry about any sorcerer that employs rabble like this to get his belongings back", Mirian laughts and returns to do her best of emptying the bar.

Present
Notice check: 1d4 - 2 ⇒ (1) - 2 = -1
Wild die: 1d4 - 2 ⇒ (2) - 2 = 0

Ending the evening deep into her cups Mirian sleeps soundly.

If roused by the dog's barking
"Shut that dog up! I'm trying to sleep!"


Current map Raven Town Map God Infinity........
Hakketh the Black wrote:

Dog's attempt to notice...

[dice=Notice]1d10-2

[dice=Ace]1d10

Hakketh's hound starts to bark loudly waking him (and likely the others up)

You still need to make a notice roll at -2 to hear the dog. I would imagine there are many night sounds in the world, and it's not a break-in in your room, so I would imagine the dog does not go crazy...more a quiet growl. Someone would have likely killed a curr that went crazy at every sound.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Got it

Notice: 1d6 - 2 ⇒ (5) - 2 = 3

Wild: 1d6 - 2 ⇒ (5) - 2 = 3


Free spirited pirate

Oops, just saw that I used a d4 instead of a d6 for a wild die. Correct wild die roll: 1d6 - 2 ⇒ (1) - 2 = -1. F*ck yeah, crit fail!

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Current map Raven Town Map God Infinity........

And the Discussion Thread

Lantern Lodge

I looked through the Conan Savage Worlds conversion and you also mentioned to pick a starting profession. In the conversion it says not to use professions but I find this very odd since they grant you a mechanical benefit and no substitute is presented. They say to pick an archetype but that archetype doesn't provide you with anything. So are professional edges still available? I ask because pretty much all the edges I was planning on picking up, thief, poisoner, and eventually acrobatics, are professional edges lol.


Current map Raven Town Map God Infinity........

We're using the archetype like professional edges, so you can choose an archetype, and we'll treat it like a professional edge. If there is no edge which matches what you want to do...like "Merchant" for example, then I'll just design something. So Thief is fine, poisoner, we'll roll into assassin, and acrobatics into Entertainer or Adventurer...All professional edges are available, we'll just rename them, and call them archetypes.

We will design some benefit for the Archetypes as we go, just didn't want to have to do them all right away, if we're not using them all.


Tweaking character a bit: The Hyrkanian racial gives a +1 to riding. Is this +1 die type or just a static bonus? (ie, if I put 2 points in riding, will I have d8 riding or d6+1?)

Lantern Lodge

So we pick an archetype upon character creation, then are we able to pick other archetypes just like edges as we go?


Current map Raven Town Map God Infinity........

I believe these are static bonuses.

Also, if any of you have access to or have played/ran "The Spider God's Bride" let me know, as I plan on using this for a lot of inspiration, and will need to change some things up if you've experienced this fine module.


Current map Raven Town Map God Infinity........
kaisc006 wrote:
So we pick an archetype upon character creation, then are we able to pick other archetypes just like edges as we go?

Yes...This is pretty much just a re-branding.


Temugai the Hyrkanian:

Agility d8 Smarts d4 Spirit d8 Strength d8 Vigor d8

Pace 4, Parry 6 (7 w/shield), Toughness 8 (10v ranged w/shield)

Nothing But a Loincloth, Elan, Bandit*

Fighting d8, Shooting d8, Riding d6+1, Stealth d6, Notice d4, Streetwise d4, Tracking d4 Survival d4

Hyrkanian d8, ? ?

Lame, Loyal, Death Wish (vengeance related)

The Black Sword (scimitar) attack 1d8 damage 2d8
Hyrkanian Double-Recurve Bow attack 1d8 damage 3d6 ROF 2 Range 20/40/80
Medium Shield
Horse

The revised character is much less specialized, but fits the faux-mongol character of the Hyrkanians better, I think. The background on the profile is slightly tweaked, to suit the changed hindrances. I gave him a horse and a hyrkanian bow, which I am happy to take away or downgrade.

For future reference:
I wanted to ask if you thought double-dipping Nothing but a Loincloth and Loincloth hero was abusive. If not, guess what my first advance would be.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

GM please check the math and makes sure this matches up to the campaign.

Hakketh (Stygian - Sorcerer)
Race benefits: Smarts D6; +2 Knowledge (Arcana checks); arcane background free edge

Attributes (5 pts to spend)
Agility d6 (1 Point)
Smarts d10 (2 pts)
Spirit d6 (1 pt)
Strength d6 (0 pt - raised by spending 2 pts from hindrances)
Vigor d6 (1 pt)

Skills (15 pts to spend)
Spellcraft d10 (4 pt)
Knowledge Arcane d6 (2 pt)
Knowledge Set d4 (1 pt)
Fighting d6 (2 pt)
Notice d6 (2 pt)
Persuasion d6 (2 pt)
Survival d6 (2 pt)

Hindrances
Vengeful (Major) - sworn vengeance on Set and his Priests
Wanted (Minor) - becomes major in Stygia
Vow (Minor) - help those who oppose Set's evil

Edges
Arcane Background (free edge from race)
Power points (human free edge)
Beast Master (bought with Hindrance pts) - Hekketh is accompanied by a bull mastiff size dog

Languages (1 starting + 5 bonus)
Stygian
Ancient Stygian
Hykonian
Aquilonian
Cimmerian
Nemedian

Arcane Powers (Magic)
10 Power Points + 5 from edge = 15
Starting Powers:3
Powers: Bolt, Confusion, Summon Ally

Equipment
Turanian Tulwar
Turanian Mail


Current map Raven Town Map God Infinity........
Hakketh the Black wrote:

GM please check the math and makes sure this matches up to the campaign.

Hakketh (Stygian - Sorcerer)
Race benefits: Smarts D6; +2 Knowledge (Arcana checks); arcane background free edge

Attributes (5 pts to spend)
Agility d6 (1 Point)
Smarts d10 (2 pts)
Spirit d6 (1 pt)
Strength d6 (0 pt - raised by spending 2 pts from hindrances)
Vigor d6 (1 pt)

Skills (15 pts to spend)
Spellcraft d10 (4 pt)
Knowledge Arcane d6 (2 pt)
Knowledge Set d4 (1 pt)
Fighting d6 (2 pt)
Notice d6 (2 pt)
Persuasion d6 (2 pt)
Survival d6 (2 pt)

Hindrances
Vengeful (Major) - sworn vengeance on Set and his Priests
Wanted (Minor) - becomes major in Stygia
Vow (Minor) - help those who oppose Set's evil

Edges
Arcane Background (free edge from race)
Power points (human free edge)
Beast Master (bought with Hindrance pts) - Hekketh is accompanied by a bull mastiff size dog

Languages (1 starting + 5 bonus)
Stygian
Ancient Stygian
Hykonian
Aquilonian
Cimmerian
Nemedian

Arcane Powers (Magic)
10 Power Points + 5 from edge = 15
Starting Powers:3
Powers: Bolt, Confusion, Summon Ally

Equipment
Turanian Tulwar
Turanian Mail

Haven't done the math yet, but everything looks good. Just need to flesh out the Trappings for your spells... and keep in mind that Sorcery is very rare, and many consider it "evil".


Current map Raven Town Map God Infinity........
Temugai wrote:

** spoiler omitted **

The revised character is much less specialized, but fits the faux-mongol character of the Hyrkanians better, I think. The background on the profile is slightly tweaked, to suit the changed hindrances. I gave him a horse and a hyrkanian bow, which I am happy to take away or downgrade.

** spoiler omitted **

I'll get to the math later, but looks good. J

Answer

Spoiler:

Yeah. I think that's kind of double dipping. I'd choose one or the other.


Male Human - Lvl 4 Cleric of Pharasma HP 31; AC 15; TOUCH 10; FLATFOOTED 15; FORTITUDE + 5; REFLEX +1; WILL +8 Perception +4; Initiative +0; BAB +3 (+1); Morningstar 1D8; Light Crossbow 1D8; Scale Armor
Supreme Being wrote:
Hakketh the Black wrote:

GM please check the math and makes sure this matches up to the campaign.

Hakketh (Stygian - Sorcerer)
Race benefits: Smarts D6; +2 Knowledge (Arcana checks); arcane background free edge

Attributes (5 pts to spend)
Agility d6 (1 Point)
Smarts d10 (2 pts)
Spirit d6 (1 pt)
Strength d6 (0 pt - raised by spending 2 pts from hindrances)
Vigor d6 (1 pt)
l

Haven't done the math yet, but everything looks good. Just need to flesh out the Trappings for your spells... and keep in mind that Sorcery is very rare, and many consider it "evil".

Trappings are all around light. Basically a light in the Darkness against set. Bolt of light to burn, dazzling light to confuse, etc.

Hakketh is neither good nor evil...he's so utterly focused on his quixotic battle that he would ignore innocents caught in the crossfire to destroy the worshippers of Set.


Supreme Being wrote:


Also, if any of you have access to or have played/ran "The Spider God's Bride" let me know, as I plan on using this for a lot of inspiration, and will need to change some things up if you've experienced this fine module.

I've previously bought "The Spider God's Bride" for the Legend RPG. I think I've read the first or second page but can't remember anything from it.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Supreme Being wrote:

I believe these are static bonuses.

Also, if any of you have access to or have played/ran "The Spider God's Bride" let me know, as I plan on using this for a lot of inspiration, and will need to change some things up if you've experienced this fine module.

Never heard of it.

Lantern Lodge

Never played the adventure, and we should probably speak Aquilonian. It's normally the most powerful nation and has a bunch of smaller nations, such as Koth, tied to it. So RP wise it makes sense why we would know it.


Chukwuemeka Mwenye Emem (known as Chuk by many foreigners), a Kushite warrior who has strayed from his tribe is seeking to make a name for himself. As tradition states, the strongest warrior of the tribe is sent out to show battle prowess and make a name for himself and the tribe he represents. Chukwuemeka was ambushed and placed into slavery during his travels and brought to Aquelonia. He has escaped his captors and has a brand on his arm that forever will show him as a slave.

Lantern Lodge

Here are Crius's stats for GM approval. I used 500 silver pieces for money.

Crius:

Nereus Crius, Kothian Thief and Adventurer
Racial benefits: Vigor 1d8,free edge of choice

Stats:
Agility 1d8 (2)
Strength 1d8 (1 + 2 Hindrance Points)
Smarts 1d8 (2)
Spirit 1d4
Vigor 1d8 (Koth racial)

Skills:
Climbing d6 (1+1 Hindrance Point)
Fighting d6 (1+1 Hindrance Point)
Healing d6 (2)
Lockpicking d8 (3)
Shooting d8 (3)
Stealth d8 (3)
Streetwise: d6 (2)

Derived Stats:
Pace: 6
Parry: 5 (2 + fighting/2)
Charisma: 0
Toughness: 7 (2 + toughness/2 + 1 armor)

Hindrances:
Curiousity (Major +2)
Enemy: Koth Cult of Set (Minor +1)
Bad Luck (Minor +1)

Edges:
Thief (free archetype)
Assassin [poisoner] (Koth racial)

Languages: (4 points based on d8 smarts)
Koth spoken/written (free)
Aquilonian spoken/written (2)
Shemite spoken (1)
Ophirian spoken (1)

Gear (500 silver):
Hyrkanian Bow (400)
Dagger (25)
Leather Armor (25)
Arrows, 20 (10)
Backpack (5)
Lockpicks (20)
Rope (50 ft.) (5)
Grappling Hook (10)


I’ve settled for the Aesir warrior woman.

Katja Njornsdottir
Katja grew up in the snowcovered landscapes of Asgard with her father, the village chieftain, and her older brother. She has no memory of her mother who died when she was a very young. During her childhood years Katja formed a close bond with her brother. Where ever he would go, Katja would follow. When he was learning how to wield a sword, she would come running with her toy replica. When her father was teaching her brother how to track, Katja would track them both. It wasn’t the life that her father would have chosen for her but every attempt he made failed as his head strong daughter would have none of it.

Things continued in that fashion until one day a week short of her birthday. She talked her way into the delegation sent to settle a dispute with a nearby village. The matter would be settled with a trial by combat to first blood. Her brother against the rivaling village’s champion. But the duel never happened. The rival chieftain had allied with a slaver from the southern lands who had laid a trap. Out of the twelve members of the group only five survived the assault, and Katja and her fellow kinsmen where sold off as slaves. They where quickly seperated and during the following months she was taken further and further south. In a moment of lapse attention Katja managed to escape her captivity and now she finds herself in a foreign land without any clue where to go.

Attributes
Agility d8 (2)
Smarts d6 (1)
Spirit d6 (1)
Strength d8 (1 + 2 hindrance points)
Vigor d8 (racial bonus)

Skills
Boating d4 (1)
Climbing d4 (1)
Fighting d8 (3)
Notice d4 (1)
Riding d4 (1)
Stealth d4 (1)
Survival d6 (2)
Swimming d4 (1)
Throwing d6 (2)
Tracking d6 (2)

Edges
Attractive (free human edge)
Brawny (2 hindrance points)

Hindrances
[Major] Clueless (she knows only the customs of her own people, the rest of the world is foreign to her)
[Minor] Loyal (she trusts those she considers her friends)
[Minor] Distinctive Appearence (she’s relatively tall, very fit, fairskinned and golden haired)

Are the hindrances OK? The distinctive appearence is from the Necessary Evil setting, but I thought it would be a nice fit for Katja.


Male Kothian Thief and Adventurer
Patrik Ström wrote:

I’ve settled for the Aesir warrior woman.

Katja Njornsdottir
Attractive (free human edge)
Brawny (2 hindrance points)

We don't receive a free human edge. Instead you get your racial benefits and a free archetype (a profession edge or some bonus you work out with the GM). See the recruitment thread for archetype ideas.


Male Kothian Thief and Adventurer

tweaked Crius's skills a little so he could gain Notice.


Supreme Being wrote:


After reading the rules from Savage Conan a bit last night, I've decided that if we take the bonus's from the races, and the free edge at character creation for Humans, that we won't need to start at seasoned as well. These bonus make up for that. In addition if everyone picks a starting professional package from the following list, I'll add a small bonus to that as well.

Incidentally, no, I have never played the Spider God's Bride. Dunno how I missed you asking that, but saw it when I was looking for the chargen stuff.

So you do get the "racial" as well as the free edge for being human.


Nereus Crius wrote:
Patrik Ström wrote:

I’ve settled for the Aesir warrior woman.

Katja Njornsdottir
Attractive (free human edge)
Brawny (2 hindrance points)

We don't receive a free human edge. Instead you get your racial benefits and a free archetype (a profession edge or some bonus you work out with the GM). See the recruitment thread for archetype ideas.

Woops, have to go back on one die of strength then.

Lantern Lodge

Temugai wrote:
So you do get the "racial" as well as the free edge for being human.

Nice I didn't see that!


I'm gonna keep the d8 str then :)


Current map Raven Town Map God Infinity........

Yes. Since we aren't starting as "Seasoned" you get the racial adjustments, the free human edge, and whatever we come up with for an archetype.

I'll review the characters today (Put them in Hero Lab), and start working on the beginning of the campaign.

You'll also have an NPC with you to start.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Supreme Being wrote:

Yes. Since we aren't starting as "Seasoned" you get the racial adjustments, the free human edge, and whatever we come up with for an archetype.

I'll review the characters today (Put them in Hero Lab), and start working on the beginning of the campaign.

You'll also have an NPC with you to start.

Assuming that Hakketh checks out okay he'll have a large, ill-tempered mangy dog with him named Memory

Dog/Wolf
The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and
the like.
Attributes: Agility d8, Smarts
d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10 Pace: 8; Parry: 5; Toughness: 4 Special Abilities
• Bite: Str+d4.
• Fleet-Footed: Roll a d10 when running
instead of a d6.
• Go for the Throat: Dogs instinctively go for
an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
• Size –1: Dogs are relatively small.


Do we build the NPC ourselves, and if so what are the restrictions?

Would something like this be OK?

Alcemides the Learned
Race: Nemedian
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d6 Skills: Fighting d4, Healing d4, Investigation d8, Knowledge (Geography) d6, Knowledge (History) d8, Knowledge (Legends and Lore) d6, Notice d6, Persuasion d4, Repair d4, Stealth d4 Charisma: 0; Pace: 6; Parry: 4; Toughness: 5 Hindrances: Pacifist (Minor), Damsel in distress, Quirk (ink stained fingers that leave marks everywhere)Edges: Linguist

I'm picturing him as a scholar forced into slavery. There he met Katja and in exchange for some protection he taught her the aqualonian she knows. She took him with her as she escaped and now he acts as sort of a guide in the to Katja unknown world.


Current map Raven Town Map God Infinity........

Don't worry. I'll take care of the NPC. He's got a roll... :-)


I think some of us thought that...

Supreme Being wrote:


Yes. Since we aren't starting as "Seasoned" you get the racial adjustments, the free human edge, and whatever we come up with for an archetype.

I'll review the characters today (Put them in Hero Lab), and start working on the beginning of the campaign.

You'll also have an NPC with you to start.

... the bold part was related to the chargen discussion on the first paragraph. That we each have our own pet NPC to start with. While I fully support this, I don't think that's what was intended.


Current map Raven Town Map God Infinity........

Nope. My bad. There will be an NPC travelling with the group to begin with.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Definitely playing


Supreme Being wrote:
Nope. My bad. There will be an NPC travelling with the group to begin with.

Ah, I totally misread it as we would get a NPC each. So disregard my previous post :)


Pity, too. I was really digging Alcemides.


Current map Raven Town Map God Infinity........

So I'm showing the following players. Please develop an Alias, and complete if you haven't done so.

Sai LIng - Terugai the Hyrakanian (Hyrakanian Mounted Warrior)

Abuster - Hakeath the Black (Stygian Sorerer)

Jak7217 - Chuckuremeka Mweyne Emem / Chuck (Kushite Warrior)

Kaisc006 - Nereus Crius (Koth Adventurer & Thief)

Patrick Strom- Katja Njornsdottier (Asgardian Adeventurer?)

Torillian - Wolfgar (Aesir Barbarian)


Male Kothian Thief and Adventurer

Profile made. Do I have to link him to the game and if so how do I do that? Excited for this!


I think I have Wulfgar done. If anyone notices anything wrong or not sure how I arrived at a figure, please let me know!

Background coming soon.


Current map Raven Town Map God Infinity........
Nereus Crius wrote:
Profile made. Do I have to link him to the game and if so how do I do that? Excited for this!

Just make a post with your alias in the game thread..."Dot" will work, and you'll be automatically added.


I realize that this is coming quite late in the process, but would it be OK if I switched character?

Nereus Crius wrote:
Profile made. Do I have to link him to the game and if so how do I do that? Excited for this!

The character gets automatically added to the game when you post in the gameplay thread for a game.


Current map Raven Town Map God Infinity........
Patrik Ström wrote:

I realize that this is coming quite late in the process, but would it be OK if I switched character?

Nereus Crius wrote:
Profile made. Do I have to link him to the game and if so how do I do that? Excited for this!
The character gets automatically added to the game when you post in the gameplay thread for a game.

Sure. The game will develop around the characters we have...especially after the first adventure.

And for everyone's attention, the game will be starting in the small City-State of Belthaar, in Shem near the boarder with Argos


Free spirited pirate

Patrik’s character here. After much tossing and turning I’ve now narrowed it down to a female swashbuckling pirate, Mirian Greyfeather. I’m currently unable to choose between an argonessan or zigarian pirate. Just howcanon is the “short, stocky bodies” entry of the racial description of Argossean?

I also have a question about hindrances. Is Carouser from the Beasts and Barbarians Player’s Guide (draw two cards for the after the adventure events and pick the worst) a legal hindrance? I’ve also found Cocky (Mirian must spend first round of every combat announcing how great she is or how doomed her opponents are) from the Solomon Kane book and Sharp-tongued from the Jalizar City of Thieves B&B setting book (a version of the Cocky hindrance where Mirian must taunt her opponents in the first round of combat and can’t raise her persuation over d8. She would also gain a +1 to taunts). Are either of these legal hindrances?

Work in progress Stats:

Mirian Greyfeather, Argonessan Version
Attributes
Agility d8 (1 die racial, 1 attribute creation point), Smarts d6 (1 attribute creation point), Spirit d8 (1 die racial, 1 attribute creation point), Strength d6 (1 attribute creation point), Vigor d6 (1 attribute creation point)
Skills
Boating d4 (1 skill creation point), Fighting d10 (5 skill creation points), Stealth d4 (1 skill creation point), Swimming d4 (1 skill creation point), Notice d4 (1 skill creation point), Streetwise d4 (1 skill creation point), Taunt d6 (2 skill creation points), Persuasion d6 (2 skill creation points), Climbing d4 (1 skill creation points)
Hindrances
Carouser (minor)
Cocky or Sharp-tongued (minor)
One eye (major)

Edges
Attractive
Ambidextrous (might want to change that one)

Mirian Greyfeather, Zigarian Version
Attributes
Agility d8 (1 die racial, 1 attribute creation point), Smarts d6 (1 attribute creation point), Spirit d6 (1 attribute creation point), Strength d6 (1 attribute creation point), Vigor d6 (1 attribute creation point)
Skills
Boating d4 (1 skill creation point), Fighting d10 (5 skill creation points), Stealth d4 (1 skill creation point), Swimming d4 (1 skill creation point), Notice d4 (1 skill creation point), Streetwise d4 (1 skill creation point), Taunt d6 (2 skill creation points), Persuasion d6 (2 skill creation points), Climbing d4 (1 skill creation points)
Hindrances
Carouser (minor)
Cocky or Sharp-tongued (minor)
One eye (major)

Edges
Attractive
Ambidextrous (might want to change that one)


Current map Raven Town Map God Infinity........

HI All. I will get the beginning post up tonight. The first post is taking longer than I thought, but it will be up tonight, and we can get things rolling. Looking forward to playing with you all.


Current map Raven Town Map God Infinity........
Mirian Greyfeather wrote:

Patrik’s character here. After much tossing and turning I’ve now narrowed it down to a female swashbuckling pirate, Mirian Greyfeather. I’m currently unable to choose between an argonessan or zigarian pirate. Just howcanon is the “short, stocky bodies” entry of the racial description of Argossean?

I also have a question about hindrances. Is Carouser from the Beasts and Barbarians Player’s Guide (draw two cards for the after the adventure events and pick the worst) a legal hindrance? I’ve also found Cocky (Mirian must spend first round of every combat announcing how great she is or how doomed her opponents are) from the Solomon Kane book and Sharp-tongued from the Jalizar City of Thieves B&B setting book (a version of the Cocky hindrance where Mirian must taunt her opponents in the first round of combat and can’t raise her persuation over d8. She would also gain a +1 to taunts). Are either of these legal hindrances?

** spoiler omitted **...

I'd like to stay close to cannon on the races just to save any confusion. On a table top game I wouldn't care as much, but I'm already confusing myself squashing together, Savage Worlds, Conan, and Beasts and Barbarians. Both Hinderances work well with the concept...so go for it.


Supreme Being wrote:
HI All. I will get the beginning post up tonight. The first post is taking longer than I thought, but it will be up tonight, and we can get things rolling. Looking forward to playing with you all.

Looking forward to it as well! Working on finishing my backstory at the moment.

Supreme Being wrote:
I'd like to stay close to cannon on the races just to save any confusion. On a table top game I wouldn't care as much, but I'm already confusing myself squashing together, Savage Worlds, Conan, and Beasts and Barbarians. Both Hinderances work well with the concept...so go for it.

It's just that when I read "short and stocky" I think "dwarves", which isn't quite what I'm looking for. Basically, would I be way off playing a argoessan that was of medium height and rather slender? Perhaps with an arogessan for a father and Aquilonian for a mother?


Current map Raven Town Map God Infinity........
Patrik Ström wrote:
Supreme Being wrote:
HI All. I will get the beginning post up tonight. The first post is taking longer than I thought, but it will be up tonight, and we can get things rolling. Looking forward to playing with you all.

Looking forward to it as well! Working on finishing my backstory at the moment.

Supreme Being wrote:
I'd like to stay close to cannon on the races just to save any confusion. On a table top game I wouldn't care as much, but I'm already confusing myself squashing together, Savage Worlds, Conan, and Beasts and Barbarians. Both Hinderances work well with the concept...so go for it.
It's just that when I read "short and stocky" I think "dwarves", which isn't quite what I'm looking for. Basically, would I be way off playing a argoessan that was of medium height and rather slender? Perhaps with an arogessan for a father and Aquilonian for a mother?

The mixed race is fine...just make sure she is Argoessan :-)


Current map Raven Town Map God Infinity........

Annnnnnnnd.....Action!

Accompanied with the sound of a Director's board clacking shut, and the clicking whir of an old-fashioned film camera


Cool! I really like the FATE thing. I'll write mine tomorrow as it's getting late here and I need to head to bed.

I finished Mirian's backstory though. Tomorrow I'll write the intro story and finish the character.

Backstory:

There is no honor among thieves. Mirian knows this first hand, a lesson she paid for with her right eye. She grew up in the port city of Messantia watching the ships come and go. The myriad of people and cultures arriving then departing filled her head with dreams of sailing the seas and seeing the world. Her father, a retired arogessan sailor turned fisherman, did not facy his daughter’s wild ideas, however. Being a traditionalist his plan was for his two eldest sons to carry on the new family trade and for his only daughter to be wed to a man of his choosing. Needless to say, the two clashed numerous times during Mirian’s childhood. Her spirited zest for life and his deeply rooted stubbornness. The constant bickering between the two of them got worse and worse. After one particularly spirited conversation Mirian decided to leave. A few months past her eighteenth birthday she ran away.

During her years mingling with the less than savory crowd of the Messantia port Mirian had made herself a fair few contacts. One of those was the zingarian pirate Ernesto da Costa, first mate on The Red Serpent, who offered her a spot on the crew. Mirian immediately accepted and the next day she was sailing away from her old life ready to start a new one. How ever, her new life as a pirate was short lived. Ernesto had not been looking for a new crew member as much as a scape goat. An ambitious man the zigarian was shooting for the role of captain. He had all ready secured the allegiance with a few key members of crew and was ready to stage the take over, all he needed was Mirian to take all the blame. He conviced the young girl that the captain was secretly keeping a bigger part of the loot all to himself and asked for her help to steal some of it back. Youthfully naive and eager to please Mirian was more than willing to play the part. When the ship next cast anchor the plan was set in motion. Ernesto, Mirian and four crew members picked the lock of the captain’s cabin and entered as thieves in the night.

What happened next Mirian only remembers hazily, and prefers not to think about at all. She remembers Ernesto standing by the bedside of the captain and thrusting a dagger into the sleeping mans heart. The next thing she knew one of the other crewmen pushed her around and drove a dagger of his own into her right eye. The next thing she remembers is waking up in a temple of Mitra, bandaged and cleaned. The priest explained a pair of fishermen had found her on the shore and brought her to the temple. Her eye was beyond saving but her other wounds would heal. Shortly thereafter she was allowed to leave the temple and, for the second time, start a new life.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Supreme Being wrote:

Annnnnnnnd.....Action!

Accompanied with the sound of a Director's board clacking shut, and the clicking whir of an old-fashioned film camera

So excited...been wanting for so long to try a magic user in savage worlds.


Just to be clear...I'm to add Hakketh to my story, correct? Or is it the man with the crimson fez?


Current map Raven Town Map God Infinity........

Hakketh


Supreme Being wrote:
Hakketh

That's what I thought. Just wanted to be sure...

BTW...great stuff so far guys! No pressure on me! I did get called into work, so I won't be able to post until late tonight.

I have been jotting down notes, so I want to give a good story.

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