The Nazi Defences (Weird Wars II / Savage Worlds) (Inactive)

Game Master PhilOfCalth

During the bloody days of October 1944 in the town of Kelmis, only a few Km from the battlefronts of World War 2, local folklore and history is becoming current fact. It is up to the more able bodied patients of a military field hospital to find out what's going on.


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Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

"So that's what Mr. big and nasty's name is, Teiwaz..."

Snuffy sits down on the floor next to the injured private so he can keep their conversation quiet. "Did Teiwaz give you any idea of where to hunt this hound? And why we need to hunt it?"


Male

"The hound is pure evil. I gave my arm to capture it before, now it returns!" Seers grows loud, ajatated and begins to rise.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Unsure whether to believe the poor guy or to take it for the ramblings of a Soldier whose wounds did not only cost him his physical health, Andrew nevertheless came closer during the conversation, hoping that a look into his face might somehow bring light to the darkness of his indecision. Now he gently puts a hand on the wounded mans chest,, keeping him down.
We hear you just fine if you stay down. Allow your body to rest.


Male

The soldier's eyes are covered, injured in the blast that ended him here in the hospital.

"Who's that who's there?" the man's voice returns to a weak weaze as he returns to his bed.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6
GM Larkin wrote:

The soldier's eyes are covered, injured in the blast that ended him here in the hospital.

"Who's that who's there?" the man's voice returns to a weak weaze as he returns to his bed.

"It's your pal Snuffy. Remember me? Don't worry bout no hound, we'll take care of it for you."


Male

"Snuffy... I had the weirdest dream... I never knew I could swing a sword..."


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

"Me too buddy, me too.


Male

Is there anything anyone wants to do during the day?

Just a heads up I'm going to hand out xp and refresh bennies on Friday week 15-11-13


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

I doubt that Andrew will get much rest, as he is confused and strung up from the encounter in the vestry area and the embarassing and bloody rush into the surgery...but there is nothing specific he would do to counter his restlessness - looking after that poor, half mad soldier lying so close to him, swapping stories and cigarrets with Smith and Hazzard, keeping an eye on Christel...


Male

Are you probingly askings Steers about what happened to him last night or about Teiwaz, or do you just want to let him rest.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Asking him about his dream as well Teiwaz.

"Come on pal, tell Snuffy about your dream and about Teiwaz."

In case Steers doesn't want to talk about it, Snuffy will try to persuade him.

Persuasion: 1d6 ⇒ 4

Wild: 1d6 ⇒ 2


Male

It's not persuasion, it's investigate. He's very willing to talk to you but his mind is unhindged. Given those rolls you would have had a -2 which means you fail. Also considering he's from your unit and your a Goldbrick you'd have a -2 for persuasion if he was lucid

"Snuffy? Snuffy never does any work!" he says almost to himself.


Male Combat Engineer : Rank SGT :

"Bwahahaha, he's got yer card, Snuff!",Hazzard burst out in a fit of laughter.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6
Henry "Hank" Hazzard wrote:
"Bwahahaha, he's got yer card, Snuff!",Hazzard burst out in a fit of laughter.

"Aw, come on Sarge. This here is a long war so a mans got to save his strength."

Not getting any information from Steers, Snuffy gets up and wanders around the cathedral looking for anything that would shed a light on either Teiwaz or a giant hound.

Just in case will go ahead and do a notice roll.

Notice: 1d6 + 2 ⇒ (1) + 2 = 3

Wild: 1d6 + 2 ⇒ (6) + 2 = 8
Ace: 1d6 ⇒ 2


Male

Snuffy overhears someone else dreampt about loosing a fight with a large man who called himself Teiwaz a few nights ago.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6
GM Larkin wrote:
Snuffy overhears someone else dreampt about loosing a fight with a large man who called himself Teiwaz a few nights ago.

Snuffy reports on what he heard back to the group. "So do we just wait for nightfall to see if mister Teiwaz shows up again?"


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Hi GM, are you waiting on us to do something? Snuffy is just hanging out until bedtime.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

I posted what Andrew will do during the day, unless something happens that will obviously contest that ;-)


Male

I was giving the others a couple of days to reply to Snuffy and post if they wanted to do anything else...

The day is long and uneventfull mealtimes come and go. Volenteers bring food and check your wounds, changing dressings when needed.
When it comes to night you are all understandingly hesitant to get to sleep. You find this is for the best as the night is far from uneventful!

Notice rolls from everyone please


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Notice: 1d6 + 2 ⇒ (5) + 2 = 7

Wild: 1d6 + 2 ⇒ (4) + 2 = 6


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Notice: 1d4 ⇒ 2
Wildcard: 1d6 ⇒ 2

However eventful the night will become, Andrew is not the first to take note of it...


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

Notice: 1d4 - 2 ⇒ (2) - 2 = 0
Wildcard: 1d6 ⇒ 5

Looks like Christel is particularly alert tonight.


Male

Hank's Rolls
Notice: 1d6 ⇒ 4
Wild: 1d6 ⇒ 3

As it nears midnight you all realise that the church has become strangely quiet. There is no-one calling out in their sleep, no sound of wind passing the windows or trees blowing around. When realise you also notice that there is not even anyone snoring.

Hank and Snuffy:
Looking around you see that everything is still, but there is a shadow hanging unnaturally in the centre of the church amongst the beds of the sickly. It doesn't form any obvious shape, but you can see little beyond it. When you focus, on it you see that it is slowly moving.

Anyone who wants to talk needs to pass a spirit test first. You can repeatedly try, it just means that you tried and failed multiple times

After the first time you succeed click here:
The sound of your voice comes out as a tight wheeze, almost catching in your troth


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Spirit: 1d8 ⇒ 2

Wild: 1d6 ⇒ 1

Snuffy opens his mouth to alert the others but is unable to make a sound. A brief moment of panic ensues as Snuffy struggles to regain his will to speak.

Spirit: 1d8 ⇒ 3

Wild: 1d6 ⇒ 1

Snuffy closes his eyes tightly as he concentrates as hard as he can...

Spirit: 1d8 ⇒ 6

Wild: 1d6 ⇒ 4

"Guys...look..." Snuffy says with great difficulty in a wheezing voice as he points at the unnatural shadow.


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 6

Christel wakens with a start and says something, words that come out only as a wheezing cough. Realizing that she cannot hear even the sound of her own voice, panic sets in and she screams. But even that sound is but a muted wail, a low moaning like that of the wind.

Spirit: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Spirit:1d6 ⇒ 2
Wildcard:1d6 ⇒ 6
Wildcard Ace:1d6 ⇒ 1
What is it Paling at the meager sound his voice leaves And what on earth has happened


Male

The Shadow moves away from one bed and slowly accross the church. The bed it leaves behind is empty.

What do you want to do? Will you aproach the shadow? Investigate the empty bed? Pretend to be asleep? All options are open!


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

Christel is terrified and shrinks beneath the covers, holding them up to her face so that only her eyes and the top of her head can be seen.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

What the... Andrew stands up and approaches the empty bed, his eyes following the apparation that Snuffy pointed out to him.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Surprising himself even, Snuffy decides to follow the Shadow.


Male
Andrew Hauser wrote:
What the... Andrew stands up and approaches the empty bed, his eyes following the apparation that Snuffy pointed out to him.

The covers seem to be thrown asside in a hastey fashion. There are some small personal effects under the bed.

You can give me a -2 notice roll to see if you remember if someone was in the bed last night

William 'Snuffy' Smith wrote:
Surprising himself even, Snuffy decides to follow the Shadow.

The shadow moves swiftly away from Snuffy, moving towards another shadow that you notice in the northern end of the church.


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Notice: 1d4 - 2 ⇒ (2) - 2 = 0
Wildcard: 1d6 - 2 ⇒ (1) - 2 = -1
Sadly, Andrew didn't pay enough attention to patients beyond his direct neighbors


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy continues to follow trying to figure out what the shadows are and what they are up to.


Male

The two shadows push towards the door.
Another notice roll please


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

What in the world is going on?

Notice: 1d6 + 2 ⇒ (6) + 2 = 8
Ace1: 1d6 ⇒ 1

Wild: 1d6 + 2 ⇒ (4) + 2 = 6


Male

You notice that where the second shadow moved from there is another empty bed with the sheets tossed aside


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Snuffy stops when he sees the second empty bed. Oh, this seems bad. Thinking quickly he grabs the nearest bedpan and throws it in the direction of the shadows trying to bring everyone's attention to what's happening.


Male

@Snuffy - Give me a throwing at a -2 (for improvised) please

@Hank and Christel - Please give me a notice roll


Ag d8 Sm d6 Sp d6 St d4 Vi d4 | Pace 6 | Parry 4 | Sanity 5/5 | Tough 4/4

Notice: 1d4 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 ⇒ 4


[Parry 4 Toughness 4 Pace 6 Charisma 0 Sanity 4] Bennies 1

Andrew looks closer at the bed and the personal affects there, hoping that he will just find whoever lay there will just return and give him a hard time for going through his stuff...


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Throw: 1d4 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (4) - 2 = 2


Male
Andrew Hauser wrote:
Andrew looks closer at the bed and the personal affects there, hoping that he will just find whoever lay there will just return and give him a hard time for going through his stuff...

You find some generic bits from GI kit including a pair of boots.

William 'Snuffy' Smith wrote:

Throw: 1d4 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (4) - 2 = 2

The bedpan sails wide as two shadows move outside. It makes precious little noise as it hit's the ground.

When your eyes follow th shaddows you don't think you saw them open the door to leave. Was it open before?


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6
GM Larkin wrote:
Andrew Hauser wrote:
Andrew looks closer at the bed and the personal affects there, hoping that he will just find whoever lay there will just return and give him a hard time for going through his stuff...

You find some generic bits from GI kit including a pair of boots.

William 'Snuffy' Smith wrote:

Throw: 1d4 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (4) - 2 = 2

The bedpan sails wide as two shadows move outside. It makes precious little noise as it hit's the ground.

When your eyes follow th shaddows you don't think you saw them open the door to leave. Was it open before?

Snuffy shakes his head in confusion. Maybe, I should ask to go back to my unit. Snuffy thinks as he wanders back to his bunk kicking the bedpan as he goes.


Male

Another notice test please snuffy


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Notice: 1d6 + 2 ⇒ (1) + 2 = 3

Wild: 1d6 + 2 ⇒ (4) + 2 = 6

Snuffy pauses as he thinks he may have noticed something.


Male

Steers is no-longer in his bed as you return. The others don't seem to have noticed.


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Assuming Snuffy has recovered his ability to speak normally he begins to yell at the top of his lungs "STEERS IS MISSING!!! WHERE'S STEERS"

If he can't yell, Snuffy begins banging two bed pans together to attract attention to the missing man's bunk.


Male

Roll your strength dice to see how much noise you can make with the bedpans


Parry 5 Toughness 5 Pace 6 Charisma 0 Sanity 8 Bennies 3 XP 3 Skills Fighting d6 Shooting d8 Knowledge (History) d4 Knowledge (German) d4 Notice d6 Stealth d6 Throwing d4 Persuasion d6

Strength: 1d4 ⇒ 2

Wild: 1d6 ⇒ 1

I'm guessing that's not a lot of noise


Male

Surprisingly little for striking two metal pans together

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