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

Having gained no insight into what is happening and sadly haven't been disturbed by the owner of the bed, Andrew looks up, his nerves badly shaken, not yet sure if this is a weird nightmare or something else. Seeing private Smith playing with the bedpans, but neither hearing the sound of metal against metal nor understanding what he seems to be shouting, he walks up to him.

Spirit:1d6 ⇒ 2
Wildcard: 1d6 ⇒ 2
What, what is it, Private?

Alas his own voice doesn't even reach his ear. Cold sweat starts to appear on his forehead as he tries again, almost screaming this time.

Spirit:1d6 ⇒ 1
Wildcard: 1d6 ⇒ 2

Shaken, he just points his open hands at the Private ans shrugs helplessly.


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
Andrew Hauser wrote:

Having gained no insight into what is happening and sadly haven't been disturbed by the owner of the bed, Andrew looks up, his nerves badly shaken, not yet sure if this is a weird nightmare or something else. Seeing private Smith playing with the bedpans, but neither hearing the sound of metal against metal nor understanding what he seems to be shouting, he walks up to him.

Spirit: 1d6
Wildcard: 1d6
What, what is it, Private?

Alas his own voice doesn't even reach his ear. Cold sweat starts to appear on his forehead as he tries again, almost screaming this time.

Spirit: 1d6
Wildcard: 1d6

Shaken, he just points his open hands at the Private ans shrugs helplessly.

In desperation, Snuffy grabs Hauser's hand and pulls him to Street's bed pointing out that it's empty and it's highly unlikely that the poor man would have just wandered off.


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

Christel, noticing the goings on and that fact that nothing seems to be making noise, gets up from her bed and tugs at Snuffy's arm to get his attention. She points to the doors of the church, then at her ear, and begins to walk towards the exit.


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

Spirit: 1d6 ⇒ 1
Wildcard: 1d6 ⇒ 1
Croaking indistinctly, Andrew has the feeling his throat must have been swollen. Breathing to fast, almost gasping for air, he stumbles back a few steps, pointing at the bed, his eyes staring wide open.

Spirit: 1d6 ⇒ 2
Wildcard: 1d6 ⇒ 3

Ah yes, the sites dice simulator still hating my guts...


Male

Change virtual dice!

You all notice by the side enterance there is a third shadow. But this one looks more defined. It's the outline of a man standing upright and marching with purpose towards the side enterance.


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

Christel points to the shadow near the side entrance, making a walking motion with two fingers across her left palm.


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 looks at Christel and then the shadow and then back to Christel...Really need to get back to the front. Snuffy shrugs, grabs a handy IV pole that's near their bunks and hurries as quickly as he can to cut-off the shadow before it gets to the door.


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

Taking a deep breath, Andrew goes for the kitchen knife that found its way to his stuff, then slowly walks toward the third shadow.


Male

The shadow is clearly another patient. His head is wrapped but you don't get to him before he disappears out of the door. The door makes a natural creak, as it should and clunks noisily after him.

You no-longer need to pass a spirit test to talk


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 takes a deep breath, shakes his head again at his foolishness and then follows the man out of the church calling out, "Steers! Steers! Stop buddy!"


Male

As you near him it's clear that it is Steers, but he is walking with a strength that you wouldn't have felt is posible for such a badly injured patient.

Another notice roll please Snuffy. The same for anyone who goes out with Snuffy


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

Notice: 1d4 ⇒ 1
Wildcard: 1d6 ⇒ 3

So...it's not the virtual dice ;-)


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 ⇒ (3) + 2 = 5


Male
Andrew Hauser wrote:

Notice: 1d4 ⇒ 1

Wildcard: 1d6 ⇒ 3

So...it's not the virtual dice ;-)

bennie?!

Snuffy sees that Steers has torn his bandages away from his eyes. It's too dark to get a good look at his eyes. The private is marching off in a north-easterly direction.
Anyone with knowledge local or something similar can roll against it to figure out what is in that direction

He is walking away from the Church. At the corner outside the Church you see what might be one of the 2 shadows that were inside. There is a light breeze and it seems to push the shadow around.


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

"Christel...Hauser!!!! Look it is Steers and he's torn the bandages off his eyes. He's marching in a northeasterly direction!!! Also, one of the shadows is over there!" Snuffy yells as he points at Steers and then the shadow before racing to catch-up with the private.


Male

The shadow doesn't react in any way to the noise.

Steers continues on at a marching speed, and you can easily catch up with him.


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

Christel runs to catch up to Steers.

Knowledge:local: 1d8 ⇒ 6
Wildcard: 1d6 ⇒ 1


Male

Christel can tell that there are only 3 things of significance to the Northwest. Bildchen forest, the battle front and nazi occupied Aachen.

Scarab Sages

male 1/4 Elf Lorekeeper???

Andrew walks faster, then runs, trying to catch up with Steers.


Male

Everyone catches up with Steers, but he ignores you leaving the road he climbs into a field. He never even looks at you seeming too determined.

None of you have shoes on


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

Will you just hold on for a moment, man? What are you looking for on that forsaken piece of dirt?


Male

"The hound has escaped. I must incarcerate it once more." he responds, not slowing.
The grass is cold and wet against your feet as you tail 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

Snuffy plants himself directly in Steers path. "Are you Teiwaz?"


Male

"His blood runs through my soul, as it does through yours"
Steers attempts to simply push Snuffy aside

Strength test please Snuffy. I'm hiding the target number from you so don't assume you stop him with a 4

Also a Knowledge(History)+0 or a Knowledge(German)-2 test from everyone please. (1 or the other, you can't try both!)


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 ⇒ 3

Knowledge (History): 1d4 ⇒ 2
Wild: 1d6 ⇒ 1


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

Knowledge German: 1d10 ⇒ 4
Wildcard: 1d6 ⇒ 5


Male
William 'Snuffy' Smith wrote:

Strength: 1d4 ⇒ 2

Wild: 1d6 ⇒ 3

Knowledge (History): 1d4 ⇒ 2
Wild: 1d6 ⇒ 1

Steers bowls Snuffy out of his way with little apparent effort.

Standard agility test to stay on your feet
"His legacy is my quest" Steers says as he passes you.

Andrew Hauser wrote:

Knowledge German: 1d10 ⇒ 4

Wildcard: 1d6 ⇒ 5

With your -2 you failed both tests, but I'll throw you a bone

Hauser has a vague recollection of a story about 'Tyr and the Hound' from his youth.


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

ᛏ - that is one big hound...

I am pretty sure I heard that name, Teiwaz before...something from German myth, isn't it...I wonder if we could find a book about that stuff somewhere...


Male

Indeed!

Knowledge(local) will figure out where the library is in Kelmis. Alternatively, you can ask around with the locals. Considering the size of the town there must be a library.

Steers is nearing the other end of the field. He's marching directly towards a 4 foot wall that is swiftly followed by a shallow ditch and then some trees. The trees are the beginning of the forest that goes all the way to the war front.


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

As a native German speaker, could Christel translate?

Knowledge (local): 1d8 ⇒ 8
Wildcard: 1d6 ⇒ 1

"The library is this way! Come!"


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:
William 'Snuffy' Smith wrote:

Strength: 1d4 ⇒ 2

Wild: 1d6 ⇒ 3

Knowledge (History): 1d4 ⇒ 2
Wild: 1d6 ⇒ 1

Steers bowls Snuffy out of his way with little apparent effort.

Standard agility test to stay on your feet
"His legacy is my quest" Steers says as he passes you.

Andrew Hauser wrote:

Knowledge German: 1d10 ⇒ 4

Wildcard: 1d6 ⇒ 5

With your -2 you failed both tests, but I'll throw you a bone

Hauser has a vague recollection of a story about 'Tyr and the Hound' from his youth.

Agility: 1d6 ⇒ 2

Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace2: 1d6 ⇒ 3
What a waste of Aces

Snuffy easily stays on his feet and plants himself in front of Steers again. "Let us help you. The hound is our enemy too!"


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

Andrew places his hand lightly on Christels arm.
Good. Lets bring Steers to his senses then, and go there.


Male
Christel Wexler wrote:

As a native German speaker, could Christel translate?

Knowledge (local): 1d8 ⇒ 8
Wildcard: 1d6 ⇒ 1

"The library is this way! Come!"

Yes you or Hauser could translate. You know the Library is out the Northwest corner of the town and the hospital you shoud be in is in the South east, just over 1 km away


Male
William 'Snuffy' Smith wrote:

Agility: 1d6 ⇒ 2

Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace2: 1d6 ⇒ 3
What a waste of Aces

Snuffy easily stays on his feet and plants himself in front of Steers again. "Let us help you. The hound is our enemy too!"

"Why do you stand in my way mortal, you try my patience!" Seers stops in front of you the wall less than a meter behind you. His voice booms with authority

"The beast is this way. You stand between me and him"


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

Christel moves forward and speaks to Steers. "We can better serve your purpose with knowledge. Come with us to the library first."


Male

"I have all the knowledge gifted to me by my lord Teiwaz. My place is not here!" Steers does not look away from Snuffy as he speaks.


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:
"I have all the knowledge gifted to me by my lord Teiwaz. My place is not here!" Steers does not look away from Snuffy as he speaks.

"Why not let us help you? Isn't defeating g the hound the most important thing?"


Male

"If you wish to help you may come with me. I have no time for talk" with that steers pushes past Stuffy again

Another strength test please. Again 4 is not a pass, you'll need to wait for me to respond


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 ⇒ 1

Wild: 1d6 ⇒ 3

Snuffy tries to stop Steers, looking at the others helplessly.


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

Christel piles onto Steers, riding him in an attempt to down him.


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

As does Andrew
This is completely made up, trying to bluff Steers into stopping
Teiwaz and the Hound fought before. That thing knows what to expect - let us see if we can find another angle for our attack! Knowing the enemy makes our victory more likely - and it seems crucial that we win, far to crucial than to risk victory by haste!

Persuasion: 1d4 ⇒ 3
Wildcard: 1d6 ⇒ 6
Ace Wildcard: 1d6 ⇒ 1


Male

That's a strength test Christel, your target is 7

If Succeeds:
Christel wraps herself around Steer's torso but doesn't manage to bowl him over. She is immediately confronted with the wreck that is the soldier's face. The skin around the eyes is flayed and wet with blood. The stump of his left arm is also damp.
Steers looses his cool. Emitting a deep growl, he starts to struggle to pull her off.
Please take a fear test

If Succeeds with raise:
Steers is in no-way ready for Christel jumping him and falls face first into the mud, momentarily stunned by the speed of the attack

If Fails:
Steers side steps the clumsy attack and vaults the wall, he's climbs through the ditch with unnatural ease and breaks into a run in the woods


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

Strength: 1d4 ⇒ 3
Wildcard: 1d6 ⇒ 5

Steers sidesteps the clumsy attack and vaults the wall. He climbs through the ditch with unnatural ease and breaks into a run as he enters the woods.


Male

Running: 1d6 ⇒ 2
Wild: 1d6 ⇒ 3
Steer runs into the woods


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 looks at his 2 companions..."What now?"


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

"To the library, I guess. We need more information."


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

If either words nor the effort of us three could stop him now, there is little hope of us stopping him if we catch him. But perhaps we can find some insight into where he might be headed and what we can expect there. Let us head to the library, and fast.

Did he react in any way to Andrews words or his effort do hold him?


Male

Sorry you made that post as I was responding to Christel. If it's any consolation, he wasn't listening and he would have broken free of that hold!

Do you want to take the quickest rout to the library, past the Cathedral, or to you want to avoid the cathedral. You are still dressed like patents and may arouse suspicion!


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 suggests being as sneaky as possible. Who knows what may be watching...


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

Christel leads the way to the library, avoiding the cathedral.

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