The Stolen Land (Savage Worlds)

Game Master FabesMinis


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Female Human

Sounds good to me.


Fine with me...


Oh yeah, it's now...

March 4 (Year 1, Day 2)


OK, you guys are starting the fight, and have Surprise - which means you start on Hold. Essentially you all get to do all those funky actions before they can do anything about it! I need to make notice rolls for each of them. Anyone who succeeds, can act normally. Anyone who fails, doesn't act this round!

Notice rolls for Happs (the leader), Bandit 1 (helmet), Bandit 2 (long dark hair), Bandit 3 (shouty)
1d6 ⇒ 41d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 5

Whoah-kay! They all get dealt in but you can all act before them. I will resolve the actions of those who have posted them. Kari - closing gate. Ardell - Taunt. Blackbow - shouting at them (I'll rule that as an Intimidate vs. the rear-most bandit.

To follow - resolution and map!


Ardell Taunt vs Bandit 1 (helmet). Smarts roll:
1d6 ⇒ 1
Success for Ardell! Ardell gets +2 on his next action vs Bandit 1.

Ardell bursts out from hiding, stunning the bandit nearest to him with a burst of invective!

Blackbow - Intimidate vs Bandit 3 (shouty). Normally I'd ask Blackbow to make the roll, but in the interests of speed/
1d4 - 2 ⇒ (4) - 2 = 21d6 ⇒ 2

Blackbow shouts out his warning from the top of the battlements.

Do you want to use a Benny and re-roll, Blackbow?


Female Human

I'm fine for you resolving anything I do.


Actions from Korren, Matrak Sen and Pavla?


Pavla's eyes flash and an ethereal hawk flies involuntarily from her hands as she gestures at the despicable leader, her only thought to claw out his eyes.

Bolt. Psionics (Smarts).
1d8 ⇒ 6
1d6 ⇒ 6
Used 3 power points.


Two more hawks fly for the leader ...

Psionics (Smarts)
1d8 ⇒ 8
1d6 ⇒ 1
1d8 ⇒ 5
1d6 ⇒ 5


You hit with all 3 hawks. The second with a raise. so 2d6; 3d6; 2d6 damage.


Pavla suppresses a yip of triumph as her thoughts become weapons.

2d6 ⇒ (6, 4) = 10, 3d6 ⇒ (5, 3, 2) = 10, 2d6 ⇒ (4, 2) = 6


An axe is soon thrown through the stable's doorway, hopefully embedding itself in the skull of the near-by bandit.

Throwing an axe at the nearest bandit, then quick-drawing another one. 2d8 ⇒ (7, 1) = 81d6 ⇒ 41d10 ⇒ 1 Wait, does Strength come into play for the damage done with a thrown weapon? I'm not sure.


Jorren; the nearest bandit is the leader. I'll get to your attack after Pavla's is determined.

Pavla's thought-forms fly at the man, inflicting bleeding wounds. He growls in anger.

Congrats. He has Toughness 7, so you hit twice. In fact on your first one as you Aced one of the dice (rolled max) you can roll yet another one!


1d6 ⇒ 5


By 'eck, I come back from holiday and it's all kicked off!

@Fabes - Is that steps up to some sort of elevated walkway round the inside of the wall? If yes, then Matrak will emerge from his hiding place as quietly as possible, tip toe up the stairs to the NW tower, then run South along the walkway to the SW tower, and then east as he prepares to do something...that's almost certain to end in tears...


So Pavla's attacks that damaged are 15 and 10 total. Whoop de doo. So - Shaken and 2 Wounds to Happs! Blimey. Right time for him to make a Soak roll... Spend a Benny...
1d8 ⇒ 11d6 ⇒ 1
Oh dear, poor Happs. Snake Eyes! OK, let's say he now suffers -2 to anything requiring depth perception, e.g. Shooting, Throwing. My poor NPC...

The leader of the bandits cries, "F*@*! You cut my face! Forget those bastards, kill the witch! You won't forget the name Happs Bydon, little girl!"

The other bandits look horrifed as the spectral birds try to gouge out their boss' eyes.

I'll go through Korren's attack next.

Current Bandit Status

Happs: Shaken, 2 Wounds, -2 to Shooting, Throwing. 1 Benny
Bandit 1: Ardell has +2 to next action against him
Bandit 2: None
Bandit 3: None


Matrak - the only way up to the walkway is the ladder near Blackbow.


"Bloody Hell...I thought we were going to capture them..."

Fires a shot at the bandit he was aiming at and reloads...(repeater)

1d6 ⇒ 5


"Not now I know it, I won't. Eesh, what a disgusting man," she mutters to Korren.


Blackbow wrote:

"Bloody Hell...I thought we were going to capture them..."

Fires a shot at the bandit he was aiming at and reloads...(repeater)

1d6

You have rolled your Shooting die (d6). You also need to roll your Wild Die (d6). Although in this case it doesn't matter as you hit (got over the TN of 4). Now you need to roll damage (2d6).


Fabes DM wrote:
Matrak - the only way up to the walkway is the ladder near Blackbow.

B*ll*cks...Oh well, it'll have to do

Matrak had just drifted off and was dreaming of a tucking into a hearty meal of sheep's head stew, served by a plump wench, when the shouting had jolted him awake. He sees the heavily armed raiders and his immediate reaction is to hunker down in the pile of straw he has been sleeping on. As a stalk of grass jabs him in the nostril, he hisses 'what do you mean "here's your chance"? I'll get killed! There's a load of them...'

His voice trails weakly away as the leader starts to scream and claw at his face.

With a sigh so loud it can almost be heard across the courtyard, he mutters 'if this goes wrong, I swear you'll never hear the end of it', emerges from his hiding place and sneaks to the outer wall. Looking for a way up, he spots the ladder...at the other end of the wall. He looks back at the straw, shakes his fist and mutters 'you *knew* that was there, didn't you?' before setting off for the southwest tower at a loping run.

run to the ladder, climb up, sneak along the walkway towards the gate, pray


Bump for Blackbow.


"Anyway, I'm not a witch. Stupid git," Pavla continues to mutter under her breath.


Updating tonight.


Blackbow wrote:

"Bloody Hell...I thought we were going to capture them..."

Fires a shot at the bandit he was aiming at and reloads...(repeater)

1d6

action die: 1d6 ⇒ 4

Dmg: 2d6 ⇒ (6, 3) = 9


Cool. You damage him, and you do so with a Raise, as your bolt ignores his armour! (remember that your dice explode when you roll max, which means, as you got a 6 you can roll another d6 and add that roll to the damage. Not that makes any difference to this poor bandit...) Nice one. He is Wounded, and therefore Incapacitated and out of the fight

Blackbow's deadly crossbow sends a bolt flying into one of the bandits, allowing Kari access to the gate as the man falls to the ground. The horses whinny in surprise as battle erupts.


Kari will need to run to get to the gates, Amy - please roll 1d6 to see how many extra squares you move.

Kari heads for the gates...


Korren - not sure what your dice rolls are.. As everyone is learning the system and for the sake of consistency, shall we use a standard format for attacks? e.g. Relevant Skill Roll (in Korren's case 1d8 for his Throwing; Wild Die (1d6); Damage (1d6 for a throwing axe). As Korren has Quick Draw he takes no penalty for taking out another axe afterwards.

Davi, please could you repost your attack in the above format. Sorry to be so proscriptive! It's a pretty cool and quick game system once we get going!


Short answer, didn't read the combat rules very well. Rolled Throwing and Agility, for some reason. 1d8 ⇒ 61d6 ⇒ 61d6 ⇒ 4

Wild die exploded: 1d6 ⇒ 1

So, total of 13 for the attack and 4 damage before his stuff comes into play?

EDIT: So, 7 for the attack and 1d10 + 4 ⇒ (1) + 4 = 5 damage.


Ardell - as Pavla (Doh!) has just conjured psychic hawks to peck a man's eyes out right in front of you, I'm going to rule your phobia comes into play. You now take a -2 to Trait tests for this fight.


Female Human

I didn't conjure hawks, Pavla did. My move roll is: 1d6 ⇒ 5And, I'll have one hatchet out, just in case.


Korren Duras wrote:

Short answer, didn't read the combat rules very well. Rolled Throwing and Agility, for some reason. 1d8;1d6;1d6

Wild die exploded: 1d6

So, total of 11 for the attack and 4 damage before his stuff comes into play?

Ok, here's how it works; you take the best of your Throwing roll and Wild Die roll. So as you exploded with the Wild Die you have a total of 7, better than your Throwing roll. You hit.

I must apologise, I missed that Throwing Axes do indeed add your Strength, so you can roll 1d10 and add it to your 4 damage.


Kari wrote:
I didn't conjure hawks, Pavla did (now edited, I meant Pavla :D). My move roll is: 1d6And, I'll have one hatchet out, just in case.

You make it.

Kari dodges the panicked horses and slams the gates shut!


Svetlana runs for the safety of the main bedroom. Oleg looks for a second as though he will join in the fighting but thinks better of it, and follows her.

Matrak Sen wakes up, and skirts around the stables.

Need a Strength roll from Korren.

>>>>MAP<<<<


Korren Duras wrote:
EDIT: So, 7 for the attack and 1d10+4 damage.

Rolled a 1, unfortunately. Of course, I probably should have just rolled the 1d10, but there you go.


The axe flies at Happs and the haft whacks him. "What the hell? F+*@ing axes?!" he shouts.


Fabes DM wrote:
The axe flies at Happs and the haft whacks him. "What the hell? f#!@ing axes?!" he shouts.

"Yes, f+$@ing axes. Don't worry, next one's going to actually hit."


got postmonstered...

"Drop your weapons and surrender!" Blackbow shouts after he reloads.

If he needs to shoot again...

Shoot:1d6 ⇒ 6
Wild:1d6 ⇒ 5
DMG:2d6 ⇒ (3, 1) = 4

Exploding Shoot die: 1d6 ⇒ 6
Exploding Exploding die: 1d6 ⇒ 3

hits with at least 2 raises [15 total]
dmg...a measly 4...

Heh, these guys are gonna think I'm some sort of sniper


Well, they get a turn now too before you do that! Poor bandits.


Any sign of Svetlana's wedding ring? Pavla rather fancies getting that back for her.


Not that you can see at this point in time in the 6 seconds of fight that have just occurred.


Righty-ho, the bandits act and then Happs. Bandit 1 draws his short sword and moves to engage Ardell. Fighting roll -2 vs Ardell's Parry
1d6 - 2 ⇒ (1) - 2 = -11d6 + 1d6 ⇒ (5) + (6) = 11
Bandit 2 also draws his shortsword and moves to engage Ardell. -2 for drawing weapon, +1 ganging up.
1d6 - 1 ⇒ (4) - 1 = 31d6 + 1d6 ⇒ (4) + (2) = 6
Fail!

The two remaining thugs draw their swords and gang up on Ardell, but he expertly parries their clumsy attacks, demonstrating his superior swordsmanship.

Happs, Eesh. Spirit roll. Fails. He's still Shaken. Happs moves.
1d6 ⇒ 3

The leader, Happs by name to judge by his threats, retreats, blood streaming from his forehead


The charter-bearers have clained first blood, but can they keep up their spirited attack?

ROUND 2!
Initiative Order
Pavla - JOKER! (you can act any time you like, even interrupting someone else's turn)

Kari - King of Clubs
Bandits - 9 of Spades
Happs - 8 of Diamonds
Korren - 7 of Hearts
Ardell - 6 of Spades
Blackbow - 6 of Clubs
Matrak Sen - 4 of Diamonds

Kari's turn, and possibly Pavla's should she so choose.

>>>>MAP<<<<


Female Human

Kari draws her second hatchet, and then moves toward the wagon to cut off the bandit's retreat.

If I'm reading things right, since I don't have quick draw, it takes my standard action to ready the off hand hatchet. After that I move to the bottom right corner of A3, outside, next to the wagon.


"Two things, Happs. If I can call you that. First, I now remember your name. Second. I am NOT at witch. Idiot."

Thoroughly put out, Pavla's fingers clench again and two more spectral birds fly from her hands. This time, to her surprise, they seem to be vultures.

"Oh. That's odd. I wonder why they changed?"

Another two Bolts at Happs.
1d8 + 2 ⇒ (3) + 2 = 5 - Psionics
1d6 ⇒ 6 - Wild dice
1d8 + 2 ⇒ (2) + 2 = 4 - Psionics
1d6 ⇒ 5 - Wild dice
5/10 power points used
Hits him again with the first bolt, since she aced the Wild dice roll.
2d6 + 2 ⇒ (5, 6) + 2 = 13 damage.
1d6 ⇒ 5 for the aced damage roll.
Hits him with the second bolt as well.
2d6 + 2 ⇒ (6, 4) + 2 = 12 damage on the second one.
Plus another 1d6 ⇒ 4 for the aced damage roll.

I think I've got that right. Bloody hell, she's a bit awesome - and here was me thinking she'd be primarily a healer.


Pavla, remember that when you ace a roll, you roll 1d6 and add it again - this goes also for Trait tests. Also as you go tthe Joker you add 2, so... Wild Die to hit = 6; aced roll (rolled for you) = 6 again!; it aces further = 4. Your total for your first attack is 16! That hits with 3 raises! So, because you hit with a raise, you get to add 1d6 to your damage.

You did 18 +1d6 = 18 +5 = 23 damage with the first bolt. Happ' Toughness is 8; you damage him with 3 raises. So your first Bolt causes 3 Wounds. I will spend a Benny - Happs is no longer Shaken and gets to make a Soak roll.
1d8 ⇒ 21d6 ⇒ 1
Spend a Benny from the GM pool to reroll.
1d8 ⇒ 21d6 ⇒ 4
Well he reduced the Wounds by 1, but that's not enough. He's Incapacitated. Well done.

Pavla causes psychic vultures to fly at the retreating Happs. He collapses to the ground under this further assault, out of the fight.

Kari draws her other hatchet and prepares to engage the other bandits.

For their part, with Happs downed, the other bandits panic and attempt to flee.

Ardell gets to make a free attack against each of the bandits engaging him as they run away.


>>>>MAP<<<<


As hawk flies from Pavla he glares at her ”Will you stop throwing them damned birds around!?”

He composes himself enough to parry the two bandits ”Come on guys, you can do better than that.”

As they retreat he eyes a chance to hit them and strikes with both his swords at the helmet bandit.

Attack on bandit with helm

Spoiler:
Attack 1 1d10 ⇒ 4 +2 for the taunt, -2 for the fobia hindrance
Wild die 1d6 ⇒ 4

Attack 2 1d10 - 2 ⇒ (7) - 2 = 5 +2 for the taunt, -2 for the fobia hindrance, -2 multi action
Wild die 1d6 ⇒ 1

Damage 1 2d6 ⇒ (5, 3) = 8

Damage 2 2d6 ⇒ (6, 1) = 7
ace 1d6 ⇒ 2

I'm unsure how many attacks i get. Do i get one attack with one sword on each? Or one attack with both swords on each? Or one attack with both swords distributed as i see fit?
If i get one attack with both swords on each this is my attack on the other bandit:

Attack on the other bandit

Spoiler:
Attack 1 1d10 - 2 ⇒ (2) - 2 = 0 -2 for the fobia hindrance
Wild die 1d6 ⇒ 4

Attack 2 1d10 - 4 ⇒ (5) - 4 = 1 -2 for the fobia hindrance, -2 multi action
Wild die 1d6 ⇒ 3

Damage 1 2d6 ⇒ (6, 3) = 9
ace 1d6 ⇒ 2

Damage 2 2d6 ⇒ (6, 2) = 8


I think it's one sword on each. It's a quickly taken opportunity. I'll use your first attack on each one and ignore the multi-action penalty. Bandit 1 (helmet) is Shaken. Bandit 2 is Wounded and thus Incapacitated. Nice.

Ardell strikes one of the bandits down but the other escapes crying "S~+#!" as his companion hits the ground. He flees round the benches and tables to one of the horses.

Korren is up.
>>>>MAP<<<<


"Next time we're tying to destroy bandits, I'll think of shy woodland creatures. Like squirrels."

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