Council of Thieves/Savage Worlds

Game Master mikeawmids

A streamlined, pulpier reimagining of the classic Council of Thieves AP, converted for Savage Worlds Adventure Edition.


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Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

"I can attempt to burn a path through. But if we lost the Dottari, it might give them an idea where to go." Sobbok says as he looks over his new companions at the jellies.

How many Blast cones do I think it would take to clear a walkway?


Probably just the one, to completely clear one side of the trench only.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

"Or, we could walk thru the sewage. I don't like the idea of stepping on unknown creatures, no idea how they might react to that."

We've already walked thru some muck when we first left the cellar, right? So it's not like we're going to get filthier...


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Sanchia spends the time it takes for the others to catch up staring at the jelly things and trying to figure out what to make of them.

"Does anyone have any idea what they are?"

No opinion on burning a path or walking the sewage.


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Eoin takes the wayfinder out of his backpack as the group is discussing their options. He has been in Westcrown for a few months...he tries to imagine where Rego Sacero is and which path would take them the closest to it.

Survival: 1d6 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 ⇒ 3


Sanchia Emengar wrote:

Sanchia spends the time it takes for the others to catch up staring at the jelly things and trying to figure out what to make of them.

"Does anyone have any idea what they are?"

You can roll Common Knowledge for info, if you like.


Eoin Andor wrote:

Eoin takes the wayfinder out of his backpack as the group is discussing their options. He has been in Westcrown for a few months...he tries to imagine where Rego Sacero is and which path would take them the closest to it.

[dice=Survival]1d6 + 2
[dice=Wild]1d6

The right-hand tunnel seems to be the quickest/most direct route to your destination, but that tunnel is leading down, when Sanchia has established the Rego Sacero is uphill, prompting her decision to go left instead.


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Common Knowledge: 1d4 + 2 ⇒ (4) + 2 = 6, Wild: 1d6 + 2 ⇒ (4) + 2 = 6, Explosion: 1d4 ⇒ 2

Suddenly I'm unsure if that Wild roll is done correctly? The +2 comes from the Streetsmart Edge.


The Streetwise edge probably does not apply in this scenario, as you are trying to identify a strange creature, which is not particularly shady/criminal. Without the +2, that's a 6/success.

Wild die looks fine to me, you're just rolling an extra d6, applying the same modifiers and picking the best outcome.

You are able to identify the jelly creatures as Torbles, also known as ooze bugs. They are an unnatural breed of carnivorous, sewer dwelling insect. You remember hearing they were created by a wizard tasked with controlling the rising rat population in the city sewers.

Torbles


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

"I vote to go to the left, since that way leads up.", he says to the group.


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

"Oh! These must be torbles. I've heard of them. They are meat eaters so maybe we should walk through the water and leave them. It might slow the dottari down."

Sanchia sounds a little doubtful about the idea, but also urgent, they do need to keep moving.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok shrugs and says,"After you then." as he motions to the sludge and then will follows the group through the morass as they continue to flee the Dottari.


The trench in the middle of the tunnel is 3ft deep and filled with loathsome, burbling sludge. The "current" is flowing against you, but is not strong enough to prove much of a deterrent, if you really want to go splashing around in it.

Can anyone wading through the vile soup make a Vigour save against nausea (as Fatigue), followed by a Stealth roll +2 to pass the torbles without incident.

Any items of clothing submerged in this manner will be ruined beyond (non-magical) repair.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Does that include leather armor being destroyed? Because I am a sadly poor lizard.


Armour is unaffected, but your mundane clothing will be ruined, as a result of being submerged in nasty sewer water. You will need a change of clothes, is the point I'm driving toward. :D


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok sighs and hopes his paycheck comes soon as he plops into the muck and moves forward.

Hopefully, we get some gold soon then because I am not sure I can afford shoes, undies and pants right now. :P

Here is the Vigor

Vi: 1d8 ⇒ 5

Wild Die: 1d6 ⇒ 5

Woohoo...I manage not to puke, and here is the stealth at +2

Stealth: 1d4 + 2 ⇒ (3) + 2 = 5

Wild Die: 1d6 + 2 ⇒ (3) + 2 = 5


Sobok wades safely through the swarm of quivering torbles. Those closest to the edges of the trench extend long, stalk-like antenna curiously, probing the air as the lizardman passes. Several of the ooze bugs change colour, their gelatinous bodies wavering from blue to orange, then back to blue as Sobok moves on. Once he is passed the swarm, Sobok is able to climb back onto the walkway. Up ahead, he can make out the bottom rungs of a metal ladder, leading up to what is most likely a heavy manhole cover to the city streets.

Behind you, you can hear that the Dottari have reached the junction and are splitting up to search the tunnels for you.

Janiven follows Sobok into the filthy water.

Janiven Vigor: 1d6 ⇒ 31d6 ⇒ 1

"S~@#, this is... s@+#. Literally, s++&." she retches.

Janiven is nauseated/Fatigued and suffers a -1 modifier to all Trait rolls until she gets out of the sewers.

Janiven Stealth: 1d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (1) + 1 = 2


Well, that's a Critical Failure.

Until now, you hadn't noticed that in addition to the torbles blanketing the floor of the tunnel, there are also a few crawling along the ceiling. Suddenly, one of the inverted ooze bugs drops onto Janiven's head. The poor woman is already having a bad day, and this proves to be the final straw. Janiven shrieks and bats the torble away. It hits the tunnel wall and bursts, leaving a smear of flourescent ichor along the stonework. The rest of the swarm begins to tremble angrily, their bodies changing from blue to a deep, baleful red.

Time to deal some cards!

MWG > Ace of Clubs,
Sobok > Eight of Spades,
Torbles > Eight of Clubs,
Sanchia > Five of Spades,
Eoin > Five of Clubs,
Dottari > Three of Clubs,
Janiven > Two of Spades.

You are in a sewer tunnel. A swarm of torbles obstructs the path forward. Sobok and Janiven are waist deep in sewage; Sobok is on the other side of the swarm, near a ladder to the surface; Janiven is frozen in the middle of the swarm. To your rear, but coming up quick, is a squad of Dottari.


Ignore above initiative order, we're gonna' try a streamlined approach to avoid slowing the game down as much;

Players; King of Hearts/Seven of Clubs/Four of Diamonds/Eight of Spades

Janiven: Nine of Clubs

Torbles: Ace of Diamonds

Dottari: Ten of Hearts

Round 1 Initiative: Torbles > Players > Dottari > Janiven


Pulsing with angry red light, the ooze bugs swarm across the walls and floor of the sewer tunnel. The swarm ignores Sobok and Janiven, as they are difficult to reach whilst wading through the trench, but Sanchia, Eoin and MWG are within range. The torbles secrete an acidic slime on contact that burns skin. Sanchia, Eoin and MWG each take 2d4 damage at the end of the torble's turn;

Sanchia damage: 2d4 ⇒ (2, 4) = 6
exploding d4: 1d4 ⇒ 3
9 vs TN

Eoin damage: 2d4 ⇒ (4, 1) = 5
exploding d4: 1d4 ⇒ 4
exploding d4: 1d4 ⇒ 3
12 vs TN

MWG damage: 2d4 ⇒ (4, 3) = 7
exploding d4: 1d4 ⇒ 4
exploding d4: 1d4 ⇒ 1
12 vs TN

if damage meets or exceeds your TN, you are Shaken. If damage exceeds your TN by 4, you also take one wound; by 8, you take two wounds; and so on. Remember you can spend a Benny to soak wounds by rolling Vigor.


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Female; Parry=7, Toughness=9(2), Bennies:3 Human

Man, I wish this game didn't move so fast. I would have made an argument to the group that the Wayfinder was more accurate, so we wouldn't have had to deal with the creatures, and Janiven wouldn't have screamed giving our location away. Also, MWG would be in the water by now, it was her idea. But I have to deal with what is, not what could be...

Spending a Benny to Soak the Wound :
Vigor & Wild: 1d8 ⇒ 61d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 4 = 10

Seeing that Sobok and Janiven are not being attacked, MWG jumps into the sewage water :
Vigor & Wild: 1d8 ⇒ 61d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8

And keeps her bile down.

She says to Sanchia and Eoin "Get in the water! They seem to not like it!"

I'm assuming that the Stealth roll is moot at this point...
Bennies : 2


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Seeing the slimes avoiding the water, Sobok gives up waiting in the back and slogs forward through the muck to get past the swarm and make room for the others.

I just move as far as I can to try and pass the swarm without running.


Sobok was already passed the swarm when Janiven triggered it, moving your full Pace will bring you to the bottom of the ladder leading up, and presumably out, of the sewers.


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

I don't have time to look through rules this morning so I don't know what to do regarding combat, etc. Sanchia will run through the water to the other side, whatever that entails. GM if you wouldn't mind making whatever rolls are appropriate please do so. Use Bennies and such as needed for the best outcome manageable.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Sanchia - please see Discussion. There are some important decisions (like spending Bennies) that the GM would not know what you would like and/or find acceptable to do.


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Just want to make sure I'm calculating things correctly. My Toughness (this is what you mean by TN, correct?) is 6 (2 + half of d8 [Vigor]).

The damage exceeds my TN by 6, so I have one Wound and I'm Shaken

I'll spend a Benny to Soak the damage.

Vigor check after spending Benny: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild exploding: 1d6 ⇒ 5
Vigor total = 11

The target number is 4, so I rolled one raise. I'm not Wounded or Shaken, correct?

Eoin rushes past the ooze bugs and stops just in time to avoid banging his head into the ladder.

He turns around and raises his right hand, pointing to the nearest bug. A translucent blue arrow shape that looks like a small comet shoots at the bug.

Spend 1 PP to cast Bolt

Spellcasting: 1d10 ⇒ 5
Wild: 1d6 ⇒ 2
Bolt damage: 2d6 ⇒ (1, 3) = 4

Let me know if I made any mistakes in my rolls, interpretation of results, etc. :)


Eoin Andor wrote:
The target number is 4, so I rolled one raise. I'm not Wounded or Shaken, correct?

That's right! :D

Eoin's bolt strikes the swarm, causing several ooze bugs to burst, but not inflicting any noticeable harm on the swarm as a whole.

A this point, Sobok & Eoin are standing on the walkway, at the base of the ladder leading up to the surface. Sanchia, MWG and Janiven are wading through the sewer channel toward the ladder, they will reach it next round if they continue to move their full Pace.

The Dottari appear behind the group, having run to catch up (-2 to actions).

"They're getting away!" the guards shout (somewhat breathlessly), "Open fire!"

Shooting at MWG: 1d6 - 2 ⇒ (2) - 2 = 0

Shooting at Sanchia: 1d6 - 2 ⇒ (1) - 2 = -1

Shooting at Sobok: 1d6 - 2 ⇒ (3) - 2 = 1

Shooting at Eoin: 1d6 - 2 ⇒ (5) - 2 = 3

You all duck instinctively as crossbolts whizz down the tunnel, clattering off walls and splashing down into filthy sewer water. Miraculously, none of you are hit.

Janiven wades through the sewage to keep up with the rest of the group.


Initiative for Round 2:
PCs: Four of Spades/Four of Diamonds/Ten of Clubs/Five of Clubs
Janiven: Seven of Spades
Torbles: Nine of Diamonds
Dottari: Two of Spades

Round 2 Initiative: PCs > Torbles > Janiven > Dottari


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobbok climbs out to make room for others to come forwad.


Claws ringing against metal rungs, Sobok ascends the ladder and emerges through a drain in the Rego Sacero. The sun is setting over Westcrown, framing the crystal dome atop the Qatada Nessudidia (the enormous, four-storey temple to Asmodeus) with golden fire. Nearby, the Arodennama (90ft tall marble statue of Aroden) gazes sadly over a city that has seen only decline since his own untimely death.

It will be full dark in less than an hour, and that is when the shadow beasts come out to play.

A procession of red-robed clerics of Asmodeus shuffle passed, chanting in the infernal language of the nine hells. They don't notice Sobok's scaly head peeking out of the manhole. The street is otherwise empty.


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Eoin climbs up the ladder and stands next to Sobbok. He sniffs his cloak and says, "I hope that smell doesn't linger."


Female; Parry=7, Toughness=9(2), Bennies:3 Human

MWG runs in order to get farther away from the guards and to the ladder quicker :

Running: 1d6 ⇒ 3

If she reaches the ladder with time to spare, she'll start climbing.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok wrinkles his nose and says, "I think we will stink until we get some new clothes and scurb our scales till they shine."


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Sanchia just goes for it, running through the central canal like she hopes she can walk on water. She grabs onto the ladder and climbs.

Spirit: 1d6 ⇒ 3, Wild: 1d6 ⇒ 2

Vigor: 1d6 ⇒ 4, Wild: 1d6 ⇒ 2

Run: 1d6 ⇒ 3

So currently Sanchia is shaken but not sickened?


Correct, unless you spend a Benny to remove the Shaken condition, but we're leaving rounds now, so it's probably not necessary.

Janiven scrambles out of the sewer channel and follows Sanchia up the ladder, the point of her rapier scraping against the sides of the narrow shaft. Sanchia would hear the other woman whimpering quietly as she climbs.

In the sewer tunnel, the enraged torbles turn on the Dottari. You hear cries of alarm and orders to retreat echoing from below, as the guards pull back the way they came, pursued by the swarming ooze bugs.

Janiven collapses as she exits the drain, crying out in pain. You all see she is clutching her side, where the shaft of a crossbolt protrudes from her soiled leather jerkin. Blood covers her hands, as she morbidly probes the gristly injury.

"Bastards got me," she grunts, looking up at you all, "Is it as bad as it looks? Cos' it looks pretty f%%+ing bad. Don't suppose anyone thought to grab some wine from back there?"

Mechanically, Janiven has taken two wounds and the injury is infected, due to exposure to contaminated water in the sewer.


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Sanchia take a quick look at Janiven's wound but doesn't touch it yet.

"I have a kit and can fix it up. But we should move somewhere less noticeable first."


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok looks at her with concern and says, "Let me tend to that."

Sobok speaks in an ancient tongue and reaches out to touch Janiven's wound.

I will do the +1 Modifier to cure any Poison or Disease. 7/10 PP left.

Wild Die: 1d6 ⇒ 6

Spellcasting: 1d8 ⇒ 1

Exploding Wild Die: 1d6 ⇒ 2

That gives me an 8, which heals 1 wound and the infection.


I'm assuming Sobok or Sanchia removes the crossbolt, whilst conducting his magical healing.

Janiven can't help but cry out, as the crossbolt is pushed the rest of the way through her abdomen, so it can be removed from the other side. Blood immediately begins oozing from the wound, until Sobok repairs the damaged flesh with a wave of his scaly paw. Janiven's eyes widen in awe, as agonising pain is reduced to a dull, niggling ache.

"Well I'll be thrice-damned.... " she mutters, awed by Sobok's display of power, "Not just a pretty face. Guess I might make it, after all. Thankyou."

Even after being healed, Janiven is still in a some discomfort and will struggle to walk without someone to support her.

"The safe house isn't far. We can make it before nightfall, if we hurry. Arael will be waiting for us. He's going to want to meet you all."


Janiven directs you to an abandoned and boarded up building in the Rego Sacero. The winged eye of Aroden stares down at you from above the sealed entrance, marking this as a shrine to the dead god. Anti-Thrune graffiti covers the walls of the derelict temple.

Janiven leads you down an alley running parallel to the building and directs you to move aside a stack of crates, revealing a crawl-space through the outer wall.

Inside the temple, you feel a strange sense of peace settle over you like a warm blanket. The sounds from the redt of the city are oddly muted, despite the shattered stone dome above your heads. Twelve statues (in various states of neglect) stand vigil over the crumbling altar, each depicting one of the dozen guises Aroden was known to assume during his life; artist, beggar, craftsman or artisan, farmer, fisher, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.

"Don't worry about that," Janiven says, glancing up at the yawning hole in tbe ceiling, "For some reason, the shadow beasts can't enter the shrine. Arael performed a ritual to keep them out.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok slips through the crawl space and looks around at the area. He then looks at Janiven and says, "What can you tell us about this Arael?"


"Arael is the leader of the Children of Westcrown. He's a half-elf and a cleric of Iomadae. His family have always lived in Cheliax and he has seen first hand how the tyranny of House Thrune has crushed the spirits of our people. He's just an all-round great guy!"

A half-dozen tired and dishevelled looking rebels are scattered around the temple when you first entered. A scrawny/spotty young man in his late teens gawps at you all, as you follow Janiven inside.

"Morosino!" Janiven calls, gesturing to the slack-jawed youth, "These are the new recruits! We had an unexpected brush with the Dottari, but lost those flatfooted devil-f$@+ers down in the sewers. Where is Arael? He's going to want to meet everyone."

"J-J-Janiven?" the boy stutters, staring at her in shock. His gaze drifts down to her wounded side, then back up to her face as he blurts out, "Arael has been taken!"


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

"Anywhere I can leave my boots?"

Sanchia takes them off, opting for less stinky wetness over a little extra protection. She'll just step carefully.


One of the other rebels wrinkles his nose at the stench wafting from your sodden boots and gestures toward a small fire burning beneath the broken dome.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

"First thing we *must* do is wash our clothes - any place around here we can do that? Then later, we'll probably all need to buy new clothes because I doubt even washing will get all of the stink out - any place we can do that?

What can you tell us about Arael's capture? Who did it? Do you know where she's being held?"


The rebels arrange to have your dirty clothes washed and provide you with alternative attire to wear in the meantime. Feel free to describe your new togs.

"Arael and I went to meet a man called J-J-Jarvis Alebrecht, at a warehouse in the Rego Pena. He said he could hook us up with weapons and armour, for a p-p-price." Morosino says, "Only we was j-j-jumped by the Dottari the moment we arrived. B-B-Bastard Jarvis must have sold us out!"

"That idiot!" Janiven curses, "I told him not to get mixed up with the Council of Thieves!"

The rebels don't know where Arael is being held, but you can make a Networking roll (either Persuasion or Intimidation, see p.133 of SWADE) to gather information.


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Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok looked at the strange human pants before putting them on and tightening a rope around the middle to keep it up. The humans strange shape seemed to be able to keep the pants up over their nethers, but the lizardman lacked that same shape. Their legs were also strangely formed which meant the pants bunched up around his knees under his armor uncomfortably, but at least he wasn't wearing someone else's excrement any more.

"Let us see what we can find!" He says to the others as he heads out to network.

Persuasion: 1d4 ⇒ 2

Wild Die: 1d6 ⇒ 5

If we are doing this as a group thing I will plan on assisting whoever has the best Persuasion die type.


"Strange human pants" and the subsequent imagery made me laugh, please add a Benny.


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Sanchia unhappily puts on the robe-like smock thing brought to her. But she sees a chance to bargain for better.

"I can go out and ask around after him tomorrow when it's safe" she tells Janiven. "I know some people who know some people. But I'll need to look good. Is there anything fancier I can borrow? If I show up like this I won't be able to get my questions in through the laughter..."

So in this case I have 2 Edges that could potentially affect Persuasion. Attractive gives +1, and Streetwise gives +2. Would those stack?


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Eoin is thankful to get new clothes. He doesn't care what they look like, just as long as the don't smell like his old ones.

"What is this Council of Thieves you mentioned?", he asks Janiven.

Not sure if Council of Thieves counts as Common Knowledge or not.

Common Knowledge: 1d6 ⇒ 5
Wild: 1d6 ⇒ 5


Sanchia Emengar wrote:
So in this case I have 2 Edges that could potentially affect Persuasion. Attractive gives +1, and Streetwise gives +2. Would those stack?

Yes. You also get a further +1 from Sobok's support roll.

The rebels can't provide you with anything finer, but feel free to describe how Sanchia goes about upgrding her wardrobe; make whatever you believe to be a relevant skill check and the result will determine the quality of the clothes you get your hands on.

Eoin Andor wrote:
"What is this Council of Thieves you mentioned?", he asks Janiven.

Janiven explains to Eoin that the Council of Thieves is a shadowy syndicate of rogues and neer-do-wells, with their grubby fingers in all manner of nefarious pies. If you want to buy/sell stolen goods, have someone beaten/killed or set on fire, the Council of Thieves gets a cut. Council agents riddle the Westcrown underworld like a virulent and aggressive cancer, but their contacts and resources have occasionally proved useful to the Children of Westcrown in the past.

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What is everyone doing while the group gathers intel and settles into their new HQ? Do you have friends, family or a business you need to check up on? Are there any vices you want to indulge in, etc... Look at this as a downtime period, between missions, while we introduce the two new players who have expressed an interest in joining the game. Feel free to introduce minor NPCs/locations unique to your backstory, and I will try to knit them into the story going forward.

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