Zadlužený's page

216 posts. Alias of Mark Sweetman.


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Aye - holiday period wasn't kind.


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Zadlu grimaces and spits "Filthy witches... if jurors being made dead.... maybe filthy witches work"


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Notice: 1d8 + 2 ⇒ (1) + 2 = 3 or 1d6 ⇒ 6 and 1d6 ⇒ 1

Zadlu grunts at the charms and talismans on display, pointing them out to the others.


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Zadlu grunts "Hmh...just need find woman. Simple eh?"


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Zadlu shrugs at Andrej's suggestion "If want... but come back later maybe lord here again."


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Grunting "Over or through... Lord gone... much easier to convince butler let us in... or force..."


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Catching the talk of the scent Zadlu grunts before muttering derisively "Smell no worse than most of you southern people."

"Maybe go Sunbright Estate next? See if rich people stink like dead ones?"


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If anything that's one of the question marks I have on the Savage Worlds system - it's very easy to lose Charisma, but kind of hard to gain it.


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Morven just got back to the land of neeps and tatties... I'm sure he'll step back in thread shortly.

"If want make scrawny southern man not fight or run... Zadlu is not best for speaking." spitting to one side as his hands tighten his belt before lingering by his waist.

Zadlu have -4 Charisma... not much for making with talk.


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Still here and interested - just having a monster period at work. I'll catch up in thread soonish and contribute.


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Zadlu has no desire to spend his night in the city.


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Notice: 1d8 + 2 ⇒ (4) + 2 = 6 1d6 + 2 ⇒ (2) + 2 = 4

Zadlu spies the city watch officer and narrows eyes... trying to see if the name on the grave or if there is aught else to know of the man by looking.


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Zadlu not follow others with caretaker, he stays back.


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Zadlu takes the coin, picking out a piece and biting it to prove it's solidity before grunting and nodding a rudimentary thanks. At talk of the caretaker he muses "Go, but only one... that way if say yes all good. If say no, we go anyway but not look like breaking word."


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Zadlu grimaces and nods "Da, closest best"


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Zadlu frowns... but nods.


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Zadlu furrows his brow "You give no coin... mean I can take what find when killing man who dig up dead one, yes?"


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Gorrum - wild die applies to every check.
Zadlu didn't take the gobber tech.

Notice: 1d8 ⇒ 4 and 1d6 ⇒ 6 - boom 1d6 ⇒ 2 - success plus raise - can Zadlu tell her ethnicity?

Zadlu's grimace deepens until his forehead resembles a craggy mountain range as they move into the town. Muttering under his breath he seems to be noting most things that they pass... and comparing them unfavorably to how things should be if they were in a real place like Glorious Mother Khador.

The talk of gold perks his interest, as does the pale and dark lady that watches from high. Still he doesn't comment on her directly, instead seeing to the wagons and horses, making sure they have no chance for coming free or bolting.


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Zadlu spits to the side after discarding all held by the gobbers bar the coin. Narrowing eyes at the ogrun he shrugs at Morven's assessment "Good for take order, yes... not good if try do more than beat head with club."


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Zadlu lets the last gobber run, instead turning to the trollkin beside him and grunting "Hit good... almost as strong as mother" before he drops to the ground and rifles through gobber pockets for anything that might be of use.


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Just in Case...

Fighting: 1d6 ⇒ 2 and 1d6 ⇒ 1
Damage: 1d6 + 1d6 ⇒ (4) + (2) = 6

Nope - Morven teeing off in Round 3 is a go.


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As I understand it, after Morven teeing off - there are no more Gobbers on our wagon.

After their wagon is cleared of the filthy little interlopers, Zadlu spits on the one he bludgeoned before narrowing eyes at Andrei... contemplating a moment before nodding and casting eyes about the battlefield...

Notice: 1d8 ⇒ 2 and 1d6 ⇒ 3

...observing not much in the way of useful information.

Reading back actually I'm not entirely sure where we are in the combat - I think this is Round 2 for Zadlu? - but Morven tees off in Round 3?


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Sorry for the delay

Zadlu moves to face the gobber that leapt aboard the wagon he rides with Morven and kept his feet. "Filthy little creature... off wagon." rising with a club to forcibly remove it's life...
Fighting: 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 + 2 ⇒ (1) + 2 = 3 - just a hit
Damage: 1d6 + 1d6 + 2 ⇒ (5) + (3) + 2 = 10


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Zadlu will slot his action in at the end of the round - after the Gobbers have acted.

Knowledge (Geography): 1d6 ⇒ 5 and 1d6 ⇒ 1 - success
Knowledge (History): 1d6 ⇒ 6 and 1d6 ⇒ 5 - explosion 1d6 ⇒ 4 - success with 1 raise

Notice: 1d8 ⇒ 6 and 1d6 ⇒ 1 - success


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Zadlu is confuse... used to the Imperial Khador system of counting.

I'll strip back one from Know: Geo, one from Boating and remove his Knowledge Local.


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Zadlu use brain for learning of:
Knowledge (History): d6
Knowledge (Local): d4
Knowledge (Navigation): up to d8

Also increase boating and climbing to d6


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Zadlu spoke only in muttered Khard for the most part, voice rarely being raised too high. With each of Gunner's orders, Zadlu found reason to grumble "Why not man mend rope himself?... Stupid wagon, not made good like in old country... Silly girly voice, bet cannot even drink proper" but the orders asked were followed and where aptitude was held, good work was being done.

While underway Zadlu sat in the third wagon from the front, not making conversation overmuch - and with eyes scanning the wild. At their leaders latest exhortation Zadlu scoffs "Gunner think trip easy, but Zadlu not eaten borscht for days... have chew on excuse for jerky soft southern men make." not addressing his ravings at anyone in particular, and looking to the horizon just in case the loose lips invited attention...


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The scruffy bearded man in a waxed leather coat grumbles as he spits into the muddy dirt "Fe, glupaya pogoda" before squinting at the guardsmaster "Zadlu is name, I have gun, have blade... you want yes?" face scowling as he continues "This yebanyy city pile of govno... full of Ordish scum. Zadlu leave, work hard... fix wagon. Maybe earn enough go back real city up North. But for now your man... okay?"

Pure mercenary, put off his last ship due to argument / fistfight with other crew who think weak southern nation come close to glorious mother Khador.


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For Glory of Mother Khador:
Attributes:
Agility: d6
Smarts: d8
Spirit: d6
Strength: d6
Vigor: d6

Skills:
Boating: d4
Climbing: d4
Knowledge (Navigation): d4
Fighting: d6
Notice: d8
Repair: d6
Shooting: d6
Survival: d4
Swimming: d6

Hindrances:
Jingoistic (Major): Mother Khador better than all. -4 Charisma with non-Khards
Illiterate (Minor): can’t read and write.
Stubborn (Minor): never admits is wrong.

Edges:
Alertness: +2 to Notice rolls.
McGyver: can improvise something when the need for a tool arises.

Just need to pick gear now methinks.


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I'll have a mudmap up before guideline - just been an epic weekend.


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As far as breakdown goes it looks like we've a beefy frontliner (BD's Troll), a shooty hunter, an Alchemist and my jingoistic Khardish pirate (who'll be a rough and tumble not too friendly).

Someone who can talk to people could be useful nei?


Waves to French Wolf - discussion thread is live, so I'll respond over there :)


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Rawr - found the thread now :)


Da, is good for me.


Decent enough primer on IK

Having now found out about the ushkuiniks of Novgorod... I shall be makink Russian pirate da? Da!


scranford - where does the Witchfire Trilogy start out in IK? - that way I can start figuring out how to put together my guy as well as giving mikeawmids a bit of a steer.


Бери́сь дру́жно, не бу́дет гру́зно - [If all of us] take hold of [it] together, it won't feel heavy.

A slightly off-kilter halfling checking in with his Khadoran something. Will shape around the others as to whether he is loyal to Khador or a defector or what not.


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Zadluzeny was giving the rifle to Franz, so is probably atop the gate.

The roar of the minotaur shocks Zadlu into a response, and he turns attention to Franz - calling upon the blessing of his divine master to help guide the path of his rifle shots.


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Handing off the weapon, Zadlu turns to where Marieke has begun to plummet and reaches out to Morr. "Black father, take not Sigmar's servant. She has many beastmen to hasten to your side before it will be her time... break her not"

Minor Ward on Marieke to increase soak is the best I can think of...


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Fernis and Marieke take the two 'us' spots above the ungors.


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Zadlu makes for Franz at what pace he can muster, eager to deliver the rifle unto him.


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Grabbing the rifle and whatever nearby accoutrements that seem to be related to it, Zadlu makes for the gate and the burgeoning affray.


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Zadlu was going to try and chase down the rifle.


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Cursing he replies "Where is the gun, I am of little use here - but if I can bring the weapon it might help hold them back"


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"Where is the guardsmen with the gun? Why has it not barked a welcome to the beasts?"


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Zadlu moves to assist the Zealot with the barring of the gate.


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Zadlu follows, staying close to Franz.


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Zadlu follows Franz, muttering under his breath and hoping for Morr to protect the zealot.

Minor Ward on Marieke


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Zadlu was going to throw the trapdoor shut - as ordered.

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