Chapter 3: Thistletop

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May 9, 2025 9:44 pm
OOC:
Running die is one of the few rolls that don't ace. I keep forgetting to turn off the RA option for it.
May 9, 2025 9:49 pm
OOC:
Even with not acing the running die, its like 12' of movement with 6' previous movement.
May 9, 2025 10:45 pm
OOC:
ah, gotcha.
May 10, 2025 2:36 am
Wess is about to attack the goblin dog, but luckily Saldrina took care of it. With that obstacle removed, he rushes forward. . .

Rolls

Runniing - (1d4)

(2) = 2

May 11, 2025 10:29 am
OOC:
Not quite all the way over, that would be 15' as mentioned above
As the weight of Khel adds to that of Wess and Grimwulf at the northern end of the bridge, the ropes on the left side of the rope snaps and the footing under the three of them gives out. Some planks hang onto the rightmost rope, but most plummet down to the water far below.
OOC:
This was as far as you could get.
https://i.imgur.com/at2Bizq.png

The three of you must make Athletics roll to hold on to the rope (or since you are so close to the northern edge you can land on the ground).

One rope remains, and the remaining three people can shimmy across, but it will take time as you can only move at half pace. You can do it automatically, but must roll for Athletics to hold on if you are hit by an attack.
May 11, 2025 11:03 am
OOC:
@Furmyr In the previous round Khel moved the normal 6' after firing the firebolt. In this round, running die came up as 6' and combined with the normal move of this round, won't it be 18' total? Maybe the rope snaps as I crossed? I can roll the athletics if you want.
Last edited May 11, 2025 11:03 am
May 11, 2025 6:15 pm
As the bridge gives, Grim leaps toward the solid ground.
OOC:
Bennies: 5/5
OOC:
Spending a Benny, 4/5
OOC:
I'll assume we do plunge to our doom, so spending another Benny, 3/5
OOC:
um, 2/5
OOC:
wow, I guess it wasn't meant to be lol. Shall I write Grim's eulogy?
Last edited May 11, 2025 9:09 pm

Rolls

Athletics - (1d6, 1d6, RA)

1d6 : (1) = 1

1d6 : (3) = 3

Athletics - (1d6, 1d6, RA)

1d6 : (2) = 2

1d6 : (1) = 1

Athletics - (1d6, 1d6, RA)

1d6 : (2) = 2

1d6 : (3) = 3

Athletics - (1d6, 1d6, RA)

1d6 : (1) = 1

1d6 : (1) = 1

May 11, 2025 7:47 pm
"Aargh!" is all Wess can manage to say as he jumps to the cliff.

Rolls

Athletics⭐ - (1d8, 1d6, RA)

1d8 : (81) = 9

1d6 : (2) = 2

May 12, 2025 2:46 am
Saldrina gasps and reacts quickly, uttering the words to a cantrip and aiming the effect at Grim.
[ +- ] Feather Fall
May 12, 2025 7:28 am
When the rope snapped along with floorboards, Khel jumped towards the other side with a "Welp." After he landed on the other side, he turned to Wess noticing that Grimwulf fell from the bridge. "Oh no! Grimwulf fell, and the rope snapped. I can fix the rope if you can hold both ends together."
OOC:
Rolling
Last edited May 12, 2025 7:37 am

Rolls

Athletics⭐ - (1d4, 1d6, RA)

1d4 : (43) = 7

1d6 : (4) = 4

May 12, 2025 12:20 pm
Stalker05 says:
OOC:
@Furmyr In the previous round Khel moved the normal 6' after firing the firebolt. In this round, running die came up as 6' and combined with the normal move of this round, won't it be 18' total? Maybe the rope snaps as I crossed? I can roll the athletics if you want.
OOC:
Sorry. I missed that you moved last round. Then the bridge would have broken last round with all of you in the middle of it. As it can't take the weight of 3 size 0 creatures (and Grimwulf is big enough to count as size 0)

I will allow Feather Fall by using your action card next round (weirdly since Savage Worlds don't have reactions it has to be cast ahead of time). It would be 6d10+6 falling damage, so theoretically survivable.
From around the corner another goblin and dog arrives, while more can be heard.

The goblin in the tower shoots an arrow at Wess, shaking him.

Rolls

Shalelu shot at goblin - (1d8-6, 1d6-6, RA)

1d8-6 : (5) - 6 = -1

1d6-6 : (1) - 6 = -5

Goblin shot at Wess - (1d6, RA)

(4) = 4

Goblin damage - (2d6, RA)

(634) = 13

May 12, 2025 12:24 pm
Shalelu quickly fires an arrow at the approaching goblin, the other visible goblin drops the chain holding the dog and rushes forward.

The one in the tower sends another arrow flying, but it misses Wess.
OOC:
Shalelu and Grim both drew jokers, netting you all two bennies. There is 12" to climb up. It takes an Athletics check to climb and you move half your pace. If you take a -2 penalty to add your running die (though you only move half of its value).

I let the goblins act, because I can't forsee Grimwulf affecting that part from his current position. Saldrina would have had to have spent her card to feather fall Grimwulf. Otherwise you can all act. And I'll just move the goblin dogs to last in initiative.

Wess became shaken from the goblin's arrow last round and must make a Spirit check or spend a bennie to act.

Character Card Group Parry Toughness Wounds Bennies Status
Grimwulf Black Joker A 7 8 (2) 0/3 6
Shalelu Red Joker A 5 8 (3) 0/3 3
Goblins Queen of Spades B 5 4 0/3 3
Khel 10 of Hearts C 4 5 0/3 0
Wess 10 of Diamonds C 6 9 (3) 0/3 1 shaken
Saldrina 10 of Clubs C 2 7 (2) 0/3 4
Goblin Dogs 7 Spades D 5 5 (1) - -
Chigaru 6 of Spades C 6 7 0/3 2



GM Bennies: 0
[ +- ] Battlmap

Rolls

Shalelu vs Goblin Blue - (1d8-2, 1d6-2, RA)

1d8-2 : (87) - 2 = 13

1d6-2 : (4) - 2 = 2

Shalelu damage - (1d8+2d6+2, RA)

(3) + (51) + 2 = 11

Goblin red vs Wess - (1d6, RA)

(2) = 2

Deck Draws

Round 3
10 of Diamonds
Black Joker
6 of Spades
10 of Hearts
10 of Clubs
Red Joker
Queen of Spades
7 of Spades
May 12, 2025 12:37 pm
OOC:
Will update later. This posting took 10 times as long as I thought it would and I need to make an dentist apointment.
May 12, 2025 3:20 pm
Wess pushes through to ignore the effects of being hit with an arrow.
OOC:
Will spend the Benny to make the Spirit check
edit: oh well
Wounds: 0 Parry: 6 Toughness: 9(3) Pace: 5 Fatigue: 0 Bennies: 4 Combat Edge: Iron Jaw
Last edited May 12, 2025 3:21 pm

Rolls

Spirit - (1d6, 1d6, RA)

1d6 : (1) = 1

1d6 : (1) = 1

May 13, 2025 3:31 am
The boards around him give way too soon, and any momentum to leap across is lost. As the planks fall, he tumbles over into the cold, hard water below.

oh nine hells, this is going to hurt the halfing thinks, when a few moments later he feels himself start to decelerate and gently go down the cliff side, into the water. Looking up at the others, he notices Saldrina incanting something and gives a grin.

Wasting no time, his companions in need, Grim swims over to the cliff and starts to climb.
OOC:
Bennies: 4/4

Rolls

Athletics (Joker +2) - (1d6+2, 1d6+2, RA)

1d6+2 : (3) + 2 = 5

1d6+2 : (1) + 2 = 3

May 13, 2025 1:54 pm
crazybirdman says:
OOC:
Will spend the Benny to make the Spirit check
edit: oh well
OOC:
You don't have to spend a bennie to make the Spirit check, but if you fail the Spirit check you can spend a bennie to immediately stop being shaken. So if you spend your bennie you can act as normally. (in fact, you can do this between turns, so if you become Shaken and afraid of more attacks you can spend the bennie immediately to get rid of it).
May 13, 2025 6:12 pm
OOC:
I might be confusing things, I thought I had to spend the Benny to make the Spirit check immediately (instead of waiting for my turn, and risking more attacks, like you mentioned. You're saying spending the Benny is enough to remove Shaken? So it doesn't matter that I crit failed the roll?
May 14, 2025 6:40 am
OOC:
Nope, you can spend a benny at any time to unshake.
https://i.imgur.com/QcXMIny.png

I know this changed with the SWADE edition, unsure how exactly it was before SWADE though.
May 14, 2025 2:14 pm
OOC:
In Deluxe, you had to get a raise to fully unshake. Most gamers found that frustrating, as it could take a while before being able to do anything, so they shortened it to success only.
https://i.imgur.com/GdtVas9.png
May 15, 2025 6:29 pm
OOC:
Thanks, I guess that means Wess can act . . .
Wess looks around frustrated, half the team didn't make it across the bridge, and another has fallenl, safely at least. He thinks 'This plan is going belly up', but then that reminds him of the hag fish, and he gets even angrier. He closes on the nearest goblin swinging Dawn's Light


Wounds: 0 Parry: 6 Toughness: 9(3) Pace: 5 Fatigue: 0 Bennies: 4 Combat Edge: Iron Jaw

Rolls

Dawn's Light (greataxe) - ATTACK - (1d10+1, 1d6+1, RA)

1d10+1 : (2) + 1 = 3

1d6+1 : (1) + 1 = 2

Dawn's Light (greataxe) - DAMAGE - (d10+d10, RA)

(1) + (1) = 2

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