Chapter 3: Thistletop
You all can act before the goblins (the goblin dogs drew well, but can't see you at all) so you can decide who will try the bridge first and who will stay back.
You can attempt a Stealth vs the goblins Perception rolled below to remain unseen (representing a moment the goblins are distracted).
The goblins in the tower have medium cover (-4 to hit) and would be 18' away from you.
Edit: And Khel drew a joker so you all gain a bennie and Khel receives a +2 bonus to any actions this round.
Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Khel | Black Joker | A | 4 | 5 | 0/3 | 0 | |
Chigaru | Ace of Hearts | 6 | 7 | 0/3 | 2 | | |
Goblin Dogs | Ace of Diamonds | B | 5 | 5 (1) | - | - | |
Grimwulf | King of Clubs | 7 | 8 (2) | 0/3 | 6 | | |
Wess | 9 of Diamonds | 6 | 9 (3) | 0/3 | 1 | | |
Shalelu | 6 of Spades | 5 | 8 (3) | 0/3 | 2 | ||
Saldrina | 5 of Spades | 2 | 7 (2) | 0/3 | 4 | | |
Goblins | 3 of Hearts | D | 5 | 4 | - | - |

Rolls
Goblin guards Notice - (1d6+2, 1d6+2, RA)
1d6+2 : (5) + 2 = 7
1d6+2 : (3) + 2 = 5
Deck Draws








Once the firebolt was released, Khel started to cross the bridge, hoping others would follow.
Rolls
Spellcasting (bolt) - (1d10-1, 1d6-1, RA)
1d10-1 : (4) - 1 = 3
1d6-1 : (62) - 1 = 7
damage roll - (3d6, RA)
(441) = 9
Power Points: 2
Range: Smarts
Duration: 5
School: Abjuration
Trappings: Ethereal armor.
Protection creates a field of energy or armor around a character, giving him 2 points of Armor. With a raise, the bonus is applied to Toughness instead (and therefore immune to Armor Piercing modifiers).
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn.
MODIFIERS
Additional Recepients (+1): The power may affect additional targets at a cost of 1 Power Point each.
Rolls
Spellcasting - (1d10, 1d6, RA)
1d10 : (5) = 5
1d6 : (5) = 5
The halfing laughs as he sees the bolt of fire shoot across, "So much for being stealthy!", and starts bounding down the bridge. In a small recess of his mind though he prays that it holds them all.
Bennies 4/4
Parry 8(1)
Toughness 10(4)
Pace 7 +d4 running die
Rolls
Running die - (1d4)
(2) = 2
Wounds: 0 | Parry: 6 | Toughness: 9(3) | Pace: 5 | Fatigue: 0 | Bennies: 2 | Combat Edge: Iron Jaw |
Then envelops the group in a field of protective energy.
With the group in a defensive energy field, Wess and Grimwulf charges forward, the bridge swaying and groaning under the weight.
Shalelu moves to the edge of the cliff and fires her bow at the remaining goblin in the tower. Though the shot goes wide, lodging the arrow in the wall far beneath where the goblin stands.
You hear the goblin has activated a bell and starts yelling "Alarm! Alarm! Longshanks at the wall!"
It raises a bow and fires an arrow at Wess. The arrow gets uncomfortably close and lodges itself into the woodwork right between Wess’ feet.
From around the corner of the keep you can hear yapping and you see a goblin rushing forward with a goblin dog chained up in front of it. Seeing you, it drops the chain and says something in goblin to the overgrown rat (for that is in fact what a goblin dog is).
You can hear more yapping.
Rolls
Shalelu vs Goblin - (1d8-6, 1d6-6, RA)
1d8-6 : (5) - 6 = -1
1d6-6 : (5) - 6 = -1
Goblin vs Wess - (1d6-2, RA)
(5) - 2 = 3
Another Joker was drawn so you all get a bennie and Chigaru receives a +2 bonus to any tests.
The dog is 11' from the ranged people at the back of the bridge. Wess is 9' from reaching the other side (means he has to roll a 4 on his running die to make it). If you aren't able to deal with the dog by then, it will get a free attack if you rush right past. I don't think Savage Worlds movement is over if you stop and attack, though if running you do receive a -2 penalty for multiple actions.
Character | Card | Group | Parry | Toughness | Wounds | Bennies | Status |
Chigaru | Black Joker | A | 6 | 7 | 0/3 | 2 | |
Goblin Dogs | Ace of Hearts | B | 5 | 5 (1) | - | - | |
Shalelu | King of Hearts | C | 5 | 8 (3) | 0/3 | 2 | |
Grimwulf | King of Diamonds | C | 7 | 8 (2) | 0/3 | 6 | |
Wess | Jack of Spades | C | 6 | 9 (3) | 0/3 | 1 | |
Khel | 7 of Clubs | C | 4 | 5 | 0/3 | 0 | |
Saldrina | 4 of Clubs | C | 2 | 7 (2) | 0/3 | 4 | |
Goblins | 4 of Hearts | D | 5 | 4 | 0/3 | 3 |
GM Bennies: 0

Deck Draws








Power Points: 1
Range: Smarts x2
Duration: Instant
School: Evocation
Trappings: A blast of compressed air
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
MODIFIERS:
Damage (+2): The bolt causes 3d6 damage (4d6 with a raise).
Rolls
Spellcasting - (1d10, 1d6, RA)
1d10 : (8) = 8
1d6 : (61) = 7
Damage - (3d6, RA)
(425) = 11
Rolls
Running die - (1d4, RA)
(2) = 2
Rolls
Running - (1d6, RA)
(662) = 14
Spellcasting - (1d10-6, 1d6-6, RA)
1d10-6 : (9) - 6 = 3
1d6-6 : (3) - 6 = -3
Spellcasting - (1d10-6, 1d6-6, RA)
1d10-6 : (7) - 6 = 1
1d6-6 : (4) - 6 = -2