1.1 Deep in the Dessert

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1.1 Deep in the Dessert

Post by Technospawn »

Mexican Dessert
21 June 110 PA

The heat was oppressive. It had been hot when the team had first rolled south of the Rio Grande but now it was truly oppressive. The thick jungle had given way to open arid scrubland. Now the vegetation was all gone. The environmental controls of the ATV were pushed to their limit. The temperature in the ATV had been climbing steady for hours. Now it was pushing 100°F inside. Everyone knew if the environmental controls failed the inside would rapidly overtake the temperature outside and that was over 130°F.

Density manifested an hour after noon. The was a loud pop then a hiss and the vents started blowing very hot air into the interior of the ATV. The temperature begin to climb rapidly. @Rowli looked around franticly but was unable to quickly spot any shade in the vast empty landscape. Rowli pulled to a stop and the crew disembarked to a very little patch of shade on the northern side of the ATV. While they were quickly discussing what to do a large group of giant lizards swarmed through the heat mirage and bore down on them.

Everyone Rolls

Surviving the Heat - Roll Vigor -2 for extreme heat and -1 more for vigorous activity. EBA adds +4.
  • Raise - no additional effect
  • Success - no effect from heat
  • Failure - take 1 fatigue
  • Critical Failure - take 2 fatigue
Spotting the Lizards - Roll notices -2 (distracted)
  • Raise - Spot them quick and get +1 to your action roll.
  • Success - Spot them and get an action roll at no mods.
  • Failure - Slow to spot them and get -1 to your action
  • Critical Failure - Only spot them when they bite you. Take -2 to your action and get bumps and bruises. (1 fatigue)
Only roll on 1 of the tables below.

Fixing the ATV - ATV has 1 level of fatigue. Roll Repair or Electronics (whichever is lower)
  • Raise - takes 30 minutes to fix the problem
  • Success - takes 1 hour to fix the problem
  • Failure - you will have to scrounge up 1d4 x 250 credits in parts.
  • Critical Failure - Roll technical difficulties (1-3 glitch, 4-5 Serious Problem, 6 Severe Failure. Repairing a Glitch takes 1d6 × 5 minutes and a Repair roll at −1. A Serious Problem takes 1d6 hours, a Repair check at −2, and parts equal to 20% of the item’s cost. To repair a Severe Failure requires 1d6 days, a Repair check at −4, and parts equal to 40% of the item’s base cost.) These times and cost stack atop of the initial hour.
Fighting the Lizards - Roll fighting, shooting, or battle and apply all of the modifiers you rolled above.
  • Raise - You are are a master warrior and bring glory and honor to your clan. Kill 1-4 lizards.
  • Success - You are competent and escape with only bumps and bruises (1 fatigue)
  • Failure - You are too slow and weak. You live but take 1 wound
  • Critical Failure - Your failure has shamed the whole clan. Your mother wails in anguish that your were ever born. Take 1d4 wounds. @Rowli your barbican rules replace the d4 wounds.
GM Stuff

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
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Jose Kerske
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Re: 1.1 Deep in the Dessert

Post by Jose Kerske »

Surviving the Heat
6 Success
OOC Comments
Roll Vigor -2 for extreme heat and -1 more for vigorous activity. EBA adds +4.=+1
Vigor d8+2
1d8+2!!: [3]+2 = 5 +1
Wild Dice
WD 1d6!!: [2] = 2
Spotting the Lizards
2 Failure
OOC Comments
Spotting the Lizards - Roll notices -2 (distracted)
Notice d6+2
1d6+2!!: [2]+2 = 4
Wild Dice
WD 1d6!!: [2] = 2

17 Raise - You are are a master warrior and bring glory and honor to your clan. Kill 1-4 lizards. 1d4: [3] = 3
OOC Comments
Fighting d8, +2 Improved Martial art,+1 when striking -1 from notice
1d8+2!!: [4]+2 = 6
Wild Dice
1d6!!: [1] = 1

Fighting d8, +2 Improved Martial art,+1 when striking -1 from notice second hand
1d8+2!!: [2]+2 = 4
Wild Dice
1d6!!: [3] = 3

Fighting d8, +2 Improved Martial art,+1 when striking -1 from notice second hand
1d8+2!!: [8]+2 = 10
Wild Dice
1d6!!: [17!!] = 17
The Heat does not seam to bother Jose, even in his Were form, ( its a Dry Heat ) String of bad luck, continues, he doesn't see the lizards jumping him. Eventually he is able to fight back, but only seems to manage to take 3 down.
Last edited by Jose Kerske on Mon Apr 17, 2023 8:27 pm, edited 11 times in total.

OOC Comments
Bennies: 3/3

Agility d8 Smarts d10 Spirit d8 Strength d12 Vigor d8+2
Pace: 6: Parry: 6 Toughness: 16 (6) Strain: 0

Brawny, Muscular Male very tall. light brown hair not to long, eyes brown. Travels in Heavy Mage Combat armor with over Black coat and cowboy hat. Likes to be by himself, hunter. He will fight when provoked. Seems to be very educate when people get to know him, He speaks several different Languages.

Armor: Heavy Battle Mage
Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.
• Armor: +6 Toughness: +3
• Weight: 36 lbs (Min Str: d6)
• Notes: While powered increase Strength two dice and ignore Min Str, farsight and darksight.


• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
• Pocket: Lock Picks
• Pocket: E-clips
• Pocket: E-clips
• Pocket: MDC Handcuffs
• Pocket:
• Pocket:
• Pocket:
• Pocket:

Utility Belt
scabbard: Short sword
scabbard: Drain Blade
Holster for Wilks
Cross Chest Shotgun Ammo And holster for Shotgun Belt
20 Rounds


Silver-plated Short Sword
• Dmg: Strength+d6, AP: 2
• Weight: 2 lbs. (Min Str: d4)
• Notes:
• Rarity: +0 Cost: 00,000

Draining Blade Str+d8 8 d4 4 −4 3 million

• Dmg: Str+d8 AP: 8
• Weight:4 lbs. (Min Str: d4)
• A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the
attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
• Rarity: -4 Cost: 3 million

silver-plated Short Sword (Str+d6).

Signature Item
TW Light Blade

•Damage: (Str+d8+2). AP: 10
• Weight: 2 lbs. (Min Str: d4)
• Note: s: Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a large focusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon).
• Special Weapon can cast spells Speed and Blind

Claws and Bite: Unarmed (Range Melee, Damage Str+d8, +1 to Hit), Bite/Claws (Range Melee, Damage Str+2d10, +1 to Hit, M.D.C.),

TW Iceblast Shotgun
• Range: 12/24/48
• Dmg: 1–3d8+1 AP: 2
• ROF: 1
• Shots: 2
• Weight: 8 lbs. (Min Str: d4)
• Rarity: -2 Cost: 40,000
Notes: On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells


Wilk’s 320 Laser Pistol

• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000

TW Snare Gun
• Range: 8/16/32
• Dmg: entangle
• ROF: 1
• Shots: 2
• Weight: 3 lbs. (Min Str: d4)
• Notes: Notes: Per the entangle power with Strong, using Shooting roll. A short, double-barreled
flare gun; can still fire standard flares
• Rarity: -3 Cost: 45,000
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Re: 1.1 Deep in the Dessert

Post by Hero »

Cool as a Cucumber, and 3 dead lizards
Beat the Heat/EBA:
Vigor 1d6!!+1: [5]+1 = 6
Wild Vigor 1d6!!+1: [1]+1 = 2
Success: No effect from Heat.

Lizard Spotting:
Notice 1d6!!: [4] = 4
Wild Notice 1d6!!: [5] = 5
Success: No effect.

Lizard Kebabs:
Fighting 1d12!!+3: [10]+3 = 13
Wild Fighting 1d6!!+3: [10!!]+3 = 13
Raise! 1-4 lizards die.
Lizard Count 1d4: [3] = 3
Hero is quite able to stoically resist the heat--the fighting pits of the Spulgorth often included "Hostile Environment Matches" that were notorious for taking out more gladiators than died from actual combat. You learned to endure and adapt, or you stopped breathing. (Of course, his armor's venting systems don't hurt, either, keeping him relatively comfortable despite the intensity of the sun once they disembark from the malfunctioning ATV.)

While he's not the first to spot the lizards, once he is aware of the danger, he leaps into action as always. The hum of his trident proves as effective an irritant to the reptiles as it has to the vampire swarms they've dealt with at night, drawing a trio of the beasts to rush at him--only to die as swiftly as they get into his reach, the smell of seared lizard-flesh wafting through the shimmering desert air.

Behind his helmet's mask, he grins broadly, shouting to his companions. "We used to have to do this sort of thing for warm-up bouts!"
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Re: 1.1 Deep in the Dessert

Post by Stoic »

Vigor 1d6!! 1d6!!: [27!!]+[4] = 31 -3

Notice 1d8!!-2 1d6!!-2: [5]-2+[4]-2 = 5
GM Bennies 9/9
Wild Card Bennies ?
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John Carter
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Re: 1.1 Deep in the Dessert

Post by John Carter »

OOC Comments
Surviving The Heat
Roll Vigor 1d6!: [4] = 4
Roll Vigor Wild Die 1d6!: [6!, 2] = 8
-2 for extreme heat, -1 for vigorous activity, +4 for EBA, Net Bonus of +1. Result of 9. Success and Raise.

Spotting the Lizards
Roll Notice 1d8!: [3] = 3
Roll Notice Wild Die 1d6!: [6!, 6!, 1] = 13
-2 for Distracted, +4 for Sensory Augmentation & Risk Analysis Helmet (SARAH), Net Bonus of +2. Result of 15. Success and 2 Raises

I could reroll if I wanted thanks to Sixth Sense provided by SARAH but I'll quit while I'm ahead.

Fighting the Lizards
Roll Shooting 1d8!: [3] = 3
Roll Shooting Wil Die 1d6!: [4] = 4
+1 (or would it be +2?) from Success and Raises at Spotting the Lizards, +2 from Improved Trademark Weapon, +1 from Weapon Balance, + 1 from Wilks Equivalent Bonus, +1 for being calibrated with Multi-Optics Helmet, +1 from Sharpshooting. Net Bonus of 7 (or 8?). Result of 11 (or 12?). Success and a Raise (or 2 Raises?).

Roll Lizard Body Count 1d4: [3] = 3
After they exit the ATV John cedes what little shade there is to the team members without Environmental Body Armor. Despite that the marooned spaceman copes with the heat quite well. A veteran of the Martian Front, John is no stranger to hot climates. At least it's a dry heat, as opposed to the humid jungle of the Martian Triangle. Of course, his armor deserves a lot of credit for him being unbothered by the oppressively high temperature. Among the most advanced models of EVA suit in use by the FDF, it was designed to shield its wearer from the brunt of the temperature extremes that could be encountered in space.

As he talks with Rowli about possible repair options the visual enhancement provided by SARAH enables him to be one of the first to spot the large pack of lizards before they spring their attack. He quickly draws Dejah and puts a shot right through the eye of one, burning a small symmetrical tunnel through its skull. As the team battles the reptiles John uses his mutant abilities to safely get to the other side of them on his bike unseen and then ambushes them from behind. He aims shots to annoy and wound, not kill. He wants to goad the lizards into chasing him. He figures that, between the lesser threat a lone figure poses compared to the large group currently battling them, and his efforts to deliberately antagonize them, the pack would choose to give chase to him rather than continue to attack opponents who are slaughtering them.

Turns out John figured correctly. The pack, now much smaller after all the punishment the team dished out, eventually break off their attack on everyone else and begin charging his way. John wastes no time riding away from them. As they pursue him the mutant uses a combination of speed and strategic use of his mutant abilities to stay just out of their reach, turning invisible and intangible when they get too close and then rematerializing to attack them when it looks like they might give up and head back to the others. He kills at least two more, and grievously wounds a number of others. Finally, when Rowli informs him over the radio that she's completed her repairs, he uses his powers to give the few lizards still in any condition to give chase the slip and heads back to rejoin the team.
John Carter
John Carter

Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Jack-Of-All-Trades Skill: Driving d4
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Re: 1.1 Deep in the Dessert

Post by Skanni »

She Rollin
Vigor 1d12!, Wild 1d6!: [4]+[4] = 8 -3 +4 = 5, Success
Notice 1d6!, Wild 1d6!: [2]+[4] = 6 -2 for distraction, +2 for Danger Sense, +2 for Expanded Detection and Security Array = 6, Success
Lower of Repair or Electronics: Repair 1d8!, Wild 1d6!: [2]+[5] = 7 +2 for core electronics, +1 for walking toolkit = 8, Success with a Raise
Rowli hops out of the ATV into the heat. Fortunately, her armor protects her, and she sets about working immediately.

When the lizards show up, she waves a distracted hand in their direction. "Guys, lizard thingies. Please keep them away from my vehicle."

She pops the hood and climbs up to stand on what serves as a bumper, looking things over. "Well, that's not exactly right, is it?" she mutters to herself. When one of the lizards gets a little too close, she unholsters her empress pistol and blasts it without taking her eyes off the engine. It probably dies. Or just runs away? She can't really tell.

After some searching, she finds the problem, and her hand retracts into her arm, replaced with a mechanical wrench. "I have an idea!" she yells to no one in particular before reaching in.

It takes some time and some leverage, but Rowli gets the environmental systems back online in about 30 minutes of work.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: 1.1 Deep in the Dessert

Post by Persephone »

OOC Comments
Environmental Protection: Heat !!1d10+1: [4]+1 = 5
Environmental Wild !!1d6+1: [6]+1 = 7

Lizard Spots !!1d6-2: [2]-2 = 0
Lizard Wild !!1d6-2: [2]-2 = 0

Fight Lizards !!1d10!!-1: [11!!]-1 = 10
Wild Lizards !!1d6-1: [6]-1 = 5
Number of Lizards !!1d4: [3] = 3
The moment she stepped out of the vehicle and felt the intense heat she offered to protect anyone who needs it. Those who accept will feel a wave of protection come ocer them. (Will subtract the additional PPE when I know how many to spend)

She is watching the mechanic when the Lizards strike so it takes her a moment to react. However, when she does, she does so with extreme prejudice as bolts of black energy dig deep into the bodies of several of the Lizardmen, killing 3 outright. The others may or may not live but it still is enough for her to spend some of her frustration and sour mood at dealing with the wide-open, hot desert.
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Arn The Traveler
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Re: 1.1 Deep in the Dessert

Post by Arn The Traveler »

Surviving the Heat

Arn activates his Wave Strider Armor, covering himself in what appears to be a sheath of wood plates and coral joints. Despite the look, he feels comfortable in the oppressive weather.

Vigor d8 + 1 (+4 for EBA, -3 penalty)
OOC Comments
!!d8+1: [7]+1 = 8
Wild Die
OOC Comments
!!d6+1: [2]+1 = 3
Spotting the Lizards

Hearing Rowli's "passionate" warning Arn casually turn to look at the beasts stampeding their way

Notice d8 - 2
OOC Comments
d8-1: [7]-1 = 6
Wild Die
OOC Comments
!!d6-1: [1]-1 = 0
Fighting the Lizards

Damn things are quick, but several powerful strikes keeps the creatures at bay.

Fighting d8 -1
OOC Comments
!!d8-1: [3]-1 = 2
Wild Die
OOC Comments
!!d6-1: [6]-1 = 5
Last edited by Arn The Traveler on Tue Apr 25, 2023 8:13 pm, edited 2 times in total.
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Jade Grimhilde
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Re: 1.1 Deep in the Dessert

Post by Jade Grimhilde »

Jade had dismounted from the ATV without complaint... in part because her heavy armor had cooling magic within that kept her from even sweating in the desert heat. "Perhaps we can forge a new path in the anvil of the desert" she had suggested as she sat down with her legs stretched out and her mage staff propped against her shoulder.

"For all is not what it seems..." she went on, pointing to the heat mirage and what lay behind them. Too close to use a spell, she leapt to her feet and began spinning her wooden staff, first overhead, then under her arm, where she laid into the lizards with preternatural strength, holding them at bay with her superior reach, panting when that wave is held back... even magic AC can only do so much.
OOC Comments
Vigor 1d6!!+1: [3]+1 = 4
1d6!!+1: [3]+1 = 4 Wild Die No problems here!

Awareness 1d10!!-2: [7]-2 = 5 Spotted early enough!
Wild Die 1d6!!-2: [3]-2 = 1

Fighting 1d6!!: [3] = 3 Suffered 1 Fatigue
Wild Die 1d6!!: [4] = 4
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