Into the Western Wastes

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Tribe of One
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Into the Western Wastes

Post by Tribe of One »

0ei65YR.jpg
As so often happens, the day began with no hint of the chaos to come.

The stillness was suffocating, not even a whisper of a breeze to relieve the boiling heat. Despite the shade it offered, the confines of the massive, creaking argossy were even more oppressive. Packed with passengers, trade goods and fodder for the outriders' crodlu, the fortress-sized trade coach stunk worse than the slums of Tyr. It was preferable outdoors, even with no wind and sand as hot as a baker's oven.

Flying under the banner of House Sysra, the caravan had set out from Balic three weeks ago. Andris, the leader of the beleaguered trading house, had poured what wealth remained in its coffers in one final expedition, filling the argossy's hold with goods he planned to sell to allies in House Wavir, which had recently established a new outpost near the the Ringing Mountains between its existing Outpost 10 and the fortified gold mines of Walis. From there, the expedition would continue northwest into the uncharted highlands, littered with ruins and rumors of cannibal tribes and other loathsome creatures. What Andris plans to find or do there he has shared with no one, only hinting at great wealth to be had for anyone who agrees to journey on from the Wavir outpost.

In line with such secrecy, Andris has taken great pains to avoid the attention of rival houses and other old enemies. The most straightforward route would have been to take the caravan from Balic north to Altaruk, then southwest along the so-called Gold Road to Walis. That would have meant passing through Fort Adros, whose masters in House Inika have long preyed on House Sysra's caravans. Instead, Andris had charted a course west, along the ancient trade road to Celik, before forging north across the badlands to Wavir's Fort Thetis to resupply. From there, the caravan had traveled north across the scrub plains — steering well clear of the ruined city-state of Kalidnay, rumored to be filled with ghosts and the malevolent spirit of its fallen sorcerer-king — to the Gold Road and the dunes beyond. In another day or two, the sandy wastes would give way to badlands and stony barrens. The mountains, just a smudge on the horizon now, lie another five days or so beyond that.

Eyes slitted against the sun, you stir from your reverie and scan the surrounding dunes. Ahead, through heat waves that render the horizon a blur, you spot a listless, dun-colored flag flying above the ruins of an old waystation. Andris had mentioned the landmark when you set out that morning, but said there was no reason to stop with the well long dry and the argossy's hold full of House Wavir water.

CSaGiq0UwAAukta.jpg

Above, a lone kes'trek'el circles lazily, gliding on the thermals ... until suddenly it is no longer gliding but plummeting to the ground, seemingly struck dead in the empty sky.

Your stomach lurches as the dune beneath you seems to jump, almost vibrating for a breathless second before sand explodes around you in a whirling cloud. The sudden sirocco casts the world into darkness — later, one of your companions swears it was some winged shadow that blocked out the sun — as a deafening roar fills your ears. You catch a final glimpse of the argossy before it is torn to splinters, then the scathing wind picks you up, tumbling through sand and sky before the ground inevitably claims you once again.

Dazed, with sand coating your throat and stinging your eyes, you pick yourself up from where you landed. Bruised but not broken, you collect your possessions from where they landed, even managing to find your kanks, equally battered. The sandstorm that struck the caravan — if a sandstorm it was — continues, though without the sudden fury of before. Even so, you find yourself dodging flying debris as you stumble forward in the haze, the vague glow of the sun in the west a guide as you make your way north toward the dubious shelter of the abandoned waystation.

6b45bd8ef122ae15d439774c28957129.jpg


You find yourself in the middle of the wastes, your sight almost completely obscured by sand and dust, with a vague notion of which way to go to reach the waystation. Your possessions are mostly intact: Barrels or large ceramic containers will have been smashed, and large tents and other items are likely damaged but useable. You have managed to keep track of your weapons, mounts and other items, however. Regardless of how many waterskins you may be carrying, you each have half a day's water ration (so, 1 quart for a halfling, half a gallon for humans/dwarves and 2 gallons per a half-giant) since Andris had been doling out water from the caravan's stores each morning.

As you make your way toward the waystation, each character needs to make an Agility check to avoid dangerous flying debris and other hazards left in the wake of the storm. On a failure, you suffer 1 wound (you can use a Benny to soak as normal); with a success, you suffer a level of Fatigue from Bumps & Bruises; with a raise, you emerge unscathed.

As you navigate through the storm, you come across remnants of the caravan, some of which may be salvageable. With an appropriate skill check (Notice or Survival, most likely, but I'm open to others if they make sense) you find an object of value. You may try for a second item, but your skill check and your Agility check to avoid damage are made with a -2 penalty.
GM Bennies: 7/8
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

Requested Rolls
Agility to Dodge Debris 1d4!! or 1d6!! with a -1 to the higher.: [3]+[2] = 5
Survival to Salvage from the site 1d6!! or 1d6!! whichever is higher.: [5]+[1] = 6
Harlock did not really like storms, and this storm kicked up without enough notice to bury themselves. Once the storm kicked up Harlock tried to stay close enough to the others they could find each other after the storm. Once he found a place with enough sand Harlock bent low pulling his cloak over hid head and shoulders he hunched down to continue with the others. He did not know why they did not want to hunker down, but if the others could endure, so could he.
KRACK! Oh, his head was ringing some sort of stone smashed into his head. Harlock put his hand to his head and found it bleeding. Looking down through his cloak he saw the silhoette of an axe. The handle his him in the head hard enough to crack his thick skin. Picking up the weapon he looked for the possible owner. Narrowing his eyes he wondered. If someone threw that at him he probobly should kill them. As they finally had a clear chance Harlock was relieved to see the way station finally begin to form in his vision. Even hunched down he was dry, and bruised.
Looking around to the others Harlock lifted what was left of his supplies, only a couple gallons of his suplies full. The other blatters having been taken by the desert. "I lost most my water. If there is none in there, we will need an oasis." He added disapointed at the result. Finding the obsidian axe was an amazing thing. But without water he would never get a chance to use it.

Found: Obsidian greataxe with a hilt wrapped in green and black-striped tigone fur
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

https://savagerifts.com/sr/viewtopic.php?t=7410

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Caro
Posts: 5
Joined: Tue Aug 01, 2023 4:15 pm

Re: Into the Western Wastes

Post by Caro »

Storm Rolls
Agility (-2 due to 2 Salvage Rolls)
  • Agility: 1d8!!-2!!: [6]-2 = 4
    Wild: 1d6!!-2!!: [5]-2 = 3
    Result: 4 - Success. 1 Fatigue due Bumps and Bruises
Survival for Salvage(-2 due 2 Salvage Rolls, +2 due Woodsman)
  • Survival: 1d8!!: [2] = 2
    Wild: 1d6!!: [1] = 1
    • Bennie Reroll
      • Survival: 1d8!!: [6] = 6
        Wild: 1d6!!: [1] = 1
    Result: 6 - Success. Two Salvage Items.
    • Heavy Agafari Wooden Club
    • Small Leather Pouch of Qat, a mild narcotic that can be chewed or brewed into tea (6 doses, when used lets you ignore 2 points of Wound penalties for 30 minutes)
Ignore
  • Survival: 1d8!!: [1] = 1
    Wild: 1d6!!: [1] = 1
If Lor dies in this storm, I will KILL her! I KNEW going on this caravan was a bad idea. My Focus is to protect her until she is properly seasoned and ready to be a productive member of the House Wavir. She needed to leave her protected enclave and join the real world. Even with all I can do to protect her, she will NEED to grow up to survive... but that itself is also part of my Focus.

As Caro rights himself after being tossed head first into the sand, his first priority is finding Lor and seeing how badly she was hurt in the Sandstorm. Seeing that she seems to be in one piece, Caro's next priority is seeing what he can get out of the wreckage that can help him and his charge survive. Watching the Halfling, the two Half-Giants, the Half Elf, the other Dwarf and the other Human... Caro wonders if they will be assets in getting Lor and himself to safety or hindrances that will have to be left behind.

If they prove themselves useful, then they will have earned Lor and my Loyalty. This is a harsh world. It can be made easier with good companions, but can be made harsher with unreliable companions.

As he was thinking, Caro comes across a Heavy Agafari Wooden Club and what looks like a small pouch of Qat.

I HATE having to use Qat, but if I need to... I will.
Last edited by Caro on Mon Aug 14, 2023 7:33 pm, edited 4 times in total.
Caro
Wounds: 0/3
Fatigue: 0/3
ISP: 13 / 15
Bennies: 2/3
-1 due Reroll on Salvage
+1 due Drader's Joker
+1 due Caro's Joker
-1 to remove Shaken
-1 to Reroll Damage on Belgoi
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Vixa
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Re: Into the Western Wastes

Post by Vixa »


Agility 1d8!!: [5] = 5
Wild Die 1d6!!: [4] = 4



Survival 1d8!!: [7] = 7
Wild Die 1d6!!: [1] = 1


Vixa was trying to relax and get some rest and relief from the worst of the heat when the storm hit and the world went mad. Finding herself flung from the distentigrating caravan she tucks herself into a ball as she flies through the air. Vixa grunts as she hits the ground but manages to avoid the worst rolling to rob the hit of its force. Pitching up short she takes stock of her person and finds herself more or less intact. By some minor miracle she finds her gear close to hand discovering an extra bag of rations to boot.

Squinting through the wind and dust she looks to see what remains of the caravan finding little remains. This is not good she thinks to herself. Looking around one more time Vixa locks onto the form of a lumbering half giant and recognizes Harlock. Hoping that he's heading towards something useful she gathers her gear and staggers off in his wake.
Last edited by Vixa on Mon Aug 14, 2023 5:27 pm, edited 2 times in total.
"Don't Panic"

Vixa
Player: Jim
Active Alts: Sparkmort Zipwidget, John Reid
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Lor
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Re: Into the Western Wastes

Post by Lor »


Success (5)
Bumps and Bruises
Agility 1d4!: [2] = 2
Wild Die 1d6!: [5] = 5



Raise (18)
Notice 1d8!: [8!, 8!, 2] = 18
Wild Die 1d6!: [2] = 2


Lor was helplessly tossed through the sandstorm, possessing no real ability to combat such a thing or even land in a controlled manner as the other more agile people than her seemed able to do to at least some degree. Though in the end it was through the grace of dumb luck that seemed to plop her face first into a particularly soft patch of sand that absorbed most of the fall, though not leaving her entirely unscathed either.

Rising slowly to her feet, Lor dusted herself off several times with a sour expression on her face, appearing all the more perturbed when framed by the eye of smokey quartz she possessed in one of her sockets. Taking a moment to assess the current situation before realizing that she would only get covered in dust moments later, commenting to Caro, who seemed to have taken an immediate priority in protecting her at that moment.

“I cannot for any reason fathom why father would insist that this was the sort of experience that was considered a necessity for personal growth. I could have done well enough hearing it described in song by a poet and been all the better for it. Tch. I hope you at least saw some value in this Caro.” Came the equally distasteful sound as she gathered what things she could that lay littered about her.

“Whurp!” Came a familiar high pitched chirping sound from Hank, the Kank she had purchased before the start of her journey. It seemed as though he had survived the storm as well, seeming none the worse for wear. However, clutched in his mandibles he seemed to hold a strange weapon of sorts that he casually plunked down in front of Lor, who in turn raised her eyebrow at it before picking it up and taking a look.

Slender fingers ran over the scabbard and ebony hilt of the blade her animal had retrieved for her without thinking about it. Lor recognized it immediately as having formerly belonged to the caravan master who had been in charge of their current expedition. It seemed as though he had not been as lucky as she had been when facing the sudden upheaval, as the previous owner seemed to be nowhere to be found.

“I suppose this places me in charge now. How disappointing, I’d hoped to simply wait this one out and get my check in the box.” She coughed as the debris continued its whirlwind around her, getting knocked aside more than once or twice as they made their way to the waystation.

“Anyone who has rope, pass an end to another and hold it until we make it there!” She shouted out to the others at the top of her lungs amidst the cloud of sand, though it likely only came out as a faint message to the rest given the current noise level.
Last edited by Lor on Mon Aug 14, 2023 9:47 pm, edited 3 times in total.
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Drader
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Re: Into the Western Wastes

Post by Drader »

Agility d4!!: [6!!] = 6 Wild agility d6!!: [3] = 3

Survival d8!!+1: [1]+1 = 2 Survival wild d6!!+1: [4]+1 = 5
Benny spent
Survival d8!!+1: [4]+1 = 5 Survival wild d6!!+1: [7!!]+1 = 8


Drader hated the sun. It was a vile enemey and one day he would defeat it. As he dreamed of ways to kill the sun he started to get hungry again. Then he though of ways to kill the caravan master. The food was never enough and it was not as good of quality food as Drader liked. the master must be an ally of the sun and they were trying to see if Drader died of heat or starvation first. As much as Drader hated the sun, he hated that damn agrossy worse. He would bear the sun for a while to not have toe smell the stench of the agrossy.

When the dune lurch Drader was not ready for it. His Kank bolted and drader lost his seating. As he fell from the kank he remembered to not let go of the reins. However that cost him as the damn kank ran into every rock he could find, as he drug Drader behind him. When he got the kank to stop for a second. Drader realized the current rocks pocking him in the side were different. Looking closing he saw a fanged helm made from a dagorran skull (as a bronze helmet, +3 Armor for the head) and a discarded heavy mace with a chunk of purple quartz for the head. Who had dropped those? Well they did not need them anymore and Drader did. So he hefting them out of the sand.

When he looked up he could not see the outpost. As he looked around he did see the halfer, she was following the giant. Well maybe they knew where to go to get safe for. Drader's side hurt too much and he was to tired to think past that. Just get to the outpost and then eat a big lunch.
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Berkyn of Celik
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Re: Into the Western Wastes

Post by Berkyn of Celik »

1d8!!: [7] = 7 1d6!!: [10!!] = 10

1d6!!: [3] = 3 1d6!!: [2] = 2 Benny 1d6!!: [4] = 4 1d6!!: [3] = 3


Berkyn couldn't decide what was worse for his hangover, the smell of the argossy or the oppressive heat of the day. Unfortunately alcohol was practically a job requirement. Wine loosened tongues and it would be an insult not to partake when the words were pouring faster from the mouths of the marks than the liquid from the bottles.

Deciding the relentless sun was better than the argossy, the bard untangled himself from the sweaty and stained bed linens. For the life of him, he couldn't remember the name of the still slumbering body that shared the tent with him last night. Getting dressed and gathering his belongings, he downed two waterskins with the remnants of a bottle of wine, to treat the water of course, before stepping out into the harsh light of the morning..or was it afternoon?

Sigh. At least I don't have to dispose of a body in this heat.

When the ground lurched under him, Berkyn first thought he hadn't added enough wine to the muddy, brackish water that the caravan had been subsisting on. It was only after he landed some yards away that he realized what was going on. Luckily, although he hated dancing, instincts had kicked in and he managed to maneuver through the wreckage and flying debris. The same couldn't be said for the poor Andris when Berkyn stumbled upon him. It looked like he had his guts torn out by flying debris or something. Berkyn nearly wretched again when he came across him.

Wait..those aren't his intestines scattered about drying in the heat...

The sausages were a fortunate find. They wouldn't make him rich, but they might buy him some credit with the survivors that were gathering up and heading in the direction of where Berkyn figured the waystation would be.

Sausages...grilled or pickled in hunting cactus poison. Should cover my options. Better than this worthless writ of caravan passage, anyway.

The bard stored his find and made his way towards the rest of the survivors.

Bennys: 1/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 0/2
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Skanni
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Re: Into the Western Wastes

Post by Skanni »

We Rollin
Agility 1d6!, Wild 1d6!: [5]+[4] = 9

Simple success; Bumps & Bruises

Notice 1d8!, Wild 1d6!: [5]+[1] = 6

Success. Found a thing.
Skanni's instincts kick in, but too slow to avoid the full brunt of the... thing. What was the thing? Sandstorm? That seemed like one wicked sandstorm.

She coughs and struggles to her feet, her lungs doing their darndest to get the sand out. Air, she tells her chest. You are supposed to be full of air, not grit. She coughs hard, her body agreeing but not quite able to do anything about it.

As steadies herself, she almost falls again when her left foot lands on a boot. No, not boot, "boots," tied together and lying there, partially covered by the sand. She pulls them out and holds them up to her own feet. Not bad. Not perfect, but close enough, if I need them. Or maybe I could trade them?

She throws the boots in her pack, shoulders it, and trudges towards the other survivors she sees moving towards the outpost.
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Graddock Wyrmsbane
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Re: Into the Western Wastes

Post by Graddock Wyrmsbane »

Agility: d8!-1: [4]-1 = 3 , d8-1: [6]-1 = 5
Survival: d8!+2: [2]+2 = 4 Wild d6!+2: [5]+2 = 7
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Tribe of One
Posts: 1185
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Re: Into the Western Wastes

Post by Tribe of One »

Bruised and battered, you stagger through the swirling sand toward the blurred outline of the old waystation, eventually coming to a stop before its sun-blasted walls.

The storm has lost much of its fury, but past experience tells you it will take most of the night before all of the dust settles out of the air. In the meantime, the swirling silt gives the setting sun an unsettling cast as it sinks below the horizon.

8k-sandstorm.jpg

The lingering glow of sunset gives you an initial look at the waystation, which looks to have been abandoned for half a king's age. The crumbling stucco walls are half-buried by the surrounding dunes and the wind has torn away the door, but the dome-like roof over the wellhouse and flatter roof over the attached stable appears intact.

Inside, deep drifts of sand have blown into the wellhouse. A few cracked urns are toppled near the well itself, which is long dry, dirt and sand filling it to within a man's height of its rim. The outer walls of the stable are in better shape, though the bone-and-cord pens within have long since collapsed, the skeletal jumble giving that part of the structure a charnel house air. The debris shows no sign of recent habitation, though seasoned desert travelers know looks are often deceiving ... but thirst and injury leave you no better options for shelter.

As the last stragglers limp inside, darkness falls swiftly, the film of dust obscuring the light of the twin moons. Soon, you begin to hear the sounds of nocturnal predators — and the screams of the caravan passengers who failed to find shelter before light was lost.

Abandoned Way Station - test2_resize.JPG


Night has fallen, but you have reached the (relative) safety of the old waystation. You have a chance to rest, take stock and plan ... posting a guard might not be a bad idea, either. Let me know how your character would like to pass the time (you've got time to use powers or Healing checks to deal with Bumps & Bruises or Wounds, if you like, to Repair equipment, etc.).

Also,

Once at the waystation, Lor finds a private moment to examine the blade she discovered in the sands. She's sure it belonged to Andris Sysra, the caravan master. The ebony hilt is in the Balican style, but when she pulls the sword from the scabbard, she doesn't find the expected gladius — the blade, of well-honed, ancient steel, is only the length of a dagger, much too short for the sheathe that holds it. Curious, Lor examines the scabbard more closely and finds a carved latch that causes the lower half to detach, revealing a carved scroll tube concealed inside. Within are a pair of maps, one showing the known geography of the route from Balic to Wavir's outpost. The other bears a crude drawing of what might be a wide mountain valley, but the symbols on it all seem to be nonsense, some code Andris devised, or perhaps simple scribblings only he understood. Only one is recognizable, near the mouth of the valley — an upright silver lizard, a jozhal, the symbol of House Wavir.

GM Bennies: 7/8
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

Harlock concentrated on his injury. Reaching deep within himself the the parched house he considered his inner place. Unlike a defiler Harlock did not need life around him to kill to access his power. Instead he drew from his own inner strength, from his sense of self and this place that existed within his mind during meditation. As he did the wound began to close, leaving only a slight scar and some blood stains to show where the axe hilt had split him.

Moving through the buildings he stayed alert. "Other creatures could have saught safety here. Stay guarded." he warned his allies. The words may not be needed, but with so many you never knew.

After the they confirmed the place was enmpty enough for safe rest Harlock looked at the team. "I will take the first watch, who will stand with me?" He announces.


Heals wound for 2 Inner Strength
Healing 1d12!! or Wild 1d6!! with a -1 penalty for the wound: [7]+[2] = 9
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

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Lor
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Re: Into the Western Wastes

Post by Lor »

Lor dusted herself off once more once she made it inside the confines of the way station, finally being able to do so in a productive way that didn’t result in her being immediately covered once again by the storming winds. With a sigh of relief, she leaned against the wall connective the two rooms and waited to get out of adrenaline panic mode. Allowing herself to calm over several moments.

“Definitely an unnecessary lesson. Hope it was worth the lost cargo.” Lor thought to herself as she took a count of every person that had made it back, noting that thankfully that the way station was large enough for ceiling and entry to accommodate the volume of a half giant. Of course that also meant that equally large things from the outside that were less than welcome could also get inside as well.

Each person counted had a ceramic value based on their assessed worth, some being worth their weight in water while others being a liability and questionably less valuable than the few kanks that had also survived.

“What a disgusting mess I’ve gotten myself in to. Rather pointless for the sake of keeping up with tradition. Let it be known that just because we’ve always done something a particular way, doesn’t mean that it isn’t necessarily a stupid idea.” Lor said to Caro, noting that her bodyguard had made it out as well. A look of disgust on her face, though not directed towards that particular figure

She did then however nod approvingly at Harlock at this time, noting the large creature taking productive action almost immediately as her tone shifted almost immediately to one that was more pleasant and detached from the current situation. “Oh well done indeed! What was your name again? I concur in the need for capable strong people to keep an eye out for things in the night. A fine example you are setting in this quite dire situation.”

She then continued, motioning the others to gather. “It seems our caravan master has fallen a dire fate with the rest, so it unfortunately falls to me to run direction from here. Rest assured that I have read about situations such as this several times and heard many stories about other people who had been caught in near similarities as we are in now.” Where in a soothing, comforting tone she explains to the others that she has no actual practical experience with caravans or disasters. She was however the representative from Wavir that had been assigned to oversee the progress Andris Sysra had been making and to ensure his end of the deal went down smoothly. So while technically correct that leadership now fell onto her shoulders, it might not necessarily be a great idea if there were any objections from the others at this point.

“Take stock of what you managed to salvage and repair the tents when you have the chance. We’ll have a bit of work ahead of us before we can let down our guard, if at all. You’ve all already done quite well by surviving thus far, with no small amount of dumb luck but also with your wherewithal to choose the intelligent path to relative safety. Well done!” The smile she gave them then seemed entirely out of place with the grim nature of their current situation as Lor then set to work to assessing her own equipment, mumbling to herself the value of each piece she possessed.

Later once the others had finished discussing anything that they had wished to speak of with her, Lor would look over the ebony hilted blade and discover its particular secrets. Placing the two maps on the ground next to her as she sat on her knees with her legs tucked under her upon the soft sand that had formed a convenient drift against one of the walls.

Reading was forbidden among the merchant houses as while they were often richer than many nobles, they still technically held no title of any sort as far as any of the sorcerer kings were concerned. They were a necessary evil at best, and were only permitted to do numerical accounting scrip in order to keep listed records of goods and prices. Of course, these particular “numerical accountings” were complete coded languages, but none that made any sense to any jealous templar that would think to accuse them of such. Allowing for a convenient loophole in what passed for a legal system in these despotic lands.

Still this meant that each house went to great lengths to ensure that others had no knowledge of how to decipher these languages, even those who they were friendly with. Which put Lor in the difficult situation of being unable to figure out what Andris had written upon them. Though she was able to surmise a few key details by triangulating a rough position from the Balic route followed by an indication that there lied a Wavir outpost hidden within the mountain valley.

“Two days, now one through the sand to the badlands. Then another five towards the mountains.” She spoke aloud as she focused on the glyphs. They had been able to see the first traces of the mountains from where they had been, so getting towards the correct general direction would not be overly difficult, save for actually finding the valley outpost once they reached the base of the range.

“Six days… And only if nothing else goes wrong.” She muttered as she assessed her meagre water ration, noting that the others were in similar states. The so called merchant princess was glad to see that fate had allowed for the other dwarf called Drader to make it to the way station alive. It didn’t take a genius trader to realize that the water priest was obviously valued the highest among the entire group of survivors… Not counting herself of course!

Still, she knew miracles had their limits. If they did not, then the water priests would have changed the entirety of Athas into a lush water paradise by now. She doubted even he would be enough to ensure they did not die of thirst on the way there. Fixing those tents to keep the sun off their backs needed to be a priority.


OOC NOTE: Anyone who wants, feel free to decide you overheard what Lor said just now! She wasn’t making any particular effort to hide her mumblings or the fact that she was examining the two maps
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Berkyn of Celik
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Re: Into the Western Wastes

Post by Berkyn of Celik »

Things had not gone smoothly. Berkyn was confident he could report that back to House Wavir--if he lived long enough to do so. For better or worse, this lot that survived was his best chance at doing just that. Best to see what their motives were and see how they all could work together to survive the night and come up with a plan to get back to civilization.

Sitting down, Berkyn pulled a bottle of wine out of his pack. It was a good vintage that he hated to waste like this. Sighing, he took a swig from the bottle, looked at it, and then took another.

Damn, that is good

He then set the bottle down and pulled out a leather satchel containing various vials and and alchemical ingredients. Carefully selecting two of the vials, he slowly counted three dashes from the first and two dashes from the second. The amounts needed to be precise. Not enough and you'd acutely feel every cut, scrape, and bruise on your body. Too much and...well...best make sure you didn't do too much. The right
6 Healing checks all get +2 1d6!!: [1] = 1 1d6!!: [5] = 5 1d6!!: [2] = 2 1d6!!: [5] = 5 1d6!!: [9!!] = 9 1d6!!: [4] = 4 1d6!!: [4] = 4 1d6!!: [5] = 5 1d6!!: [4] = 4 1d6!!: [4] = 4 1d6!!: [2] = 2 1d6!!: [1] = 1 Lowest roll still a success at 4 unless the concoction does not count as a healing kit then the last one is a fail
, however, should numb any pain enough to be able to safely ignore it.

He did this while observing his new found companions. The half-giant, Harlock, was organizing a watch. That was good. The dune trader, Lor, was taking charge and looked as if she had a clue of what to do next. Even better. Happy with his elixir, he stood up and approached her.

"Take a drink of this, you will feel better. Just a sip, though, you want to keep your wits about you."

Berkyn then offers the bottle to anyone else that is injured.

Bennys: 1/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 0/2
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

As the small person began acting in charge Harlock did not really care. His main concern was staying alive and if this trader knew enough to keep them alive then he did not mind following her directions. Looking at @Lor he says. "If you are going to take charge of things. You need to know, I lost most my water."

Then looking around to the others he adds. "We need to inventory supplies and water." Looking at the priest he adds under his breath. "One priest will not be able to provide water for all of us." Looking at his fellow giant kin he says more loudly. "I have some skill at water finding and can help you in the morning to ensure we lighten the stress on the priest's magic."
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

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Re: Into the Western Wastes

Post by Caro »

Survival: 1d8!!+2!!: [5]+2 = 7
Wild: 1d6!!+2!!: [1]+2 = 3
Result: 7 - Success.


Well used to Lor's antics, Caro just sighed.

Trust Lor to make my job more difficult... now if she could just remember what things to think and which things to actually say. Well, finding water is now the first priority. Places like this usually have a small cistern or other water storage down in the ground in the commander's quarters.

Looking throughout the fort, Caro finds indications of the presence of water. There was a small cistern in one of the rooms, and looking into it, though only some of the water looked that he would be able to clean enough to be able to drink.

"I found some water here, but I can only clean up some of it to be drinkable. Drader, I believe I heard that you are a water priest. Can you clean up the remaining water so we can all drink it?"
Caro
Wounds: 0/3
Fatigue: 0/3
ISP: 13 / 15
Bennies: 2/3
-1 due Reroll on Salvage
+1 due Drader's Joker
+1 due Caro's Joker
-1 to remove Shaken
-1 to Reroll Damage on Belgoi
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Re: Into the Western Wastes

Post by Drader »

Drader help @Caro find some water. For even at night water was life and they have precocious little. When Caro found the water Drader was relieved. We would drink tonight. Concentrating on the water and praying softly Drader noticed the water was tainted. He pulled power and let it flow into the water. Soon the taint began to ooze out of the cistern as a thick green sludge. After a few seconds the water that was left in the cistern was clean and refreshing. But it was very little. Maybe 5 gallons remained and with giants and kanks that would not go far.

Drader did not like to go without but he also did not like to die. Without water he would die but without warriors he would also die. The wastes were dangerous and only with good friends would Drader survive. Taking only a small sip of the water for himself he called the rest of the group over to get their share of the water.

As they drank deeply of the well Drader went back to his gear and began repairing anything that was damaged. Once his gear was in good shape again he took a closer look at the new helm and mace he had found.

Survival d8+1: [5]+1 = 6
Wild survival d6+1: [2]+1 = 3
Faith d10+1: [8]+1 = 9
Faith wild d6+1: [5]+1 = 6


Agility d4: [2] = 2 Wild agility d6!!: [5] = 5
Last edited by Drader on Sun Aug 27, 2023 9:07 am, edited 2 times in total.
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Vixa
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Re: Into the Western Wastes

Post by Vixa »


Survival 1d8!!-1: [1]-1 = 0
Wild Die 1d6!!-1: [1]-1 = 0



Vigor 1d10!!-1: [7]-1 = 6 - 2 = 4
Wild Die 1d6!!-1: [1]-1 = 0


Vixa wanders about the way station poking around looking for anything the others may have missed. Usually Vixa has a knack for finding things that are useful but today that talent seems to have abandoned her as she fails to find anything of use. Forcing her way into a small room Vixa eyes shine at the sight of boxes and things her luck may have changed. Unfortunately it turns out her luck did change, for the worse.

As she shifts a box trying to figure out what it might contain a large scorpion is startled and before she can react its stinger stabs her in the arm. Crying out in pain Vixa clutches her arm and she grits her teeth against the pain. "If this day gets much worse I may not survive it." she mutters to herself as she makes her way back to the main compound area.
Last edited by Vixa on Tue Sep 12, 2023 7:59 pm, edited 6 times in total.
"Don't Panic"

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Re: Into the Western Wastes

Post by Skanni »

Skanni also looks around the way station, looking for anything out of place or suspicious. If she sees anything that looks magically out of place, she'll activate her psychic sight (detect Arcana) and look for details.

Occult Failure to Notice Magic Stuffs
Rolling Occult to assess whether anything looks magic-y. Occult 1d6!, Wild 1d6!: [2]+[1] = 3 -1 for Fatigue from Bumps and Bruises.
After finding nothing of note, Skanni approaches @Berkyn of Celik for a shot of that wine stuff. "Thank you."
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Into the Western Wastes

Post by Tribe of One »

Fortified by Berkyn's concoction, you shake off the aches and pains from the battering you took earlier in the day and begin to take stock of your surroundings and resources.

Caro, searching for water, finds that the well in the eastern room is long dry and filled with sand and other debris. But searching through the west structure, in what might have been the station master's office, he notes traces of red paint forming stacked and inverted Vs -- an old wayfinder's mark for water. Digging down into the sand, he uncovers the stone lid of a buried cistern, which holds a measure of stale-smelling, murky water. A blessing from Drader quickly cleanses the water, which is enough to fill five gallon-sized skins.

Vixa makes a less pleasant discovery, as her search disturbs a melon-sized banded scorpion, which manages to lance her calf with its stinger before scuttling into a crack in the mud-brick wall. Not fatal, it's venom is known for the exquisite burning sensation that follows, along with the ugly black and yellow bands that tend to form in a ring around the wound.
Success leaves you with a scorched feeling and an ugly-looking puncture that fades over the course of a day. Failure leaves you with a level of Fatigue, or Exhaustion with a crit fail.


With the lingering dust blocking the light of Athas' twin moons, you fashion a few crude torches from old debris and prepare to settle in for the night. Caro finds that even his dwarven darksight is little use with so much sand hanging in the air, but he walks outside of the cracked wellhouse to have a look around anyway. The howls of predators and dying caravan passengers are fewer and farther away now and he sees nothing of concern in the murky haze — until the flesh on his neck crawls, causing him to look back over his shoulder just as a gnarled, white claw reaches down from the roof, a sunken, skull-like face with a toothless maw just above it ...

Ducking under the bony appendage, he manages to launch himself back inside while calling out a warning to the others, just as the faint sound of bells begins to fill your ears. The sound grows, threatening to overwhelm your senses, as you catch flashes of emaciated, pale figures with clawed hands peering in through cracks in the wall, their puckered, toothless mouths working silently as they seem to beckon you into the darkness.

You recognize your foes as belgoi, foul cannibals known for their ability to psionically dominate their prey before they drain their life with their claws. Their bells serve as a focus for their psionic control.


Caro
As the bells ring in your ears, you feel another presence in your mind. Manifesting as a cloud of grave moths, the presence swells and shifts with the chime of the bells, surrounding your own mental avatar, blocking out your other senses as surrounds you, fills your vision and seems to subtly pull you out into the night.

Make a Spirit check — you need a 4 or better to resist the puppet psionic power. If you fail, you walk out of the waystation into the darkness.
Lor
You hear the bells, faintly, but stubbornly attempt to keep track of the running list of assets in your mind. You feel a small, nagging presence, but it appears baffled by your mental inventory, to the point that you feel it recoil in pain and confusion. (The psionic foe crit failed on its attempt to puppet you.)
Graddock
You hear bells, which is strange, and not just with your ears but in your head, which is stranger. Something like a big, heavy blanket seems to wrap itself around the inside of your head and you find yourself with the sudden urge to take a walk in the desert night.

Make a Spirit check — you need a 5 or better to resist the puppet psionic power. If you fail, you walk out of the waystation into the darkness.
Harlock
You hear bells, which is strange, and not just with your ears but in your head, which is stranger. Something like a big, heavy blanket seems to wrap itself around the inside of your head, tight and comforting, reminding you of the time you spent a month's pay to rent a room in the Golden Jankx for just one night. A soothing voice whispers to you and you find yourself with a sudden and overpowering urge to take a walk in the cool night air.

Make a Spirit check — you need a 13! or better to resist the puppet psionic power (Sorry, your opponent got a Raise ...). If you fail, you walk out of the waystation into the darkness.
Drader
As the bells ring in your ears, you feel another presence in your mind. Manifesting as a soft, rain-laden breeze, the presence swells and shifts with the chime of the bells, surrounding your own mental avatar, blocking out your other senses as surrounds you, fills your nose with the promise of water and seems to subtly pull you out into the night.

Make a Spirit check — you need a 4 or better to resist the puppet psionic power. If you fail, you walk out of the waystation into the darkness.
BelgoiCropped.jpg


Combat has started! You're not surprised, but your opponents won initiative (I'm drawing from a home deck of cards for ease of use, and using side initiative: if half or more of the PCs beat the opponents' card, PCs go first. If fewer than half beat it, opponents go first.

In this case, almost all of you drew low cards, but Drader drew a Joker so everyone gets a Benny.


I've rolled for your mysterious opponents. It's now your turn.

For those targeted above (see OOC tabs above) go ahead and make your rolls to resist as part of your action. Everyone else can act normally.

In your post, please tell me where on the map below your character starts and ends their turn — the only caveat is that anyone targeted above needs to start within line of sight of one of the attackers.


Waystation1.png

Rolls and Initiative
Danger Sense 1d8!!-2: [7]-2 = 5
Wild 1d6!!-2: [2]-2 = 0

Initiative (drawn offline)
Skanni: 3 Diamonds
Lor: 9 Spades
Harlock: 6 Diamonds, 2 Diamonds
Drader: 10 Spades, Black Joker
Caro: 2 Spades
Berkyn: 3 Spades
Vixa: 5 Hearts
Graddock: 9 Clubs
Enemies: King of Diamonds

Since fewer than half of the party beat the enemies, enemies go first.

Five of the attackers use psionics against the group. Who do they target? (Chance for each PC is 1+Size, min. 1)
1: Skanni
2: Lor:
3-6: Harlock
7: Drader
8: Caro
9: Berkyn
10: Vixa
11-14: Graddock

1d14, 1d14, 1d14, 1d14, 1d14: [8]+[2]+[13]+[6]+[7] = 36
So, Caro, Lor, Graddock, Harlock and Drader.

Psionic rolls:
vs Caro 1d8!!: [4] = 4
Lor 1d8!!: [1] = 1
Graddock 1d8!!: [5] = 5
Harlock 1d8!!: [13!!] = 13
Drader 1d8!!: [4] = 4

Follow up roll on the 1 vs Lor: 1d8!!: [1] = 1
GM Bennies: 7/8
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Re: Into the Western Wastes

Post by Drader »

As soon as Drader heard the bells he recognized the
Common Knowledge +2 joker -2 scene penalty d8: [7] = 7 wild d6: [1] = 1
And not a second too late he drew on the water of the cistern to wrap a lite mist of water around @Caro and himself. The attacked was
Spirit to resist puppet. +4 raise on AP d10+4: [8]+4 = 12 Spirit wild d6+4: [1]+4 = 5
, their power grounded by the water. The water always
Arcane protection for Caro and me d10+3: [6]+3 = 9 Wild d6+3: [2]+3 = 5

@Caro
Now to protect the rest of his friends all Drader could due is yell out "we are being attacked by belgoi. Careful they are powerful psychics." turning to look at @Vixa "and filthy cannibals"
Last edited by Drader on Mon Sep 04, 2023 2:41 pm, edited 3 times in total.
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

Harlock's spirit rolls
Spirit 1d6!! or 1d6!! with a -1 to the highest.: [3]+[4] = 7


Harlock stands up and shakes himself off a bit. Then looking around blankly he eyes finally focus on the exit to the ruined building as he begins walking towards the exit. "I better go out there." He says as if in after thought.

Start ~E14 ending ~D15
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

https://savagerifts.com/sr/viewtopic.php?t=7410

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https://savagerifts.com/sr/viewtopic.php?p=83386#p83386
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Lor
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Re: Into the Western Wastes

Post by Lor »


Common Knowledge 1d10!-2: [10!, 3]-2 = 11
Wild Die 1d6!-2: [2]-2 = 0



Work the Room - Support for Skanni (+2) and Caro's next Psionics (+1) rolls
Raise(10) and Success (7)

Persuasion 1d12!+1: [6]+1 = 7
Persuasion 1d12+1: [3]+1 = 4
Wild Die 1d6!+1: [2]+1 = 3
Charismatic free reroll (Using this set of rolls, replacing lowest die with wild die result)
Persuasion 1d12!+1: [3]+1 = 4
Persuasion 1d12!+1: [6]+1 = 7
Wild Die 1d6!+1: [6!, 3]+1 = 10
Moving from H10 to I8


(MOVING FROM H10 to I8)

Lor gave an appreciative nod to Berkyn as she finished drinking the vial that was handed to her. The the thought had occurred to her that the bard might have been slipping her a convenient poison to get her out of the way, it seemed somewhat unlikely given his employment with her own house. And true to his word, she found that the pain had lessened to a large degree, only leaving her in a partially woozy state.

“The others made little mention of how you came to fall in with us.” She mentioned casually to Berkyn as she rolled up the odd maps, tucking them away back into their hiding spots. Though there hadn’t been much time for that kind of idle conversation as they had too much work to do with setting up fortifications and constructing makeshift torches.

Springing to her feet as Caro ran back inside with his warning, Lor quickly assessed the situation and tried to recall the stories about the strange malnourished looking creatures. In the end it was the ringing bells that reminded her of the words of caution she had received from other travelers in her house and the tales of the Belgoi with their pitless natures. There would be no negotiating with them…

Her eye narrowed with the ringing of the bells as she felt the first probing's against her thoughts. Caro had taught her a quick defense against such things, where one would deluge their surface thoughts with an inane amount of information to give no spot for the probes to take hold. Choosing to fill her mind with last months reports and accounts, it seemed to work as she sensed nothing but frustration from the creatures that invaded the area. Still, she was no psionicist, so there was little she could do to return the favour.

Fortunately she was rich, and rich people got others to do their dirty work for them. With a snap of her fingers she pointed towards the holes in the wall where Harlock was looking to leave. “Caro, your beautiful mind trick worked! I knew there was a reason we hired you. The magnificence of your brain juice is of such an enormous magnitude, that I dare say we’ve taken on only the very best! Take eyes on those less educated than I and see to their safety, show them how a real aficionado of thoughts does it. In the meantime, I will wait over here… And watch.” She finished with a firm nod and a smile in his direction, making her way around the corner and out of sight of the creatures.

Of course it may have also been her intention that the heaps of praises given to Caro, describing him as the very best may have also by design caused the half-elf practitioner named Skanni who was within earshot to also become inspired to prove Lor wrong and show her just who was really the most potent master of the mind in the group.
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Re: Into the Western Wastes

Post by Skanni »

Raise on Occult to Recognize Bad Guys, 11 on Opponed Psionics to Free Harlock
Occult to recognize the bad guys: Occult 1d6!, Wild 1d6!: [6!, 3]+[6!, 3] = 18

Psionics to un-whammy Harlock with Clear Mind (dispel) Psionics 1d10!, Wild 1d6!: [2]+[3] = 5 +2 from Mentalist +2 from Lor's support = 7

Let's spend one of those bennies to see if we can't get higher than a 7

Psionics reroll 1d10!, Wild 1d6!: [7]+[2] = 9 +2 from Mentalist +2 from Support = 11. Nice.
Skanni overhears @Lor praising Cano and wrinkles her nose. The very best, huh?

When @Harlock inexplicably begins to head outside the protection of the way station, she knows a psychic possession when she sees it. "Oh, no you don't..." she mutters under her breath. Bringing one hand to her temple, out of habit more than need, she focuses her mind on breaking the bonds imposed on the big man.

That done, she shouts to the rest of the survivors, "Belgoi!! They use the bells for their psionics, and their claws will drain life! Keep your distance and don't listen to the damn bells!"

Skanni ends her turn in square I10, keeping a wall at her back (assuming that's close enough to Harlock to use her dispel).
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Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Re: Into the Western Wastes

Post by Tribe of One »

Belgoi vs dispel
1d8!!: [6] = 6
GM Benny
1d8!!: [2] = 2
GM Bennies: 7/8
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

Harlock's head clears as the confusion washes away thanks to @Skanni's power. Seeing the strange creatures his mind was still slow to respond. Then he knew what was needed, reaching down he pulled on that inner well of strength within himself he let his Psionic well fill him with the knowledge of what was needed.

As his body wills with the knowledge and near perfect awareness from thousands of previous battles, Harlock strikes out with his psychic weapon...

Rolls and Mechanics, Hits a 5 Parry and does 17 damage
Innate Warrior's Gift (Martial Arts) with Psi Weapon mod 1d12!! or 1d6!! no multi action penalty.: [10]+[2] = 12
Raise = Martial Warrior Claws d6 + Martial Warrior +2dt = Str +d10 damage and +2 to Fighting.

Mind Blank 1d12!! or 1d6!! with -2 MAP and -1 Spirit: [3]+[4] = 7
Fail, no Mind Blank active

Fighting with Psychic Weaponry 1d10!! or 1d6!! with -2 from Map: [2]+[5] = 7 5 Total, benny to reroll.
Benny Fighting with Psychic Weaponry 1d10!! or 1d6!! with -2 from MAP and +2 from Martial Warrior: [1]+[3] = 4

Damage if Parry is 5 or less 1d12!!+1d10!!: [11]+[6] = 17
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

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Lor
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Re: Into the Western Wastes

Post by Lor »

OOC: Using common bond to spend a benny and give a reroll to Harlock

Failure is not an option @Harlock! The half giant can hear a familiar voice from behind him as the fog starts to clear from his mind. "Give them a reason to fear your free will!" The voice ended with another snap of Lor's fingers that drove him to action and perhaps give it just a little bit more as the Bulgoi that had enthralled him threatened to evade his massive attack.
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Re: Into the Western Wastes

Post by Ndreare »

Harlock hears the encouraging words from Lor, one of the other survivors. Pushing himself he tries again

OOC Comments
Common Bond Benny Fighting with Psychic Weaponry 1d10!! or 1d6!! with -2 from MAP and +2 from Martial Warrior: [4]+[1] = 5

Second Benny Fighting with Psychic Weaponry 1d10!! or 1d6!! with -2 from MAP and +2 from Martial Warrior: [3]+[5] = 8

Left as main account so it does not mess up GM post counting at end of quarter.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Berkyn of Celik
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Re: Into the Western Wastes

Post by Berkyn of Celik »

Start I6 End K10


Berkyn opens his mouth fully expecting to stutter and stammer his way through an answer to the dune trader's inquiry when chaos erupts in the camp.

Small miracles, I guess

Common Knowledge 1d6!!: [3] = 3 1d6!!: [1] = 1 -2 Fail
the eerie sound of bells, he has no idea what the creatures attacking them could be. Whatever they were, what they were doing couldn't be good.

Luckily, they are not targeting me.

Berkyn uses the chaos to
Stealth 1d6!!: [2] = 2 1d6!!: [3] = 3 Benny: 1d6!!: [5] = 5 1d6!!: [2] = 2 =5 No illumination or scene modifier taken into account--I hope there is one!
into the shadows along the abandoned waystation's crumbling walls. He could see the creatures at the entrances to the waystation attempting to draw Harlock towards them just as he reaches a
Location J10
in the wall big enough for him to slip through. Hoping the
Location L11
before him had not noticed him, he
Fighting 1d8!!: [5] = 5 1d6!!: [1] = 1 +1 = 6 If my Stealth roll beats their Notice roll, this is an 8 as it is Vulnerable. In the event I get a raise with the Stealth roll then I have the Drop and this is a 10. Damage: 1d6!!: [7!!] = 7 1d4!!: [3] = 3 1d6!!: [4] = 4
Hit with no Raise and target noticed me: 10 damage
Hit with no raise and target does not notice me and is Vulnerable = 12 damage
Hit with no raise and have Drop on target: 16 damage
Raise Damage: 4 if applicable
his weapon into it's white flesh just as Skanni yells out her warning.

Belgoi. This may not have been the best of ideas.

Parry is a 7 vs. this Belgoi

Bennys: 1/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 0/2
Caro
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Re: Into the Western Wastes

Post by Caro »

No need to roll Spirit due to failure of the Puppet Power due Arcane Resistance
Common Knowledge at -2
  • Common Knowledge: 1d4!!-2!!: [3]-2 = 1
    Wild: 1d6!!-2!!: [7!!]-2 = 5
    Result: 5 - Success.
Psionics for Boost Fighting (+1 due Focus, +1 due Lor); Adept
  • Psionics: 1d10!!+2!!: [5]+2 = 7
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 7 - Success. Fighting -> d12 (+1). 1 PP.
[/list]
Fighting (-> d12 due Boost, +1 due Focus)
  • Fighting: 1d12!!+1!!: [6]+1 = 7
    Wild: 1d6!!+1!!: [1]+1 = 2
    Result: 7 - Hit. Damage with Warclub: 2d6!!: [5, 10!!] = 15 - 1 Wound.


Hearing that Lor is safely out of the melee and thus out of immediate danger, Caro brings out his new Warclub,
Goes to E11
up to one of the Belgoi and
1 Wound
it upside the head.
Caro
Wounds: 0/3
Fatigue: 0/3
ISP: 13 / 15
Bennies: 2/3
-1 due Reroll on Salvage
+1 due Drader's Joker
+1 due Caro's Joker
-1 to remove Shaken
-1 to Reroll Damage on Belgoi
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Vixa
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Re: Into the Western Wastes

Post by Vixa »


Fighting 1d12!!: [3] = 3
Fighting 1d12!!: [8] = 8
Wild Die 1d6!!: [2] = 2

Damage 2d8!!: [7, 6] = 13


Vixa is sitting at the cistern feeling sorry for herself and nursing the bite of the <whatever it was> when the bells started to chime. Seeing movement to her front Vixa snatches up her Tembo Sword and settling her buckler on her arm as she darted towards the intruder.
I16 attacking I17


As she approaches she whirls about like a dervish slashing with her blade and while the first strike falls short the second slashes deep and Vixa grins in satisfaction at the strike. Calling back to @Drader "It is very strange that you should be worried about these creatures' hygiene at at time like this!"
"Don't Panic"

Vixa
Player: Jim
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Re: Into the Western Wastes

Post by Tribe of One »

Recognizing the danger the faint chimes represented, Drader quickly threw up a misty veil of protection over himself and the dwarven bodyguard, Caro, before calling out a warning to the others.

It was too late to help Harlock, who had been enthralled by one of the mind-bending monsters and already was making his way from the relative safety of the waystation out into night.

Shouting to make herself heard over the echoing bells, Lor did her best to inspire the others to resist the psychic threat. Bristling at the implied snub, Skanni focuses her Will before thrusting her own mental construct into the mindscape of Harlock's conscious. Sensing the belgoi's presence there as a wriggling, suffocating mass of worms enveloping the half-giant, she slices into it, quickly reducing it the psionic control to tatters.

Free of the belgoi's domination, Harlock summons his own psionic might, transforming his fists into glowing weapons. Encouraged by Lor's shouted directions, he slams again and again into the nearest creature, bones cracking beneath his blows as the belgoi collapses in a heap.

Berkyn, moving low against the north wall, darts through a crack in the wall, finding himself face to face with the disoriented belgoi whose failed mental attack on Lor had left it reeling in pain. With a viper's speed, the bard plunges his curved blade under the thing's toothless jaw and up into its brain, neatly withdrawing the blade before the creature falls in a heap on the sand.

Nearby, Caro and Vixa engage with two other belgoi. The dwarf downs one with his warclub, the agafari wood landing with the crack of a stone mallet on ripe fruit. Vixa, meanwhile, moves in a blur, her razor-toothed tembo sword painting the walls with belgoi blood as she makes a kill of her own.

[Note, I redirected Berkyn (to D11) and Caro (E15) to different opponents so everyone had their own target and you all managed to take one down.]

Your opponents win initiative but Caro draws a joker. Bennies all around.

Skanni: 4 Diamonds
Lor: 4 Spades
Harlock: 2 Clubs and 10 Hearts
Drader: 3 Clubs and Jack of Diamonds
Caro: Black Joker
Berkyn: 5 Diamonds
Vixa: 8 Clubs
Graddock (if he's still around): King of Clubs
Belgoi: Queen of Spades


Shocked by the suddent death of its pack-mates, the remaining belgoi backs away from the cracked wellhouse before launching a desperate psychic attack on Harlock. Rather seeking to bend the half-giant to its will, the belgoi lashes out with a bolt of telekinetic energy meant to cripple or kill.

bolt with boosted damage. Also, he's moved south enough to have a clear shot at you, I just didn't want to move it off the map.
Psionics 1d8!!: [5] = 5 = hit
Damage 3d6!!: [4, 2, 8!!] = 14


Meanwhile, Berkyn and Caro have little time to celebrate their kills as two more belgoi leap down from the roof of the wellhouse to attack.

The first lashes out at Berkyn with a broad-bladed spear of sharpened bone, which it slips past his guard with a predator's ease. The jagged blade plunges deep into the soft flesh of the bard's flank, impaling him.
Fighting 1d8!!: [11!!] = 11 = Raise
Damage 3d6!!: [10!!, 10!!, 2] = 22 = Yikes! 4 wounds


The belgoi that falls upon Caro uses no weapon, lashing out wildly with its claws as it attempts to drain the dwarf of warmth and life.

Wild Attack 1d8!!+2: [11!!]+2 = 13 = Raise
Damage 2d6!!+1d4!!: [2, 2]+[3] = 7 +2 for Wild Attack = 9, so Caro is Shaken and must make a Vigor check at -2 or lose a die type in Vigor (temporarily) from the Energy Drain. The belgoi is Vulnerable.


Inside, Lor feels a trickle of sand on her neck, looking up just in time to see another of the cadaverous creatures burst through the crumbling adobe roof. Landing with the grace of a kirre, the belgoi attacks with its claws, intent on feeding on the soft merchant. Its blackened nails score a bloody track across one shoulder, not deep enough to truly wound but causing Lor to catch her breath as the creature's touch seems to draw out her very soul.

Athletics to stick the landing 1d8!!: [7] = 7
Wild Attack 1d8!!+2: [4]+2 = 6 = Hit
Damage 1d6!!+1d4!!+2: [3]+[1]+2 = 6 = Shaken, and must make a Vigor check or lose a die type in Vigor (temporarily) from the Energy Drain. The belgoi is Vulnerable.


You're up!
DS Turn2.png
GM Bennies: 7/8
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Vixa
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Re: Into the Western Wastes

Post by Vixa »

Vixa darts past the corpse of her recent opponent into the open air outside the wall casting about for another opponent. Seeing the target rich environment she only hesitates a moment before pivoting to her right and charging her new prey.
to K17 attacking K16



Fighting 2d12!!: [1, 5] = 6
Wild Die 1d6!!: [4] = 4

Spending my new Bennie and hoping for a decent roll.

Fighting 2d12!!: [1, 2] = 3
Wild Die 1d6!!: [4] = 4

Spending my Bennie from last Round's Joker

Fighting 2d12!!: [6, 2] = 8 Hit - Damage 2d8!!: [7, 1] = 8
Wild Die 1d6!!: [17!!] = 17 Raise - Damage 2d8!!+1d6!!: [5, 7]+[1] = 13


With a primal scream Vixa launches her attack, her blade a blur as she whips it back and forth like a striking viper. This time her first hit strikes home though she can tell it is merely a glancing blow. As with her last target it's her second strike that proves decisive as she whips the sword low across the creature's belly and she feels the blade bite deep.
"Don't Panic"

Vixa
Player: Jim
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Berkyn of Celik
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Re: Into the Western Wastes

Post by Berkyn of Celik »

Vigor 1d6!!: [2] = 2 1d6!!: [4] = 4 Benny 1d6!!: [1] = 1 1d6!!: [13!!] = 13 +2 =15 Benny from Lor for Iron Jaw = 17

2d6: [6, 3] = 9 1d6: [3] = 3 Guts, Battered: Vigor reduced to d4, No longer applicable with Lor's Benny


Cursing for not thinking their would be a second one, Berkyn twisted out of the way of the belgoi's spear and stepped inside the abominations reach. Knowing he wasn't likely to get lucky again, he wildly
Fighting 1d8!!: [6] = 6 1d6!!: [2] = 2 +2 Wild Attack +2 Close Fighting=10 Raise Damage 1d6!!: [14!!] = 14 1d4!!: [2] = 2 1d6!!: [2] = 2 = 18, 2 wounds
and slashed with his blade until it dropped next to the body of the other one.

Feeling exposed outside of the waystation walls, Berkyn jerked the spear from the belgoi's corpse and slipped back through the crack in the wall and crept
Location G9
to where he saw another facing off against Lor.

Conditions
Assuming the one in C12 is also dead. Currently Vulnerable but providing Lor a Gang Up bonus

Bennys: 1/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 0/2
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Lor
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Re: Into the Western Wastes

Post by Lor »


Resisted Energy Drain (4)
Vigor 1d6!: [4] = 4
Wild Die 1d6!: [2] = 2

Unshaken (7)
Spirit 1d10!: [7] = 7
Wild Die 1d6!: [2] = 2

Wild Attack+Vulnerable+Gang up bonus from Berkyn against target at H8 (2+2+1=5)
Success (8) vs 6 Parry
5 Damage vs 7 Toughness - no effect
Fighting 1d4!+5: [3]+5 = 8
Wild Die 1d6!+5: [1]+5 = 6
Damage 2d4!+2: [2, 1]+2 = 5 AP 1

OOC: Resisted energy drain, became unshaken, gave a bennie to Berkyn, no movement, Lor is now Vulnerable

“Watch the skies!” Lor hisses as she recoils from the chilling touch of the creature that came from the roof. “There may be more of them on top!” Came her warning as she took a careful step back and held up the ebony hilted blade in one hand with the scabbard in the other. Making note of Berkyn being wildly attacked from the side, yelling out to him a sharp warning so that he could better prepare himself for the oncoming blow.

Still, the merchant had little time to contemplate the situation as the creature already was making several more attacks her way that she just barely fended off, striking quickly at it once with a decisive blow, though yielding no significant damage to it with her meagre strength, as the cuts only appeared to be superficial at best.

“Ugh, fighting! That’s something only poor people do!” She yelled out in disgust over her own actions. “Get away from me and go attack the ones who are paid to do this!” She instructed the belgoi angrily.
Last edited by Lor on Sun Sep 10, 2023 7:22 pm, edited 1 time in total.
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Harlock
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Re: Into the Western Wastes

Post by Harlock »

The telekinetic bolt hit Harlock pretty hard, rattling him for a moment.
Spirit to Unshake 1d6!! or Wild 1d6!! with a -1 penalty.: [1]+[4] = 5
As he tries to clear his mind, he swings his arms a couple times unable to focus on or hurt his foes.
Harlock
Attributes: Agility d4-1, Smarts d6-1, Spirit d6-1, Strength d12, Vigor d12
Parry: 7 Toughness: 11 (0) Size: 3 Reach: 1 (2 w/halberd)
Skills:
  • Athletics d12 (4)
  • Common Knowledge d4 (0)
  • Fighting d10 (5, +1dt)
  • Notice d4 (0)
  • Persuasion d4-1 (0)
  • Psionics d12 (4+1 dt, based on vigor)
  • Shooting d4-2 (0)
  • Stealth d4 (0)
  • Survival d6 (2)

https://savagerifts.com/sr/viewtopic.php?t=7410

Resources
https://savagerifts.com/sr/viewtopic.php?p=83386#p83386
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Drader
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Re: Into the Western Wastes

Post by Drader »

Drader reaches within his inner well, his mind a fortress easily has room for others. Inviting @Berkyn of Celik, @Lor and @Harlock into the safety of his mind. Each of them suddenly feels the protection offered as their minds became likewise shielded by a fortress of intelect disruptng hostile magic and psionics.



Healing d10+1: [7]+1 = 8
Wild d6!!: [3] = 3


Caro
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Re: Into the Western Wastes

Post by Caro »

Vigor at -2, but +2 due Joker.
  • Vigor: 1d8!!-2!!: [3]-2 = 1 +2
    Wild: 1d6!!-2!!: [5]-2 = 3 +2
    Result: 5 - Success.

Spirit +2 due Joker
  • Spirit: 1d6!!: [1] = 1
    Wild: 1d6!!: [1] = 1
    Result: 1 - Crit Fail. Spending 1 Bennie to Remove Shaken.

Free Psionics due Adept - Boost Strength (+2 due Joker, +1 due Focus)
  • Psionics: 1d10!!+3!!: [5]+3 = 8
    Wild: 1d6!!+3!!: [3]+3 = 6
    Result: 8 - Raise. Strength -> d10. 1 PP.
Attack Rolls - Two Attacks plus running in between/after depending if the Belgoi drops to at Least Shaken so Caro can go to Lor(+2 due Joker, +1 due Focus, -4 due MaP, +2 due Vulnerable, +2 due Wild Attacks)
  • Attack 1
    • Fighting: 1d12!!+3!!: [2]+3 = 5
      Wild: 1d6!!+3!!: [5]+3 = 8
      Result: 8 - Hit. Damage: 1d6!!+3!!: [1]+3 = 4 + 1d10!!: [9] = 9 +2 (Due Joker) = 15
      • Bennie Reroll for Damage
        • 1d10!!+1d6!!+4: [1]+[3]+4 = 8 = 8
    Attack 2
    Fighting: 1d12!!+3!!: [3]+3 = 6
    Wild: 1d6!!+3!!: [1]+3 = 4
    Result: 6 - Hit. Damage: 1d10!!+1d6!!+2!!: [9]+[4]+2 = 15 +2 (Due Joker) = 17. 1 Wound.


Fending off the Belgoi's life draining attack, with just a shake of his head, Caro realizes that Lor has been attacked. Drawing upon his inner strength to empower his muscles, Caro dives club first at the Belgoi before running off to protect his ward. Seeing its attention is drawn elsewhere, he leaps at its back smashing the gory club repeatedly on the back of its head.

"This should take care of this one, Lor. Stick by me in case any more target us."
Caro
Wounds: 0/3
Fatigue: 0/3
ISP: 13 / 15
Bennies: 2/3
-1 due Reroll on Salvage
+1 due Drader's Joker
+1 due Caro's Joker
-1 to remove Shaken
-1 to Reroll Damage on Belgoi
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Tribe of One
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Re: Into the Western Wastes

Post by Tribe of One »

The chimes of the belgoi take on a discordant note as the battle turns against the creatures.

Her blade wet with the blood of her first kill, Vixa wastes little time burying it in stringy white flesh of a second, the sawtoothed sword disemboweling the cannibal and nearly severing its spine.

Berkyn, twisting just in time to avoid having his own guts spilled on the sand, steps inside the reach of his attacker and neatly slices its throat with his curved blade, taking its spear for his own and heading back inside to aid Lor, who has managed to fend off another belgoi but failed to strike deep enough to wound it with the caravan master's steel blade.

As Harlock tries to clear his head, Caro makes quick work of the last belgoi outside before rushing into the waystation, where he brutally slays the creature that had been threatening his charge. With the last bell stilled, quiet settles over the desert night.


Nice rolls! You all survived your first battle. Now, tell me how your character unwinds/recovers from the fight/makes the waystation safe enough to get some sleep and you can have a Benny.


Dawn brings new challenges. As the sun rises over the eastern sands, the air inside the old waystation quickly grows stifling. The maps Lor found within Andris' scabbard chart the route northwest to the Wavir outpost — six days, maybe more, through scorching badlands and rocky wastes. To the southeast, backlit against the rising sun, you can make out kes'trekels gliding above the remains of the ruined caravan. Other scavengers have no doubt found it, as well, but there might be something there to salvage ... or the cracked hull might hold only death.

With the water Caro recovered from the waystation's cistern, and the little you had in your waterskins, you should have enough water for yourselves and your kanks for a day, perhaps two, assuming you can somehow avoid the worst heat of the sun. But before that, you must choose a course and make a plan for crossing the burning sands alive.
GM Bennies: 7/8
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Lor
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Re: Into the Western Wastes

Post by Lor »

Lor breathed heavily as she just barely fended off the follow up attack from the belgoi moments before @Berkyn and @Caro came running up to pulverize the gaunt figure to pieces. It took her a moment to catch herself and recover from the dizziness over having almost being killed, before she cleared her throat and looked to those around her.

“Ah, good work you two. I was worried for a moment there that I would need to get my hands dirty.” Lor said approvingly to the dwarf bodyguard before she eyed Berkyn next to him and the others who had fended off the remaining threats from outside.

“A fine job all of you!” The merchant princess clarified, resting a hand on her hip as she assessed their current situation. None of them had been injured fortunately, but they had exerted a lot of their strength. Perhaps more so than was necessary. This journey was going to be a careful balancing act of not merely defeating hostile opponents that they found along the way, but not doing so in such a manner as to tire themselves out so that they would find themselves defenseless before the next battle that was sure to come.

“Would some of you overly strong fellows be so kind as to take the corpses and bury them in the corner with sand? Nothing more than a shallow cover. It wouldn’t do for something far worse than these to come after the stench of blood and dead flesh leading them right here.” Though it went unsaid, she may have less than subtly nudged her head sideways towards the towering figure that was @Harlock who would have little trouble doing such a thing.

Noting their distinct lack of water, Lor shakes her head in mild disgust. “We do not have the luxury of the argossy any longer, so we should restrict our travel to early morning and evening, resting during the afternoon. But only if we can get the tents repaired enough to make it worth while. Did we make any progress on those? It won’t do to break for the afternoon if we are just going to bake in the sun regardless.”

Sheathing the dagger that Lor was holding and tying the tattered scabbard into a reef knot around her waist, she looked over to @Vixa then smiled at the wild looking halfling, though perhaps saying that was a bit of a redundant measure. At least food wasn’t their concern at the moment, else Lor might have found herself on the menu as far as this figure was concerned. Still, these were exactly the type of people who knew what to do in situations such as these.

“We’re deathly short on water and need to keep to low sun hours to keep it in ourselves as much as possible. What do you think we should do as far as finding water along the way?” Lor asked, not needing to lower herself overmuch to meet the height of the smaller figure as she wasn’t exactly a towering object herself. "I don't want us to fall into the trap of relying solely on @Drader for his powers if we can help it."

She then looked to @Skanni and gave the half-elf a deep bow of her head in recognition of her actions during the battle. They had come close to having Harlock turn from a great asset into their greatest liability. Something that she well suspected that the mixed creature had allowed them to narrowly avoid.

Finally she looked upwards with a frown, asking the half-elf then. “Have you an idea of how they knew I was at this point below the stone? Do these things have ways of seeing through rock? Or is knowing where one is hiding a thing that can be done with… That brain stuff you do?”
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Skanni
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Re: Into the Western Wastes

Post by Skanni »

Lor wrote: Thu Sep 14, 2023 7:26 pm She then looked to @Skanni and gave the half-elf a deep bow of her head in recognition of her actions during the battle. They had come close to having Harlock turn from a great asset into their greatest liability. Something that she well suspected that the mixed creature had allowed them to narrowly avoid.

Finally she looked upwards with a frown, asking the half-elf then. “Have you an idea of how they knew I was at this point below the stone? Do these things have ways of seeing through rock? Or is knowing where one is hiding a thing that can be done with… That brain stuff you do?”
Psionics Success for Mind Link
Psionics 1d10!, Wild 1d6!: [1]+[5] = 6
Skanni gives a small smile and replies in Lor's mind, It is certainly something that can be done with brain stuff.

Out loud, she says, "Salvage seems like a good idea to me. If there's something useful left from the caravan, now seems like our last opportunity to try and find it."

Survival 6 if needed for salvaging
Survival 1d4!, Wild 1d6!: [4!, 2]+[4] = 10
Skanni, Half-Elf Psionicist
Parry: 5; Toughness: 8 (2); Notes: Outsider, Heroic, PTSD, Brave
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Berkyn of Celik
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Re: Into the Western Wastes

Post by Berkyn of Celik »

Berkyn leans heavily on the bone spear and does his best to appear 'not overly strong'.

Gravedigger, I am not, my lady.

"I agree. If we are to salvage anything from the caravan, we should do so before the sun gets too high in the sky. We will need a plan to shelter ourselves from the heat should we not make it back here or somewhere else that can provide shade. If we are lucky, we can make a makeshift shelter with what we can find."

Berkyn then pulls out the sausages he grabbed in the desperate flight to the waystation. Tentatively biting into one, he was surprised to find they were quite delicious with a casing that provided just the right amount of snap. Taking out his dagger, he cut them into individual links and tossed them to any of his companions that wanted some breakfast before they moved on.

Bennys: 1/3
Pace: 6 Parry 6 Toughness 5
Wounds: 0/3
Fatigue: 0/2
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