Sunday, July 31, 2016

Savage Worlds Fantasy Campaign: Desperate Times: Session Two

Real World Date: July 30, 2016

Campaign World Date: ?


The Party

Khelgar Ironfist - A dwarven warrior who fights with a huge double-bladed axe. He rides into battle on a fearsome battle goat. Played by Jeremy.

Lilly - A human articifer. She has a bloodthirsty streak and tends to kill prisoners. Played by Justin.

"Sir" Malith - A human sellsword who was involved in the regicide with River. He too is wanted by the human kingdom. He has a bloodthirsty streak and tends to kill prisoners. Played by Thomas.

River - An incredibly beautiful elven ranger who killed a human king. The hunter is now the hunted. Played by Miranda.

Runt - An ogre warrior. Played by Jacob.

Sluff - An obese ogre alchemist who worships the god Saint Stephen. He wields a large club with a bull's skull on the end. Played by Heath.


When Last We Left Our Intrepid Heroes:

The party seeks the Fire Opal of Xendra, which lies somewhere near the village of Hatchett. On the way to the village, the party had been attacked by a tribe of goblins who worked for The Beautiful One. The party went in search of The Beautiful One and ended up in a ruined moathouse. They slew demonic frogs summoned by infernal magic and routed a group of human bandits in the moathouse. They are preparing to explore the rest of the ruins . . . 


The Tale

Exploring the Moathouse

·         In the room, the party found a large bird cage with half a dozen ravens. These birds were able to talk,  just like the raven they had previously captured. Malith and Runt threatened to eat them.

·         The party explored the ruined moathouse. They were attacked by a swarm of giant ticks. Sluff used his giant feet to stomp on the bloodsuckers and killed most of them.

·         In a ruined kitchen, the party found stairs down into the dungeons. Sluff went down first and got stuck due to being an obese ogre. Malith found some old grease and lubed up the ogre. Runt them give his friend a mighty push.

·         Sluff went sliding down the stairs and was immediately attacked by a gang of ogres. A great battle followed. One of the ogres had a flaming skull for a head. He was also a spellcaster who let loose with a cone of cold and then tried to escape by turning invisible. Lilly managed to guess where he was and cast a spell of her own, killing the ogre mage. At that point the one remaining ogre warrior surrendered.

·         The ogre prisoner was named Gurrrr!. He agreed to serve the party as muscle since they had spared his life.

The Aftermath

·         The head of the dead ogre mage was still was still a flaming skull. Malith cut off the head and the flaming skull turned into the head of a regular ogre. He wore an iron collar etched with runes. Runt picked up the collar and put it around his neck. His head transformed into a flaming skull. Attempts to remove the collar were unsuccessful.

·         The party found a cell containing three prisoners: Two humans, Thomas Fulcwain and Jebidiah Loch, and one halfling, Talfus Two-Ears. The humans said they were rich merchants. The characters would get a reward if they escorted the merchants to the village of Hatchett. Talfus said that he was a simple traveler, but he would promise to serve the party if they freed him.

·         Sluff took an expensive roll of silk (to the horror and protests of the human merchants) and wrote a note on it in charcoal. He insulted the TBO, called him a coward, and said that the party would return to kill him. The ogre strung up the silk banner in a prominent place, and then the party left.

The Battle in the Swamp

·         The party decided to leave the ruined moathouse and take their charges to Hatchett. As they travelled through the swamp, Lilly sent the captured raven, now named Malik, up into the sky to scout. The raven returned and told the articifer that a group of humanoids were pursuing the party.

·         The humanoids turned out to be gnolls. Sluff tried to parley with them, but Malith attacked. An epic battle followed and the party defeated the gnolls, forcing them to surrender.

·         The gnoll leader, Rorgor the Destroyer, as he styled himself, told the party a secret in return for sparing his life. He told the party that the ravens they carried were ensorcelled and that the TBO could see and hear through the ravens senses. Lilly possessed a stone with a Dispel spell inscribed on it. She activated the device and with a flash of light, the magic on the ravens was gone. [Justin played the Arcane Inspiration Adventure Card.]

·         Sluff wrote another note on a roll of silk (despite more protests from the merchants). He again insulted TBO and threated to kill him. The ogre gave the silk to Rorgor and told the gnoll to deliver it to TBO.

·         At this point, the party noticed that both Talfus and Gurrrr! were gone.

The Inn of the Welcome Wench

·         The party and the merchants arrived in Hatchett and headed for the only inn in town, the Welcome Wench. The merchants regaled the town with the tales of the exploits of Runt and his band of hirelings. [Jacob played the Renown Adventure Card, giving him +1 Charisma if anyone hears of his epic battle against the ogres to free the merchants.]

·         Later that evening, Turleen the minstrel showed up. Turleen was a very handsome man with a foppish manner about him. He regaled the townsfolk and the party with tales and songs of the land.

·         The party asked Turleen about the Fire Opal. The minstrel said that the Fire Opal was supposedly a crystal ball. It allowed a person to see into the past and the future, as well as scrying locations and people in the present. It had belonged to an ancient cult, the Temple of the Ancient Eyes. It was also supposedly cursed to anyone not a member of the cult.

·         The party also inquired about The Beautiful One. Turleen confessed to knowing very little. Supposedly, he was a leader in the Temple of the Ancient Eyes. He had a lieutenant, The Ugly One. Turleen advised the party to avoid The Beautiful One, as anyone who crossed him tended to end up dead.

·         Khelgar impressed all of the townsfolk and Turleen by drinking not one, but tow, mugs of Bellringer Rotgut, a legendary and fearsome Dwarven ale.

The Wilderness

·         The next morning the party set off into the wilderness in search of the ruins of the monastery, the last known location of the Fire Opal. They met Cateth, a human wizard, and Black Jack, a human warrior. The pair had just fought and driven off a band of orcs led by the The Ugly One. Black Jack had been wounded. Sluff healed the human, after the human acknowledged the glory of Saint Stephen.

·         Cateth said that she and Black Jack were seeking the Fire Opal. She also feared that The Ugly One was also searching for it. She warned the party that the monastery was haunted and that The Ugly One and his orcs might return. She was returning to Hatchett to report that the Temple of the Ancient Eyes was seemingly knew the location of the Fire Opal. Despite the wizard's warning, the party said that they would continued on.

The Dungeons of the Monastery

·         The ruins of the monastery were located on a low hill. The site had recently been excavated and stairs leading down had been uncovered. The party headed down, lead by Sluff.

·         Zombies awaited them in the room at the bottom of the stairs. A great battle ensued. There were four statues in the room that reanimated the zombies when they fell. In the end, the party destroyed all of the statues and slew every last zombie.


And that's where we stopped for the night.

Quests

Name of Quest
Quest Giver
Goal
Reward
Notes
Status
Find the Fire Opal
Party
Retrieve the Fire Opal of Xendra from the monastery
Wealth. The Fire Opal is valuable.

Open
Kill The Beautiful One
Party
Find and kill the TBO
Fame. Gratitude of Hatchett and the human kingdom of Ivera.

Open


XP

3 XP awarded. Runt earns 4 XP due to Jacob turning in the Legend Chip. Everyone in the party earns an Advance!

Character
Old XP
XP Earned
New XP
Notes
Khelgar
2
3
5
Rides a Battle Goat named Heath.
Lilly
2
3
5
Friends with a talking raven named Malik.
Malith
2
3
5
Married to Meepo the goblin.
River
2
3
5
Wanted for killing a human king.
Runt
2
4
6
·         An ogre of renown: 50% chance of +1 Charisma due to people having heard of his exploits in freeing the merchants from the clutches of their ogre jailors.
·         Head appears as a faming skull
Sluff
2
3
5
Chieftain of the goblin Tribe of the Withered Arm. Has a withered arm (possibly human) as a token of his office.


Thursday, July 28, 2016

Savage Worlds Fantasy Campaign: Desperate Times: The Elevator Pitch

I had not written an elevator pitch for the fantasy campaign before the 1st session. The first session was supposed to be about character creation and talking with the group about campaign premises. I did not want to create any overarching campaign themes or villains without input from the players.

When I showed up for the session, the group had already created characters and were ready to go. So, it seems that they were as frustrated as me with the old campaign and were eager to start over fresh. We talked briefly about the new campaign and what went wrong with the Hell on Earth campaign. The players obviously wanted to run amok and cry havoc. The plot point for HoE demanded that the posse act with a certain amount of circumspection.

For the fantasy campaign, we were going to create a world in which the characters could run amok and cry havoc. There would be no plot point to follow or expectations that the characters would have to join one side. The PCs were free to act on what they thought was best for whatever reason. Consequences would result from their actions, and we would roll with the resulting chaos.

The first session went well. The second session is coming up this weekend. So, I sat down and crafted an elevator pitch:
Desperate Times
These are desperate times. The human King has been assassinated and the Queen's position is precarious. Threats to the kingdom are everywhere: a blasted wasteland full of demons to the southeast, a goblin horde to the southwest, a land of depraved witches to the north, and a dark cult at the rotten core of the kingdom. It is also a time of opportunity. A time when a band of adventurers with sharp blades and mighty wands might be able to carve out their own destiny. Are you brave or foolish enough to try?
Not bad. It mentions dangers found on the campaign world map: the Blasted Hellmouth, the Goblin Horde, and the Witchlands. The assassination of the human king came from a PC background (yeah, her character is the one who killed the king). The dark cult will be showing up in future sessions.

Into this maelstrom comes the party. The pitch makes clear that it is up to the PCs to blaze their own path and determine their fate.

Tuesday, July 26, 2016

Savage Worlds Fantasy: Campaign Journal: Session One

Savage Worlds Fantasy

Campaign Journal: Session One


Real World Date: July 16, 2016

Campaign World Date: ?


The Party


Khelgar Ironfist - A dwarven warrior who fights with a huge double-bladed axe. He rides into battle on a fearsome battle goat. Played by Jeremy.

Lilly - A human articifer. She has a bloodthirsty streak and tends to kill prisoners. Played by Justin.

"Sir" Malith - A human sellsword who was involved in the regicide with River. He too is wanted by the human kingdom. He has a bloodthirsty streak and tends to kill prisoners. Played by Thomas.

River - An incredibly beautiful elven ranger who killed a human king. The hunter is now the hunted. Played by Miranda.

Runt - An ogre warrior. Played by Jacob.

Sluff - An obese ogre alchemist who worships the god Stephen. He wields a large club with a bull's skull on the end. Played by Heath.


What Has Come Before

The party seeks the Fire Opal of Xendra. They have information that it lies in a ruined monastery somewhere near the village of Hatchett. They are travelling to the village and have stopped for the night at the Inn of the Sleeping Serpent, about a half day's walk from Hatchett.


The Tale

Goblin Attack!

  • A war band of goblins attacked the inn. A dozen warriors were led by a fierce chieftain and a mighty hexencaster. The party defeated the little buggers, killed the spellcaster, and captured the chieftain.
  • Under interrogation the chieftain revealed the following:
    • "The Beautiful One" (hereafter "TBO") ordered his tribe to attack the inn and kill a human female named Cateth. 
    • The goblins have never met the TBO. Periodically, a talking raven will appear at their caves with a bag full of gold and instructions.
  • Sir Malith then killed the goblin.
  • Cateth was indeed staying at the Inn. She was a middle-aged human female with startlingly blue eyes. She was a royal advisor on her way to Hatchett to see what was causing the delays in building the castle there. 
There and Back Again
  • The party escorted Cateth to Hatchett. While talking with her on the road, Lilly remembered a rumor that Cateth might actually be a witch. The Witchlands , ruled by the Witch Queen, lay near to the north. Was she a spy for that evil kingdom? Did the human king send Cateth to Hatchett just to get her out of the capital? 
  • The party quickly grew bored of important questions concerning the campaign world and left Hatchett to find the goblin caves. 

The Tribe of the Withered Arm

  • The party wanted to figure out what was going on with the TBO and had designs on capturing the raven. So they approached the goblin caves and demanded the right of parley. The goblins, sans their chieftain and hexencaster, sent their weakest member, Meepo, out to negotiate. 
  • Many shenanigans later:
    • Sluff, known as Fat Ass to the goblins, was declared Chieftain of the Tribe of the Withered Arm. He was given a withered arm, possibly human, as a token of office.
    • Sir Malith and Meepo were married. 
  • Soon after, the party captured the raven when it flew into the caves. It was indeed a talking bird, though of extremely low intelligence. The party intimidated it, and the raven agreed to lead the adventurers to the TBO's lair.
  • The goblins were extremely impressed by the party's bird capturing skills. They declared the party to be folk heroes and the adventurers would always find aid with the tribe of the Withered Arm. [Justin played the Folk Hero Adventure Card.] 
The Lair of the TBO
  • The party tied a rope around the raven told it to lead them to the lair of the TBO. It was an arduous journey, as the raven took the most direct path: over hills, through bramble patches, across gullies, etc. 
  • During the journey, the raven and Lilly bonded.
  • Several hours later, the party found themselves in a swamp. They spotted the ruins of a stone fortress in the distance. As they approached, they set off a spell that summoned swarms of demonic frogs and one giant demonic frog. 
  • The party dispatched the frogs but were then assailed by a volley of arrows from the ruined fortress. The party charged the ruins. An epic battle later, the human bandits were scattered and their leader captured. Just as the bandit leader was about to reveal important information concerning the TBO, Sir Malith killed him. 

And that's where we stopped for the night.



Quests

Name of Quest
Quest Giver
Goal
Reward
Notes
Status
Find the Fire Opal
Party
Retrieve the Fire Opal of Xendra from the monastery
Wealth. The Fire Opal is valuable.

Open
Kill The Beautiful One
Party
Find and kill the TBO
None

Open


XP

Answer the following questions. 1 XP is earned for every yes answer. Min of 1, Max of 3 XP per session.

Did we learn something new and important about the world that generated a new Quest? Yes. TBO is directing attacks against the human kingdom. He must be stopped.
Did we successfully complete a Quest? No.
Did we loot a memorable treasure or overcome a notable monster or enemy? Yes. 1) The party slew a goblin chieftain and goblin hexencaster, as well as a bandit leader. 2) The party has the Withered Arm, symbol of office of the goblin Tribe of the Withered Arm.

2 XP awarded.

Character
Old XP
XP Earned
New XP
Notes
Khelgar
0
2
2

Lilly
0
2
2

Malith
0
2
2

River
0
2
2

Runt
0
2
2

Sluff
0
2
2

Sunday, July 24, 2016

A Fantasy Campaign and a Map

Anytime you want to run a Savage Worlds game, you are faced with an overwhelming amount of choices: 1930s pulp, horror, sword and sorcery, sword and planet, sci-fi. The list goes on and on. I have run Deadlands, sword-and -sorcery (Legends of Steel), sword-and-planet (Mars), post-apocalyptic dark fantasy (The Day after Ragnarok), tomahawk-and-sorcery (Totems of the Dead), and, most recently, Hell-On-Earth.

I have yet to run a traditional fantasy campaign in Savage Worlds. I played Dungeons and Dragons for more years than I care to admit and loved almost every minute of it. Since becoming a Savage, though, I have not run a fantasy campaign. My first Savage Worlds campaign was Sundered Skies, a setting with elves, dwarves, and orcs. It was a post-apocalyptic setting as well, with skyships and black powder weapons. That particular campaign was six years ago!

I wanted to run a fantasy campaign with a more quasi-European, quasi-Middle Ages feel . I looked at Hell Frost and Shaintar, but I wanted to run a home-brew. I had all sorts of notes and musings about the campaign that I wanted. I really wanted a blank slate to start with.

For me, one of the first things I look at when designing a campaign is the world map and the starting area for the party.

I found this wonderful map online:

http://eotbeholder.deviantart.com/art/The-Only-Fantasy-World-Map-245738593

While tongue-in-cheek, it actually contains a wealth of imaginative nations and regions. I liked the political geography of the map. I could see how the various states and cultures were linked to each other by trade. I could see how and why animosity existed between the various states and cultures.

The physical geography also appealed to me. The numerous bays, inlets, and islands meant that ships and seafaring was important. The interior of the continent was large, and covered by mountains and forests that helped define some of the nations and cultures.

The map offered plenty of areas to adventure in. Simple phrases like “Clockwork Tsars”, “Hellfire Imperium”, and “The Crawling City” were enough to base an entire campaign around. The blank areas of the map held promises of ancient crypts and dark dungeons.

So, with the map decided on, I had to pick a region for the party to start in. To the north, there is a region called the Blasted Hellmouth. That sounded very promising. Near the Blasted Hellmouth was the a land labeled “Goblin Hordes”, and to the north was an area called the Witchlands. Amongst these three areas there was a triangle or gore of land that would be the campaign’s starting area.

The campaign would start somewhere north of the Blasted Hellmouth. And, like all great campaigns, it would start in a tavern.

Saturday, July 23, 2016

On Player Agency, Murder Hoboism, and Campaign Premises

Our group has descended into murder hoboism. A couple of sessions ago, the posse rolled into Silver Town, headquarters of the Black Knights, an evil organization of fallen Templars. The Black Knights also had a black dragon, Spew, as an ally. Spew in turn was allied (or controlled or was controlled by) a human known only as the Acid Queen. This mysterious figure was clad in armor complete with a great helm and rode on the back of the dragon as it terrorized the land.

Based on the character backgrounds I had been given, I decided that the Acid Queen was actually Sarah Li, daughter of Jet Li the kung-fu fighter. During the session, Jet found out about his daughter being the Acid Queen, bringer of death and woe to an entire region of the campaign world. Then, Jet and the posse were captured by the Black Knights and sentenced to death. Just before they were to be executed, the posse convinced the Black Knights to summon the Acid Queen.

Jet and his daughter met. Sarah, the Acid Queen, was young, perhaps 15 years old. One side of her face and body were horribly scarred, perhaps by the dragon's acid. Sarah was not sympathetic to the posse's or her father’s plight. She did say, however that the leader of the Black Knights hated a Templar, Joseph, Marshall of the Temple of Swords. Perhaps if the party killed the Templar, the Black Knights would let the posse members live?

The posse knew that the Templars were working to restore civilization and trying to make the world a better place. Nevertheless, they agreed to kill Joseph to get out of their predicament with the Black Knights. If they failed in their mission, Sarah (a.k.a. the Acid Queen) and her dragon would hunt them down and turn them into steaming piles of goo.

The party drove to the Temple of Swords and promptly killed Joseph. In the ensuing combat, three posse members died. After the session, Jet Li’s player was so appalled by the actions of his fellow players that he retired Jet and created a new character.

After the session, I had a talk with the players and told them that they were on the verge of losing a role-playing game. They had made Hell on Earth even worse. The murder of Joseph the Templar would raise the local Fear Level. Their enemies were now stronger.

The players did not exactly show remorse, but they acknowledged the premise of the campaign world: that they were the good guys fighting against overwhelming evil. Their job was to fight tyranny and injustice, defeat monsters (human and otherwise) and drive back the darkness. Doing so would reduce the Fear Level in a certain area and make the world just a little bit better. This is what they had agreed to when we started the campaign.

It was this premise that influenced my thinking process during the session. I forced the PCs into a difficult situation and then hoped to watch them get out of it. What would they do with a dragon stalking them? This was not really supposed to be a situation were the posse was to make a difficult choice: should they kill a good man to save themselves?

So, we soldiered on for a couple of more sessions. One of the replacement characters had the Wanted Hindrance. We determined that she was wanted by the Law Dogs, another organization doing their best to rebuild civilization and make the world a better place. Her character was wanted by a particular NPC who had been a sheriff before the Boom.

During the last session, I had the posse roll up on a road block. A pack of Law Dogs was stopping traffic and searching for the wanted character. Then the wanted character saw the sheriff, the man who was after her. Naturally, the posse pulled their guns out and starting killing anything that moved. The sheriff and the other Law Dogs went down in a hail of lead.

Once again, I had a discussion with the players that they were losing at a role-playing game. The Fear Level would go up. Their enemies were now stronger. Their actions had cost them the possible aid of another organization. All this, because the players would not accept the premise of the campaign.

Just as before, my discussion with the player was based on the premise of the campaign. The PC's Wanted Hindrance was meant to provide some interesting role-playing and decision making situations. What would the posse do when confronted with a seemingly impossible situation?

During the next week, I was making plans for the next session. I was not certain how to proceed, as the PCs had burned so many bridges. They could continue forward and keep murdering people with reckless abandon. That would be boring, as their would be no justification or motivation to their actions beyond simple bloodlust. I could send legions of Templars and packs of Law Dogs after them, but that would just show the bankruptcy of the campaign premise.

So I decided to end the Hell on Earth campaign.

Wednesday, July 6, 2016

Hell on Earth Reloaded: Campaign Journal: Session 7

Hell on Earth Reloaded

 
Campaign Journal: Session 7

 
Real World Date: June 18, 2016

Campaign World Date(s): Aug 4-8 2097

 
The Posse

Groot is an expert driver and scavenges the atomic wastelands in a pickup truck. While scavenging a ruin somewhere in the Wasted West, he picked up a mutation. He now has an arm that looks like a gnarled tree branch. Played by Jacob.

8 of 9 is as syker and former US army soldier. Her powers have made her bald and obese. She has a massive crush on Rick. Played by Heath.

Freyja is a purple robed Doomsayer and follower of the Church of the Atomic Revelation. The Glow blessed her with bat ears and supernatural hearing. At some point in her journeys across the Wasted West she fought a demon who gouged out one of her eyes. Played by Jeremy.

Jackie is a two fisted gunslinger who is cursed with gremlins. Whenever she uses an electronic or mechanical object, including guns, evils spirits do their best to break and disable the device. Played by Thomas.

Mad Max is a Harrowed road warrior with a motorcycle. He tangled with a supernatural horror at one point and is now paranoid about things that go bump in the night. He is wanted by the Templars, dead or alive, for killing Joseph, one of their leaders. Played by Justin.

Sirena is a stunningly beautiful witch. Played by Miranda.


Readin' the Sitch

The posse is in the blasted remains of Carson City, Nevada. They are looking for a nuke, a missile built from before the Boom. The nuke is in the hands of the Cult of Doom. They obviously intend to use for some nefarious purpose.
 

The Tell

Chasing the Convoy of Doom

A large number of trucks and a semi rumbled past the posse. Strapped to the grill of the semi was Groot. The posse managed to free him but the convoy kept going. Groot informed the rest of the party that the semi was carrying the nuke and that the convoy was headed to Junkyard.

The posse snuck out of the Hotel Coronado and went in pursuit of the convoy.

The Death of Spew and the Capture of the Acid Queen

The posse ran the checkpoint at Stone Tooth. They gunned their engines and made a run for it. Then, out of the sky, the posse saw a speck in the sky, rapidly approaching them. The speck soon turned into a dragon, with an armored humanoid figure on its back. Everyone in the posse felt an overwhelming fear as the dragon landed in front of their vehicles. Everyone was able to steel their nerves, except Freyja, who screamed like a little girl and ran in terror.

After some discussion, the posse threw caution to the wind and attacked. Spew the black dragon died. The posse captured the Acid Queen.

[I totally misread a spell and the party killed Spew due my error. Oh well.]
 

And that's where we stopped for the night.


Vehicles

Vehicle
Spook Juice (in days)
Notes
Groot's Truck
2
 
Max's Motorcycle
2
 

 
XP

Answer the following questions. 1 XP is earned for every yes answer. Min of 1, Max of 3 XP per session.

Did we successfully complete a Mission, overcome a major NPC or monster; or scrounge up a big, fat pile of Scrap from the pre-Apocalypse world?
Yes. The posse successfully intercepted the convoy carrying the nuke to Junkyard.
Did we create a new Mission by learning something new and important about the world or a PC?
Yes. The posse captured the Acid Queen, who is wanted in Junkyard. She says she was ensorcelled by Spew and is innocent.
Did we lower the Fear Level of an area?
Yes. The posse killed Spew the black dragon. For a little while, at least, the folks of the Wasted West can breathe a little easier.

Answer the following question. -1 XP is earned if yes.

Did we help raise the Fear Level of an area?
No.

3 XP earned.

Max only gets 1 because Justin arrived late and left early.

8 of 9 gains an Advance.

Freyja gains an Advance.

Groot gains an Advance.

Jackie gains an Advance.

Sirena gains an Advance.

Character
Old XP
XP Earned
New XP
Raisin' Hell
8 of 9
17
3
20
 
Alex
22
0
22
Bollixed (VotWW)
Freyja
24
3
27
One Eye (VotWW)
Bat Ears (Mutation = Alertness Edge)
Groot
4
3
7
·         1 Mutation: arm like a gnarled tree branch (Brawny Edge)
·         1 Heart Attack
·         1 Scar: horrible, disfigured skull (-1 Charisma)
Jackie
24
3
27
Bollixed (VotWW)
Martell
4
0
4
 
Max
32
1
33
·         Harrowed: death wound = hole in the stomach
·         Harrowed: Dominion = +4
·         Paranoid (Yellow Hindrance, VotWW)
·         Mark of Fear (-1 Charisma)
Rick
3
0
3
 
Sirena
14
3
17
 


The Roll of Fallen Wasters

Character
 
 
XP
Raisin' Hell
Notes
Jet Li (retired)
40
0
40
·         1 Mutation (VotWW): metallic sheen to skin (+1 die bump Vigor)
·         1 Memento (spent)
Jet Li retired after Session 5 due to disgust with the actions of Max's character.
Jericho
26
1
27
Major Hindrance: Habit: Alcoholic (VotWW)
Session 5. Chased and shot at by angry Templars, Jericho was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.
Solomon
24
3
27
·         Lame Hindrance (VotWW)
·         1 Heart Attack
Session 4. Solomon died  when Jeremy rolled snake eyes when the Templar was in a Rad Patch. Jeremy then pulled a Two from the Mutation deck = instant death.
Tituba
16
1
17
 
Session 5. Chased and shot at by angry Templars, Tituba was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.
Tom
23
1
24
1 Mutation: Elderly (VotWW)
Session 5. Chased and shot at by angry Templars, Tom was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.