STAR TREK 2d20
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  1. #51
    The Flood Savage Tale: The Russian Menace

    As you you may know, the Savage Tales are generally pretty lightly described which allows each GM a lot of latitude in how to spin each of the tales.

    In my game, right after the conclusion of Plot Point 3, the players proceeded along a cliffside/coastal road to Lost Angels. One of the players spotted something like a coconut bobbing in the water - and realized with some horror that it was someone's head as a thin, pale arm broke out of the water. They watch as the swimmer desperately made their way to rocks and grabbed hold of the jagged stone as the waves battered them. It became evident that it was young girl and in short order they rescued the child.

    They immediately noticed a manacle around an ankle and evidence that she'd be flayed, her back being scarred from repeated abuse. They travelled into Lost Angels (with a powerful hunger) and started looking for a matron that would escort the child back to the east. But before they did, they learned of Petrov and Felicity Peak and decided that they would bring justice to the man.

    After sending the girl eastward to the group's benefactor, the posse paid for passage on boat and proceeded to the docks for Felicity Peak. They learned that the dock exported quite a bit of food - and they knew that what amounted to slave labor produced it. They were canny enough to land in the early hours of night, crept past the dock worker and manager and proceeded to the rope bridge:



    I placed El Jeffe here at the bridge. He had a watch on the bridge, but the advance scout for the group rolled a 27 for stealth and crept across the bridge unnoticed and dispatched the two guards quietly.

    The guards, had they noticed the group, were under orders to first chop one of the suspension ropes with an axe and then call for the rest of the guards. It would have been difficult as hell, but the posse was careful about the time and good the dice gods favored them.... They got the drop on El Jeffe and his men and shot them to pieces without any injuries.

    If you use this map, I suggest you play it about the same way. If they go during the daylight hours or get caught crossing, don't be afraid to allow the rope to be cut, dropping them into the channel or forcing them to cling to the bridge while El Jeffe and his men take pot shots at them.

    The lack of a swimming skill might eat a BUNCH of bennies If they fail a swimming roll (no bennies), have them toss a pistol or rifle in order to keep their heads above water.

    I will add another map or two to this post as I make them...


    At the base of the trail up to the top of mesa where Petrov keeps his manor house, the overseer house and two slave houses exist along with the fruit trees and crops that the slave tend.



    And finally, at the top of the mesa, Petrov's manor house awaits the players...



    That's it for this Savage Tale


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    Last edited by Topdecker; June 12th, 2017 at 14:34.

  2. #52
    The following map is for THE SCIENTIFIC METHOD, which is pretty much a mandatory Savage Tale.



    I basically picture the large ghost rock boiler powering an electric generator that feeds a lot of fairly low-power lights and a number of higher powered lights in the main chamber. Wires run haphazardly along the ground with waste and refuse tossed in the little niches.

    There is a rope ladder leading downwards into the chamber with the bunk and boiler (the room is fairly square in shape). Vandergrift's man stands watch with a shotgun above. The noise is horrible in this chamber - the bunk is only here to provide comfort when the chill of caves requires the remedy provided by the boiler's heat.

    The main chamber has a wooden table with Vandergrift's notes. The two lights on the south wall frame glowing lightning bolt marking.

    How you handle the subsequent encounter is up to you. I plan on having a notice check to hear the guard's shotgun discharge. A few seconds later the lights will go completely out when the boiler is destroyed. The volume of the ghost rock burn will go up as it burns out of control.

    This should put the players in the dark with something unknown coming... Ham it up

    BTW, the chickens Vandergrift used are along the north wall of the main chamber. I find it really unlikely that he'd discard them given the focus on hunger and starvation, but whatever.

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    Last edited by Topdecker; June 13th, 2017 at 19:19.

  3. #53
    Fantastic maps! I've got to run Deadlands sometime soon.

    DM-Kevin - Current campaign running: D&D 5.0 Tomb of Annihilation -

  4. #54
    Plot Point 4. Yeah!

    First up is an in-game image that I've cleaned up (too much white noise) and added a little red spot too. This is the Wailing Doom and he has a weakness - that weakness being the little red-gem between his eyes. I didn't want to point it out verbally - sharing the image should be enough, but the artist PEG hired didn't bother to actually make it match the description - they left out the gem. Anyhow, it is all fixed up and ready for use as a player aid.



    Here is a map for the SAFE HOUSE portion of PP4:



    The southern most building is where I placed Smythe prior to the 8 wild card mega encounter.

    I will get the Wailing Cavern up later.
    Last edited by Topdecker; July 18th, 2017 at 17:12.

  5. #55
    The Wailing Hole.... The place where Smyth dumped an artifact. The point of entry is from the top of the map. I stopped adding bodies once I felt like there was a sufficient amount of gore.



    The scale here should be the Savage Worlds norm - a 2' grid.

    This should be enough maps to get through this Plot Point.

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  6. #56
    Ah hell, the Wailing Doom killed one of my players on a raise. Even with a blue chip as a kicker, his vigor roll at the end still totaled a 1.

  7. #57
    ddavison's Avatar
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    I modified my game so everyone in the party rose up as harrowed if they died, but I provided a reason and some other bad reasons why that happened to them specifically. I always thought harrowed were one of the best parts of the game but didn't want to leave it to chance.

    I also modified the game so that the manitou would wake up in the middle of the night and go do a bunch of stuff the players had no idea about.

  8. #58
    Harrowed... That might work for another character, but this one had tuberculous and a death-wish. Frankly, it was amazing he made it this far since he waded into the fray of every combat. I actually think that the player would be disappointed if his character returned

    No, I am going to let his start with his current XP - 5 which is probably my generic solution for the death of a player. That takes him down by a single advancement and keeps him on par with the rest of the group.

    The manitou idea... I will need to think about that one They are in famine's lands, so maybe I need to setup some odd events related to ruined crops and such.

    I did ask him to think about placing something odd in his belongings. I wonder what he will cook up...

    Thanks!

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  9. #59
    ddavison's Avatar
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    Introducing faminites is fun.

  10. #60
    Plot point 5 played out fine with no additional maps created. The single, solitary guard was a bit of push-over, but the tight timeline still made it tense and interesting.

    I did elect to have the prisoner that was a lycanthrope go furry onboard the boat - below decks while they were tending to Hellman. I rigged the timeline so they were 30 minutes from daylight. They were smart enough to run and locked the werewolf in the cargo hold for the short amount of time it took before he changed. No one had a silver weapon or bullets so I arranged an opportunity for them to win in a non-combat fashion and they figured it out.

    So, I did use a map that I had for a small cargo ship.

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