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Category Archives: Savage Worlds Games

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GM: Chaosius Stevas Toddius
Denacus Lucius Flaccus (Mike Byrd)
Galafanakis Leviticus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Barbatus (Alex)

Over the holidays I started a Weird Wars Rome campaign with the group. I’m not really big on running campaigns but I said I’d do it for the group and because someone (Evil Mike) wanted to play in it. Actually we sort of played our first game at Jimcon back in late fall. I’ll try to recap as much as I can remember. (This should be short.) Oh, and although I pulled some bits of history into the game, don’t look to learn any history lessons here. I make most of it up as I go along.

The group starts out as new recruits into the Roman legion stationed in Hispania. The legion’s primary mission is to hunt down and destroy the army of Hasdrubal (brother of Hannibal) who has been causing trouble there in Hispania. But our heroes’ first mission has nothing to do with that…

Beastmen

Something has stirred up the barbarians in northern Hispania. They’ve been attacking and pillaging villages in the area. A Rome of high standing has a villa right in the barbarian’s path. Our heroes’ orders are to escort the Roman’s family back to the safety of the legion. Along the way to the villa the come across a witch burning. Normally this would be of no concern, but the so-called witch looks like Selma Hayek. The heroes rescue the fair maiden. She immediately takes a liking to Galafanakis.

The heroes are later ambushed in the night by barbarians, but soon realize they are some kind of beastmen. They repel them after a tense battle in the fog shrouded woods. Once the battle is over they spot a strange man and a massive beast on a hilltop overlooking the ambush spot. The two disappear. The heroes also notice that the bodies of the beastmen they slew are also missing.

They make it to the villa and arrangements are already underway to leave, but will not be completed until morning. That night the villa is attacked by wolves lead by a massive beast that walks upright. Galafanakis is severely wounded during the battle. The beast is not vanquished, but retreats back into the night. It is then that the so-called which tells them of a legend where the beast can only be killed by silver weapons. The Roman’s silver is metaled down and weapons are coated in silver. The Roman threatens to have them all severely punished when they reach the legion.

In the morning the heroes are introduced to a slave girl—the Roman’s personal property. She looks strangely barbarian. The trip back the next morning turns into a life and death race as the beast leads a large number of beastmen in chase. The heroes’ manage to escape only to find themselves ready to be besieged on one side by hundreds of barbarians. In the nick of time the Roman legion shows up and it appears they will easily defeat the barbarians. But an eerie fog appears and through it the heroes can hear their Roman compatriots dying.

They spot the strange man they had seen on the hill the night of the ambush in the woods. He’s atop some old ruins and they instantly realize he’s a shaman of some kind. There is a battle with his guards, but this ends when the heroes realize that the cause of this may be the slave girl. On a hunch the offer the salve girl to the shaman. He agrees. The fog is lifted and the barbarians retreat. The day is saved. As for the great beast? Who would believe them?

The Twin Towers

After the success of their first mission, they are given a mission of grave importance. Hasdrubal’s army is camped in the valley of Pedraza. It can only be approached from the west, north, or south due to the desert on its south side. The Roman general plans to march across the desert and take Hasdrubal by surprise. But this means the towers built facing the desert must be taken quickly and without alerting the army in the valley. That is the task given to our heroes.

There’s a little trouble in the ranks. The heroes spent most of the morning digging latrines. Varicus was called away early. They later find him sleeping in the group’s tent. Varicus wakes up suddenly to some bruised ribs. (Note: the “Beastman” adventure began with Varicus being beaten for disobeying orders.)

The heroes suffer through a grueling ride through the desert to arrive at the towers at dawn. They find the Carthaginian soldiers there already dead and piled in a heap. The place is bathed in blood. In one of the towers they find a dying Roman centurion named Polis. They revive polis only long enough for him to tell them of a Dacian lord he was chasing before being foolishly captured by the Carthaginians. Polis hints that the man will not be easily killed and to hunt him by day. He even loans Galafanakis his sword which has been blessed by the gods.

The heroes find the Dacian Lord’s camp and attack. They easily slay his warriors, but the Dacian lord turns out to be a deadly opponent. Before it’s all over, Barbatus lies dead and Varicus is heavily wounded. They burn all of the bodies.

Scout Duty

The next morning the first of the Roman troops arrive. They report, leaving out the part about the Dacian lord. Polis is carried off to be cared for. Galafanakis keeps his sword.

The well-rested heroes are order to scout the area between the towers and the valley to be sure the arrival of the Romans goes unnoticed. They are to kill any Carthaginian’s they find. At mid-day they spot a supply train heading towards the towers. They set an ambush and attack.

The severely wounded Varicus makes a spectacular bow shot to kill a retreating Carthaginian driving a wagon. Unfortunately this is not enough to save the day. The heroes are overwhelmed by the sheer size of the force and by their leader who refuses to be wounded. The party surrenders and are taken prisoner.

The Battle for the Pedraza Valley

Hasdrubal has more troops, but the Romans have a slight terrain advantage. The Romans would have also had the element of surprise except for the capture of our heroes which ruined that. Also, our heroes are being held in the camp of Hasdrubal.

The battle begins. The Roman general uses his “Cry Havoc” edge right off and scores heavy losses to Hasdrubal’s army. Hasdrubal is less than effective. (This could be because I was rolling the dice for him. Alex was rolling for the Roman general and his dice were HOT.)

In the end the Romans win the battle. Hasdrubal’s army make an orderly retreat but has sustained heavy losses.

But what of our heroes? Well, we’ll find out about them next time.

GM: Evil Mike McNeal

Ben (Hernandez. Dependents come and go.)
Owen (Zach Turner. Has sister-in-law as dependents.)
Mike (Mark Kale. Has one son as a dependent.)
Steve (Shane Hensley. No dependents.)
Alex (Joe Reynolds. His brother is his dependent.)

We finally made it to Dallas and are in a Banal corporation secret laboratory. Emergency sirens are going off and Banal employees are running to evacuate the building. Some Banal employees are running in the hallways because they are being chased by large, lumbering creatures. That’s where we come in.

We quickly try to gather some of the running employees to the safety of the lab. Whether this is because we’re nice people or, because we need dependents, can be debated in the history books. Let’s just say the most heroic of us, me, leaped into the hallway to try to slow down one of the creatures with his 9mm.The creature isn’t impressed and begins beating on me. We eventually kill two of the creatures and save several women. There is much dependent wooing after that.

The Banal ladies tell us of a secret, secret lab in the basement. Also that the head of the company had arrived and apparently was releasing these creatures. We head to the basement in hopes of both defeating the company head, but also to get away in his helicopter.

The room is easy to find. It’s red, pulsing with power, and filled with guys with submachine guns. Oh, and a weird vat spewing forth goo enhanced zombies. The company headman and another guy are also there. One of these two has a brief case. We decide we want what’s in that case.

Again I rush into the room. I disable a power pillar and start taking fire from the Banal goons. Soon the others follow my lead and enter the room as well. The headman opens a small elevator at the back of the room. I launch myself at him. He’s not getting away on my watch! During the fight I get clobbered and fall incapacitated to the ground, but so does he. One of our heads blocks the elevator door so it won’t close. Bang. Bang. Bang.

We defeat the rest of what Banal has to offer. Opening the briefcase we find notes on what’s going on, a location in Germany that’s the international headquarters of the Banal Corporation, and maybe some other stuff. I don’t remember. My head was a little foggy from being hit repeatedly with an elevator door.

With that we have a new base of operations. One with flushing toilets, showers, and everything! We now rule Dallas. (I added that.)

We would all like to thank Mike for running the game…

(Yes, I could have added a good joke or two there, but it was a fun game and I need Mike to behave during my Weird War Rome game that is coming up next.)

Chaos Steve

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GM: Evil Mike McNeal
Ben (Hernandez. No Dependents.)
Owen (Zach Turner. Has sister-in-law as dependents.)
Mike (Mark Kale. Has one son as a dependent.)
Steve (Shane Hensley. No dependents.)
Alex (Joe Reynolds. His brother is his dependent.)

We make it to Dallas. We find a shopping mall that we think would be a great place to hole up. The door’s locked, so we go next door to the theater instead. I think “Dawn of the Dead” is playing on the marquee. (What really happened: I was supposed to bring a shopping mall map, but couldn’t fine it. We already have a great theater map, so we used it instead.)

The theater was already home to a group of rather tense survivors. Some were even in tattered Banal corporation clothing. We offered them some ammo to let us in. They let us in and we find about 12 guns pointing at us. I try to calm the situation with some witty banter. It goes poorly and opposing group looks ready to mow us down. Then Ben tries to rescue us with some rhetoric in his poor, heavily accented, broken English. The opposing group takes aim…<BLAM> The doors behind us burst open as a vexation of walkers rush into the room. The opposing group opens fires, but on the walkers, not on us. These new walkers are different. Faster. Edgier. We eventually take them all down, but not before Ben and Mike are wounded. (I’m keeping a close eye on Mike.)

Since we fought so well against the walkers, the group of survivors offer us their own version of a cure developed by Dr. Quinn, an older, but attractive scientist. Their solution either cures you or kills you. We have Ben try it. He survives. Unfortunately that’s the only one they had. When we mention we’re going to the Banal Corporation, Dr. Quinn wants to come along to get more supplies to make more serum.

While a plan is being created for getting inside the Banal building, a few of us take to the sewers and travel to the mall. We scavenge, fight walkers, and find a bedroll and some ammo. Not a stellar day at the mall.

After some preparation we bluff our way into the banal corp. Once inside we realize we need to get a key card for the lab. I critically fail my roll to persuade a pretty technician to help get inside the lab. Things go to crap after that, although we do get inside the lab. Dr. Quinn points out needed supplies while others of us work at the computer stations. Then the alarms start blaring. The monitors inside the lab show us that the building is being evacuated and large looming shapes are prowling the hallways. Could it get any worse? Evil Mike is the GM. It’ll get worse.

Chaos Steve

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players: Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.

Logan and Sy survey the cavern they find themselves washed up in. Logan senses the rooms around him and feels a lot of steel in the next room and below the water where they came in.

Sy decides to explore the water depths where he finds a railing. Apparently this underground complex is connected to the other one. Meanwhile Logan discovers a couple of guards nearby. Just then, a very large shadow moves over Sy. He quickly gets out of the water and before he can tell Logan to stay clear of the water, Logan partially closes off the passage to the guards with his earth manipulation, and a giant Crocodile nearly bites him in two!

Sy attempts to shoot the Croc in the eye (noticing that a simple blaster would probably not penetrate the critter’s hide). But even Sy’s excellent shooting skills are not up to hitting that tiny spot. Logan’s two wounds don’t keep him from sliding out of the Croc’s jaws and getting behind the nigh impenetrable Sy.

The noise attracts the guards who let slip that they have a prisoner nearby that needs to be moved and that somebody named Lord Garmin should be warned. The one of the guards starts shooting randomly into the room.

That’s when Logan decides to open the wall between the rooms and create a tunnel for the croc to grab some dinner in the next room! The plan works perfectly (got him a benny too) and the croc munches the first guard down. Sy then blasts the Overmind in the room for two wounds. Logan and Sy also get their first glimpse of the beaten body of Pythos hanging in chains from the wall (“They didn’t even ask me any questions,” he grumbles.)

Logan quickly taps into his Kantorian powers and uses the metal chains to bind the Overmind. Sy then runs in front of Py to act as a shield, as the Overmind (Lord Garmin), slips his bonds and out the back door. The Croc makes short work of the remaining guards as Pythos and Sy run out to where Logan is.

Unfortunately, Lord Garmin is coming up the back hall and Puppets Pythos and makes him try to shoot Sy in the head. Even with all of Py’s skill, he is too weak from his wounds to succeed. Logan opens up the walls to try and get the croc to attack the Overmind, but the Croc has fed enough and just wants to get back to the water. So, Logan distracts Lord Garmin as Sy runs around and blasts the Overmind (with +2 from Logan’s distraction) and kills him.

Pythos quickly leads them out of the caverns where they find they are under the Hopper House. The trio quickly get in their ships and start to make their way back to the Pythorian, safely ensconced in a secret location on Drakos that nobody could possibly find.

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GM: Evil Mike McNeal
Ben (Hernandez. No Dependents.)
Owen (Zach Turner. Has sister-in-law as dependents.)
Mike (Mark Kale. Has one son as a dependent.)
Steve (Shane Hensley. No dependents.)
Alex (Joe Reynolds. His brother is his dependent.)

We find ourselves in a natural cave system. Mike scouts ahead and finds some women tied and gagged lying on the cave floor. Mike is able to untie and un-gag one woman before some uniformed men arrive. Mike shoots them—as he does everyone. A gun battle ensues. Several try to escape the battle to bring back reinforcements, but we mow them down. (I think Mike killed them.) One of the men does survive our hail of bullets and Owen mercilessly interrogates him.

We discover that the women are part of some human testing going on here by the Banal Corporation. The women gladly join us and Ben immediately starts trying to impress one—he needs a dependent.

Above ground we find a warehouse. It’s strangely empty. Ben works on getting a vehicle running while Owen looks over the place. Mike cleans his shotgun.

(Now my notes get sketchy. Meaning I have no notes.)

Ben does get a vehicle running and we make our escape from the warehouse. I seem to remember us (or someone else) blowing up the warehouse and the testing facility.

Now we’re getting even closer to the Banal Corporations headquarters in Dallas.

Ben and I do get new dependents. I’ll cherish what’s-her-name right up until I lose her to the walkers.

Chaos Steve

GM: Evil Mike McNeal  Ben (Hernandez. His parents are his dependents.)
Owen (Zach Turner. Has sister and sister-in-law as dependents.)
Mike (Mark Kale. Has one son as a dependent.)
Steve (Shane Hensley. Wife Michelle as a dependent.)
Alex (Joe Reynolds. His brother is his dependent.)

We enter a cave system hoping to cross under the Rio Grande and under the vexation of walkers. Along the way Alex, our tracker, sets off a trap that closes the tunnel behind us. (And he’s the best of the best.) We also find that the drug smugglers who used these caves in the past left behind enough explosions, rigged along the tunnels, to bring the whole thing down on our heads. With no other way to go, we continue onward.

We’re attacked by walkers. I can’t remember who, possible Alex or Ben, poked one good with a knife or shot it. The walker exploded. Something about having its DNA being saturated with the explosives we found down here in the tunnel. I watch the Sci-Fi channel, so I know exactly how this works.

I successfully escape two walkers dragging my wife, Michele, along too. I fire two shots into one of the exploding walkers behind me. The resulting chain reaction of explosions kills five walkers. Not a bad use of ammo.

We lost one of the Banal Corporation nurses in the fight. Ben immediately starts hitting on the other one. (He needs a dependent.) I think he then spends all of his bennies on his persuasion roll. We discover a cache of cash and cocaine. The cash is worthless and we burn it. The cocaine we take with us. For medicinal purposes only. Or for trading. Or for using if we beat this walker infection.

We find an underground river that exits into a wall. It appears to be our only way out. Mike finds some drift wood and we fashion a boat. Into the darkness we go…

…and over a waterfall.

Alex and mike jump off the raft before the waterfall. Ben and Owen hold on for dear life. I jump from the boat after the waterfall.

My wife dies. Ben’s newly acquired dependent, nurse #2, dies as well. Owen loses Cindy. It’s a sad day for us all.

Next week it’s payback time! And this time…it’s personal!

Chaos Steve

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GM: Evil Mike McNeal
Ben (Hernandez. His parents are his dependents.)
Owen (Zach Turner. Has sister and sister-in-law as dependents.)
Mike (Mark Kale. Has one son as a dependent.)
Steve (Shane Hensley. Wife Michelle as a dependent.)
Alex (Joe Reynolds. His brother is his dependent.)

(This is a placeholder. I’ve misplaced the write up from 8/7. I blame Mike.)

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players: Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.

Logan decides to make a quick (several hours) journey to the Pythorian to see if he can dig up any additional information, while Sy cools his heels in the local Big House. Turns out Mero 10 is not big on separating the accused from the convicted when waiting for trial!

Sy spends his time chatting up the other inmates and making notes on the warden. He finds two very interesting things. First, the warden is making money off of holding people in jail regardless of their crime. And second, Pythos was seen in this very jail AFTER he was supposedly incinerated in the Hopper House.

Logan finds nothing of value on the Pythorian that was hidden in an abandoned military complex on Drakos (Mero 9) and returns to Mero 10.

Sy was brutally tortured in some hidden facility (but of course it didn’t hurt him at all and oddly, they asked no questions). When Logan returns, Sy fills him in on what’s going on so Logan uses his matter control to enter the jail.  He did a great job on being stealthy, but the guards did a better job of looking for trouble!  Logan and Sy hatch a plan to free all the prisoners and then find the secret entrance. After the prisoners get free, Logan decides not to go hunting for the location and just opens a hole in the ground to try and find it.

Sure enough they find a maze of tunnels under the jail and Logan quickly leaves Sy in the dark only to stumble across a hive of spiders that quickly web him up! Sy goes as fast as he can to find him and does just in time for Logan to break free. Meanwhile the jail guards have come down to the caverns looking for the escapees. Sy heroically kills two of the spiders before getting wrapped up himself – at which point Sy has a sudden realization that the glue guns and the no-question torture really indicate that his arch enemies the Overminds may be behind this whole set of circumstances and Py was only bait!  Logan who is now facing four guards, emulates a godlike posture and causes everyone around him to be shaken!

Just then, three meganauts and an Overmind enter the room where Sy is held by webs and Sy suddenly realizes his worst fears are true! Logan, thinking quickly fires his blaster full blast at Sy, shredding the webbing in time for Sy to get a shot at the Overmind causing three wounds! He quickly ducks back into the room with the well, and jumps in telling Logan to run for it!  Logan gets shot for two wounds but quickly follows Sy using his matter control to make a bubble of air as they narrowly escape the trap!

They wash up some ways down the underground river into another set of caverns where Sy and Logan heal Logan’s wounds and they begin to plan how they can save their friend from Sy’s worst enemies!

 

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.

Logan gets a generic distress communication from Py stating that he’s in deep shit.  So of course, Logan reaches out to Sy and they high tail it to Mero 10 where the Pyro (Py’s shuttle) is located and where the distress call came from.  Mero 10 is a backwater scum and villainy planet with the kind of clientele only desperados, hard luck cases, and Py would hang out with.

When they get there, they find that the Pyro is nearly ready for demolition by the local salvage operation. They salvagers want a ridiculous amount of credits for Sy and Logan to buy the ship back so they pay them to hold off on demo for a few days. They also board the Pyro and Logan is able to decrypt Py’s appointment calendar to find he had a meeting scheduled with somebody at a bar called the “Hopper House” and so they go to investigate that.

At the Hopper House they find that Py was shot by a blaster and was vaporized. Something that doesn’t usually happen, but several parties are in agreement did happen.  Sy was not able to confirm or deny it with his readings of the DNA splattered on the floor.  The story is a couple of Meganauts came in and Py just beat the crap out of them then some bald dude came in and blasted him.

Logan and Sy then go to the nearest medical facility (at the nearby spaceport) to see if they can find out more about these Meganauts. The medical crew seem to be oddly morel as they refuse to disclose any information, so Sy causes a distraction by jumping in front of a commuter tram!  In the confusion, Logan hacks into the computer and determines that they Meganauts were not part of the local military and seem to be normal guns for hire.

Logan and Sy decide they need to find the Pythorian (Py’s interplanetary ship) to see what can be found there, so they decide to just steal the Pyro so it (and any evidence it may have) won’t be destroyed by the salvagers. Unfortunately, things do not go well (means Shawn was rolling more ones than a one sided die…or something like that). Logan was able to skedaddle with the Pyro but Sy got shot by the local “peace force” with glue guns!

Here’s a link to the setting information for Savage Tarsa, a space opera type setting!