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Savage Worlds Rifts [IC]

GreenKarl

First Post
The heroes keep the caravan moving south but they are far to much to the west to reenter the Ozarks the way they first came. In a few hours the hills and forest start getting thicker and the have to look for a way for the vehicles to make it. Dawn and the other dog boys continue to 'smell' a psychic probing every hour or so and one of them hangs back and returns later saying that the 1st Apocalypse is still following them. They are maybe an hour behind.

The heroes come upon a gravels road that piercing the forest wide enough to allow the caravan to travel down easily. The road appears fairly well maintained...

GM: There is not really anything you can do to block whatever or whomever is using there arcane on the area you are traveling. You can make an Knowledge (Arcane) check to try and guess what it is though if you wanted.

Then the group has to decide if they want to follow the gravel road into the Ozarks or if they want to push farther west before traveling south. The further west you go the closer to Coalition forces you get, but with the 1st following you...
 

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CharlotteOz

Explorer
Dawn frowns, as the weight of the choice in front of them seems difficult. She consults the map - if Castle Refuge was out of the question, was there a path to New Lazlo or a similar sanctuary allied with the Tomorrow Legion?

As she read, she talked to the others, taking care to keep her nose open for the scent of psychic farsight, and checking with the other dog boys to gauge their familiarity with the patrols in the region - how stretched thin they were, how experienced they were. "Aright, so: there is a good chance that the further west we push the closer we get to Coalition forces, but it might serve to keep the 1st Apoc outta our fur. If it comes down to it I'd rather deal with a cavalier than a Dead Boy - a Cavalier may be more willin' to use magic as xenophobes go, but the Coalition's the best equipped and trained military in North America an' I ain't too keen on makin' them mad. What do you all think?"
 

KahlessNestor

Adventurer
30bo0ba.jpg

Outside St. Louis
PA 109 (May 14)/Morning
Round 0

Alenysturathe shook her head. “I don’t know Dead Boys or anything about the Coalition,” the young dragon said. “I guess I trust you, Dawn, if you say the Coalition is more dangerous. That road does look pretty easy,” she admitted, musing. “And if that Cavalry comes after us, it’s a narrow place I could block off, catch them with fire.”

[sblock=Actions]
Move:
Action: Arcana knowledge: 1D4.OPEN(4)-2 = [3]-2 = 1
1D6.OPEN(6)-2 = [5]-2 = 3

[/sblock]

[sblock=Tracking]
Conditions: Fatigued: -1 to all checks

Bennies: 3/3

Recharge:
Hours Left for Human: 8/8 Reset: 6/6 hours
Flaming Scales: 8/8 rounds Reset 10/10m 3d6 fire MD
ISP Regen: 30/30m=1 ISP
[/sblock]

[sblock=Alenysturathe Mini-stats]
Alenysturathe Character Sheet

Parry: 6
Toughness (Dragon): 34 (+16 MDC)
Toughness (Human): 17 (+8 MDC)
Wounds: 0
Slow Regeneration: Make a natural healing roll once per day.

PPE: 10/10
ISP: 10/10
[/sblock]
 

Shayuri

First Post
Deezy nodded reluctantly. "These guys are closer and they already know we're here...but with the Coalition, they can call in backup. We can probably handle a scout detail or a patrol...but they'll just keep coming, and we won't be able to outrun their power armor. At least we can stay ahead of these Apocalypse guys."
 

GreenKarl

First Post
GM: Just as a note to try and get to New Lazlo, etc. you are going to have to head due east and cross the Mississippi again. It is also much farther. The 1st Apocalypse is to the North, the Coalition is to the East, Fort Refuge is to the south. You remember that you ran into a road something like this when you rescued the Human family in the burnt out RV from the ork bikers. The woman told you that she was from a place called Promise and they were trading with the city of Whykin. It stands to reason that this road might run past Promise as it is in the same general direction that road was running. She mentioned that her town was not anti-DBee but they were not overly welcome there either. Whykin is straight up anti-DBee and anti-Magic human supremist who have strong ties with the Coalition. In fact recently they have allowed the Coalition to place a garrison of troops in their city. Now they are far to the Southeast of where you are, but if they are trading partners with Promise...
 

CharlotteOz

Explorer
"Hmmmm." Dawn examines the map some more. "That lady we rescued from the orcs mentioned a place called Promise. Not exactly welcomin' to D-bees but no laws against 'em either. But they do trade with Whykin, which definitely hates D-bees an' has Coalition ties. Think it's worth the risk of lyin' low there? Get Varg to tell the beetle to burrow, wait for things to blow over? Bearin' in mind if they got dog soldiers or psi-stalkers they will find us."
 



CharlotteOz

Explorer
"Yeah. I think if we go flat out we can make it. Might be a bit bumpy an' a bit loud. We should try an' not scare anyone livin' in those settlements - " Off Varg's look, she stuck her tongue out. "Bein' scared of a giant :):):):)-off beetle is a hundred percent rational. Anyways, keep goin', maybe be ready to go off the beaten path a bit if we run into anyone who might panic an' start shootin.' Or maybe if we raise the cyberknight flag - or the Tomorrow Legion's - they'll know we mean no harm?"
 

Shayuri

First Post
"Hey, it's free to try and can't hurt!" says the technowizard brightly. "Maybe a couple of us can go out ahead of the beetle and make sure the path is clear too! You know, just sort of...warn people or maybe work out little adjustments to the course. That kind of thing!"
 

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