A Forest Dungeon Crawl and Grimm Tales

LEGO Collectible Minifigures Series 5 : Lizard ManI’m really enjoying my turn as Grimm the Lizard Wizard in Ali’s new forest dungeon-crawl Savage Worlds fantasy RPG adventure. I usually pick characters with the gift of gab and maybe some kind of leadership qualities, but this time out I decided to let someone else take point. Grimm doesn’t say much, and when he does talk, it’s usually to say something creepy or disdainful (He’s got the Mean Hindrance and has a decent Intimidation score). Mostly, he serves as heavy artillery, with some spell casting abilities that would make Harry Potter go “OMFG that is soooooo boss!

Now, Grimm ain’t much to look at. As Lizard Folk go, he’s pretty frail; heck, his physical stats are so low, most out-of-shape humans could give him a hard time one-on-one if it came to a hand-to-hand fight, even with his natural bite and clawing attacks.

But like most Wizards, Grimm can actually dish it out a lot better than he can take it. That is what makes him so Unicorn-vomiting-rainbows awesome.

For Magic Powers, he’s got:

  • Bolt (Trapping: Enchanted Lizard Warriors that appear for an instant, shred whatever’s in front of them and then disappear).
  • Barrier (Trapping: A wall of moving stone Lizard Warriors who bite, stab and claw anyone that gets too close or tries to climb over).
  • Summon Ally: (Trapping: A black stone Lizard Warrior named Sam instantly appears for Grimm to boss around)
  • Wall Walking (Trapping: Crawling around like the Lizard from Spider-Man comic books).
  • Telekinesis (Trapping: Force Push. I picked this Power up after touching an obelisk in the forest. Neat).

Lizard-Centric Highlights from the Adventure So Far

I won’t try to give my usual fictionalized and very detailed account of the plot points we’ve covered so far — and I’d probably miss a lot of the finer points anyway, since I’m not the GM. I’ll just note a few highlights for Grimm:

  • At the start of the adventure, our heroes arrive in what appears to be a one-horse town. We stop in at the local tavern attached to a hotel, where the proprietor seems to take an instant dislike to Grimm and a Cat Person in our group. Racist bastard — but then, Grimm is used to such treatment by most humans (and tends to reciprocate that attitude when he lets his inner demons take hold of him). Grimm Intimidates the hell out of the hotel owner to get him to “be dissssscreet and not cause any trouble for his own businesssss“. (Yes, I actually play his hissing Lizard voice during the session. It’s fun). Unfortunately, the upshot is that our heroes can’t stay in the hotel. Damn it!
  • Escorting a poor serving wench from the tavern to her hovel on the outskirts of town just to be heroic or something, our Players encounter Dire Wolves. Grimm makes himself useful by chucking three Lizard Warrior-powered Bolts into the fray, stunning one of the beasts and ripping the other one to shreds. (At this point, our other Players’ perk up: “So, like, you’ve basically got a Lizard powered submachine gun up your sleeve?” Yup).
  • The serving wench’s weird grandmother somehow persuades our party to leave her house in the middle of the night and investigate some creepy noises, in the hopes that we’ll eventually run into some kind of forest god, who may or may not be evil. Annoyed, Grimm goes into the woman’s kitchen and eats everything he can find. If he’s going to go out adventuring in the middle of the night, he’s not going to do it on an empty stomach.
  • Wandering aimlessly through the forest, our heroes encounter a bunch of giant cockroaches (which we determine from our adventuring experiences to be extra-dimensional and not at all local). Grimm decides to use his Wall Walking to climb a tree and let the warriors of the party handle the gargantuan vermin. The heroes on the ground quickly get giant dead cockroach guts all over them. Grimm comes down from the tree, offering some restrained applause for their excellent Fighting demonstration.
  • The lost heroes somehow wind up on the right path to find the forest god, a sobbing and pathetic fellow named Nap. The forest god seems weird but harmless… until his sobs actually Shake everyone in the party except Grimm, whose strong Spirit attribute leaves him cool as a cucumber.
    Deciding not to take any chances and fearing that the entire party will soon be incapacitated, Grimm zaps Nap with an Extra-Damage Bolt that normally doles out 3d6 worth of pain and suffering (but I roll a 15 for his Magic, giving him an extra d6 of Magic mojo). A ridiculous number of exploding dice means the final damage tally is 30. Yup. 30. So much for Nap.
  • Oops. Apparently, we only destroyed Nap’s physical form. We bump into his ghostlike floating presence about five minutes later. Nap doesn’t seem all that bummed out that Grimm totally disintegrated his body, which seems awfully forgiving of him. I guess the forest god realized that his incapacitating sobs were a provocation. Maybe he gets trigger-happy adventurers in his forest all the time. (That’s probably the real reason Nap cries so much. Just as soon as he reconstructs a new body for himself, some hillbilly adventurers wander in and chop, smash or blast it into a million pieces).
    Anyway, after Grimm nails a Streetwise roll with a 17 (with an exploding d4 — the dice were with me that night) while talking to Nap’s spirit, we discovered that the forest god can’t be too picky about making powerful new friends. Extra-dimensional forces are messing with his turf; there’s some demon prince named Lizaria that’s threatening to come down from the north. So now the heroes have to go find some Basilisk in the forest and bake its tail into a lasagna to help prevent this enchanted forest from falling prey to a demonic logging company or whatever.

OK, I’m not 100 percent certain of that last bit. After I rolled a 30 for damage on Nap, I was way too pleased with myself to really pay close attention to the story. But I think that’s about where we left off.

After playing a Pacifist Priest who could only talk his way out of any situation, it’s pretty fun playing a Wild Card with some more direct methods of overcoming the opposition. Magical Lizard Warriors, march!

LIZARD’S LINK. I’ve only been playing a Wizard for a few sessions, but one thought has passed through my mind more than once already — and apparently, it’s already been covered in an RPG forum: Is the Wizard in Savage Worlds too powerful? What do you think?


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