Enemy in Shadows - Warhammer Fantasy (Inactive)

Game Master Aubster

First published in 1986, Enemy in Shadows is an updated version of one of the most iconic campaigns in RPG history.


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Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

I am not opposed to the idea of getting some basics in a skill from party members. We do spend a lot of time in each other's company. But I'd be hesistant about allowing to train up without restriction, for much the same reasons as Landolf has pointed out. If we want skills, we can switch career or find trainers.


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

Honestly? It depends on the skill/talent.

Can you easily teach someone “endurance” or “cool?” No. Can you teach someone “Dark vision” or “attractive”? No. So having a party member teach it makes no sense.

Can you teach someone “heal”? Yes. But like before, make us pay more for it. Can you teach someone to read and write? Yes. But make it cost more because you don’t have a professional teacher.


Darkest Doomed wrote:
Aubster wrote:
Darkest Doomed wrote:
Absent any objection, let's go with that then. Should we say that we haven't yet formalized it in-game?
Don't forget that the Morr Priest wrote the group a letter that you can use to call on aid from their temples.

Is 'Company of the Black Rose' something that would be automatically associated with the faith of Morr by people that weren't otherwise familiar with our party's story?

I don't think that we're intending to relate our party strongly to Morr by choosing the name. Unintended consequences can be fun of course, but if it was obvious that everyone would say 'oh they are knights of Morr' then our party would be aware of it as well.

Black Rose would definitely associate the group to Morr in people's minds. It'd be like saying you're the Order of Hammer and people pegging you as Sigmarites, or the Order of the Wolf and being pegged at Ulric worshippers.


Adelaida Lehner wrote:

I'm exploring the possibility of other careers than a soldier.

Yes, that's a shock.

Shock and awe, that's what we do in the Army. Sign here.

Maybe we should keep the rule for training talents downtime, with having a tutor giving a slight advantage to the roll?

I didn't carefully consider the implications of party member training each other. Thanks for the feedback. I think from a role-playing point of view there should be something but nothing like a full trainer. So, I think Adelaida's suggestion of a + something to a roll makes the most sense and that the amount of the + something depends on how much time and money you'd spend doing it.

For example, Valghaz can help Adelaida to learn to read and write but without buying reading/writing primer books it'd be a very small bonus. But spend money buying the right supplies (like a writing kit for 2 gold coins) would grant a much larger bonus. Something like +1 if you don't spend anything to maybe +10 if you spring for a writing kit.

Overall, just like everything else in Warhammer, to get a benefit costs you and the more you're willing to pay in some way the bigger the benefit.
The amount of time you spend on a task should also have a small impact. That time would strictly be based on how much time the characters describe doing the activity. For example, Valghaz and Adelaida say they spend 2 hours every night working on the reading/writing skill. That'd give you a small bonus but there's a penalty to be paid, like being fatigued after a few days of doing it or having to ask other characters to stand watch while the tutoring is happening which could make the other characters fatigued.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

What do you guys think of hitching our wagon to the Church of Morr, then, everyone? I'm not so sure about it myself and we'd have to get their permission. We could do a lot worse though. Our experience with the Cult of Morr has been positive so far.


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

It could be problematic...but it is a cool name. And it does match. Perhaps “Company of the Black Thorn.” It keeps to the roses that we wear, is still slightly Morr-ish, but it carries less of a religious connotation.


Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40

And we are a thorn in the side of Chaos worshippers, as an added bonus.


Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

Company of the Black Thorn is definitely appealing.


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Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Mechanics reminder since I was looking at it yesterday:

Fortune's effects aren't just to rerolls, although that is probably the most potent one. The full list is:

• Reroll a failed Test.
• Add +1 SL to a Test after it is rolled.
• At the start of the Round, choose when to act in that Round disregarding Initiative order.

Adding +1 SL is interesting. In many cases, getting another SL is just winning more in a way that might not matter much. In other cases (spellcasting comes easily to mind) it could be a known quantity that allows a spell to target another opponent or to reach its casting number when it wouldn't otherwise. Small, but potentially very powerful.

And now that I'm writing this out, I realize that Landolf could make use of it right now.

That last one could interact weirdly with people using Fast weapons, or maybe it just gives you that part of the Fast trait for the turn? Anyway...especially if your initiative is low, going twice in a row could make for a devastating turn or save your life if you can't take another hit.


Aubster Request :)

Can everyone post in the discussion thread what weapon they are using in combat and Special Qualities of the weapon (like Fast or Impale, etc)?

If you have any Combat Talents list those too or anything else relevant to Combat about your character.

I'm going to do a master list for all the characters. I need to get more organized for combat.


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

WS60 two handed

Damage: SB (5)+ Pick (5)

Damaging: A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent).

Impale: Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.

Slow: Always go last
——-

Never remembered damaging. But if Valghaz hits, then he should be doing serious damage


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Ruprech has a new Sword, with no redeeming qualities.

No combat feats.

He's also wearing a mail shirt which gives him AP to Body.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Landolf has a foil with fast, impale, precise & undamaging.
He also has a dagger.

---------

This mutant is making me feel Landolf's lack of basic supplies. Does anyone have something to set this thing on fire with once we kill it?


Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40

Adelaida uses an one-handed axe, with a total melee score of 67 (52 WS+15 Melee Basic)

Strangely, she is a soldier but she has no special combat talent that could help


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

I think it is Rolf's turn?


Darkest Doomed wrote:
I think it is Rolf's turn?

Back to Landolf


Valghaz Ironhammer
WS60 two handed
Damage: SB (5)+ Pick (5)
Damaging: A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent).
Impale: Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.
Slow: Always go last

Landolf Gersun von Ubersreik
Melee Skill (Fencing) 42
Foil Damage: SB + 3
Fast:Fast weapons are designed to strike out with such speed that parrying is not an option, leaving an opponent skewered before they can react. A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal. Two opponents with Fast weapons fight in Initiative order (relative to each other) as normal. A Fast weapon may never also be Slow (Slow takes precedent).
Impale:Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.
Precise:The weapon is easy to get on target. Gain a bonus of +1 SL to any successful Test when attacking with this weapon.
Undamaging:Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.

Ruprecht Scheinfelder
Melee Skill 43
Sword Damage: SB +4
Other Mail Shirt AP 2 for Body and is Flexible so can wear under other armor...Ruprecht is wearing his Mail Shirt under his Leather Jack so is AP 3 for Body

Adelaida Lehner
Melee Skill 67 Just beating out Valghaz for the highest skill
Axe Damage SB + 4

Talther Augenlos

Markus the Magnificent


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Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

The coachman wears his sleeved mail shirt, which would fit anyone in the group except for Valghaz.


Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

Weapon Skill 39

Melee (Basic) 5

Agility 36

Dodge 0

Night Vision
Resistance (Disease)
Rover
Strike to Stun (note the Rungo with Pummel!)

Rungo - Reach Average, Damage SB+3, Quality Pummel

Dagger as backup


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Here's my thinking for what we should do:

* wait for a short time, probably only a few minutes to see if Grunnar returns with the horses
* try to track down Grunnar & the horses, but also not for very long.

The two items above are based on the assumption that the horses wouldn't bolt for that long. If Grunnar doesn't come back on his own, either he met some cruel fate or couldn't control the horses. In either case, if they go very far at all we have to assume we can't catch up to them. If the horses bolted straight into the forest, that increases the risk of even trying to find them and we might have to modify that.

* try to reach the nearest village or coaching inn on foot. Nearest without regard to whether that means we go toward or away from Altdorf makes sense to me. We need shelter more than anything.

In a meta sense, I'm not expecting either of those to work. But spending a night alongside the road sounds like a dangerous proposition and we should try to avoid it if we can.

In theory we could try to shelter at the ruined coach, which would have a few benefits, including buying additional time in case Grunnar comes back with the horses. My big counterargument would be the crossbow bolt. Rolf didn't have a crossbow with him, so either Rolf had an accomplice or someone else entirely killed the coachman & Rolf was just an opportunistic scavenger. Either way, that makes our current location too hazardous to remain.

We'll probably have to persuade Lady Isolde of whatever plan we come up with, though. Splitting up our group sounds like the worst idea.


Valghaz Ironhammer
WS60 two handed
Damage: SB (5)+ Pick (5)
Damaging: A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent).
Impale: Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.
Slow: Always go last

Landolf Gersun von Ubersreik
Melee Skill (Fencing) 42
Foil Damage: SB + 3
Fast:Fast weapons are designed to strike out with such speed that parrying is not an option, leaving an opponent skewered before they can react. A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal. Two opponents with Fast weapons fight in Initiative order (relative to each other) as normal. A Fast weapon may never also be Slow (Slow takes precedent).
Impale:Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.
Precise:The weapon is easy to get on target. Gain a bonus of +1 SL to any successful Test when attacking with this weapon.
Undamaging:Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.

Ruprecht Scheinfelder
Melee Skill 43
Sword Damage: SB +4
Other Mail Shirt AP 2 for Body and is Flexible so can wear under other armor...Ruprecht is wearing his Mail Shirt under his Leather Jack so is AP 3 for Body

Adelaida Lehner
Melee Skill 67 Just beating out Valghaz for the highest skill
Axe Damage SB + 4

Talther Augenlos
Melee Skill 44
Rungo Damage SB + 3
Pummel: Pummel weapons are especially good at battering foes into submission. If you score a Head hit with a Pummel weapon, attempt an Opposed Strength/ Endurance test against the struck opponent. If you win the test, your opponent gains a Stunned Condition.
Strike to Stun You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality.Tests: Melee Tests when Striking to Stun. You gain +1 SL on any successful use of the Melee when using Strike to Stun.

Markus the Magnificent


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

And Adelaida should beat Valghaz in WS. She is a trained soldier who takes her job very seriously. Valghaz is a miner with extensive militia training. While both would probably be WS4 on the tabletop, it seems right for her to have the edge.


Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

I'm keen to try and find the horses, at least for a short while. No sense in running off for ages while there's something to return to.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

For the combat statistic roundup for Markus:

He has a dagger (no special traits) and a quarterstaff (defensive & pummel).

He has no talents that directly affect normal combat rolls, but there is the whole magic thing. I'm guessing that is too extensive to add to your summary.

Two other talents of note that Markus has are Night Vision and Second Sight.

(Markus has a lot of distractions going on right now. I'm keeping him up to speed with what is going on and informing him of when he's needed, but he'll probably be kind of quiet for a bit)


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4
Talther Augenlos wrote:
I'm keen to try and find the horses, at least for a short while. No sense in running off for ages while there's something to return to.

That's why I'm hoping to hear from Grunnar before we make further decisions. If he tells us the horses were killed by the big bad in the forest, there's no need for anyone to risk their lives going after them. It'd be nice if he could tell us what was in the forest as well.


Darkest Doomed wrote:

For the combat statistic roundup for Markus:

He has a dagger (no special traits) and a quarterstaff (defensive & pummel).

He has no talents that directly affect normal combat rolls, but there is the whole magic thing. I'm guessing that is too extensive to add to your summary.

Two other talents of note that Markus has are Night Vision and Second Sight.

(Markus has a lot of distractions going on right now. I'm keeping him up to speed with what is going on and informing him of when he's needed, but he'll probably be kind of quiet for a bit)

No worries about Markus. I wasn't planning on doing the same type of list for him as he's all about using Magick to fight.


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Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Valghaz was asking about how the different Fortune/Fate & Resolve/Resilience resources replenish:

Fortune - replenishes at the end of every session...which is weird on pbp. But basically whenever Aubster says so. This is by far the easiest-to-replenish resource.
Fate - does not replenish ever. It is possible to get more Fate for "act of extreme heroism, bravery or significance". We got one for our victory over the troll, but it does not happen often.

Resolve - one point of Resolve (not all of it) is recovered whenever you act according to your Motivation. In practice, this means whenever you think you've done so and ask the GM.
Resilience - does not replenish ever. Resilience is gained for an act of extreme importance to your Motivation. Again, I would not expect this to happen often.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Hi guys. I've settled in somewhat since we started and I'm looking at starting a WFRP pbp game of my own. I've invited Aubster and one of my IRL friends to join and I don't think I want to go above a maximum of five players.

Right now the plan is to host an adventure rather than a campaign. It could expand as we get farther in, but I'm trying to be modest in my ambitions for now.

My plan is to start a recruitment thread open to everyone. You guys are definitely invited to join, but I think we should make the game available to new players as well.

I'll post a link here to the recruitment thread when it goes up.

Edit: Recruitment Thread Link


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

Why must you tempt me with my favorite system...


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Consider me successfully tempted as well! :)


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Feel free to dot in the recruitment thread if you decide to surrender to the temptation!


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Just did!


Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

I'd like the mail shirt. Talther gets into the odd scrape after all!


Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40

I'm off this week end, back Sunday afternoon/evening.


Arriving in Altdorf ends another Adventuring Session.

XP Time

20 points if you had fun in this part
10 points for defeating Rolf Hurtsis
20 points each for defeating the Mutants
10 points each for finding the inheritance letter
5 points each for raising no suspicions with the Road Wardens
5 points each for coming up with a cool group name
5 points if you can identify the foreshadowing of finding a dead doppelganger of Talther
5 points if you can name the songs that I referenced during the mutant fight

All Fortune Points are restored.

If you have spent any resolve points and have acted in accord with your Motivation, let me know so those points can be restored.

Did arriving in Altdorf fulfill any Ambitions?


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

I'm usually pretty oblivious about songs, but I could pick out two referenced works.

Lots of things I could imagine a dead Talther foreshadowing. Hard to know if it is what you have in mind!

I was thinking that finding Rolf, Kastor's letter and the associated body would qualify for a Discover for purposes of recovering one point of Resolve.

Did anything else happen with the wrecked Four Seasons coach? I was thinking we could drive it back to Altdorf (hoping for a reward for the return of their merchandise).

It sounds like Isolde still wanted nothing to do with us?


Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40

Do you speak about Queen's "another one bites the dust" or Nancy Sinatra's "Bang bang"?


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38
Adelaida Lehner wrote:
Do you speak about Queen's "another one bites the dust" or Nancy Sinatra's "Bang bang"?

The Queen reference was the only one i noticed :)

The only foreshadowing I can see is...Talfer will be mis-identified as this other bloke for a long time to come :)


Dwarven Knight [CAMPAIGN COMPLETE] Damage (0) Wounds (20) Fate (4) Fortune (2/3) Resilience (2) Resolve (2/2) Corruption (0) Head (2) Legs, Arms, Body (3) Move (3) WS: 60 (70 2handed) BS: 24 STR: 51 T: 50 (60 endurance) Init: 30 Ag: 25 Dex: 38 Int: 32 WP: 53 (63 cool) Fel: 21 (40 charm +10 dawi)

Seconded on Queen

As for doppelgänger, it could be many things. But I think this will foreshadow mistaken identity in our future.

Those count? If so that’s enough xp to switch careers to duelist!

——

Also we got some hand weapons and a crossbow to sell, right?


Valghaz Ironhammer wrote:

Seconded on Queen

As for doppelgänger, it could be many things. But I think this will foreshadow mistaken identity in our future.

Those count? If so that’s enough xp to switch careers to duelist!

——

Also we got some hand weapons and a crossbow to sell, right?

You all might want to keep the crossbow and have someone put some points into being able to use it so you have another ranged choice besides Markus.


Adelaida Lehner wrote:
Do you speak about Queen's "another one bites the dust" or Nancy Sinatra's "Bang bang"?

The Queen song is correct.

The second song is more of an homage as I changed the lyrics a bit. Replace Talther's oaken Rungo with another 3 word, six syllable phrase. The original phrase started with the name of the weapon's owner and then a 2 word description of the weapon.

Song Hint if you want it:
The weapon in the song is Silver


For the foreshadowing, I meant what foreshadowed finding Kastor. It happened in one of the barrooms during the coach ride up from Ubersreik. Rereading the entry, it probably isn't a very good attempt at foreshadowing.

Day 8 - Festival's Rest Inn
To one side of the bar you see a group of four people sitting round one of the tables. They are city folk by the look of them, fashionably though inexpensively dressed. Every so often one of them glances in the direction of the party, scrutinising you with a serious look. As you return their gaze they become suddenly self- conscious, and huddle together whispering and muttering.

One of the men at the table touches the side of his nose three times while looking at Talther.

Since it was a bad question, everyone gets the 5 XP.


Darkest Doomed wrote:

I'm usually pretty oblivious about songs, but I could pick out two referenced works.

Lots of things I could imagine a dead Talther foreshadowing. Hard to know if it is what you have in mind!

I was thinking that finding Rolf, Kastor's letter and the associated body would qualify for a Discover for purposes of recovering one point of Resolve.

Did anything else happen with the wrecked Four Seasons coach? I was thinking we could drive it back to Altdorf (hoping for a reward for the return of their merchandise).

It sounds like Isolde still wanted nothing to do with us?

Rolf, Kastor and the letters count as Discover so yes, recover 1 point Resolve.

The Four Seasons coach would be returned to one of the company's inns by the Road Wardens.

Isolde likes Landolf well enough at this point but definitely does not want to associate with his compatriots (she's kind of a snob).


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Looks like Maxwell's Silver Hammer by the Beatles.

I did need internet help for that. And the hint.


Human Boat-Hand with Notions Damage (0) Wounds (14) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 41 BS: 29 STR: 32 T: 41 Init: 31 Ag: 41 Dex: 29 Int: 33 WP: 35 Fel: 40

About to hit the hay here. Will level up tomorrow!


Darkest Doomed wrote:

Looks like Maxwell's Silver Hammer by the Beatles.

I did need internet help for that. And the hint.

Correct!

5 XP more for everyone


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Looked back upthread, and remembered something: the crossbow can actually be used without an advance in the relevant Ranged skill. See Crossbows & Throwing on page 297.

It's not very useful without advances, but we should definitely keep it around. Does someone want to take it?

The Blunderbuss and Shot can definitely be sold, and I don't think anyone needs the Hand Weapon.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Just to check, is there Downtime before our Altdorf adventure gets going?

We need to take care of some mundane things like finding a place to live and starting to make some money.


Landolf Gersun von Ubersreik | Male Reiklander Noble| Wounds 13/13 | Fortune 6/8 | Fate 5/5 | Resolve/Resilience 2/2 | Armor: Head 1 / Body 3 / Arms 3 / Legs 1 | Corruption: 4

Speaking of advancement issues:

I've been reading over the Etiquette talent, and the Tests entry is clear enough, but I'm not sure how the text part of Etiquette (Nobles) would apply in Landolf's case.

There's some text at the front of the talent, but then it implies that without the talent in question, you might take penalties when interacting in the 'unfamiliar' group. But if a character belongs to the group in question to begin with, that doesn't seem to apply.

Then it says it may confer a bonus to Fel tests based on the GM's discretion, which is hardly specific.

If the talent doesn't do much within your own social group, a whole bunch of Careers give the talent in such a way that it doesn't matter much...which might be the case. Not all talents are equally useful to the careers they are available to. Ruprecht's access to Etiquette (Nobles) looks better than Landolf's, for instance.

Any thoughts, Aubster? I think the most straightforward reading is that it isn't very useful to someone that belongs to the group in question, except for the Tests entry...but the Tests entry is pretty good.

*

Also, I've been debating whether to take Read/Write. Is it unusual for nobles to be illiterate? The talent text seems to suggest that literacy is rare, but nobles are rare in the first place so it doesn't tell me much.


Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40

I focused on the "Bang bang", my bad. But at least it was a plausible theory

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