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

Will post tomorrow.


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

On the new watches: I'm having a hard time coming up with a good way to split a group of six into three watch crews of three, unless someone sleeps less. The division just doesn't work well.

It might be easier to make four watches instead. Like ABC/DEF/DEF/ABC. Would that mess with how the events in the spoilers are set up?


Darkest Doomed wrote:

On the new watches: I'm having a hard time coming up with a good way to split a group of six into three watch crews of three, unless someone sleeps less. The division just doesn't work well.

It might be easier to make four watches instead. Like ABC/DEF/DEF/ABC. Would that mess with how the events in the spoilers are set up?

That schedule will not cause any issue with the spoiler.


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 will help with the first & last watches then.

Watch duty: 1d3 ⇒ 3
1: bank
2: Kolvin
3: river


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

Many apologies. Recent weeks have been tiring.

I'm confused over which watch schedule we're using. I'll make rolls but not look under the last spoiler in case I'm not supposed to.

I'll be travelling this weekend and I won't be posting again until Monday at least.


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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

I think we were waiting on people to choose their position in the watch schedule. It looks like there is a lot of confusion on that though so I'm going to take some liberties and decide the rest of the schedule.

Watch A (first & fourth watch)
Watch B (second & third watch)

Each watch has one person watching the shore, one person watching the river and one person watching Kolvin.

Landolf: Watch A, river
Adelaida Watch 1=A, 2=B: 1d2 ⇒ 2
Markus Watch 1=A, 2=B: 1d2 ⇒ 1
Ruprecht Watch 1=A, 2=B: 1d2 ⇒ 2
Talther Watch 1=A, 2=B: 1d2 ⇒ 1
Valghaz Watch 1=A, 2=B: 1d2 ⇒ 2

Watch A is Landolf, Markus & Talther
Watch B is Adelaida, Ruprecht & Valghaz

Watch A Assignments: 1=Markus shore & Talther Kolvin, 2=Talther shore & Markus Kolvin: 1d2 ⇒ 2

Watch B Assignments (Adelaida): 1=shore, 2=river, 3=Kolvin: 1d3 ⇒ 2
Watch B Assignments: 1=Ruprecht shore & Valghaz Kolvin, 2=Valghaz shore & Ruprecht Kolvin: 1d2 ⇒ 2

***

Watch A: Talther shore, Landolf river & Markus Kolvin
Watch B: Valghaz shore, Adelaida river & Ruprecht Kolvin

***

I believe that means Talther is the one who would get to look in the spoilers & he rolled sufficiently well on his Perception. Since that's how the dice came out & he won't be posting for a bit can we look for him, Aubster?


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Darkest Doomed wrote:

I think we were waiting on people to choose their position in the watch schedule. It looks like there is a lot of confusion on that though so I'm going to take some liberties and decide the rest of the schedule.

Watch A (first & fourth watch)
Watch B (second & third watch)

Each watch has one person watching the shore, one person watching the river and one person watching Kolvin.

Landolf: Watch A, river
[dice=Adelaida Watch 1=A, 2=B]1d2
[dice=Markus Watch 1=A, 2=B]1d2
[dice=Ruprecht Watch 1=A, 2=B]1d2
[dice=Talther Watch 1=A, 2=B]1d2
[dice=Valghaz Watch 1=A, 2=B]1d2

Watch A is Landolf, Markus & Talther
Watch B is Adelaida, Ruprecht & Valghaz

[dice=Watch A Assignments: 1=Markus shore & Talther Kolvin, 2=Talther shore & Markus Kolvin]1d2

[dice=Watch B Assignments (Adelaida): 1=shore, 2=river, 3=Kolvin]1d3
[dice=Watch B Assignments: 1=Ruprecht shore & Valghaz Kolvin, 2=Valghaz shore & Ruprecht Kolvin]1d2

***

Watch A: Talther shore, Landolf river & Markus Kolvin
Watch B: Valghaz shore, Adelaida river & Ruprecht Kolvin

***

I believe that means Talther is the one who would get to look in the spoilers & he rolled sufficiently well on his Perception. Since that's how the dice came out & he won't be posting for a bit can we look for him, Aubster?

Great (?) minds think alike. There's a new post in the gameplay section.


Group questions...

It’s obvious by now that you’re in a fight with mutants. Each of the mutants has the trait Corruption Minor which means that the character will need to make some sort of test to avoid gaining a corruption point.

My 1st question is should that check happen every round that you’re exposed to a corrupting thing or only the first time you’re exposed?

2nd question is should there be a check whenever you start fighting a new mutant or should there be a single check that covers all the mutants in the fight?

3rd question is how to handle a new mutant showing up into the combat, should that trigger another check?

My spur of the moment thought is there’s 1 check that covers the entire combat unless something new is introduced after combat has started which could result in another check being needed.

Thoughts?


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

I agree with the one check per combat, unless something new happens.
Face to face you could get away with checks per round, but in pbp it would just bog things down.

On a similar note, can't remember if we've discussed this before...I suggest that the GM roll everyone's Initiative at the beginning of combat, that way we're not waiting for everyone to rollup....


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 looked over the rules, and I don't think the book really answers the question at all. Each individual mutant has Corruption (Minor), which for most things would make me think that they individually apply.

However, we could also look at the examples of Minor/Moderate/Major corruption and 'Witness multiple Daemons' shows up as an example of only moderate corruption. The daemon examples given all have Corruption (Moderate) so...it doesn't really make any sense at all. 'Witness a single Daemon' is a Minor Corruption entry, so really the book is just incoherent.

I think that if we were going to apply each creature's trait individually, we'd all be a bunch of mutant freaks really quickly. Landolf's Endurance/Cool aren't terribly high, but even Valghaz would have problems if the rolls are that frequent. The game rules allow for players to willingly take Corruption in return for more rerolls, but I haven't been feeling like that choice is remotely sane given the environment we've been in. Like...maybe in a greenskins campaign perhaps.

Perhaps the best way to do it is to roll Corruption at the end of an encounter, using the highest strength corrupting influence encountered?

Also, I'd been wondering about asking before but now is probably a good time. I haven't seen any Dark Deal offers being made: does the adventure give guidance on when good times for them would be or anything like that?

*

Unrelated to the corruption talk, but do you think Landolf would have to have his foil drawn to make use of the Fast trait for initiative purposes? The book says 'wielded'.


Ruprecht Scheinfelder wrote:

I agree with the one check per combat, unless something new happens.

Face to face you could get away with checks per round, but in pbp it would just bog things down.

On a similar note, can't remember if we've discussed this before...I suggest that the GM roll everyone's Initiative at the beginning of combat, that way we're not waiting for everyone to rollup....

Having the GM roll for initiative makes a lot of sense.


Darkest Doomed wrote:

I looked over the rules, and I don't think the book really answers the question at all. Each individual mutant has Corruption (Minor), which for most things would make me think that they individually apply.

However, we could also look at the examples of Minor/Moderate/Major corruption and 'Witness multiple Daemons' shows up as an example of only moderate corruption. The daemon examples given all have Corruption (Moderate) so...it doesn't really make any sense at all. 'Witness a single Daemon' is a Minor Corruption entry, so really the book is just incoherent.

I think that if we were going to apply each creature's trait individually, we'd all be a bunch of mutant freaks really quickly. Landolf's Endurance/Cool aren't terribly high, but even Valghaz would have problems if the rolls are that frequent. The game rules allow for players to willingly take Corruption in return for more rerolls, but I haven't been feeling like that choice is remotely sane given the environment we've been in. Like...maybe in a greenskins campaign perhaps.

Perhaps the best way to do it is to roll Corruption at the end of an encounter, using the highest strength corrupting influence encountered?

Also, I'd been wondering about asking before but now is probably a good time. I haven't seen any Dark Deal offers being made: does the adventure give guidance on when good times for them would be or anything like that?

*

Unrelated to the corruption talk, but do you think Landolf would have to have his foil drawn to make use of the Fast trait for initiative purposes? The book says 'wielded'.

I don't think that the foil needs to have already been drawn to be able to use the Fast trait. I see it as draw and attack all in 1 motion. Kind of like the iai strike by a traditional Japanese swordsman. The iai is a surprise blow struck at the outset of combat as the blow is struck in a single sweep as the sword leaves the scabbard.


For the on-going encounter, I am going to try the idea that only 1 roll is needed for a combat and of you run into the same source of corruption in an encounter that you do not need a second roll. So, once you've fought a hideous mutant and made a check for corruption you could fight a swarm of mutants later in the encounter without checking for corruption again.

If in an encounter you face a completely different source of corruption than you've already faced then that would require a new check.

One twist that I think makes sense is having a Cool check be easier if in the past you've already faced the source of corruption. Since you all have fought mutants before, fighting them again isn't as shocking so instead of needing to pass a challenging (+0) roll, you'll need to pass an average (+20) roll.

My quick mental housekeeping is that you all have been exposed to corruption checks from:
Vampires
Mutants
Cursed book
Cursed good luck charm

What else am I missing?

Landolf asked about Dark Deals which is where a character willingly takes a point of corruption to succeed in something that you failed. Like you just had to dodge the giant's club but failed and your out of Fortune points, you could take a Dark Deal to re-roll allowing you another chance to succeed but darkening your soul a bit. My opinion is that it's up to the player to decide to make a Dark Deal but I will try to remind folks when it's a possible way to deal with a problem.

For those without access to the rule book, the problem with gaining corruption points is that enough of them leads to mutation and being a mutant is not a good thing in the Empire. Interestingly, only humans have a 50:50 chance to have a physical mutation or a mental mutation, for all the other races it is almost always a mental mutation. And since mental mutations aren't visible you can probably live with mental mutations without being killed by the Witch Hunters.


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)

*Breaths a sigh of Dwarven relief*

I agree with tests being 1/encounter and getting easier with repeated success. Otherwise everyone in the Empire would have been a mutant after the Great War Against Chaos, and all of Kislev would be as bad as Norsca.


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

Valghaz remarks make sense.


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 having a hard time getting to sleep tonight, but it gave me a chance to go over some of our current discussion further.

Fear: I'd been under the impression that characters got an initial chance to resist Fear altogether, but this isn't the case. I don't know if we ran it improperly before, but the way Aubster is doing it this time seems right. One additional thing I noticed is that Fear isn't a Condition, and (if I understand right) isn't subject to removal via Resolve. I think Landolf has done that at least once. One of the things that Fear causes is Broken Conditions, and those are removable via Resolve.

For the purposes of our current combat, it would probably help a lot if someone is able to pass the Cool test to approach Faceless & engage them in combat. Likely, that would prevent them from coming closer to the rest of the party & prevent us from having to pass Broken tests. Adelaida & Valghaz go after Faceless in the initiative order, while Landolf & Markus have already acted, so that probably means Talther or Ruprecht.

***

Lore (Local): I'm starting to think that Lore (Local) is not actually a skill. Instead, the (Local) in all cases should be replaced by (Reikland) or some other locale. Otherwise, it isn't clear how anyone would ever continue learning Lore (Reikland) after character creation. See also the River Guide talent, that references an 'appropriate' Lore (Local) skill. If we traveled to Kislev, none of our Lore (Local) skills should be helping us out.

***

Corruption: First all, I messed up when I asked about Dark Deals earlier. Aubster answered the question I did ask, not the one I meant to. I was really trying to get at Dark Whispers as a way to remove Corruption points.

I also started looking at the examples of Corruption exposure that I said above didn't make any sense. I'm not sure that I agree with that anymore - it may have been my assumptions about Corruption exposure that were wrong. It will take a bit to get out what I'm thinking, so this post will probably run long.

The first thing we need to consider is the Corruption trait that some monsters have. In our present case, I'll note that Mutants all have Corruption (Minor). Since it will come up in further discussion, I'll also note that Daemons all have Corruption (Moderate) and Daemon Princes have Corruption (Major). The entry refers us to the Corruption section (page 182) to learn what this means but otherwise leaves it undefined.

I'll state my conclusion here before I go on: I do not think that the strength of the Corruption trait should mean that simply encountering such a creature exposes a player to Corruption of equal strength. Nothing in the book says exactly what to do with the Corruption trait, and the examples the book gives of corrupting influences don't make any sense under that reading.

For the next section, I'm trying to closely consider the Exposure examples give on pages 182 & 183. There are a variety of terms used, but I think the following have to be defined because they are used often:

* Witness
* Contact with
* Brief exposure
* Prolonged exposure

Going by the examples of Corruption Exposure given, Witnessing a Mutant doesn't cause Minor Corruption at all. Contact with them does, whatever that means. Prolonged exposure to a mutant lair also causes Minor Exposure, but it's hard to know whether the mutant lair is being considered separately from any mutants that might be in it.

On the Moderate Exposure table, we have witnessing multiple Daemons contrasted with Contact with a Daemon. The book doesn't directly say what Witnessing a single Daemon does to a person, but Witnessing a single Lesser Daemon (whatever that is, no examples are given in the book) causes Minor Exposure so I'd think that Witnessing a single Daemon is a Minor Exposure. It doesn't make sense to say that a single Daemon would be Moderate Exposure since the book says it takes multiple Daemons to cause that.

From this, I'd argue that Witnessing a creature-based corruption source should generally cause Corruption Exposure one level below that monster's corruption strength rating. In order to be fully exposed to that creature's Corruption Strength, contact is usually required (Daemon Princes being the notable exception). Prolonged exposure may cause a Corruption Exposure one level above that of the monster's Corruption Strength.

It isn't clear where to divide the line between Witnessing and Contact. I'd argue that the mutant encounter we had during our coach journey (starting with Landolf's old friend Rolf) possibly shouldn't have caused Corruption Exposure at all. Our group definitely Witnessed the mutants, but I'm not sure it is fair to say that we Contacted them since the fights ended so quickly. None of us were even attacked if I remember right.

We could read Contact such that just engaging a creature in close combat would be sufficient to Contact it. Probably a better reading of Contact is requiring skin contact or a successful attack with some part of the creature's body rather than a metal weapon the creature might be using (unless the weapon is corrupt as well).

I'll acknowledge that my reading isn't fully supported by the examples either. Witnessing a Daemon Prince is a problem & unless I concede that Witnessing multiple Mutants is a Minor Exposure (something I'd rather not do) it isn't clear why Witnessing a single Daemon is different from Witnessing multiple Daemons. Perhaps it is better to say that I can see an alternate reading rather than that I think that mine is right.

I'd probably say at a minimum that the exposure type/duration matters in a progression of Witness -> Contact -> Brief Exposure -> Prolonged Exposure.


There's a lot of information in the Gameplay post about the Skull Man and the impact of him moving towards you all. Speak up if anything is unclear. Valghaz can make things much easier by just killing Skull Man in Round 1.


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 hoping that Valghaz kills it.

Read your post: don't we get a +0 Cool check to determine whether we become Broken or not? Landolf has failed the check to approach him, but not one to become Broken.

I'm looking at the Fear entry on p190.


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

Apologies, I've been exhausted the last few days. Catching up once again.

As for corruption, I'm personally inclined towards one test per combat.


Darkest Doomed wrote:

Here's hoping that Valghaz kills it.

Read your post: don't we get a +0 Cool check to determine whether we become Broken or not? Landolf has failed the check to approach him, but not one to become Broken.

I'm looking at the Fear entry on p190.

I guess you're correct. You would get another check when Skullster moves towards you.

Luckily between Adelaida and Valghaz the point has suddenly become moot.


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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)
Aubster wrote:
Darkest Doomed wrote:

Here's hoping that Valghaz kills it.

Read your post: don't we get a +0 Cool check to determine whether we become Broken or not? Landolf has failed the check to approach him, but not one to become Broken.

I'm looking at the Fear entry on p190.

I guess you're correct. You would get another check when Skullster moves towards you.

Luckily between Adelaida and Valghaz the point has suddenly become moot.

Thank you for remembering rules such as crits on defending and damaging weapons.


Darkest Doomed wrote:

I'm having a hard time getting to sleep tonight, but it gave me a chance to go over some of our current discussion further.

***

Corruption: First all, I messed up when I asked about Dark Deals earlier. Aubster answered the question I did ask, not the one I meant to. I was really trying to get at Dark Whispers as a way to remove Corruption points.

I also started looking at the examples of Corruption exposure that I said above didn't make any sense. I'm not sure that I agree with that anymore - it may have been my assumptions about Corruption exposure that were wrong. It will take a bit to get out what I'm thinking, so this post will probably run long.

The first thing we need to consider is the Corruption trait that some monsters have. In our present case, I'll note that Mutants all have Corruption (Minor). Since it will come up in further discussion, I'll also note that Daemons all have Corruption (Moderate) and Daemon Princes have Corruption (Major). The entry refers us to the Corruption section (page 182) to learn what this means but otherwise leaves it undefined.

I'll state my conclusion here before I go on: I do not think that the strength of the Corruption trait should mean that simply encountering such a creature exposes a player to Corruption of equal strength. Nothing in the book says exactly what to do with the Corruption trait, and the examples the book gives of corrupting influences don't make any sense under that reading.

For the next section, I'm trying to closely consider the Exposure examples give on pages 182 & 183. There are a variety of terms used, but I think the following have to be defined because they are used often:

* Witness
* Contact with
* Brief exposure
* Prolonged exposure

Going by the examples of Corruption Exposure given, Witnessing a Mutant doesn't cause Minor Corruption at all. Contact with them does, whatever that means. Prolonged exposure to a mutant lair also causes Minor Exposure, but it's hard to know whether the mutant lair is being considered separately from any mutants that might be in it.

On the Moderate Exposure table, we have witnessing multiple Daemons contrasted with Contact with a Daemon. The book doesn't directly say what Witnessing a single Daemon does to a person, but Witnessing a single Lesser Daemon (whatever that is, no examples are given in the book) causes Minor Exposure so I'd think that Witnessing a single Daemon is a Minor Exposure. It doesn't make sense to say that a single Daemon would be Moderate Exposure since the book says it takes multiple Daemons to cause that.

From this, I'd argue that Witnessing a creature-based corruption source should generally cause Corruption Exposure one level below that monster's corruption strength rating. In order to be fully exposed to that creature's Corruption Strength, contact is usually required (Daemon Princes being the notable exception). Prolonged exposure may cause a Corruption Exposure one level above that of the monster's Corruption Strength.

It isn't clear where to divide the line between Witnessing and Contact. I'd argue that the mutant encounter we had during our coach journey (starting with Landolf's old friend Rolf) possibly shouldn't have caused Corruption Exposure at all. Our group definitely Witnessed the mutants, but I'm not sure it is fair to say that we Contacted them since the fights ended so quickly. None of us were even attacked if I remember right.

We could read Contact such that just engaging a creature in close combat would be sufficient to Contact it. Probably a better reading of Contact is requiring skin contact or a successful attack with some part of the creature's body rather than a metal weapon the creature might be using (unless the weapon is corrupt as well).

I'll acknowledge that my reading isn't fully supported by the examples either. Witnessing a Daemon Prince is a problem & unless I concede that Witnessing multiple Mutants is a Minor Exposure (something I'd rather not do) it isn't clear why Witnessing a single Daemon is different from Witnessing multiple Daemons. Perhaps it is better to say that I can see an alternate reading rather than that I think that mine is right.

I'd probably say at a minimum that the exposure type/duration matters in a progression of Witness -> Contact -> Brief Exposure -> Prolonged Exposure.

Much appreciation for pulling all of this together. I think I am going to run it like this:

1) Seeing a mutant or a few mutants isn't corrupting but interacting with a mutant can (and probably will) be corrupting and witnessing lots of mutants can be corrupting. The more obvious the mutation the more likely the chance of corruption. Interacting can be talking to or fighting against and unless your character is separated from the group, one character interacting with a mutant means all characters are exposed. But, a mutant that can pass for human wouldn't be corrupting even if you interact with it unless something happens to make it clear that it's a mutant. For the just completed combat, the Road Warden and the Fat One are not going to be corrupting but Spider-Legs and Skull Face are clearly mutants and thus are corrupting. So, everyone in the Black Thorns will have to pass a Cool Test or gain a point of Corruption. Since the Black Thorns have dealt with mutants before, the it will be an Average (+20) Cool Test instead of a Challenging (+0) Cool Test.

2) Seeing something like a Daemon is corrupting but only in a minor way. Interacting with a Daemon or seeing lots of Daemons is moderately corrupting. Prolonged interacting could result in major corruption (like holding a Daemon prisoner for days and talking to it over and over).

3) Being in a shrine to the Dark Gods causes minor corruption. Doing anything to honor a Dark God in their shrine would be moderate to major corrupting. Destroying a Dark shrine can remove corruption.

4) Each unique corrupting cause during an adventure requires it's own Corruption checks but encountering the same thing multiple times during an adventure does not require multiple checks (but could raise the impact of a failed check from minor to moderate for example).

5) Corruption checks will be rolled at the end of an Adventure.

6) Dark Whispers will start happening to a Character when I realize that they have as many corruption points as 1/2 of their Toughness + Willpower 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
Aubster wrote:

Much appreciation for pulling all of this together. I think I am going to run it like this:

1) Seeing a mutant or a few mutants isn't corrupting but interacting with a mutant can (and probably will) be corrupting and witnessing lots of mutants can be corrupting. The more obvious the mutation the more likely the chance of corruption. Interacting can be talking to or fighting against and unless your character is separated from the group, one character interacting with a mutant means all characters are exposed. But, a mutant that can pass for human wouldn't be corrupting even if you interact with it unless something happens to make it clear that it's a mutant. For the just completed combat, the Road Warden and the Fat One are not going to be corrupting but Spider-Legs and Skull Face are clearly mutants and thus are corrupting. So, everyone in the Black Thorns will have to pass a Cool Test or gain a point of Corruption. Since the Black Thorns have dealt with mutants before, the it will be an Average (+20) Cool Test instead of a Challenging (+0) Cool Test.

2) Seeing something like a Daemon is corrupting but only in a minor way. Interacting with a Daemon or seeing lots of Daemons is moderately corrupting. Prolonged interacting could result in major corruption (like holding a Daemon prisoner for days and talking to it over and over).

3) Being in a shrine to the Dark Gods causes minor corruption. Doing anything to honor a Dark God in their shrine would be moderate to major corrupting. Destroying a Dark shrine can remove corruption.

4) Each unique corrupting cause during an adventure requires it's own Corruption checks but encountering the same thing multiple times during an adventure does not require multiple checks (but could raise the impact of a failed check from minor to moderate for example).

5) Corruption checks will be rolled at the end of an Adventure.

6) Dark Whispers will start happening to a Character when I realize that they have as many corruption points as 1/2 of their Toughness + Willpower Bonus.

I don't see anything that I disagree with there.

Let's go and splatter more mutants!


You'll notice that I did not total the damage of each of the attacks on the original daemon. It was a case of total overkill with the rolls made by Adelaida, Valghaz and Ruprecht so there was no need to total up the numbers. It was good for the group that so many not only passed their willpower test but then also made good attack rolls as the original daemon could have easily caused major damage...it had a very good Weapon skill, did a lot of damage on a hit and had a base Initiative of 60.


The rolls for the Blue Horrors got messed up somehow when I was formatting I guess. For clarity...

Blue Horror 1 - Attack Failure SL -1
Blue Horror 1 - Defense Failure SL - 6

Blue Horror 2 - Attack Failure SL -7 (roll was a 100)
Blue Horror 2 - Defense Success SL + 0


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)

So thankful that you rolled poorly. I’m certain a wound by a daemon would cause a corrupt test.


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

The Black Thorns do feel blessed. I keep thinking that this group may easily have suffered more corruption and death so far!


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 think the Fate point we received for beating the river troll helps, as it give another Fortune point we can use startegically.

Valgharz and me are quite good as frontliners, and our own mage saved the day more than once


1 person marked this as a favorite.

You all just completed, Old World Adventures: Night of Blood which is a free scenario from Cubicle 7.

XP Time

50 XP if you had a good time dealing with the mutants and the Daemons

30 XP for stopping the mutants from successfully loosing a Daemon into the Old World

50 XP for destroying the Daemons


You all just completed, Old World Adventures: Night of Blood which is a free scenario from Cubicle 7.

XP Time

50 XP if you had a good time dealing with the mutants and the Daemons

30 XP for stopping the mutants from successfully loosing a Daemon into the Old World

50 XP for destroying the Daemons


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)

135xp for me to work with

+5 Cool: 75xp, 10 total
+1 Str: 30xp, 10 total
+1 WP: 30xp, 9 total

135xp to be exact. :D

How many skills do I need to be at 10 before I can switch careers? 5, right? I figure that Two Handed, Cool and Endurance are good core skills. Then just need to get Trade-Explosives and Perception (ha!).


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 just upgraded Talther's wounds to 14, as I forgot to do so when I raised his Toughness to 41!

+130xp

100xp Ag +1 -> +5 (37->41)
30xp Row 0 -> 3

So:

155xp WS +6
125xp S +5
125xp T +5
125xp Ag +1 -> +5 (37->41)
155xp Fel +6
0xp Wp +5 (5 advances from character creation)
100xp Change career level
20xp Heal out of profession
30xp Perception 7 ranks (5 advances from character creation)
100xp Etiquette (Servants)
100xp Rover
10xp Outdoor Survival 1 rank
10xp Animal Care 1 rank
50xp Sail (barge) 5 ranks
50xp Swim 5 ranks
10xp Gossip 1 rank
30xp Row 0 -> 3

1195xp total spent

0xp left


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 isn't spending any xp this time. I think...

*

Valghaz: to complete a tier II career level, you need to have eight of that career's skills at 10 advances or more. The skills can be selected from tier I or tier II. The number of skills is always eight (see page 48).

Also, I saw in Gameplay that Valghaz found some loot in the chest. I'm avoiding the spoiler just in case though. Is that going to the Black Thorns Company funds? If so, how much should I add to our total?

*

Everyone: I've been thinking about the party funds lately, and we've rolled up a moderate-sized pile so far. We need to maintain a buffer for expenses that we end up incurring, but I think we're at the point where we'll start being able to entertain trapping requests, as long as the requests aren't crazy expensive.

Some basic adventuring trappings (things like light sources, for instance...we just had some mild trouble over that but it could have been a lot worse) are probably advisable.

*

GM: I'm mildly surprised that we fit a separate adventure into Enemy in Shadows. Does that adventure anticipate that the GM will add material as they go to fill gaps?

Also, did we get a Fortune refresh?


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)

8...right. Thanks!

Also anything found in the adventure is party loot. Valghaz isn’t the kind of person who would hide treasure from his comrades.

And as for requests? I have none. At some point Valghaz would like some real armor (chain or a breastplate). But until that becomes feasible, I’m good to go.


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

Had 10 xp left

Spend 120 xp on 4 Willpower advances

20 xp on +2 Outdoor survival

(edit)
Re reading the creation and career parts of the book, I realised I made a mistake since the beginning: when I built Adelaida, I took all the talents from her starting career, while I should have choose only one.

So I kept only Warrior born, and erased the three others (Marksman, Dicemen and Strong back), So Ballistic skill is now down to 35 (32 base +3 advantages from experience). It's not the skill I used the most, fortunatly

Wounds are now 15 (4 STR+(2*4=8)TOU+4 Will)


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

Going back to Landolf's Corruption roll: it seems implied in the Dark Deals section that any Test can only be Fortune rerolled once...even though the Fortune section doesn't say anything about that.

Would our GM allow Landolf to spend a second Fortune on the Daemon Corruption roll to get +1 SL though? It looks like that would prevent the second Corruption point.


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 game for using some of that cash. Some of the specialised gear can be pricey.

e.g. a Wrecker's storm lamp is one GP by itself.


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 went over the equipment list quickly and put together a quickie list of stuff we should probably be interested in. That doesn't necessarily mean we should get it right now of course.

Tent (12/-) -- room for 4 people, which is probably enough given that we'll maintain a night watch in cases when we'd be using this
Rope, 10 yards (8/4 each) -- maybe x2
Storm Lantern (1g each) -- maybe x2
Lamp Oil (2/- each) -- I'm thinking x3 per lantern we get
Chalk (0/10)
Bandages (0/4 each) -- no good reason to not get a small pile of them at that price
Manacles (18/-)
Crowbar (2/6)
Hammer (3/-)

If we want to start cooking food ourselves at some point, there's a whole list of eating-related items we'd want to look at. So far our adventures haven't taken us too far off the beaten path, but they could've.

I'll also mention that getting a Black Thorn Company uniform for everyone (1g 2/- each unless we splurge for Qualities) is on my wishlist for sometime down the line. Probably when we have a bit more notoriety to flaunt...

***

On the current situation, some have expressed interest in getting a bounty for our mutant slaying. I'm interested as well, though I'm not sure how realistic it is. We're sort of WAY out in the boonies. If we burn the inn down to cleanse any remaining taint, we'll destroy any evidence remaining. If we don't burn it down, we run the risk of other people stumbling across the grisliness and getting tainted themselves.

I'm thinking that we could go and swipe some bedding to wrap up some of the mutant nastiness without exposing ourselves further. Nastiness would include the dagger as well as possibly mutant heads. Even if the daemon left something of itself behind I think I'd rather burn it. I'd vote for burning anything we don't take with us.

Turning stuff into a Temple of Sigmar last time didn't turn out awesome for many of us, but I'd be willing to give it another go.

GM: is wrapping up the items mentioned for transport at least believably viable without corrupting ourselves further? How many days out are we from Bogenhafen?

It didn't come up in the gameplay thread, but I'm assuming at this point that the inn had no survivors. I was kind of hoping that there were still some given what the mutants said when they were still playing pretend, but too bad. Maybe we could still check the opposite bank of the river, where the ferry might've gone to.


Darkest Doomed wrote:

Landolf isn't spending any xp this time. I think...

*

Valghaz: to complete a tier II career level, you need to have eight of that career's skills at 10 advances or more. The skills can be selected from tier I or tier II. The number of skills is always eight (see page 48).

Also, I saw in Gameplay that Valghaz found some loot in the chest. I'm avoiding the spoiler just in case though. Is that going to the Black Thorns Company funds? If so, how much should I add to our total?

*

Everyone: I've been thinking about the party funds lately, and we've rolled up a moderate-sized pile so far. We need to maintain a buffer for expenses that we end up incurring, but I think we're at the point where we'll start being able to entertain trapping requests, as long as the requests aren't crazy expensive.

Some basic adventuring trappings (things like light sources, for instance...we just had some mild trouble over that but it could have been a lot worse) are probably advisable.

*

GM: I'm mildly surprised that we fit a separate adventure into Enemy in Shadows. Does that adventure anticipate that the GM will add material as they go to fill gaps?

Also, did we get a Fortune refresh?

As I stumble across interesting adventures I will work them into the ongoing campaign. The vampire in Ubersreik came from a side adventure I saw on sale :)

Get successfully back on board the Berebeli and help it get underway and then it would be Fortune refresh time.


Darkest Doomed wrote:

Going back to Landolf's Corruption roll: it seems implied in the Dark Deals section that any Test can only be Fortune rerolled once...even though the Fortune section doesn't say anything about that.

Would our GM allow Landolf to spend a second Fortune on the Daemon Corruption roll to get +1 SL though? It looks like that would prevent the second Corruption point.

I looked at the Fortune section and the Corruption section and I do see where it strongly implies that their can only be a single Fortune point used for any particular test. That's not how we've been doing it though and I am fine continuing as we have been and allowing multiple Fortunes to be used for a Test. So, yes it is fine to use a second Fortune to get the +1 SL. It's an oddity that Landolf seems to be the most susceptible to Corruption (i.e., you keep rolling badly)...maybe it's a flaw in nobility ;)


Darkest Doomed wrote:

I went over the equipment list quickly and put together a quickie list of stuff we should probably be interested in. That doesn't necessarily mean we should get it right now of course.

Tent (12/-) -- room for 4 people, which is probably enough given that we'll maintain a night watch in cases when we'd be using this
Rope, 10 yards (8/4 each) -- maybe x2
Storm Lantern (1g each) -- maybe x2
Lamp Oil (2/- each) -- I'm thinking x3 per lantern we get
Chalk (0/10)
Bandages (0/4 each) -- no good reason to not get a small pile of them at that price
Manacles (18/-)
Crowbar (2/6)
Hammer (3/-)

If we want to start cooking food ourselves at some point, there's a whole list of eating-related items we'd want to look at. So far our adventures haven't taken us too far off the beaten path, but they could've.

I'll also mention that getting a Black Thorn Company uniform for everyone (1g 2/- each unless we splurge for Qualities) is on my wishlist for sometime down the line. Probably when we have a bit more notoriety to flaunt...

***

On the current situation, some have expressed interest in getting a bounty for our mutant slaying. I'm interested as well, though I'm not sure how realistic it is. We're sort of WAY out in the boonies. If we burn the inn down to cleanse any remaining taint, we'll destroy any evidence remaining. If we don't burn it down, we run the risk of other people stumbling across the grisliness and getting tainted themselves.

I'm thinking that we could go and swipe some bedding to wrap up some of the mutant nastiness without exposing ourselves further. Nastiness would include the dagger as well as possibly mutant heads. Even if the daemon left something of itself behind I think I'd rather burn it. I'd vote for burning anything we don't take with us.

Turning stuff into a Temple of Sigmar last time didn't turn out awesome for many of us, but I'd be willing to give it another go.

GM: is wrapping up the items mentioned for transport at least believably viable without corrupting ourselves...

You all picked up a rumor about mutants previously that if true could change how you want to deal with dead mutants. I think that's enough of a hint though ;)


Darkest Doomed wrote:

I went over the equipment list quickly and put together a quickie list of stuff we should probably be interested in. That doesn't necessarily mean we should get it right now of course.

Tent (12/-) -- room for 4 people, which is probably enough given that we'll maintain a night watch in cases when we'd be using this
Rope, 10 yards (8/4 each) -- maybe x2
Storm Lantern (1g each) -- maybe x2
Lamp Oil (2/- each) -- I'm thinking x3 per lantern we get
Chalk (0/10)
Bandages (0/4 each) -- no good reason to not get a small pile of them at that price
Manacles (18/-)
Crowbar (2/6)
Hammer (3/-)

If we want to start cooking food ourselves at some point, there's a whole list of eating-related items we'd want to look at. So far our adventures haven't taken us too far off the beaten path, but they could've.

I'll also mention that getting a Black Thorn Company uniform for everyone (1g 2/- each unless we splurge for Qualities) is on my wishlist for sometime down the line. Probably when we have a bit more notoriety to flaunt...

***

On the current situation, some have expressed interest in getting a bounty for our mutant slaying. I'm interested as well, though I'm not sure how realistic it is. We're sort of WAY out in the boonies. If we burn the inn down to cleanse any remaining taint, we'll destroy any evidence remaining. If we don't burn it down, we run the risk of other people stumbling across the grisliness and getting tainted themselves.

I'm thinking that we could go and swipe some bedding to wrap up some of the mutant nastiness without exposing ourselves further. Nastiness would include the dagger as well as possibly mutant heads. Even if the daemon left something of itself behind I think I'd rather burn it. I'd vote for burning anything we don't take with us.

Turning stuff into a Temple of Sigmar last time didn't turn out awesome for many of us, but I'd be willing to give it another go.

GM: is wrapping up the items mentioned for transport at least believably viable without corrupting ourselves...

Bogenhafen is two days away.

Wrapping items as long as you do not make contact directly should work for most things unless it's something really powerful then the taint could still get at you...maybe even set-up a Dark Whispers kind of situation.


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'll post tomorrow, late here.


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
Quote:
An older woman that looks much like the younger except for the age difference nods and adds, 'tis true, and you need to be careful out on the river Herr Dwarf, the river Bögen is plagued by mutants. Three barges were sunk on the stretch from Castle Grauenburg in the last month. The graf needs to invest more in riverwardens!'

Did a little digging. Is this the rumor you are referencing?

We'd probably run into some riverwardens before long out on the Bogen, I bet.


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

Sorry, wiped out by work...

Used 130xp
+2 Swim 20xp

+2 STR 50xp
+2 T 50xp

+1 Endurance 10xp


Ruprecht Scheinfelder wrote:

Sorry, wiped out by work...

Used 130xp
+2 Swim 20xp

+2 STR 50xp
+2 T 50xp

+1 Endurance 10xp

No worries...best of luck with work :)


Darkest Doomed wrote:
Quote:
An older woman that looks much like the younger except for the age difference nods and adds, 'tis true, and you need to be careful out on the river Herr Dwarf, the river Bögen is plagued by mutants. Three barges were sunk on the stretch from Castle Grauenburg in the last month. The graf needs to invest more in riverwardens!'

Did a little digging. Is this the rumor you are referencing?

We'd probably run into some riverwardens before long out on the Bogen, I bet.

That's a good rumor but not the one I was referring to. Since it seems like the group is not planning on carrying around mutants' corpses it's fine to remind everyone of this:

he Emperor has issued a new edict declaring that there are no Mutants in the Empire. The practice of exiling or slaughtering those unfortunate enough to carry some sort of physical deformity purely because of their appearance is henceforth illegal and punishable by death.

So, if the rumor is true, trying to get paid for dead mutants might well backfire.


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

We've spent a few days on the post-battle aftermath now, and if Aubster doesn't feel like they know what we want to do I think that's understandable. We haven't been terribly decisive and we've proposed at least two broad plans. I'm hoping to speed that process up here so we can get moving. I think we're settled on the potion, but nothing else. I'll break what I'm thinking the points of debate are up to hopefully get some clarity:

1. Dagger – Valghaz said he thinks it is too dangerous to bring with it and Landolf has said he thinks it is too dangerous to leave. Taking it with us would obviously entail some measure of anti-corruption security but there's no guarantee it would work. Taking the dagger implies bringing it to a Temple of Sigmar as quickly and safely as we can to get their help with it.
* Major options: take it or leave it

2. Mutant bodies – Valghaz suggested staking them outside and trying to get a reward. Landolf brought up the notion of bringing parts of them with us to try to get a bounty, but Aubster pointed out that we've at least heard a rumor that killing mutants is illegal. I seriously doubt that, but would point out that we didn't get a bounty for mutant slaying last time. My current view is that this is pointless and we should just burn them on an anti-corruption basis.
* Major options: stake them, take them or burn them

3. Inn – I don't remember hearing anyone argue against burning down the inn, though I still haven't looked in the spoiler. I'm assuming that we'd search the building for any other survivors before we did so. Just to expand on this, I'd be in favor of burning the inn down solely on the basis of helping others to avoid corruption. Like Spittlefeld, but without the murder component.
* Major options: burn or not burn.

I'd suggest we hold a quick vote on this in Discussion so we can start moving on the adventure again.

Landolf's vote would be:
Dagger – take
Mutants – burn
Inn - burn


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

Burn the inns and the mutants.

No opinion on the dagger, but Adelaida won't keep it on her


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

Dagger - take and destroy
Muties - Burn
Inn - Burn

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