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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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

Decided I want to wait at least until the meeting with the Karstadts to make any decisions about Landolf's career. Maybe leaning toward Noble.

I don't think he's going that way, but just to check: do we have any discount on access to the Watchman career given that we've actually been doing it?

As far as Heal skill goes, I don't think I see anyone getting it in a big way. Even if Landolf went Duellist, he'd be at like Heal 42 even if I sank 10 advances into it. I think we'd be better served by each taking one advance in Heal and trying to rely on assists than trying to make do with a single half-baked healer.


Darkest Doomed wrote:

Decided I want to wait at least until the meeting with the Karstadts to make any decisions about Landolf's career. Maybe leaning toward Noble.

I don't think he's going that way, but just to check: do we have any discount on access to the Watchman career given that we've actually been doing it?

As far as Heal skill goes, I don't think I see anyone getting it in a big way. Even if Landolf went Duellist, he'd be at like Heal 42 even if I sank 10 advances into it. I think we'd be better served by each taking one advance in Heal and trying to rely on assists than trying to make do with a single half-baked healer.

It makes sense that you can become a Watchman (which is the second level of the career named Watchman) for 100 XP just as if your current career was Watch Recruit.


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)

Interesting career change option for watchman. Now stop tempting me away from miner :p


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

Landolf, that makes a lot of sense.

How much is it to acquire an advance in Heal if it isn't a career skill?


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

Should be double cost, so 20 xp. If everyone has a rank, we should be able to assist the checks out of combat up to Int 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

Cheers, Landolf. I'll pick up an advance.

@Aubster: Could Talther get an advance in Heal now? He has xp to spare.


Darkest Doomed wrote:
Should be double cost, so 20 xp. If everyone has a rank, we should be able to assist the checks out of combat up to Int bonus.

I’m not seeing an option to learn skills like healing by just spending XP. All I’ve found is:

Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level.

There is an Endeavour (Training) that allows it but your character has to have a break from adventuring to do the Endeavour.

Training
The Training Endeavour allows you to train in a Skill or Characteristic outside of your Career, treating it as if it were in- Career. In addition to the normal XP cost, you must also pay money to the tutor.Training for Basic Skills and all Characteristics costs XP+1d10 brass pennies , where XP is the number of XP it costs to buy the Advance. Tutoring in all Advanced Skills costs double that amount.

You should be able to find a tutor for most skills, certainly in a city-state like Altdorf, but some particularly unusual skills may require you seek out the right instructor, likely by using the Consult an Expert Endeavour — ‘Professionals’ who can teach you how to properly pick a lock generally don’t advertise, after all. Other skills, especially Lore Skills, often require an institution of learning, and some are flat out forbidden in the Empire. Finding a tutor capable (and willing) to instruct someone in proscribed matters — such as those relating to the Ruinous Powers or Necromancy — may be particularly dangerous, and perhaps an adventure to even source such an individual. Such tutors will also ask for far more than the ‘going rate’ for tutoring and will likely require a Significant Favour.


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)

How about our soldier? I know that I got basic “combat life saving” training


Valghaz Ironhammer wrote:
How about our soldier? I know that I got basic “combat life saving” training

The only Warrior Class careers that have access to the Heal Skill are Knight, Slayer(?!?) and Warrior-Priest.


I’ve been toying with an idea in the back of my head for a little while.

I’m wondering if any of you would be interested in playing a one-off mini-campaign that would take place in the sewers under Nuln. It’d be for Career Level 4 characters so you’d start with 5000 XP and could customize you character however you want but Character creation would be a ‘labor of love’ to spend 5000 XP. The characters would have been hired by the city to investigate the disappearance of multiple sewer jacks (The Sewer Jacks are a specialised force, under the command of the City Watch, whose purpose is to keep the sewer system and the Undercity secure).


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.


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)

2d100 ⇒ (27, 10) = 37

Race: Human
Profession: Warrior Priestess of Sigmar (decided against priest, heal is needed.)
Stats
20 + 2d10 ⇒ 20 + (10, 7) = 37
20 + 2d10 ⇒ 20 + (7, 8) = 35
20 + 2d10 ⇒ 20 + (9, 7) = 36
20 + 2d10 ⇒ 20 + (7, 1) = 28
20 + 2d10 ⇒ 20 + (8, 3) = 31
20 + 2d10 ⇒ 20 + (2, 4) = 26
20 + 2d10 ⇒ 20 + (3, 7) = 30
20 + 2d10 ⇒ 20 + (4, 4) = 28
20 + 2d10 ⇒ 20 + (2, 10) = 32
20 + 2d10 ⇒ 20 + (4, 10) = 34

Stats before advancement

WS (37) BS (26) Str (35) T (36) Init (28) Ag (30) Dex (28) Int (31) WP (34) Fel (32)

Talents: 3d100 ⇒ (44, 36, 14) = 94
Mimic, Luck, Attractive


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

Species: 1d100 ⇒ 59 Human

Class: 1d100 ⇒ 38 Bailiff (an investigation is required...)

Weapon Skill: 2d10 + 20 ⇒ (3, 4) + 20 = 27

Ballistic Skill: 2d10 + 20 ⇒ (5, 6) + 20 = 31

Strength: 2d10 + 20 ⇒ (4, 10) + 20 = 34

Toughness: 2d10 + 20 ⇒ (5, 9) + 20 = 34

Initiative: 2d10 + 20 ⇒ (5, 5) + 20 = 30

Agility: 2d10 + 20 ⇒ (4, 8) + 20 = 32

Dexterity: 2d10 + 20 ⇒ (10, 2) + 20 = 32

Intelligence: 2d10 + 20 ⇒ (4, 3) + 20 = 27

Willpower: 2d10 + 20 ⇒ (10, 8) + 20 = 38

Fellowship: 2d10 + 20 ⇒ (2, 7) + 20 = 29

Random Talent 1: 1d100 ⇒ 93 Very Resilient

Random Talent 2: 1d100 ⇒ 46 Night Vision (handy!)

Random Talent 3: 1d100 ⇒ 19 Craftsman (any one)


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
Aubster wrote:

I’ve been toying with an idea in the back of my head for a little while.

I’m wondering if any of you would be interested in playing a one-off mini-campaign that would take place in the sewers under Nuln. It’d be for Career Level 4 characters so you’d start with 5000 XP and could customize you character however you want but Character creation would be a ‘labor of love’ to spend 5000 XP. The characters would have been hired by the city to investigate the disappearance of multiple sewer jacks (The Sewer Jacks are a specialised force, under the command of the City Watch, whose purpose is to keep the sewer system and the Undercity secure).

Sign me up!


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, if I can take a skill or stat in class, can I keep leveling it up with xp so long as I have the xp? With 5 being the minimum to go into next tier of class?

Also after seeing a miracle, I’m going for Warrior Priestess of Urlic, wielding an axe in each hand :)


[CAMPAIGN OVER] Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

Valghaz here. Accidentally posted this in gameplay. Please remove it from active character list. But this will be the alias for the one off.


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 interested in the other game too. Will roll up soon.


Valghaz Ironhammer wrote:

So, if I can take a skill or stat in class, can I keep leveling it up with xp so long as I have the xp? With 5 being the minimum to go into next tier of class?

Also after seeing a miracle, I’m going for Warrior Priestess of Urlic, wielding an axe in each hand :)

If I’m understanding the question correctly, yes...once you get a skill from a career you always have that skill and can always add to it. Same thing with your stats, once you have the option from a career to increase it you can always increase it. The only thing that’s different is talents...you can only take talents from the career your in at that time.


Yay! There’s plenty of interest in the other game so I’m going to set-up a campaign for it tomorrow. I’m going to limit it to you all unless you know someone that you would like to invite. If so, drop me a PM about them. It’ll be a few days before it’ll get the gameplay started but you’ll be able to go ahead and put your characters into the recruitment thread once I get it set-up tomorrow.

Voting Time.
Which title do you all like:
1) What’s That Under Nuln?
2) Our Sewer Jacks Are Missing

Feel free to suggest a different title.


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
Aubster wrote:
Darkest Doomed wrote:
Should be double cost, so 20 xp. If everyone has a rank, we should be able to assist the checks out of combat up to Int bonus.

I’m not seeing an option to learn skills like healing by just spending XP. All I’ve found is:

Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level.

There is an Endeavour (Training) that allows it but your character has to have a break from adventuring to do the Endeavour.

Training
The Training Endeavour allows you to train in a Skill or Characteristic outside of your Career, treating it as if it were in- Career. In addition to the normal XP cost, you must also pay money to the tutor.Training for Basic Skills and all Characteristics costs XP+1d10 brass pennies , where XP is the number of XP it costs to buy the Advance. Tutoring in all Advanced Skills costs double that amount.

You should be able to find a tutor for most skills, certainly in a city-state like Altdorf, but some particularly unusual skills may require you seek out the right instructor, likely by using the Consult an Expert Endeavour — ‘Professionals’ who can teach you how to properly pick a lock generally don’t advertise, after all. Other skills, especially Lore Skills, often require an institution of learning, and some are flat out forbidden in the Empire. Finding a tutor capable (and willing) to instruct someone in proscribed matters — such as those relating to the Ruinous Powers or Necromancy — may be particularly dangerous, and perhaps an adventure to even source such an individual. Such tutors will also ask for far more than the ‘going rate’ for tutoring and will likely require a Significant Favour.

For non-career advances, see the sidebar on page 48. (I had to go looking for it) There is a 'if the GM feels it appropriate' that I didn't remember being there, but it's otherwise just double.


For the one off...

Species: 1d100 ⇒ 60 Human

Career: 1d100 ⇒ 15 Agitator
Career: 1d100 ⇒ 41 Hunter

WS: 2d10 ⇒ (6, 10) = 16
BS: 2d10 ⇒ (8, 7) = 15
S: 2d10 ⇒ (10, 8) = 18
T: 2d10 ⇒ (10, 9) = 19
In: 2d10 ⇒ (5, 6) = 11
Ag: 2d10 ⇒ (8, 10) = 18
Dex: 2d10 ⇒ (8, 9) = 17
Int: 2d10 ⇒ (8, 10) = 18
Wil: 2d10 ⇒ (7, 1) = 8
Fel: 2d10 ⇒ (10, 9) = 19

Wow...nice rolls

Random Talent 1: 1d100 ⇒ 41 Marksman
Random Talent 1: 1d100 ⇒ 59 Pure Soul
Random Talent 1: 1d100 ⇒ 81 Strong Legs


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

One-off game Character:
Species: 1d100 ⇒ 18 - Reiklander is expected (+20 XP)
Career Roll #1: 1d100 ⇒ 47 - Villager...OK sure. I might need some career switching, but let's see how cool I can make a Villager. +50 XP

Weapon Skill: 2d10 + 20 ⇒ (1, 5) + 20 = 26
Ballistic Skill: 2d10 + 20 ⇒ (2, 4) + 20 = 26
Strength: 2d10 + 20 ⇒ (2, 1) + 20 = 23
Toughness: 2d10 + 20 ⇒ (2, 6) + 20 = 28
Initiative: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Agility: 2d10 + 20 ⇒ (9, 10) + 20 = 39
Dexterity: 2d10 + 20 ⇒ (2, 4) + 20 = 26
Intelligence: 2d10 + 20 ⇒ (4, 10) + 20 = 34
Willpower: 2d10 + 20 ⇒ (8, 5) + 20 = 33
Fellowship: 2d10 + 20 ⇒ (5, 4) + 20 = 29

Talent #1: 1d100 ⇒ 9 - Animal Affinity
Talent #2: 1d100 ⇒ 3 - Acute Sense
Talent #3: 1d100 ⇒ 67 - Resistance

Just looked at the characteristics now. Those are kinda bad. Rerolling...
Weapon Skill: 2d10 + 20 ⇒ (3, 6) + 20 = 29
Ballistic Skill: 2d10 + 20 ⇒ (1, 2) + 20 = 23
Strength: 2d10 + 20 ⇒ (4, 2) + 20 = 26
Toughness: 2d10 + 20 ⇒ (1, 9) + 20 = 30
Initiative: 2d10 + 20 ⇒ (7, 1) + 20 = 28
Agility: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Dexterity: 2d10 + 20 ⇒ (7, 4) + 20 = 31
Intelligence: 2d10 + 20 ⇒ (3, 5) + 20 = 28
Willpower: 2d10 + 20 ⇒ (1, 6) + 20 = 27
Fellowship: 2d10 + 20 ⇒ (6, 3) + 20 = 29

Ouch. Those are even worse...


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)

Spazmodeus, nice rolls!
Darkest...not so much...

For Sister Amelia, I’m almost done with putting in Talents. If anyone has advice on the xp choices I’d be happy to hear it.

And for the title, “What’s That Under Nuln?” Seems fitting.

—-

As for the new character, I think she is close to complete. Right now what she has going is this:

* WS47 with +30 basic melee, so succeeds in attacks on a 77 or less
- Dual Wielding, so if she hits with her first attack she gets a second with her off hand
- Furious Focus, so she can trade her move for a third attack if she gets one hit
- SB4, but Winter’s Bite Miracle can make up for mediocre strength
* Hoarfrost Chill can remove enemy advantage and make them take fear tests
* Heal is at 51...which I think is alright? Also have a blessing which can remove a condition
* Charm is only 52. But with attractive the SL can be much higher.

All in all, I think that she will be a pretty well rounded melee addition.


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

Furious Assault and War Leader stand out as amazing choices for Warrior Priests at the top end. Attacking twice is sick and Broken conditions and such can be tough on any party.

GM: what should we be doing for trappings? One option I'm looking at for my Villager career is taking some Trade advances and maybe talents. If Trade (Smith) or something similar could contribute toward getting some quality trappings, it would be more persuasive.

As far as overall combat role, the Villager looks to be an able tank at higher levels, potentially with tons of wounds and able to field heavy armor (provided they can get it).

A villager can probably also pass muster as a face/haggle character at the higher levels.


Darkest Doomed wrote:
Aubster wrote:
Darkest Doomed wrote:
Should be double cost, so 20 xp. If everyone has a rank, we should be able to assist the checks out of combat up to Int bonus.

I’m not seeing an option to learn skills like healing by just spending XP. All I’ve found is:

Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level.

There is an Endeavour (Training) that allows it but your character has to have a break from adventuring to do the Endeavour.

Training
The Training Endeavour allows you to train in a Skill or Characteristic outside of your Career, treating it as if it were in- Career. In addition to the normal XP cost, you must also pay money to the tutor.Training for Basic Skills and all Characteristics costs XP+1d10 brass pennies , where XP is the number of XP it costs to buy the Advance. Tutoring in all Advanced Skills costs double that amount.

You should be able to find a tutor for most skills, certainly in a city-state like Altdorf, but some particularly unusual skills may require you seek out the right instructor, likely by using the Consult an Expert Endeavour — ‘Professionals’ who can teach you how to properly pick a lock generally don’t advertise, after all. Other skills, especially Lore Skills, often require an institution of learning, and some are flat out forbidden in the Empire. Finding a tutor capable (and willing) to instruct someone in proscribed matters — such as those relating to the Ruinous Powers or Necromancy — may be particularly dangerous, and perhaps an adventure to even source such an individual. Such tutors will also ask for far more than the ‘going rate’ for tutoring and will likely require a Significant Favour.

For non-career advances, see the sidebar on page 48. (I had to go looking for it) There is a 'if the GM feels it appropriate' that I didn't remember being there, but it's otherwise just double.

Right you are. Good catch. So, if anyone wants to take an advance in healing they will be able to do so. However, you need to come up with an explanation of how your character learned the skill.


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)

Given we have 5k experience, you could go from villager to wizard or the like. It’d make for a cool background. Good intelligence and willpower. Lore of life or beasts would be thematic. Or a priest of Taal?


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

Any chance I could go to the take-100 option for stats on that Villager, GM?


Darkest Doomed wrote:
Any chance I could go to the take-100 option for stats on that Villager, GM?

Of course


Recruitment thread for 'What's That Under Nuln' is now open :)


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

Will whip up a character ASAP, I'm not in the right frame of mind just now, sorry


Adelaida Lehner wrote:
Will whip up a character ASAP, I'm not in the right frame of mind just now, sorry

No worries at all. Take your time, it's going to take me a bit to figure out how to run a completely homemade campaign. And if you need more time just say so. We can wait :)


Darkest Doomed wrote:

Furious Assault and War Leader stand out as amazing choices for Warrior Priests at the top end. Attacking twice is sick and Broken conditions and such can be tough on any party.

GM: what should we be doing for trappings? One option I'm looking at for my Villager career is taking some Trade advances and maybe talents. If Trade (Smith) or something similar could contribute toward getting some quality trappings, it would be more persuasive.

As far as overall combat role, the Villager looks to be an able tank at higher levels, potentially with tons of wounds and able to field heavy armor (provided they can get it).

A villager can probably also pass muster as a face/haggle character at the higher levels.

You all are very successful adventurers at this point so how about you can either pick and choose amongst the trapping of the careers your character would have OR you can have 100 gold crowns to use as you want to buy your own trapping.

If you decide to take Trade (smith) then how about you can add one item quality to one trapping. For every 5 additional skill points you advance it, you can add an item quality to another trapping OR potentially add a second quality to the 1st trapping you modified. If you want to go all in with smithing (say +75 skill points) you can invent your own weapon or armor (within reason)


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

Are we going in too many directions with the current vampire/tenement discussion? There are a lot of good ideas, but I think the immediate priorities are probably:

* investigating the scene of the attack
* interviewing the victim if possible
* keeping Sreluc from attacking people
* getting the medicine for the children & the journal from the orphanage

...mostly because we have any hope of getting those done quickly.


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)

Now I need to start advancing charm as a skill. Because Valghaz is nailing it.


Darkest Doomed wrote:

Are we going in too many directions with the current vampire/tenement discussion? There are a lot of good ideas, but I think the immediate priorities are probably:

* investigating the scene of the attack
* interviewing the victim if possible
* keeping Sreluc from attacking people
* getting the medicine for the children & the journal from the orphanage

...mostly because we have any hope of getting those done quickly.

I'm reading this as Landolf charges after the Vampire by himself ;) Kidding...kidding


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)

Hopefully I just got us the medicine, which got us the journal. And with that we can catch the killer.

As for the vampire, we will need proof, and from there I agree that the logical thing to do is call for a witch hunter.


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 bringing it up right now, but I'm interested to follow up on whether vampires are known to cause the disease that Hans had as well. If not, that puts a big hole in the vampire theory.


1 person marked this as a favorite.

Before I forget again...

25 XP for getting Annika the medicine she needed

25 XP for stopping War of Vengeance II from breaking out between the elfs and the dwarfs


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

Noted! Landolf is saving up for some of his Landsman-finishing purchases.


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)

50xp being spent on +2 WP (now 45, with 50 cool)

Now 125xp away from finishing career. Very much looking forward to miner. Very Strong and +5 Str makes SB5. And from there 5x Strike Mighty Blow will give +5 Damage to all attacks. Throw in a mining pick, and he should hit like a truck.


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

It might be worth it, but 5 copies of a talent would be crazy expensive.


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)

<double checks rules> oh...damn. That does get expensive. Nevermind, one is enough.


Corruption
Every Festag, Sigmarite priests preach from high pulpits about the dangers of the Ruinous Powers, about how good folk must avoid the temptations of daemons whispering from every shadow. They declare all souls are in perpetual peril, mere footsteps from falling to corruption and mutation. And they might be right.

Corruption points are used to show the slow, gradual slip of your soul to the Dark Gods of Chaos. Whenever you are exposed to a potential source of corruption, you may accrue Corruption points. The more you have, the closer you are drawing to Chaos, and the darker your soul becomes until, eventually, you change…

Gaining Corruption Points
During play, there are two primary routes to gaining corruption: dark deals and corrupting influences .

Dark Deals
Sometimes, you just have to succeed. Most commonly this means passing an important Test. Should such a Test fail, you can use a Fortune point to reroll the Test, hopefully passing the second time. But what if it fails again? Or you have no Fortune points remaining? Then it’s time for a dark deal. You can purposefully choose to take a Corruption point to reroll a Test, even if it has been rerolled already. This is always a choice for you, not the GM — although there is nothing wrong with the GM gently reminding you that you could try again. After all, what’s the worst that could happen?

Corrupting Influences
Corruption points are usually gained by exposure to a place, person, or object tainted by Chaos, or to a situation especially beloved to one of the Dark Gods.

Corrupting
No-one is left unscathed by exposure to the Ruinous Powers.
Eventually, even the strongest fall, their mind and bodies twisting into new unrecognisable forms.
Should you ever gain more Corruption points than your Willpower Bonus plus your Toughness Bonus, immediately attempt a Challenging (+0) Endurance Test. If passed, you have managed to hold off your corruption for now but will have to Test again next time you gain Corruption Points. If you fail, then either your body or mind is about to mutate.

Dissolution of Body and Mind
As corruption ravages your soul, the warping breath of Chaos whispers within, either fanning your flesh into a fresh, new form, or fracturing your psyche with exquisite knowledge it can never unlearn.


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)

That’s brutal. Poor witch hunters. Is there any way to remove corruption points?


Valghaz Ironhammer wrote:
That’s brutal. Poor witch hunters. Is there any way to remove corruption points?

Excellent question

Losing Corruption Points
Once the claws of the Dark Gods have sunk into your soul, removing their vile stain is difficult, but not impossible. Beyond the less-than-desirable option of losing Corruption points by gaining mutations, there are two other methods of losing Corruption points: dark whispers and absolution .

Dark Whispers
Even considering the inscrutable plans of the Dark Gods is enough to break a pious man’s sanity, so trying to fathom their intent, and why they reach out to twist one mortal soul or another, is not just foolish, it’s extraordinarily dangerous. But reach out they do.
The GM may ask to spend one of your Corruption points to use the darkness building in your soul to twist your actions. The choice to do this or not is always in your hands, but if you agree, you lose 1 Corruption Point. Examples of what may be asked include:
• Letting an enemy escape.
• ‘Accidentally’ shooting an ally.
• Falling asleep on watch.
Of course, if you deny the GM and choose to do none of those potentially terrible things, you keep your Corruption point, but the Ruinous Powers still hold a portion of your soul.

Absolution
As Corruption points build, and you feel the oppressive fist of the Dark Gods curling around your beleaguered soul, your dread may lead you to seek absolution. But simply asking forgiveness from a local preacher won’t be enough. The stain of the Dark Gods’ touch isn’t so easily scrubbed clean. The exact limits of what is required to remove Corruption is left in the hands of the GM, but it is rarely, if ever, simple. Possible methods...
• Cleanse a profane temple to the Dark Gods. Though the very act may expose you to more corruption…
• Complete a holy pilgrimage and receive a blessing from a high priest at the end of the long, dangerous journey.
• Destroy an unholy artefact, or otherwise render it safe, foiling the schemes of the Dark Gods. Interestingly it seems the party has acquired an unholy artefact
• Join a holy order and dedicate your life to one of the Gods opposed to Chaos.


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

Ouch, corruption!

Buying +2 S and +1 T.

125xp S +5 -> 32
125xp T +5 -> 41
0xp Wp +0 (5 advances from character creation)

250xp total spent

25xp left


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)

With a 67 the vampire goes first ;)


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

Should Aubster just roll initiative for us? I don't feel any particular need to make that roll myself (though I just did).


Darkest Doomed wrote:
Should Aubster just roll initiative for us? I don't feel any particular need to make that roll myself (though I just did).

I guess it is fairly pointless to roll, especially since all the characters would go after the vampire and before the priest.

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