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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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)

Really happy the priest survived this round. He could very easily have died!


I'm not rooting for the vampire but seriously those were horrible rolls considering she's attacking an old man. Now that old man is Advantage +2 and will be able to try to cast a devastating spell this round.

Then to top it off, the first character attack was a critical hit! Just like what happened to the troll.


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)

Question about corruption. I thought that it relates to chaos. And Vampires aren’t chaotic. Quite the opposite, they are the result of a soul being tethered to the body, right? Or is this vampire chaotic because of the book?
——

Also...critical hit! :D

Edit:

Cool for corruption: 1d100 ⇒ 51 Failed by 1...


Valghaz Ironhammer wrote:

Question about corruption. I thought that it relates to chaos. And Vampires aren’t chaotic. Quite the opposite, they are the result of a soul being tethered to the body, right? Or is this vampire chaotic because of the book?

——

Also...critical hit! :D

Edit:

[dice=Cool for corruption]1d100 Failed by 1...

They’re corrupting because they are animated using Dhar or Dark Magic

Dark Magic
Dhar, known commonly as Dark Magic, is much more dangerous method of casting spells using multiple winds. It is usually only practiced by evil sorcerers, Necromancers, and powerful witches, offering them a seductive source of raw power, yet one laced with terrible side-effects. Few can channel Dhar for long, without succumbing to the corrupting influence of the malevolent wind, their bodies and minds being warped into unnatural states.
Dhar resembles a stagnant mire to those with the Sight, pooling in places saturated with evil, or corruption: the herdstones of Beastmen, the dark idols of chaos cultists, and places where great workings of several of the Winds of Magic took place. Dhar is so dense and potent that it can independently coalesce or crystalize into physical matter, eventually forming the widely feared substance called warpstone.


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

Used the 50 XP for +2 to Willpower

Current XP 0


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

Adelaida was asking about the Fear condition as well, so I thought I'd post the Resolve rules here. I'm thinking it's our best way to get into the fight:

Core Book wrote:

Spending Resolve

You may spend a Resolve point to draw upon your inner reserves:
maybe confronting a terrifying Ogre without flinching; or
ignoring the effects of even the most powerful of blows. Your
choices are:
• Become immune to Psychology until the end of the next
round. See Psychology on page 190.
• Ignore all modifiers from all Critical Wounds until the
beginning of the next round.
• Remove one Condition; if you removed the Prone
Condition, regain 1 Wound as you surge to your feet.

So Adelaida could definitely attack this turn if she used a Resolve to become immune to Psychology (the Fear) for this round. My only question in the Gameplay thread was whether the Fear counted as one condition. If so, spending the same Resolve to be able to get rid of it entirely seems better.

Note that recovering Resolve isn't as easy as recovering Fortune. You need to act according to your Motivation rather than just regaining it every play session.


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

To follow up on Valghaz's question about corruption and the undead (I had the same question), I took a brief peek at the Skeleton entry in the Bestiary, avoiding the Vampire entry since that is what we are fighting right now.

If I'm understanding what I saw right, Skeletons do not inherently have the Corruption trait, which is what would expose PCs to a Corruption check like we just had with the Vampire. It is one of their optional traits, however, so even a Skeleton has the potential to do the same thing if the scenario or GM builds them that way.

It's possible that Vampires have the Corruption trait by default, but I would guess it's more likely that Vampires have Corruption optionally. Maybe this Vampire is just more soaked in Dhar or Chaos than Vampires generally.

Or our GM could have decided that all vampires (or even all undead) expose us to Corruption. That would make them inherently more dangerous, but it isn't crazy.

* Unrelated, but there is one thing I happened to notice recently about creature optional traits. There is a list of optional traits that ALL creatures have, even though they aren't listed in the creature entries. See the sidebar on page 310. That's...unfortunate in a formatting sense, I think, since it would be easy for a GM to miss or forget that they have more options available to them than shown in any individual monster's entry.


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)

Fair enough. I’m willing to work with that. It just means cool just got a bit more essential to boost up.


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

This whole tenement basement is making me think that Noble is a bad idea, at least at Landolf's current state. Noble doesn't get any access to Toughness, Endurance or Cool and only gets Willpower access at tier 4. He'd be crazy vulnerable to this sort of thing for a LOOOONG time if he went to the Noble career.

I'm still waiting to see how the Karstadt family visit goes before I make further decisions on his career though.


Darkest Doomed wrote:

Adelaida was asking about the Fear condition as well, so I thought I'd post the Resolve rules here. I'm thinking it's our best way to get into the fight:

Core Book wrote:

Spending Resolve

You may spend a Resolve point to draw upon your inner reserves:
maybe confronting a terrifying Ogre without flinching; or
ignoring the effects of even the most powerful of blows. Your
choices are:
• Become immune to Psychology until the end of the next
round. See Psychology on page 190.
• Ignore all modifiers from all Critical Wounds until the
beginning of the next round.
• Remove one Condition; if you removed the Prone
Condition, regain 1 Wound as you surge to your feet.

So Adelaida could definitely attack this turn if she used a Resolve to become immune to Psychology (the Fear) for this round. My only question in the Gameplay thread was whether the Fear counted as one condition. If so, spending the same Resolve to be able to get rid of it entirely seems better.

Note that recovering Resolve isn't as easy as recovering Fortune. You need to act according to your Motivation rather than just regaining it every play session.

My interpretation is it removes the entirety of the condition so even if you have Bleeding 3, it would remove it entirely.


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)

Very useful. Not to be spent recklessly.


Darkest Doomed wrote:

To follow up on Valghaz's question about corruption and the undead (I had the same question), I took a brief peek at the Skeleton entry in the Bestiary, avoiding the Vampire entry since that is what we are fighting right now.

If I'm understanding what I saw right, Skeletons do not inherently have the Corruption trait, which is what would expose PCs to a Corruption check like we just had with the Vampire. It is one of their optional traits, however, so even a Skeleton has the potential to do the same thing if the scenario or GM builds them that way.

It's possible that Vampires have the Corruption trait by default, but I would guess it's more likely that Vampires have Corruption optionally. Maybe this Vampire is just more soaked in Dhar or Chaos than Vampires generally.

Or our GM could have decided that all vampires (or even all undead) expose us to Corruption. That would make them inherently more dangerous, but it isn't crazy.

* Unrelated, but there is one thing I happened to notice recently about creature optional traits. There is a list of optional traits that ALL creatures have, even though they aren't listed in the creature entries. See the sidebar on page 310. That's...unfortunate in a formatting sense, I think, since it would be easy for a GM to miss or forget that they have more options available to them than shown in any individual monster's entry.

They way the rules handles monster's is both great and horrible depending on your viewpoint. They give you a template of a beginning type of the monster, so a new orc. You can then personalize the orc A LOT if you want to because there are so many optional traits. You can even have the orc move through career progression and take relevant talents. But all that takes a good bit of time I would rather use interacting with you all. So if you need lot's of monsters it's not great because any without the optional traits and taking the time to add them they are basically cannon fodder.


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 didn't mean to say that I disliked the monster system overall. It's just unfortunate that so many of the optional traits creatures can have are stuck in a sidebar. Lots of GMs will miss that.


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)

One thing that I really like is that a horde of monsters is always dangerous. An adventurer with 5500 experience can’t take out 100 goblins. Action economy and 20ish wounds sees to that. Each fight is stressful in that it can easily turn against us


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)

As the priest was in combat with the vampire, would I have gotten the +20 outnumbering bonus for another +2 damage?

Yes, each point matters. Because the return attack could be deadly enough to warrant a fate point.


Valghaz Ironhammer wrote:

As the priest was in combat with the vampire, would I have gotten the +20 outnumbering bonus for another +2 damage?

Yes, each point matters. Because the return attack could be deadly enough to warrant a fate point.

You should have, I'll adjust the damage inflicted.


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

Good Morr but this is going well for us!


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)

I’m not counting our elves until we’ve killed them.


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

Fair!


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Obviously much, much tougher monsters are needed :)

Everyone gains 50 XP for killing the vampire.

And if you had fun dealing with Spittlefeld, you gain 25 XP.

For those interested, this part of the campaign was adapted from Ubersreik Adventures: Slaughter in Spittlefeld


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)

Nice! We did it! Thank the gods we had numbers on our side and some lucky dice rolls.

+2 WP (50xp)
+5 Charm (25 xp)

The latter is because I keep making charm tests, against all odds. So it seems appropriate for Valghaz to be getting better at it.


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 pretty sure that Charm is supposed to be 20 xp per advance for Valghaz, isn't it? It isn't on your career, so it should be double cost, and the base is 10.


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)

Oh...well in that case +1 WP. Closer to finish the career and I’ll just hope that I stay lucky.

As always, thank you for your knowledge of the rules.


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, I'll be interested to see how things go the first time we end up in a fight vs multiple creatures. We've benefitted a lot from tons of luck and the fact that we only needed to gang up on one thing so far, plus advantages like luck and trap preparations.

Landolf used the new XP to buy +4 Dexterity. He's able to leave Landsman any time now.


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

75 XP

+2 to Willpower (50 xp, at maximum)
+2 to Climb (20 xp, career talent)

5 XP left

Working on my career talents now before getting a new career


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, what was the timeline on this? I thought our investigation with Hans was a daytime shift. Then we fought the vampire at night. After that, a fill day dealing with the aftermath of the vampire. So by my count, our two days for the investigation are up and we need sleep badly.


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)

Endurance: 1d100 - 55 ⇒ (10) - 55 = -45

A roll it is needed. That sounds like a lot.


Darkest Doomed wrote:
Just to check, what was the timeline on this? I thought our investigation with Hans was a daytime shift. Then we fought the vampire at night. After that, a fill day dealing with the aftermath of the vampire. So by my count, our two days for the investigation are up and we need sleep badly.

You’re timing is right.

Day 1 daylight was the meeting with Osanna, then Gino, then Hans and the doctor, then the dwarfs

Days 1-2 overnight was meeting with the Elf then the trip to the Shrine of Morr then coming back to the Spittlefeld

Day 2 daylight was the vampire fight and then the day at the High Temple of Sigmar

Day 2 early evening is now...you lot probably have time to catch the Captain before she calls it a night


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'll vote for doing that, then. A lot of us seemed to separate on the last post, and I don't know who has the evidence on Rudi & such we found earlier.

I guess I'll post a visit to the Captain and whoever wants to come along can.

Also, I think we were hoping for a Corruption reduction for turning in or cleansing that book. Is there anything we need to do there?


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)

Curse you witch hunters for your sudden but inevitable betrayal!


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

Planning for the next day:
* I'm thinking that we should make the Karstadt meeting first on our agenda for the next day, aside from sleeping and getting cleaned up for the meeting in question. We can't afford to get sidetracked by a 1.5 day monster hunt this time.
* Asking after Benedict Gurkenfeld needs to be on the agenda sometime. I'd say that we ought to pay a visit to Hans Gruberman in the hospital as well. Hopefully he's still alive: that disease he has is really nasty.
* Nothing else immediately comes to mind for agenda.

For Aubster:
* Did we fully resolve the damned book situation in the middle of everything during the last day?
* Did we hit a Fortune refresh yet?


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)

Agreed on all of the above. Well summarized and plotted


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

yup I agree


Darkest Doomed wrote:

Planning for the next day:

* I'm thinking that we should make the Karstadt meeting first on our agenda for the next day, aside from sleeping and getting cleaned up for the meeting in question. We can't afford to get sidetracked by a 1.5 day monster hunt this time.
* Asking after Benedict Gurkenfeld needs to be on the agenda sometime. I'd say that we ought to pay a visit to Hans Gruberman in the hospital as well. Hopefully he's still alive: that disease he has is really nasty.
* Nothing else immediately comes to mind for agenda.

For Aubster:
* Did we fully resolve the damned book situation in the middle of everything during the last day?
* Did we hit a Fortune refresh yet?

Fortune definitely is refreshed

You still have corruption from the book because it’s not been destroyed. Maybe you’ll be involved in destroying it? That’d be an interesting and surprising turn of events.


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

Great summary, Landolf.

25xp S +5
125xp T +5
0xp Wp +0 (5 advances from character creation)
100xp Finish career level

350xp total spent

0xp left


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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)

Oh, those count?

5 characteristic increases at beginning: +1 Str, +1 T, +3 WP

Character Creation 75
Roleplaying & Fun Award 35 xp
Saving tenement residents 25 xp
Stopping the Teufel Terror (a troll) 70 xp
Medicine for kids 25xp
Stopping war of vengeance II 25xp
Vampire 50xp
Spittlefield 25xp

Total XP: 75 + 35 + 25 + 70 + 25 + 25 + 50 + 25 = 330

+4 Str (100)
+4 T (100)
+2 WP (50)

250 spent out of 330. Need 20 more xp to finish career


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

As far as I've been able to determine, advances are advances, no matter where they come from. So they do count toward progression, but they also mean that those advances count toward when your advances start to become more expensive.

If you guys are adding on advances now, you might want to re-check your XP math. I guess that's what Valghaz was doing.


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)

Yup, just rechecking. I find that it is useful to do it, and in public so to speak. It stops mistakes from piling up. I’m far from immune!


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

Potentially useful!

Player's Cheat sheet version 2 for WFRP 4E


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

Interested in the Heal training at a later date as well. Landolf isn't feeling talkative right now though...lots to think about.

Are we headed ask after Gurkenfeld next? It might suit us to ask around in local taverns first and see what people know about him.


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

That's a solid point.

Do we know what taverns are favoured by his ilk?


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 figured we'd just go to the region nearby and start asking around. Even if he doesn't go there, people should know of him if he's a performer.


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)

Somehow I have the feeling that this is going to turn into a good cop bad cop routine. So happy that I rolled well for the Intimidate. It would have *sucked* to have flubbed that roll.


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 loving how this is playing out!


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)

We have been very fortunate with the GM’s roll here. This could have gone very differently


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

Yes. Yes it could have.

But the luck of the Troll and Vampire Slayers holds for now!


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

Yeah, luck has been with us so far....but those pesky laws of averages will turn on us soon enough :)


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)

Really?: 1d100 ⇒ 51

Hmm...magic 8 ball seems to be saying ‘ask again later’


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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

The scholar opens the dusty tome and notes the passage describing the fate of the long-deceased Trollslayers:

And thus, did Nobby the Lame Goblin rend the Trollslayers limb from limb. They barely had time to scream, so swift and brutal was their end.


1 person marked this as a favorite.
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)

Happened in a game of Mordheim. An ogre took a wound (was down to 2). A zombie, the weakest creature in the game, was on a ledge above it. We called him “Mr. Stumpy” because he had no legs and pulled himself along by his arms. Given how cheap they are the undead player declared a diving charge. Needed a 1 on a 1d6 to make it. He rolled a 1. Then with it’s one attack it hit, which needed a 5+. Then got a Crit by rolling a 6 and took the ogre out of action.

And because we didn’t know the rules well enough the ogre rolled on the hero table and lost an eye to the diving zombie torso. The undead player was so happy with this that he kept Mr. Stumpy throughout the entire campaign.

The lesson? Never count on the dice acting like they should.

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