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
Aubster wrote:

Unfortunately Landolf did fail his Endurance check.

Broken ribs won't stop Landolf form Endeavouring

Landolf is clearly raising his toughness through sheer grit. ;)

********************

115+5=

120xp

15xp Perception +1 -> 6 ranks

105xp left

*********************

Talther would like to try and find a trainer to drill him on the finer points of general sociability (i.e. Raise Fellowship straight away by +4 for 100xp and +4d10 pfennigs).

Then income, then bank!


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

LOL... i just realized I haven't spent any xp....i think i thought of it a couple of times, just never got around to it... :)

From Valghaz's summary looks like I've got abot 470xp to spend...wheeee!

I'll review the rules for Endeavors...


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 doesn't track for your characters individually, but Landolf has been keeping good notes on his xp gains if anyone wants to review it. Look in his xp detail spoiler.


Darkest Doomed wrote:
Did we get 50 xp for Clear Watch Obligation as our short term party Ambition as well?

Definitely


Valghaz Ironhammer wrote:

[dice=Event?]1d100

Valghaz met Glavic Boarhand who helped run the Borgun’s Brewery in the Dawihafen district. Valghaz would like to take him up on his offer for some honest work between adventures. As there aren’t any good places to mine around here, that seems like the best way to earn some coin.

And if we have the time he’d use the banking endeavor so as to not lose...his 1 Silver 10 copper. :p

Event = 2

For the Events I am assuming that you are all still in close contact with each other, maybe even sharing living quarters as of course you've been kicked out of the Watch Barracks.

01–03: Accused Ally
Oh dear, oh dear. Father Bürke has been implicated in the theft of valuables from the dead that have been brought to Morr's Shrine. A character with a Law Guild Licence can spend an Endeavour to free the ally with a successful Average (+20) Lore (Law) test. Otherwise, 3 Endeavours spent by the party will exonerate their ally (or, if guilty, manufacture an alibi). If the ally is freed, gain a Major Favour for future use. If not, their ally hangs!


Valghaz Ironhammer wrote:

[dice=Event?]1d100

Valghaz met Glavic Boarhand who helped run the Borgun’s Brewery in the Dawihafen district. Valghaz would like to take him up on his offer for some honest work between adventures. As there aren’t any good places to mine around here, that seems like the best way to earn some coin.

And if we have the time he’d use the banking endeavor so as to not lose...his 1 Silver 10 copper. :p

Earning an income Endeavor.

Tier Amount Earned per Standing
Brass 2d10 Brass Pennies
Silver 1d10 Silver Shillings
Gold 1 Gold Crown

Valghaz has a status now of Brass 4, so you earn 2d10 x 4 Brass Pennies helping at the brewery (and all the free beer you can drink)


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 each get 3 endeavors?

(1) Help the good father!
(2) Income
2d10 ⇒ (3, 2) = 5 20 brass pennies
(3) Banking (1 silver 30 brass pennies total)

And really...all the free beer he can drink? Valghaz has made far more than any of you. :)

Finally, given that his WS is now 50 base with +10 melee two handed, I am going to assume that he got some combat tips from the more experienced dawi there.

EDIT:

Unless nobody else helps. In which case all of my endeavors go to helping our priestly friend.


Talther Augenlos wrote:
Aubster wrote:

Unfortunately Landolf did fail his Endurance check.

Broken ribs won't stop Landolf form Endeavouring

Landolf is clearly raising his toughness through sheer grit. ;)

********************

115+5=

120xp

15xp Perception +1 -> 6 ranks

105xp left

*********************

Talther would like to try and find a trainer to drill him on the finer points of general sociability (i.e. Raise Fellowship straight away by +4 for 100xp and +4d10 pfennigs).

Then income, then bank!

Don’t forget to roll 1d100 on the event table


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

Event: 1d100 ⇒ 47

Trying to work out if I missed recording any monetary gains earlier.


Talther Augenlos wrote:

[dice=Event]1d100

Trying to work out if I missed recording any monetary gains earlier.

Event 47

45–48: Glorious Weather
Beautiful conditions inspire you and give you cheer. You can add a new Short-term Ambition. When it’s concluded, you do not replace it with a new one. Temporarily you have two short-term Ambitions.


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 forgot to replace my completed short-term ambition.

So I can choose two for now?

Will sleep on 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

Wow that's nice, Talther. Does that apply to all of us? (The chapter says that some event rolls are for the group and some are individual.)

It's been a long time coming, but I think I'm going to settle on the Noble career for Landolf. It...won't help him with this Corruption stacking up nonsense, but it should make for a good roleplaying experience I hope.

Event: 1d100 ⇒ 47 - OK, that's hilarious. The weather must be really good. Or something.

Endeavour #1: Career Change - Landolf spends the first week of his convalescence ensuring that he does only light activity. Though bandaged, he begins seeking out contacts he can make in higher society. Introductions to lower-ranked noble families and that sort of thing. He's out of coin and fails (thus far) to look the part he's trying to play, but he's helped by the reputation (possibly unearned?) he gained in the Watch and some part of higher society is aware of his intention to move into their ranks now.

Endeavour #2: My current plan is to have him testify on the behalf of Father Burke. I'll hold off on doing so until we see what other rolls come in however. In the event that his effort in this regard isn't needed, Landolf's next plan would be to make some money with Income! We might as well put that gold social tier to work.

Endeavour #3: Training - well on his road to recovery, Landolf begins putting himself through some light training exercises while also being careful not to strain his broken ribs.

If he can do so, Landolf will want to send word back to his family of his situation. If Judge Vaulkberg is to be believed, the last they have heard of him is that he got into a riot and was assigned to Watch duty as punishment. Now that his name is cleared, he would like to inform them of his situation. I don't think there's really an Endeavour for this, but he'd be willing to owe one of the other noble families from Grey Lady Pass a Minor Favour if that would cover it.


Talther Augenlos wrote:

I forgot to replace my completed short-term ambition.

So I can choose two for now?

Will sleep on it.

Yes, choose two


Darkest Doomed wrote:

Wow that's nice, Talther. Does that apply to all of us? (The chapter says that some event rolls are for the group and some are individual.)

It's been a long time coming, but I think I'm going to settle on the Noble career for Landolf. It...won't help him with this Corruption stacking up nonsense, but it should make for a good roleplaying experience I hope.

[dice=Event]1d100 - OK, that's hilarious. The weather must be really good. Or something.

Endeavour #1: Career Change - Landolf spends the first week of his convalescence ensuring that he does only light activity. Though bandaged, he begins seeking out contacts he can make in higher society. Introductions to lower-ranked noble families and that sort of thing. He's out of coin and fails (thus far) to look the part he's trying to play, but he's helped by the reputation (possibly unearned?) he gained in the Watch and some part of higher society is aware of his intention to move into their ranks now.

Endeavour #2: My current plan is to have him testify on the behalf of Father Burke. I'll hold off on doing so until we see what other rolls come in however. In the event that his effort in this regard isn't needed, Landolf's next plan would be to make some money with Income! We might as well put that gold social tier to work.

Endeavour #3: Training - well on his road to recovery, Landolf begins putting himself through some light training exercises while also being careful not to strain his broken ribs.

If he can do so, Landolf will want to send word back to his family of his situation. If Judge Vaulkberg is to be believed, the last they have heard of him is that he got into a riot and was assigned to Watch duty as punishment. Now that his name is cleared, he would like to inform them of his situation. I don't think there's really an Endeavour for this, but he'd be willing to owe one of the other noble families from Grey Lady Pass a Minor Favour if that would cover it.

The nice weather only inspires the character that makes the event roll.


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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

Some more mechanical stuff for Landolf:

Trappings:

First, I'm not entirely clear how much we got for Watch wages. Aubster's earlier post here gave us 9 pennies per week for 8 weeks, so 72 pennies. That's crazy low wages, though. A single week for a Watchman (assuming the career standard of Brass 3) should be 6d10, so something like a total of:

Eight Weeks of Watch Wages (in pennies): 48d10 ⇒ (1, 2, 1, 10, 2, 1, 9, 5, 8, 8, 1, 9, 7, 1, 6, 9, 4, 8, 7, 5, 3, 10, 9, 4, 5, 9, 3, 7, 3, 1, 3, 6, 8, 4, 1, 2, 6, 8, 2, 2, 1, 8, 3, 3, 8, 7, 8, 3) = 241 - that's around 1g

I don't mean to challenge Aubster on this: maybe I'm not getting something. But I got confused and never recorded that amount. If we could clear things up that would be great.

*

Next, I'm going to start by assuming that we need to give our hand weapons, armor & uniforms back to the Watch. That will leave a lot of the party substantially undergeared in comparison to how we used to be. Landolf has clothing and a dagger to his name (plus a few things like a mop - maybe I should sell those) before I go shopping. That might be OK, but it's worth pointing out.

*

Trappings for the Noble career were always going to be a sore spot. I'm totally fine with it from a story perspective, but the depth of the difference is huge for him and I could use some help. If we use the normal Noble trappings and ignore a few things (Personal Servant, Jewelry), Landolf still needs Courtly Garb & a Foil to be up to par.

My current plan is to spend some of his money on something like Quality Clothing. That's a lot of money, but it's way less than the 6g it would take to get servant-grade Courtly Garb or 12g for normal Courtly Garb. Quality Clothing isn't good enough, but it fits with his position of intended-but-not-really-noble.

A foil or rapier to use with the advances he'll be picking up in Melee (Fencing) costs 5g, which is pretty clearly out of reach for him right now. So he'll be using a dagger or punching people unless he can get some assistance on that front.

If I'm going to ask for help, I guess I should do all I can first. The Landsman trappings (that I can afford to lose) are: Brush, Bucket, Cloak, Clothing, Dagger, Mop, Pouch, Sling Bag with Flask of Spirits. Plus his remaining 5/3.

If I assume that the Cloak and Dagger (heh) and Pouch are still basically required for him, the rest evaluates at:

Brush: 1/6
Bucket: 2/6
Clothing: 6/-- (assuming he'll get the Quality Clothing above)
Mop: 1/--
Sling Bag: 1/--
Flask: 5/-- (I assume the Spirits got used up at some point. Plus they are cheap)

Total: 16/12 or 17/--. I think we sell for half, so he'd get 8/6 out of it which isn't horrible for Silver 1 trappings I guess.

His total funds before Watch wages in that case would be : 13/9. Which is about enough to get that Quality Clothing. Maybe I can afford a Quality Cloak as well? Hard to say.


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

Resolve Recovery:

We hadn't needed it before, but now Landolf (and probably some others) need to recover Resolve. I'm not entirely clear on just how good a match something needs to be in order to count.

Would something like hearing Maurer's story be enough of a discovery to allow Landolf to regain a Resolve? He didn't need it at the time but I can think of a number of things that might have qualified earlier under a Motivation of Discover.

The Teufel troll
The vampire
Finding the information about Klumpenklug's misdeeds
Discovering the truth about the riot
Noticing Specht's evasive nature when questioned about his past

Which of those would qualify for Resolve recovery?


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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 said I would make a post with a list of Endeavours on it earlier and I guess I should still do that:

Duties and Responsibilities (we don't really have these - they are essentially costs for those to whom they apply):
* With Great Power
* Elven Improvement

General Endeavours:
* Animal Training
* Banking (not lose all your money - maybe)
* Changing Career (lower xp cost for career changes)
* Commission - get a hard-to-find trapping
* Consult an Expert - chance of gaining knowledge about a subject
* Crafting - making your own trappings
* Income - gain a week's wages from your Career for after Downtime ends
* Invent! - design new trappings if you can do that sort of thing
* Training - develop characteristics or skills outside of your career for normal cost
* Unusual Learning - develop talents outside of your career, but this is crazy expensive & risky (it might not work and you'll still lose the xp)

Class Endeavours: (you can do Endeavours outside of your class, but take penalties)
* Combat Training (Warriors & Rangers) - gain expendable bonuses in combat during your next adventure
* Forment Dissent (Peasants & Burghers) - the dissent and anger you sow don't have to be toward the government. It could be another individual or organization
* The Latest News (Rangers & Riverfolk) - gathering rumors
* Reputation (Academics, Burghers, Courtiers) - improve your station temporarily by spending money
* Research Lore (Academics) - gain knowledge about a subject
* Study a Mark (Rogues) - gain information and/or bonuses for future criminal activities


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

Thanks for all the informations, DD! I was looking for that post about the money we earned into the Watch. Waiting for an answer of our GM for that.

As far as Endeavour goes, I think that Adelaida would be all about duty and being a respectable citizen, getting some money to buy her future equipment.

1/ Banking
2/Income
3/Income

Event: 1d100 ⇒ 43


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 person left needed to help the good father


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

While Ruprecht has a desire to get some instruction on the finer points in personal combat, both WS and BS, Father Burke's situation is more important.

So
1) Help Father Burke
2)Income
3) Bank it!!!

Rolling!: 1d100 ⇒ 95


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

The Banking rules might be more complicated than people are thinking they are. Also might not be worth doing if you don't have much cash on hand.

If you are Silver status or above, you can actually invest your money in actual banks. You choose an interest rate (1-10) and then roll to see if you keep your money (with interest) or lose it all. The interest rate chosen is also the chance to lose everything.

If you are Bronze status, the banks won't even take your money. You can still preserve it (maybe) by hiding it under your mattress or burying it but you have a 10% chance of losing everything anyway.


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 need a new short term party ambition as well. Does anyone have ideas for it?


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

Thanks for the clarification about Banking Endeavour. I can't think of something else than Income for now, so three Income Endeavours


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)

Well right now I’m poor as Shyt. 1 silver and 40 brass pennies, unless we get the 1 gold from the watch. If I can’t bank and thus only have 30 pennies...then I’m kinda screwed come next adventure as we probably won’t keep any watch gear.

Meaning, this dwarf will have some clothes and a dagger. Well, unless he looted some hand weapons from the mutants. Which he would happily sell to buy himself a pick.

Preemptive corruption check :p: 1d100 ⇒ 31


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

You could consider Combat Training. It involves a check & could fail but I think the bonus is something like being able to reverse a combat check once during the next adventure. Turning an 83 into a 38 for instance.

Or just money. Money is good too!


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

You can use the Banking Endeavour, Valghaz. Just not at an actual bank. You hide your money instead and have a 90% chance not to lose it all.


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

It seems like for a commoner it doesn’t make sense to do income then. 10% chance to lose all of your money for 20 brass pennies? Especially if we have a gold piece saved. Those are not good odds for the return.

And isn’t combat training only for warriors?

Anyways...already made my choice. So:

Banking: 1d100 ⇒ 14

High or low I’m fine.


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

Whelp, looks like i really didn't get the whole advancement scheme when we started off :)

I forgot to add in my 5 characteristic advances and then put my skill advances (+5 adn +3) into non career skills. Had an extra 95xp as well that I also mainly used for non career characteristics.

So that put me in a position of being 130xp short of being able to advance to the next level of Advisor.

Aubster, you mind if I re-jink some of my character creation advances so I can move up :)

LOL


Darkest Doomed wrote:

Wow that's nice, Talther. Does that apply to all of us? (The chapter says that some event rolls are for the group and some are individual.)

It's been a long time coming, but I think I'm going to settle on the Noble career for Landolf. It...won't help him with this Corruption stacking up nonsense, but it should make for a good roleplaying experience I hope.

[dice=Event]1d100 - OK, that's hilarious. The weather must be really good. Or something.

Endeavour #1: Career Change - Landolf spends the first week of his convalescence ensuring that he does only light activity. Though bandaged, he begins seeking out contacts he can make in higher society. Introductions to lower-ranked noble families and that sort of thing. He's out of coin and fails (thus far) to look the part he's trying to play, but he's helped by the reputation (possibly unearned?) he gained in the Watch and some part of higher society is aware of his intention to move into their ranks now.

Endeavour #2: My current plan is to have him testify on the behalf of Father Burke. I'll hold off on doing so until we see what other rolls come in however. In the event that his effort in this regard isn't needed, Landolf's next plan would be to make some money with Income! We might as well put that gold social tier to work.

Endeavour #3: Training - well on his road to recovery, Landolf begins putting himself through some light training exercises while also being careful not to strain his broken ribs.

If he can do so, Landolf will want to send word back to his family of his situation. If Judge Vaulkberg is to be believed, the last they have heard of him is that he got into a riot and was assigned to Watch duty as punishment. Now that his name is cleared, he would like to inform them of his situation. I don't think there's really an Endeavour for this, but he'd be willing to owe one of the other noble families from Grey Lady Pass a Minor Favour if that would cover it.

Using a Minor Favour as a payment for carrying a message makes sense


Darkest Doomed wrote:

Some more mechanical stuff for Landolf:

Trappings:

First, I'm not entirely clear how much we got for Watch wages. Aubster's earlier post here gave us 9 pennies per week for 8 weeks, so 72 pennies. That's crazy low wages, though. A single week for a Watchman (assuming the career standard of Brass 3) should be 6d10, so something like a total of:

dice=Eight Weeks of Watch Wages (in pennies)]48d10 - that's around 1g

I don't mean to challenge Aubster on this: maybe I'm not getting something. But I got confused and never recorded that amount. If we could clear things up that would be great.

*

Next, I'm going to start by assuming that we need to give our hand weapons, armor & uniforms back to the Watch. That will leave a lot of the party substantially undergeared in comparison to how we used to be. Landolf has clothing and a dagger to his name (plus a few things like a mop - maybe I should sell those) before I go shopping. That might be OK, but it's worth pointing out.

*

Trappings for the Noble career were always going to be a sore spot. I'm totally fine with it from a story perspective, but the depth of the difference is huge for him and I could use some help. If we use the normal Noble trappings and ignore a few things (Personal Servant, Jewelry), Landolf still needs Courtly Garb & a Foil to be up to par.

My current plan is to spend some of his money on something like Quality Clothing. That's a lot of money, but it's way less than the 6g it would take to get servant-grade Courtly Garb or 12g for normal Courtly Garb. Quality Clothing isn't good enough, but it fits with his position of intended-but-not-really-noble.

A foil or rapier to use with the advances he'll be picking up in Melee (Fencing) costs 5g, which is pretty clearly out of reach for him right now. So he'll be using a dagger or punching people unless he can get some assistance on that front.

If I'm going to ask for help, I guess I...

It's fine using your money calculation. It's not a rule that I gave much attention to so sure I missed something.

Yes, it would be reasonable to give the weapons, armor and uniforms back. You all did find a silver dagger and a pistol that you can keep. Especially since Hans died and then the building was burned down. If you don't take it, it'd be destroyed.

Noble trappings: it'd make sense that his family would forward his clothes and other personal effects to him since he's cleared his name.

Buying and selling stuff: You can use your Haggling Skill to try to buy stuff at a discount or sell stuff for a bit more. It's an dramatic opposed skill check. You can use this roll:

Merchant Haggle Skill Check (40): 1d100 ⇒ 60 SL -2

for all the merchant's you'd be shopping with or feel free to roll a merchant skill test yourself. If you beat the SL -2 score you get a 10% discount or 10% higher prices, when buying or selling, respectively. If you roll a SL +4 (total then of +6), make it a 20% discount or higher price as appropriate.


Darkest Doomed wrote:

Resolve Recovery:

We hadn't needed it before, but now Landolf (and probably some others) need to recover Resolve. I'm not entirely clear on just how good a match something needs to be in order to count.

Would something like hearing Maurer's story be enough of a discovery to allow Landolf to regain a Resolve? He didn't need it at the time but I can think of a number of things that might have qualified earlier under a Motivation of Discover.

The Teufel troll
The vampire
Finding the information about Klumpenklug's misdeeds
Discovering the truth about the riot
Noticing Specht's evasive nature when questioned about his past

Which of those would qualify for Resolve recovery?

Resolve recovery Aubster ruling: if you think your character met his motivation then you recover your resolve. Resolve is about determination to succeed so if the character 'thinks' he acted by what his underlying motivation is then he'd become even more determined so get his resolve points back.


Adelaida Lehner wrote:

Thanks for all the informations, DD! I was looking for that post about the money we earned into the Watch. Waiting for an answer of our GM for that.

As far as Endeavour goes, I think that Adelaida would be all about duty and being a respectable citizen, getting some money to buy her future equipment.

1/ Banking
2/Income
3/Income

[dice=Event]1d100

This is kind of an ironic event considering the earlier rolls.

41–44: Inclement Weather
Particularly bad weather arrives. For the next adventure, all
social Skill Tests suffer a penalty of –10 (everyone is in a foul
mood) and food prices increase by 20% (due to spoiling of
stored provender).

Obviously right before the next adventure starts, the weather takes a drastic turn for the worst...a week of heavy rain is sending the rivers and streams over their banks.


For those without access to the rulebook, Haggle Skill is just your Fellowship score unless you've put points into it. You all still have your Troll Slayer bonus to positive Fellowship type interactions with the townspeople.


Adelaida Lehner wrote:

Thanks for all the informations, DD! I was looking for that post about the money we earned into the Watch. Waiting for an answer of our GM for that.

As far as Endeavour goes, I think that Adelaida would be all about duty and being a respectable citizen, getting some money to buy her future equipment.

1/ Banking
2/Income
3/Income

[dice=Event]1d100

Did Adelaida move up a level from Recruit to Soldier? If so, her status is now Silver 3 instead of Silver 1 so her income would be 3 x 1d10 Silver Shillings per Income Endeavour. Otherwise, her income is 1 x 1d10 Silver Shillings per Income Endeavour.


Ruprecht Scheinfelder wrote:

While Ruprecht has a desire to get some instruction on the finer points in personal combat, both WS and BS, Father Burke's situation is more important.

So
1) Help Father Burke
2)Income
3) Bank it!!!

[dice=Rolling!]1d100

95–97: Unexpected Esteem

Someone you helped in the past has a chance to repay your
efforts. The precise nature of the reward should be appropriate
to your past deeds, and the NPCs you have assisted during
play or in your back story. The tokens of gratitude may vary
from a single high-quality item, to a purse of silver (which
will be available at the start of the next adventure). Of course,
all that glitters is not gold, and not all gifts are what they
appear…

Osanna looks back on your visits fondly and sends you a silver ring as a remembrance. It is worth 1d10 Silver Shillings


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)

Party Loot:

6 hand weapons (mutants) 6 gold (3 after selling)
Pistol 8 gold (4 after selling)
Silver Dagger ?

6 of us. So 1 gold, 3 silver and 4 brass pennies each


Ruprecht Scheinfelder wrote:

While Ruprecht has a desire to get some instruction on the finer points in personal combat, both WS and BS, Father Burke's situation is more important.

So
1) Help Father Burke
2)Income
3) Bank it!!!

[dice=Rolling!]1d100

For Everyone

Father Burke is extremely grateful for your help in uncovering the real thief and proving his innocence. He is determined to reward you so he sends each of you a black lacquered metallic Morr Rose. There's a note attached, This will aid you if you encounter undead again. Remember Morr Protects!

Effect of Morr Rose:
If you want to know what the Rose will do, keep reading, if you want to be surprised stop here................whenever you are near undead of any type and have the Black Rose with you it will get warm (warmer as you get closer) to remind you that Morr Protects. Your Cool Skill check against Fear or other Psychology Conditions becomes Easy (+40). If you touch the undead with the Rose, it will cause 1d8 of damage that bypasses all protections (toughness, armour, etc.)

I probably won't remember that you have these, so it'll be up to you all to remind me next time you are in a fight with the undead. It's too bad that I won't remember because this is the coolest magic item that I've come up with.


Ruprecht Scheinfelder wrote:

Whelp, looks like i really didn't get the whole advancement scheme when we started off :)

I forgot to add in my 5 characteristic advances and then put my skill advances (+5 adn +3) into non career skills. Had an extra 95xp as well that I also mainly used for non career characteristics.

So that put me in a position of being 130xp short of being able to advance to the next level of Advisor.

Aubster, you mind if I re-jink some of my character creation advances so I can move up :)

LOL

Of course, you can re-jink...we're all learning the rules of Warhammer 4E


Valghaz Ironhammer wrote:

Party Loot:

6 hand weapons (mutants) 6 gold (3 after selling)
Pistol 8 gold (4 after selling)
Silver Dagger ?

6 of us. So 1 gold, 3 silver and 4 brass pennies each

Silver dagger - that's one added quality to double the regular price to 32 Shillings.


If I missed anyone's questions, let me know :)

Once all this is sorted and shopping done and character sheets updated, it'll be time for "The Guilty Party" which is the link between your past adventures and the Enemy Within Campaign :)


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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)

Nice!

And...party loot

1 gold, 8 silver and 40 brass pennies each


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
Quote:

Did Adelaida move up a level from Recruit to Soldier? If so, her status is now Silver 3 instead of Silver 1 so her income would be 3 x 1d10 Silver Shillings per Income Endeavour. Otherwise, her income is 1 x 1d10 Silver Shillings per Income Endeavour.

Not enough XP to advance in the career, I think. Maybe 50-70 XP short

I should check again (tomorrow) how much XP we had, and how much I spent


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

Big question.

Is that party loot before or after the "all money disappears into debauchery after an adventure" bit?

Looking at this:

1. Find trainer for Fellowship
2. Income

Buy stuff (will do this tomorrow, late atm)

3. Banking if any significant amount left or Income


Talther Augenlos wrote:

Big question.

Is that party loot before or after the "all money disappears into debauchery after an adventure" bit?

Looking at this:

1. Find trainer for Fellowship
2. Income

Buy stuff (will do this tomorrow, late atm)

3. Banking if any significant amount left or Income

Talther moved up from Custodian to Warden, right? If so, income is 3 x 1d10


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

The only money we get to keep after the downtime is stuff that survives banking and any income we earn during the downtime itself.

Trappings: you said that Landolf could get his personal effects from home. Is that full Noble (Scion) trappings or something less than that?

Resolve: I'd say that getting Maurer's story counts for Discover. So Landolf is back up to 2/3 Resolve.

Haggle 36: 1d100 ⇒ 44 -1 SL is still higher than the merchant's -2 SL. So I think Landolf both sells higher and buys lower by 10%?

Ambitions: with the change to the Noble career, I'm interested in changing Landolf's Personal Long-Term Ambition from "Get a ship of his own" to "Clear his family's debt" to represent his change in focus.

I don't immediately have a plan for his Glorious Weather Short-Term Ambition in mind. For his normal one, I'm thinking he needs to gain the support of some noble house in Ubersreik to allow him to begin making real contacts.

In part, this idea is based on the text of the Noble career. "It is common to find Nobles working for more powerful noble houses, such as sending their daughters to serve as hand maidens to royalty." So it wouldn't just be getting help from them but probably also working for their interests...establishing a relationship.

So would "Gain the support of a noble house" work?

Trappings Again: If I'm understanding right then, Landolf will get the following income amounts:
* Existing cash on hand: 5/3
* Watch Wages: 0/241 or 1g 0/1
* Trappings Sales noted earlier: base sales are 8/6 so with a 10% bonus, he'd have 9/4 from that.
* Sales as per Valghaz's post: 1g 8/40
Total: 3g 3/11 to spend during Downtime - he's going to lose it all when this is over.

Spending XP:
185 xp for 7 advances in Toughness (Training Endeavour)
0 xp to change career to Scion (Changing Career Endeavour)
80 xp for 7 advances in Melee (Fencing)


Male Male Reiklander Wizard | Wounds 15/15 | Dodge 44 | Melee (Polearm) 40 | Fortune 3/5 | Resolve/Resilience 2/2 | Armor: Body 1 / Arms 1

Downtime Event: 1d100 ⇒ 77

77–79: Ransacked
Before you can undertake a Banking Endeavour, your stash is raided, and all your money is taken. If your money amounts to less than 1 GC, the thieves also steal your most highly- valued trapping.

I had more than 1 GC, so all my money is gone and Markus is Magnificently BROKE.

Research Endeavor MagickLore(45)+20: 1d100 ⇒ 59 Trying to learn how to learn Chaos and Corruption from a person.

Income Endeavor (Brass 3): 6d10 ⇒ (10, 8, 1, 9, 4, 1) = 33 Going to put on some Magic shows with Marsh Lights for Nobility to make some money back. (33 pennies)

DO IT AGAIN CAUSE I GOT ROBBED!
Income Endeavor (Brass 3): 6d10 ⇒ (3, 7, 10, 6, 1, 1) = 28 Going to put on some Magic shows with Marsh Lights for Nobility to make some money back. (61 pennies total)


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

Could these two works?
Short term ambition: Becoming Sergeant of the guard (or "visiting her mom's tomb once a month")

Long term ambition: defend the town from a major threat (internal or external)

Motivation: loyalty to the Empire

Would our fights against a Troll, a Vampire and a bunch of Mutants work to satisfy Adelaida Long term ambition?


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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

Xp Recap (with the help of Valgaz post from 27th March)

Character Creation 120
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
Complete Party STA* 50
10 points for uncovering the reasons for the riot
30 points for driving back the Shifting Grasp
50 points for saving Maurer’s Life
25 points for securing freedom from the Watch

Total XPs 490

Xp Needed
Characteristics 250 (25*10)
Talents 150 (10*15)
Total 400

*STA: Short Term Ambition

So I have 90 Xp left, need 10 more to change Career (Soldier 2)


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 Lehner wrote:

Xp Recap (with the help of Valgaz post from 27th March)

Character Creation 120
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
Complete Party STA* 50
10 points for uncovering the reasons for the riot
30 points for driving back the Shifting Grasp
50 points for saving Maurer’s Life
25 points for securing freedom from the Watch

Total XPs 490

Xp Needed
Characteristics 250 (25*10)
Talents 150 (10*15)
Total 400

*STA: Short Term Ambition

So I have 90 Xp left, need 10 more to change Career (Soldier 2)

We've completed two Party Short-Term Ambitions. "Gain the Trust of the Watch" and then "Clear Watch obligation".

If I'm understanding you right, you should have enough xp with that to upgrade your career and have better income rolls!

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