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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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

As the priest rushed them out of the Temple and back through the dark streets towards Spittlefeld, Ruprecht couldn't help the terror that built up in him. He felt like he was in one of those dreams where some unimaginable horror was approaching ,but you could not run or move.

The first rays of dawn heartened him somewhat, but then they descended into the dark , noisome basement, stumbling about among the garbage and filth.

Clutching the black rose as if it were a lifeline, Ruprecht looked over Landolf's shoulder at the box and the tome the was revealed therein...

Cool:30: 1d100 ⇒ 47

... his head fills with the chant, his nose fills with the sweet smell of putrescence, Ruprecht reaches for the dropped book, mewling "It must be released...sweet , sweet rot...."


Darkest Doomed wrote:

I was afraid of a Cool test coming...seems like not being able to read should help with this.

[dice=Cool 30]1d100 - woot!

Sensing the danger in the book, Landolf drops it back into the chest and attempts to close it up before it can do any further damage.

"Beware! This thing is evil!"

Totally fine if Landolf's actions don't preempt those of others.

Landolf resists the compelling call of the book and tries to drop it in the chest before it can cause any damage...but damage has already been done. Landolf can never unsee what he's seen or unhear what he's word. Those things will likely haunt him the rest of his life.

Landolf has acquired 1 Corruption Point
Info about Corruption can be found under the discussion tab


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 got Corruption even though I succeeded on the Cool test? Ouch.


Darkest Doomed wrote:
I got Corruption even though I succeeded on the Cool test? Ouch.

Opening the box when the priest recoiled from it let Chaos touch your soul


Ruprecht Scheinfelder wrote:

As the priest rushed them out of the Temple and back through the dark streets towards Spittlefeld, Ruprecht couldn't help the terror that built up in him. He felt like he was in one of those dreams where some unimaginable horror was approaching ,but you could not run or move.

The first rays of dawn heartened him somewhat, but then they descended into the dark , noisome basement, stumbling about among the garbage and filth.

Clutching the black rose as if it were a lifeline, Ruprecht looked over Landolf's shoulder at the box and the tome the was revealed therein...

[dice=Cool:30]1d100

... his head fills with the chant, his nose fills with the sweet smell of putrescence, Ruprecht reaches for the dropped book, mewling "It must be released...sweet , sweet rot...."

Ruprecht has gained 1 Corruption Point

Valghaz is attempting to cover the book and Ruprecht is attempting to take it. They struggle over the book's fate.

Need Opposed Strength Tests for Valghaz and Ruprecht


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)

Str: 1d100 - 41 ⇒ (64) - 41 = 23 -3 SL Please roll high

”Lad! What’re ye doing?! This thing is evil and must be destroyed.” With hammer in one hand, a buckler strapped to his other arm, and his refusal to actually touch the book, Valghaz was having trouble getting a firm grip.


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

"Must...open...the...book..." Ruprecht mutters , seemingly unaware of Valghaz's words, struggling , his fingers extended like claws, the skin stretched taut...

Str:33: 1d100 ⇒ 85 Whew!


Valghaz is able to keep the book away from Ruprecht and shoves it back down into the box, slams the lid on the box, and tears his Watch armband off and wraps it around the box and ties it off, temporarily at least shutting away its malign effects.

Father Bürke gasps out, ”we must take the foul tome with us...too dangerous to leave here now...Sir Dwarf can you carry the burden until we finish the task at hand? Your people are better able to resist the temptation of the Ruinous Powers than we frailer humans.”


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

”Why can’t we just burn it here and be done with it? That thing...it’s bloody evil. But if I must carry it then I’m not touching it. It will need to be wrapped up right good, and I’ll want a pouch to carry it in. Bloody Fookin’ dark magic is nay joke. Oh. And if we survive this, I’ll want yer word that this’ll all be reported from the church to our captain. Otherwise this’ll never be believed.”


Valghaz Ironhammer wrote:
”Why can’t we just burn it here and be done with it? That thing...it’s bloody evil. But if I must carry it then I’m not touching it. It will need to be wrapped up right good, and I’ll want a pouch to carry it in. Bloody Fookin’ dark magic is nay joke. Oh. And if we survive this, I’ll want yer word that this’ll all be reported from the church to our captain. Otherwise this’ll never be believed.”

”Sir Dwarf, if you tried to burn it now, I can almost guarantee that you’d instead burn down this building and the book would not even be scorched. Someone centuries ago must have hidden it away down here after failing to destroy it. We must take it to the Temple of Sigmar and gain their insight. I will personally vouch for your behavior to your Captain.”


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

Once the book was hidden from his sight, Ruprecht falls to his hands and knees....overwhelmed by a feeling like the most treasured possession had been wrested from him...and then he realized what he was smelling and tasting, the most foul, foulness he's ever experienced. his belly heaving, he moaned and groaned for a few moments before looking up at the dwarf, "Thank you, Dawi,i think you saved my soul..."

Wiping his lips, then spitting to the side, he rises unsteadily ,his face pale, "Let's find this fiend and quit this place..."


Round 4 of the Basement Search
Basement Encounter: 1d100 + 30 ⇒ (36) + 30 = 66

Father Bürke stumbles into what everyone thought was a solid wall of the maze which was actually a mattress overgrown with black mould. Spores are now floating down your throat! Succeed on a Challenging (+0) Endurance Test or gain a Poisoned Condition


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 - 46 ⇒ (92) - 46 = 46

Fortune Reroll: 1d100 - 46 ⇒ (21) - 46 = -25

”Aye lad.” Valghaz said to Ruprecht. ”Just watch me back too. Nay anyone is immune. I’m just glad that it was against yer will. Ye’re still yerself.”

——

When they got exposed to the mould, Valghaz coughed as he waved his arm to dispel the foul cloud. ”Ach...cover yer mouths. Bloody hell...”


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

toughness:45: 1d100 ⇒ 52

fortune reroll: 1d100 ⇒ 6

As if he didn't already feel horrible, the Black cloud of spores sets Ruprecht to retching again, but seems to allow him to expel the worst of it.


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

Endurance 46: 1d100 ⇒ 85

Fortune Reroll, 2/3 left: 1d100 ⇒ 4

Talther swiftly covers his mouth!


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 am sorry, Father. I had no idea..." Landolf fails to find tge words to describe what he had just learned. The world was far more fearsome than he had known. Even knowing that they had entered the basement in search of a vampire, this had still seemed like an investigation...not entirely unlike the troll hunt. Now, the fetid confines seemed like a nightmare made flesh. He felt ill.

Toughness (Endurance) 33: 1d100 ⇒ 38 -Fortune I guess... 3/4 remaining
Toughnees (Endurance) reroll 33: 1d100 ⇒ 98

It's a bit late to say it, but that reroll was predicated on the idea that this was just a simple check. I doubt I would have rerolled a failure with no degrees had it been a dramatic test.

How quickly would I be able to spend a Resolve to remove that condition? If I can't remove it before Landolf is damaged, would he be able to make a followup test (I assume is coming) and then Resolve out of it?


Darkest Doomed wrote:

"I am sorry, Father. I had no idea..." Landolf fails to find tge words to describe what he had just learned. The world was far more fearsome than he had known. Even knowing that they had entered the basement in search of a vampire, this had still seemed like an investigation...not entirely unlike the troll hunt. Now, the fetid confines seemed like a nightmare made flesh. He felt ill.

dice=Toughness (Endurance) 33]1d100 -Fortune I guess... 3/4 remaining
dice=Toughnees (Endurance) reroll 33]1d100

It's a bit late to say it, but that reroll was predicated on the idea that this was just a simple check. I doubt I would have rerolled a failure with no degrees had it been a dramatic test.

How quickly would I be able to spend a Resolve to remove that condition? If I can't remove it before Landolf is damaged, would he be able to make a followup test (I assume is coming) and then Resolve out of it?

"Morr, grant this soldier who is fighting to uphold your tenet of destroying the undead, the blessing of Tenacity," Father Bürke calls in a sanctuous voice.

Dramatic Test Pray: 1d100 ⇒ 7 A 7 gives a SL of +7 so technically Father Bürke can Cast Tenacity on 4 people.

Blessing of Tenacity removes 1 condition

Before Landolf is consciously aware of the first touch of poison upon his system, Father Bürke is able to call on Morr to remove it. Landolf feels like he's just been dunked in an icy pool but that sensation passes quickly and like that the spores that had invaded his lungs are destroyed.


Darkest Doomed wrote:

"I am sorry, Father. I had no idea..." Landolf fails to find tge words to describe what he had just learned. The world was far more fearsome than he had known. Even knowing that they had entered the basement in search of a vampire, this had still seemed like an investigation...not entirely unlike the troll hunt. Now, the fetid confines seemed like a nightmare made flesh. He felt ill.

[dice=Toughness (Endurance) 33]1d100 -Fortune I guess... 3/4 remaining
[dice=Toughnees (Endurance) reroll 33]1d100

It's a bit late to say it, but that reroll was predicated on the idea that this was just a simple check. I doubt I would have rerolled a failure with no degrees had it been a dramatic test.

How quickly would I be able to spend a Resolve to remove that condition? If I can't remove it before Landolf is damaged, would he be able to make a followup test (I assume is coming) and then Resolve out of it?

You could spend the resolve immediately to remove the condition but no need now and I have a feeling you will be needing those points soon


Since Father Bürke succeeded so well with his Blessing, he can cure Adelaida and Markus even if they fell their Endurance Test. Therefore, I am going to move the search forward again.

Round 5 of the Basement Search
Basement Encounter: 1d100 + 40 ⇒ (77) + 40 = 117

Turning a corner you come face to face with a whip-thin woman in her early 20s, 5’4”, with shoulder-length, straight, chestnut-brown hair who seems to be hunting rats. She hold half a dozen by their tails. Her skin is alabaster white and her eyes seem to have a reddish glow. She is dressed in expensive blue servant’s clothes turned to rags, blackened by dried blood and filth.

She screams in terror and surprise, and scrambles up one of the maze walls and flees.


Round 6 of the Basement Search
Basement Encounter: 1d100 + 50 + 40 ⇒ (64) + 50 + 40 = 154

The Vampire’s Lair
The vampire's lair is hidden against one wall in the twisting labyrinth that is the basement of the Spittlefeld Tenement Building. She has a small, broken, polished mirror, and a large stash of candles (though no way to light them, nor need to use them in the dark). Her bed is a pile of soiled and bloody bed sheets, stolen from some of her victims. In
one corner are broken and grime-coated cooking utensils, set up in a mockery of a fine noble kitchen.

Combat!

Roll for Initiative

Vampire Initiative: 59 + 1d10 ⇒ 59 + (8) = 67 The vampire moves so quickly that she's almost a blur as she leaps forward to attack.

Father Bürke: 25 + 1d10 ⇒ 25 + (5) = 30 The elderly priest begins to call upon Morr to strike down the vampire.


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

Initiative: 1d10 + 35 ⇒ (10) + 35 = 45

Do we need to take any sort of action to hold the black roses in front of us?


Darkest Doomed wrote:

[dice=Initiative]1d10+35

Do we need to take any sort of action to hold the black roses in front of us?

Just having it somewhere visible would have a negative impact on the vampire's attack. Presenting it forcefully as an Action give a high likelihood of causing the vampire to recoil from you but you lose your chance to attack.


Round 1 Combat

Initiative Order

Vampire
Characters
Priest

The vampire charges from her position in the corner to attack the one she has instinctively identified as the biggest threat, Father Bürke. She lashes out at him with her razor sharp claws.

Vampire is charging so gains SL +1 but the Black Rose the priest carries gives the vampire a SL -1

Vampire Attack (Rating of 59): 1d100 ⇒ 82 Failure with SL -3

Father Bürke Dodges (Rating of 31): 1d100 ⇒ 57 Failure with SL -2

The elderly priest is much spryer than you would expect by just looking at him. He manages to dodge the claws that are attempting to rip out his eyes. Father Bürke gains Advantage +1

However, the vampire has more than one weapon at her disposal and she attempts to rip the Father's body apart with the fangs that have grown in her mouth.

Vampire Attack Bite (Rating of 59): 1d100 ⇒ 98 Failure with SL -4 (-1 SL because of the Black Rose)

Father Bürke Dodges (Rating of 31): 1d100 - 10 ⇒ (16) - 10 = 6 Success with SL +3

Again the priest demonstrates that faith in Morr and years of training in dealing with the undead is all the defense he needs. The vampire screams in rage and fear as she is unable to hurt the old man.

Father Bürke now has +2 Advantage

"Morr protects," Father Bürke shouts.

Despite Father Bürke's success, the waves of evil that radiate from the vampire make it difficult for the rest of you to face her.

Vampire causes Fear (2), so make an Dramatic Challenging Cool (+0) test; need to reach SL +2 to ignore the Fear that the vampire generates

Just seeing the vampire in action shakes your understanding of the universe and your place in it, make a Cool Skill test, failure means you gain 1 Point of Corruption


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

What is the result of failing the Fear test? You put in a 'We all go together' rule earlier. Does it apply here?


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 hammer held up high Valghaz charged the vampire!

Cool 50: 1d100 ⇒ 35 SL 2

Attack 50: 1d100 ⇒ 22 SL 3 (4 with charge, 5 with advantage from priest?[/ooc]
Resolute: +1 SB when charging. So will be SB5

”Ancestors watch!” He roared as he came in, as if though the louder he was the more likely they would hear.


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

Cool:30: 1d100 ⇒ 23 SL +1...so Affected by Fear 1 ?

Do we make two Cool checks?


Darkest Doomed wrote:
What is the result of failing the Fear test? You put in a 'We all go together' rule earlier. Does it apply here?

Do you mean the special GM rule Egg You On which is encouraging each other to do something stupid like run into a burning building? If so, then no because it is not at all foolish to defend yourself against a vampire

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.
When subject to Fear , you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition. So fail the Fear test means you're too afraid to close in an attack in melee without passing a separate Cool test. And if you're afraid it's a -1 SL penalty


Valghaz Ironhammer wrote:

With hammer held up high Valghaz charged the vampire!

dice=Cool 50]1d100 SL 2

dice=Attack 50]1d100 SL 3 (4 with charge, 5 with advantage from priest?[/ooc]
Resolute: +1 SB when charging. So will be SB5

”Ancestors watch!” He roared as he came in, as if though the louder he was the more likely they would hear.

Not surprisingly, Valghaz is not afraid of the vampire so charges it

Still need to a simple Cool test to withstand being corrupted

Valghaz roll was a 22 which is a success with SL 3 (not 4) as the vampire loses 1 from her roll instead of 1 being added to yours...mathematically it's the same but thematically it seems like it makes sense to penalize her defense not reward your offense.

Much more importantly, Valghaz rolled doubles on a successful attack which is a CRITICAL HIT!

Vampire Defense (59): 1d100 ⇒ 38 Vampire's defense is a success with SL +1 because the vampire is -1 for the Black Rose holy symbol.

Since it is a critical hit, need to reroll for hit location.
Critical Location: 1d100 ⇒ 16 Which is Left Arm.

Regular Damage To Left Arm = SB + Weapon Bonus + Resolute Bonus + SL difference - toughness - armor which is 4 + 4 + 1 + 2 - 4 - 0 (no armor) = 7 wounds inflicted for the regular part of the hit

Critical Hit Damage: 1d100 ⇒ 14 Which is a minor cut so 1 additional wound and acquired Bleeding 1 condition

Total from Valghaz is 8 wounds inflicted + Bleeding

Valghaz has chopped off a ruffians arm with a shovel (A FRICKING SHOVEL!), raced into a burning building to save the inhabitants, helped crush a River troll and ignored the effects of a major evil artifact all in the last couple of week. There was no way a small female human vampire was going to scare him. Hammer firmly in control, he smashes it into the arm of vampire causing her blood to begin to flow freely and driving her back from the priest.


Ruprecht Scheinfelder wrote:

[dice=Cool:30]1d100 SL +1...so Affected by Fear 1 ?

Yes and next round if you get another SL +1 you are no longer afraid for the rest of the encounter

Do we make two Cool checks?
Yes, the first was for Fear and the second is to withstand the Corruption caused by being in the presence of such an evil thing.


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

Cool vs Fear 30: 1d100 ⇒ 87 - I guess this is no time to save up on Fortune. 2/4 Fortune remaining
Cool vs Fear 30: 1d100 ⇒ 38

Cool vs Corruption 30: 1d100 ⇒ 32 - Sooo close. Fortune 1/4 remaining
Cool vs Corruption 30: 1d100 ⇒ 10 - Nice! I made at least one check!

Too horrified to charge in at the vampire alongside Valghaz, Landolf nevertheless manages to maintain control of his soul. Too shaken to charge in, he looked about for anything else he could do to help.

Initiative (Intuition) to gain Advantage 35: 1d100 ⇒ 83

Next question: I didn't think of it until after all those rolls, but if Landolf used a Resolve could he just get rid of that Fear condition entirely?


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

Cool vs fear (42): 1d100 ⇒ 61

Cool vs Corruption (42): 1d100 ⇒ 62
Cool vs Corruption, Fortune re roll (42): 1d100 ⇒ 6

So I suppose Adelaida freeze on spot against the vampire? Or can she attack? If she can, here are the rolls, not counting any bonus/malus

Attack (62): 1d100 ⇒ 57
Defense (62: 1d100 ⇒ 94


Darkest Doomed wrote:

[dice=Cool vs Fear 30]1d100 - I guess this is no time to save up on Fortune. 2/4 Fortune remaining

[dice=Cool vs Fear 30]1d100

[dice=Cool vs Corruption 30]1d100 - Sooo close. Fortune 1/4 remaining
[dice=Cool vs Corruption 30]1d100 - Nice! I made at least one check!

Too horrified to charge in at the vampire alongside Valghaz, Landolf nevertheless manages to maintain control of his soul. Too shaken to charge in, he looked about for anything else he could do to help.

[dice=Initiative (Intuition) to gain Advantage 35]1d100

Next question: I didn't think of it until after all those rolls, but if Landolf used a Resolve could he just get rid of that Fear condition entirely?

Yes, you could use Resolve to remove the Fear condition. It's fine if you want to do that and then redo your turn from the point you failed your first Fear test.


Adelaida Lehner wrote:

[dice=Cool vs fear (42)]1d100

[dice=Cool vs Corruption (42)]1d100
[dice=Cool vs Corruption, Fortune re roll (42)]1d100

So I suppose Adelaida freeze on spot against the vampire? Or can she attack? If she can, here are the rolls, not counting any bonus/malus

[dice=Attack (62)]1d100
[dice=Defense (62]1d100

Yes, Adelaida is frozen in place for a split second but she has quite a few options available. 1) She could spend a Resolve point to remove the fear for this round and then move and attack normally; 2)She could try to pass another Challenging (+0) Cool test that will allow her to master your fear enough to move forward and attack. She would be -1 SL on attacks; 3) She could stay where she is an engage in ranged combat. If nothing else she could throw something at the vampire.


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 needs to get in and help, but I'll leave the turn as-is for now. I at least liked that he resisted Corruption. Planning to Resolve out of Fear next turn unless he makes a hotshot Cool roll.


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

Ruprecht quails in the face of the Vampire, but continues on with the others as the corner it in its fetid lair.

When it attack the Priest, he is immobilized by Fear, seeing it's ferocity up close...

Cool:30: 1d100 ⇒ 76 +1 Corruption, yay!

... his mind careens here and there, the unimaginable become reality before his very eyes.

Despite his Fear, he resolves to do something. Brandishing the black rose he stands beside the Priest, hoping to protect him enough to complete his Prayer...but not advancing any closer to the horrible Undead.


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

I'll spend one Resolve and attack the vampire, using my rolls (57 for attack and 92 for defense, base 62)


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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

Don't forget your 2v1 or 3v1 bonus!


Darkest Doomed wrote:
Don't forget your 2v1 or 3v1 bonus!

Outnumbering: If you out-number an opponent 2 to 1, you gain a bonus of +20 to hit your opponent in melee combat. If you outnumber an enemy by 3 to 1, you get an even larger bonus of +40 to hit. Further, at the end of every Round, all outnumbered opponents lose 1 Advantage. Outnumbering is generally determined by how many Characters are Engaged with each other; if there is any doubt, the GM decides who is outnumbering whom.


Adelaida Lehner wrote:
I'll spend one Resolve and attack the vampire, using my rolls (57 for attack and 92 for defense, base 62)

Adelaida has SL +1 for charging and +40 to hit with Gang Up Bonus.

Adelaida's Attack Roll is 57 and her Melee Basic is 62. With the Gang Up Bonus and the Charge bonus included, Adelaida's attack is a success with an with an SL +6.

Vampire Defense (59): 1d100 ⇒ 45 Success with a SL +0

Damage Location is 75 which is the Body (i.e, Torso)

Damage inflicted is Strength Bonus + Weapon Bonus + SL difference - Toughness - Armor Class = 3 + 2 (dagger) + 6 - 4 - 0 = 7 wounds inflected which can not be regenerated by the vampire because of the silver coating the dagger

Is it the Army training, the success against the troll, the brotherhood Adelaida is developing with Valghaz or something else...whatever it is, Adelaida is able to suppress the fear caused by the vampire and move forward, silver dagger stabbing to attack the horrible monster. The vampire, concentrating on the priest and distracted by the dwarf, is unable to defend herself and Adelaida buries the silver dagger in the side of blood-sucker. An ear-piercing scream fills the air as the vampire feels the silver burning into her.

Total Wounds Inflicted = 15


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

Cool vs Fear 45: 1d100 ⇒ 10

Cool vs Corruption 45: 1d100 ⇒ 36

I got stuck into a damned troll! I will make this vampire rue meeting Talther Augenlos!

Talther advances without hesitation, rungo in hand, and swings at the undead monster's cranium!

Called Shot to Head with Melee Basic and Strike to Stun 40: 1d100 ⇒ 17

I believe that's 12 damage coming her way! SB 3 + 3 rungo +6 SL with 3 on 1 bonus.

Opposed Strength 32 vs Endurance test: 1d100 ⇒ 16


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Talther Augenlos wrote:

dice=Cool vs Fear 45]1d100

dice=Cool vs Corruption 45]1d100

I got stuck into a damned troll! I will make this vampire rue meeting Talther Augenlos!

Talther advances without hesitation, rungo in hand, and swings at the undead monster's cranium!

dice=Called Shot to Head with Melee Basic and Strike to Stun 40]1d100

I believe that's 8 damage coming her way! SB 3 + 3 rungo +2 SL

dice=Opposed Strength 32 vs Endurance test]1d100

Corrected Total Wounds Inflicted = 17 This is the status before Talther's attack

Talther has the Strike to Stun Talent
Strike to Stun :You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

Pummel
Pummel weapons are especially good at battering foes into submission. If you score a Head hit with a Pummel weapon, attempt an Opposed Strength/ Endurance test against the struck opponent. If you win the test, your opponent gains a Stunned Condition.

Talther has SL +1 for charging into combat and is +40 to hit because of Gang Up Bonus (+40 is the highest bonus possible due to Gang Up Bonus

Talther's Attack Roll is 17 and has Melee Basic Skill of 40. With the Gang Up Bonus and the SL +1 for charging the Attack is a success with a SL +8

Vampire Defense (59): 1d100 ⇒ 57 Success with SL -1

Damage Location is the head
Damage Inflicted is 8 Wounds

Resist Stun: 1d100 ⇒ 99 99 is an Automatic Failure so vampire did not resist being stunned.

The vampire had never dealt with armed opponents as she had always struck from the shadows at the weak, the small, the unprepared. She also had never had multiple foes attack from every direction. Her speed had given her the first chance to ravish her opponents but the old man in black had done what had never been done before and easily dodged her attacks. Then those Black Roses...everyone showing those Black Roses...the sight of the symbol of Morr had distracted and dismayed the vampire. Finally, the dwarf with the hammer then the women with the horrid silver dagger and then the man with the club had swarmed her battering her into submission.

Collapsed on the ground, stunned, she heard a voice seemingly from far away saying "Now for the stake", then the searing pain and then finally a release from the curse of undeath and overwhelming hunger. The vampire was no more.


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 the deed done, Valghaz looked at the corpse with grim satisfaction.

Charm, 26 now! Let’s give it a shot: 1d100 ⇒ 1

”Well, priest. Thank ye. First, for taking us seriously. I’ve seen how few here do so when danger is reported. Even now, without yer word, our leadership would laugh this off. And secondly, for yer courage. Without ye, there’d be many more dead at the hands of this filth. Ye held that beast off with the skill of a Templar of Gazul. Now, I’m dead tired. But we still have this book to deal with. And I for one don’t plan to sit idle while such a cursed tome exists.”


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 guess if I wanted Landolf to participate I should have spent the Resolve on the first round. Who would've thought?

Landolf found himself unable to do little but watch as the rest of the Watch tore the vampire apart, followed by a none-too-solemn staking. The fear that had gripped his heart so tightly only moments before subsided, but in its place he found doubt.

What had he done to help? Nothing. His only real act in the tenement basement was to open that box: an unfortunate, foolish mistake. Then, when danger arrived and he could have acted in earnest, he froze up. What could he make of himself with this?

Still, relief. Somehow, they had once again survived a terrible monster. Even if his friends did all the fighting, he could take solace in that much. Another morning.

"Thank you father. Let us leave this place."


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

"Dead tired", really, Brother? To a priest of Morr, after defeating a vampire? Amusing choice of words...

says Adelaida with a grim smile. She looks at the now dead vampire

"Stalked and staked."That's a good one too.If the humor is bad, we've nonetheless did a really good deed, and we couldn't have done without you, Father, and the help of your god.


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 that Reikspel was a second language, it took Valghaz a moment to get what Adelaida was saying. But when it registered his smiled and shook his head, seeing the humor.


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

"We did it! We hunted down and slayed a vampire in but one one night! Father Bürke, you have my sincere thanks for your aid and understanding."

Support Valghaz's charm


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

Ruprecht's hand holding out the black Rose of Morr slowly sinks as his comrades swarm the Vampire-girl, beating it down and the Priest moves forward to dispatch the undead monster into its well deserved oblivion.

He gasps as the terrible Fear that had gripped him leaves with a rush, leaving relief and shame in equal measure.

"I am glad to have you all here, especially you Father Burke, for anyone else would not have achieved so much!" he declares emphatically.


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

Trying to catch up!

Toughness 30: 1d100 ⇒ 18[vs spores]
Initiative 29: 1d10 + 29 ⇒ (9) + 29 = 38 Initiative
Cool vs Fear 45: 1d100 ⇒ 53
Cool vs Corruption 45: 1d100 ⇒ 15

Language(Magick) 50: 1d100 ⇒ 96 "I cast Magick Missile (dart) and attack the darkness!"And fail again

Clearly another well-fought (and not at all tardy) encounter from Markus the Magnificent. Go Team!


"Herr Dwarf, meine friends, you have down a great thing today and you can justifiable be proud of yourselves. The Cult of Morr is in your debt. I shall draft a letter for each of you commending you on your actions and requesting any Shrine of Morr to provide whatever assistance to you that they can. Well done." Father Bürke shakes hands with each of you. "Remember Morr Protects!

Bürke gives a sad shake of his head. "Meine friends, our work is not done. We need to search through the vampire's belongings so that the Witch Hunters can find her progenitor. We must then take the body, remove the head and expose the rest to sunlight. But that cannot be done in public. It will need to be done by the Witch Hunters in Sigmar's Temple. We will need to cover the body in one of your cloaks to hide it from view."

Success on Simple (+20) Perception Check:
The rags the vampire wear are not just rags, they are the remnants of what was expensive, blue servant's clothing. The rags are still emblazoned with the von Bruner insignia

Once the search is complete, Father Bürke gathers you all together again."Herr Dwarf, please carry the box for me, Adelaida and Landolf, you look to be the strongest so you must carry the body, and the rest of you must accompany us to the High Temple of Sigmar. We must report what has transpired and deliver the artifact and the vampire." If you wish to do anything else before going to the Temple, Bürke is very insistent that the Temple must be visited first.

The High Temple of Sigmar
The High Temple of Sigmar, the Empire’s patron god, was the first building rebuilt on the orders of Magnus the Pious after the old one was levelled by Greenskins during the Great War Against Chaos. It is the largest temple in town, dwarfing those in other quarters. The facade is lined with pillars, and the temple itself can hold hundreds of worshippers. It is located in the Marktplatz.

Your early morning march through Ubersreik draws many stares and whispered comments but the stern visage of Father Bürke is enough to keep the onlookers at bay. Even fellow members of the Watch are intimidated by the glare on his face and keep their distance.

Bürke's arrival at the Temple of Sigmar kicks off a hornet's nest of activity. Initiates are sent to bring the high priest, the Witch-Hunter Captain Freling, and the head of the local Order of the Silver Hammer Warrior Priests, Father Grunthal. You all quickly find yourself gathered together in the anteroom of the private chambers of Father Gunther Emming, the High Priest. A stern looking man in his 50s with thinning silver hair, Emming is famed for the severity of his sermons, and the sobriety of his demeanour. Though not unkind, he laces even his praise and comforting words with dire warnings of the consequences of vice.

You are relieved of your burdens and told to wait whilst Father Burke confers with Emming, Freling and Grunthal. You cool your heels for over an hour waiting for the meeting to finish. At several points, you hear angry shouting coming from Emming's chambers. Finally Father Bürke exits the chamber alone and with a sad look on his face says,"you have an unpleasant day in front of you meine friends. You will each have to be interrogated by the Witch-Hunter and his entourage to make sure that your souls are not contaminated by your incursion in the Spittlefeld. I have vigoursly explained to my esteemed," Bürke's face twists into a sneer of disgust, "colleagues that you exhibited nothing but bravery and honor in the best tradition of the Empire this morning. Unfortunately, it is the duty of the Witch-Hunters to uncover corruption and Herr Freling is nothing if not enthusiastic about his duties. Remember, tell the truth, keep your temper and once this is over come to visit me at the Shrine and I'll have your letters prepared and also tokens of Morr's gratitude. Remember Morr Protects." With that Father Bürke takes his leave.

Each of you are then called individually to enter Emming's chambers. You find yourself confronted by all three of the most powerful members of Sigmar's cult in Ubersreik. They sit at a table and face you. There is no chair for you, as you are expected to stand at attention while being questioned. Standing behind the men are six Witch-Hunters, all heavily armed, with pistols held ready in their hands. In addition six Temple Guards carrying two-handed hammers guard the exits of the room.

For Valghaz:
The treaty and long friendship between the Cult of Sigmar allows you to answer a few questions, after which a chair is brought in for you and you talk to the High Priest alone. He surprises you by conversing in fluent Khazalid even with a perfect accent. A friendly conversation follows and then you enjoy a very nice lunch and are released with the thanks of the Temple for your help. It is not until later that you realize that the Priest had actually carefully pumped you for information about your squadmates.

Successful Very Difficult (-20) Dramatic Charm Skill Test SL +2 or higher:
Your answers satisfy the Sigmarites and you are released to return to the Watch Barracks

Successful Very Difficult (-20) Dramatic Charm Skill Test SL +0 or +1 or higher:
Your are asked to return to the anteroom and to wait until all the members of your squad are dealt with. Food and refreshments are brought to you during the day. Several times, you are called back into the chambers to answer additional questions but then allowed to return to the anteroom. Finally as the sun sets outside you are released to return to the Watch Barracks

Failure Very Difficult (-20) Dramatic Charm Skill Test:
You find yourself mercilessly grilled by the three men with Witch-Hunter Captain Freling being the most confrontational. After an hour of intense questioning, you are told that your answers are not acceptable and further questioning is needed. At this point, one of waiting Witch-Hunters directs you through the other exit of the room. Accompanied by Temple guards you are escorted to the dungeons below the Temple. It is clear that you should consider yourself a prisoner. Locked in a cell, you are forced to wait in utter darkness as you are left alone to ponder your fate. After what seems like many hours, a light appears and Captain Freling himself, accompanied by two guards, another Witch-Hunter and a man dressed in leathers wearing a black hood take you from the cell. You descend another level into the dungeon and find yourself in a room full of instruments of torture. You are stripped and strapped into a wooden chair. The man in the mask begins to heat metal instruments in a brazier to the point they glow white hot. Then questions are hurled at you, over and over, challenging every detail of your story. There are many questions related to the box and the book, the Ogre and the von Bruner's. Constantly hovering in the background, the torturer stands by with his implements. Then suddenly it is over. Your answers have satisfied the Witch-Hunter Captain for now and you are untied and allowed to dress. Freling makes it clear that he will be keeping a close eye on you for any signs of corruption and then directs the other Witch-Hunter to escort you from the temple. Even though you cannot see his face, you can tell the torturer was disappointed. It's early evening when you finally can return to the watch barracks.


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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)

Perception: 1d100 ⇒ 100
Wow. A 1 then a 100

Valghaz was so relieved to not have died that he was *completely* oblivious to his surroundings. If another vampire was in front of him he likely wouldn’t have noticed. He went with the priest in something of a haze, though the sight of a crowd forming to see them was becoming more common.

When they got to the hive of witch hunters he was relieved, for he wanted nothing more than to be rid of the horrid tome in his possession. He didn’t know much about them, just that they were the umgi way of dealing with chaos. So in his mind they were the good guys, and any worry shown by the others was chalked up to being mere fatigue.

This belief was born out when he was called in. To his pleasant surprise the High Priest spoke flawless Khazalid. Completley at ease, he was as open and forthright with the High Priest as possible, showing the man all due respect as an ancestreal ally. The lunch was a nice touch, and truly showed the hospitality of the Cult of Sigmar. He left quite impressed with the religious orders of the Empire.

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