Enemy in Shadows - Warhammer Fantasy

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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Female Human Female soldier Wounds 8/14 Fate 4 Resilience 3 Fortune 2/3 WS 52 BS 37 ST 35 TG 43 INi 34 Ag31 DEX 33 Int31 Will 36 Fel 40

Cool (46): 1d100 ⇒ 55


It's been a few days since Markus has posted so I'm going to go ahead and roll for him.

Cool Skill Test (45): 1d100 ⇒ 21

Markus is like ice, he's so cool.


Everyone needs to make a simple perception test, everyone that doesn't have the Fear Trait: Markus, Talther, Valghaz, Ruprecht, Fassenwütend and Maurer.

Perception Skill Test Markus (34): 1d100 ⇒ 72 Fail

Perception Skill Test Fassenwütend (45): 1d100 ⇒ 3 Pass

Perception Skill Test Maurer (29): 1d100 ⇒ 14 Pass


Dwarven Miner Damage (0) Wounds (19) Fate (3) Fortune (3/3) Resilience (2) Resolve (2/2) Movement (3) Armor (1) WS: 50 (60 2handed) BS: 24 STR: 50 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Perception 30: 1d100 ⇒ 27

Given the circumstances, Valghaz was as perceptive as he was ever going to be.


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

I read that last post as Landolf not getting to make a Perception check since he has Fear. I haven't done it yet, but I'm strongly considering using a Resolve to ditch Fear.


Human Warden Damage (0) Wounds (12) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 39 BS: 29 STR: 32 T: 41 Init: 31 Ag: 36 Dex: 29 Int: 33 WP: 32 Fel: 40

@Landolf: I suspect that would be a good idea.

Perception 36: 1d100 ⇒ 96

Talther looks in just the wrong direction...


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

The chance of it being needed is pretty high, so let's not waste time then. Assuming I can Resolve to remove Fear and make the Perception check:

Recovering from Fear:
Initiative (Perception) 35: 1d100 ⇒ 75


Darkest Doomed wrote:

The chance of it being needed is pretty high, so let's not waste time then. Assuming I can Resolve to remove Fear and make the Perception check:

** spoiler omitted **

Sure, you can use resolve


Still need a perception test from Ruprecht but can move things along

A sonorous voice echoes out of the fog, seemingly from every direction at once: ‘You belong with us, Brother Holger.’ Fassenwütend, pale yet determined, draws a pistol with one hand as she steadies her lantern with the other.

Horrible shapes are suddenly looming out of the fog...

Adelaida, Landolf, Talther, and Markus are surprised.
Surprised
You have been caught unawares. You can take no Action or Move and cannot defend yourself in Opposed Tests. The first opponent trying to strike you in Melee Combat gains a bonus of +20 to hit. At the end of the Round, you lose all Surprised Conditions. You can spend a Resolve point to remove the Surprised Condition before combat begins.

A veritable horde of horrible mutants charge the party from all directions. All are dressed in dark robes and have visible mutations.

Mutant 1 - A bulky man, with mottled skin that resembles the colour
of tarnished bronze and eyes like a massive owl. He attacks with a sword. "Maurer, fight with us against the Watch who wants you dead," he yells as he charges.

Mutant 2 - A woman with transparent skin, her muscles and bones clearly showing attacking with a sharpened gaff hook.

Mutant 3 - A man with a horribly bulging throat, like a frogs, attacking with a sharpened gaff hook.

Mutant 4 - A woman covered in boils that glow from within with a sickly greenish light, attacking with a sharpened gaff hook.

Mutant 5 - A woman covered in feathers that transform into screaming faces as she attacks, attacking with a sharpened gaff hook.

Mutant 6 - A man with constantly peeling skin that turns to blood as it pulls free, attacking with a sharpened gaff hook. You actually recognize him, it's Narbe Ditwin who you saved from the tenement fire. He doesn't appear to be grateful as he tries to gut you with his gaff hook.

Mutant 7 - A man whose face is covered with twitching cysts that bubble beneath flesh, then tear through as bloody pustules blossom, open, then reveal a clutch of new, staring eyes, attacking with a sharpened gaff hook.

Mutant 8 - A man covered in thin, slimy mucous much like that produced by hagfish, attacking with a sharpened gaff hook.

Mutant 9 - A woman covered in shiny, purple scales, attacking with a sharpened gaff hook.

Initiative Rolls
Please determine your Initiative, declare if you are using resolve or not, go ahead and roll for your attack and make a defense roll, and say which mutant you are attacking. Note that the thick fog makes all ranged attacks Hard (-20).

Fassenwütend: 1d10 + 45 ⇒ (7) + 45 = 52

Maurer: 1d10 + 29 ⇒ (3) + 29 = 32

Cultist 1: 1d10 + 41 ⇒ (2) + 41 = 43

Cultist 2-9: 1d10 + 30 ⇒ (6) + 30 = 36

Markus: 1d10 + 29 ⇒ (10) + 29 = 39


Dwarven Miner Damage (0) Wounds (19) Fate (3) Fortune (3/3) Resilience (2) Resolve (2/2) Movement (3) Armor (1) WS: 50 (60 2handed) BS: 24 STR: 50 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Initiative doesn’t matter I’m going last: 25 + 1d10 ⇒ 25 + (1) = 26

Attack Cultist 1: 50: 1d100 ⇒ 93
Fortune 50: 1d100 ⇒ 47
SL +1

Defense 50: 1d100 ⇒ 99
Fortune...come on...: 1d100 ⇒ 13
SL +4

Valghaz could barely see in the fog. But with a pick in hand he felt lucky. Lucky enough to charge into combat against the mutants, despite the fact that it is hard to fight what you can’t see. A problem that he was certainly not used to.


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

Initiative: 1d10 + 35 ⇒ (9) + 35 = 44

Not declaring an attack since I'm surprised.


Advisor (Aide) Wounds:14/14 Resolve:3/3 Fortune:2/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Sorry...

Perception:41: 1d100 ⇒ 40 Just enough!

"Ware the fog!" Ruprecht manages to shout as the shapes emerge.

Init: 1d10 + 30 ⇒ (1) + 30 = 31

Aghast at what the fog has revealed, Ruprecht manages to stay somewhat calm and fires his crossbow at the mutant that spoke, hoping it was the leader...

BS:35-20: 1d100 ⇒ 91

He then drops the crossbow and draws his sword...

WS:38: 1d100 ⇒ 83 Fortune!!
WS:38: 1d100 ⇒ 36 Thanks for reminding me, L


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

If your dodge is bad, defend with your Weapon Skill, Ruprecht.


Female Human Female soldier Wounds 8/14 Fate 4 Resilience 3 Fortune 2/3 WS 52 BS 37 ST 35 TG 43 INi 34 Ag31 DEX 33 Int31 Will 36 Fel 40

Initiative: 1d10 + 34 ⇒ (4) + 34 = 38

Adelaida does her nest to fight off the feather-covered woman

Attack (62): 1d100 ⇒ 71
Defense(62): 1d100 ⇒ 77


Posting of who the Cultists and the NPCs attack

Initiative Order Round 1 (Still need Talther who is surprised in Round 1)

Fassenwütend
Landolf (Surprised Round 1)
Cultist 1
Markus (Surprised Round 1)
Adelaida (Surprised Round 1)
Cultists 2-9
Maurer
Ruprecht
Valghaz

Numbering the party (to let fate decided who is attacked by who):
1 Adelaida
2 Landolf
3 Markus
4 Ruprecht
5 Talther
6 Valghaz
7 Fassenwütend

Fassenwütend Attacks: 1d9 ⇒ 8 Attack Cultist 8
Cultist 1 Attacks: 1d7 ⇒ 2 Attack Landolf
Cultist 2 Attacks: 1d7 ⇒ 7 Attack Fassenwütend
Cultist 3 Attacks: 1d7 ⇒ 7 Attack Fassenwütend
Cultist 4 Attacks: 1d7 ⇒ 6 Attack Valghaz
Cultist 5 Attacks: 1d7 ⇒ 2 Attack Landolf
Cultist 6 Attacks: 1d7 ⇒ 2 Attack Landolf
Cultist 7 Attacks: 1d7 ⇒ 2 Attack Landolf
Cultist 8 Attacks: 1d7 ⇒ 3 Attack Markus
Cultist 9 Attacks: 1d7 ⇒ 1 Attack Adelaida

Adelaida, Landolf and Talther may want to spend a Resolve to remove surprise condition before attacks begin, Markus is going to spend 1 Resolve to remove surprise


Human Warden Damage (0) Wounds (12) Fate (3) Fortune (3/3) Resilience (4) Resolve (4/4) Movement (4) WS: 39 BS: 29 STR: 32 T: 41 Init: 31 Ag: 36 Dex: 29 Int: 33 WP: 32 Fel: 40

Initiative: 31 + 1d10 ⇒ 31 + (2) = 33


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

Yeah, that's a lot. I'll Resolve out of Surprise. I've been kind of curious to see how well/fast it resupplies anyway. Now I get to.

Landolf steeled himself as a small horde of cultists charged in his direction, readying himself to survive their assault.

Hoping to gain some Advantage (or at least survive this), Landolf will go On the Defensive for +20 to his defenses.

Agility (Dodge) 40 +20 vs Cultist 1: 1d100 ⇒ 36
Agility (Dodge) 40 +20 vs Cultist 5: 1d100 ⇒ 62
Agility (Dodge) 40 +20 vs Cultist 6: 1d100 ⇒ 60
Agility (Dodge) 40 +20 vs Cultist 7: 1d100 ⇒ 40

I'll get Markus's attention if I see him online tonight.


Round 1

Final Initiative Order
Fassenwütend
Landolf
Cultist 1
Markus
Adelaida (Surprised Round 1)
Cultists 2-9
Talther
Maurer
Ruprecht
Valghaz

Fassenwütend is a bit surprised but not disconcerted as she had been expecting trouble, which is why she recruited all of you. Smoothly pulling her pistol, she aims and fires at Cultist 8.

Ranged Attacked(Ballistic Skill 64 - 20 for Fog + 40 for point blank range: 1d100 ⇒ 31 Success with SL +5

Fassenwütend's pistol shot is extremely accurate as the close range negates the impact of the fog.

Damage = 8 + 1 + 5 -3 (TB) = 11 Wounds
Hit location 13 = Left Arm

Fassenwütend yells, "DIE MUTANT!", as her pistol shot blows past the slick mucous covered skin of the mutant to blow a gaping home in the mutant's arm. Cultist 8 falters but continues to close on Markus.

Fassenwütend gains Advantage +1

Cultist 1 charges Landolf all the time yelling to join them. He takes a mighty swing with his sword at Landolf who is busy dodging and weaving as the mutants really seem to dislike him for some reason.

Cultist 1 has Advantage +1 for charging.

Cultist 1 Attack (WS 42): 1d100 ⇒ 1 01 is an automatic success with an SL +5 (including Advantage)

Landolf dodges and weaves best he can. Landolf Rolled 36 which is a success with SL +3 so Cultist 1 wins opposed test with SL of +2

Hit location is 10 which is left arm

Damage is +8 + 2 - 3(TB) - 1 AP = 6 Wounds

"For Tzeentch!," Cultist 1 screams as he slashes Landolf's arm.
Cultist 1 now has Advantage +2


Darkest Doomed wrote:

Yeah, that's a lot. I'll Resolve out of Surprise. I've been kind of curious to see how well/fast it resupplies anyway. Now I get to.

Landolf steeled himself as a small horde of cultists charged in his direction, readying himself to survive their assault.

Hoping to gain some Advantage (or at least survive this), Landolf will go On the Defensive for +20 to his defenses.

[dice=Agility (Dodge) 40 +20 vs Cultist 1]1d100
[dice=Agility (Dodge) 40 +20 vs Cultist 5]1d100
[dice=Agility (Dodge) 40 +20 vs Cultist 6]1d100
[dice=Agility (Dodge) 40 +20 vs Cultist 7]1d100

I'll get Markus's attention if I see him online tonight.

Markus' hold his attack for a moment Moving him to end of round in case he is available to roll.


Adelaida is caught off-guard by the attack and is unable to react before the mutant's swarm over the group.

Cultist 2 and 3 try to swarm the Road Warden under with their gaff hooks. Both Cultist's have Advantage +1 for charging. Cultist 3 will gain +20 for gang-up bonus for following the attack of Cultist 2. Fassenwütend's has Advantage 1 for shooting Cultist 8 earlier in round.

Cultist 2 Attack (30): 1d100 ⇒ 68 Failure with SL -2 (including Advantage)

Fassenwütend's Dodge (26): 1d100 ⇒ 88 Failure: Critical Fumble with SL -5 (including Advantage)
Attack hits with Opposed SL +3

Oops Table: 1d100 ⇒ 8Fassenwütend manages to pull a hamstring muscle in her left leg while dodging (she should have stretched before combat) Wound 1
Hit Location 86 which is left leg
Damage is +6 + 3 - 4(TB) -1(AP) = 4 Wounds (5 total)
Cultist 2 now has Advantage +2

Fassenwütend's left leg is ripped by the gaff hooks sharpened point and she loses her Advantage.

Cultist 3 Attack (30+20 for gang up bonus): 1d100 ⇒ 28Success with SL +4 (including Advantage)
Fassenwütend's Dodge (26): 1d100 ⇒ 16 Success with SL +1
Attacker hits Opposed SL is +3

Hit Location is 82 which is Left Leg (ouch)
Damage is +6 + 3 -4(TB) - 1(AP) = 4 Wounds (9 total)
Cultist 3 now has Advantage +2
The mutant with the bulging throat works smoothly with the mutant with transparent skin to continue to rip apart Fassenwütend's leg.


Cultist 4 decides to pick on the shortest of the party, obviously being covered with glowing boils does not provide tactical expertise as everyone in town by knows to leave the dwarf alone.

Cultist 4 has Advantage +1 for charging

Cultist 4 Attack (30): 1d100 ⇒ 63 Failure with SL -4

Valghaz parry was a success with SL +4

Valghaz wins opposed test with SL +8 and gains Advantage +1 and Cultist 4 loses Advantage

Valghaz's parry overwhelms the attack of the cultist causing the boils' glow to dim.


Landolf's ordeal

Cultist 5, 6 and 7 focus their rage on Landolf. All have Advantage +1 for charging. Cultist 5 has +20 for gang up bonus with cultist 1. Cultist 6 and 7 have +40 for ganging up with Cultist 1 and Cultist 5.

Cultist 5 attack (30 + 20 for gang up bonus0: 1d100 ⇒ 4 Attack is success with SL +6 (with Advantage)

Landolf does his best to continue to dodge the attacks.
Landolf rolled 62 which is a failure with SL -0

Hit location is 40 (Right Arm)
Damage is +6 + 6 - 3 -1 = 9 wounds.

Total is 15 wounds which is 4 more than Landolf can take.
Landolf has gained the Prone condition and suffers a critical wound.
Critical wound location is Critical Wound: 1d100 ⇒ 60 which is body.
Critical is Critical result: 1d100 ⇒ 55 cracked ribs.

It is probably pointless to roll for 6 and 7 as they would be +70 to hit and Landolf cannot dodge. But, Landolf can spend a Fate point to Die Another Day and instead of being killed would be accidentally knocked into the river by the overly enthusiastic mutants only to be fished out of the river barely alive by Eel. Being a Troll Slayer would pay off as Eel would get Landolf to a hospital for healing instead of stealing everything and throwing him back in the river


Cultist 8 attacks Markus and has Advantage +1 for charging.

Cultist 8 attack (30): 1d100 ⇒ 57 Failure with SL -1

Markus Dodge (44): 1d100 ⇒ 99 Failure with SL -5 and a Fumble

Oops Table: 1d100 ⇒ 9 While trying to Dodge, Markus manages to whack himself in the face and give himself a bloody nose with his flailing arms and takes 1 Wound

Cultist win Opposed Check with SL +4

Wound Location is Body

Damage is 6 + 4 - 3 - 1 = 6 wounds (7 total)

Besides the indignity of hitting himself in the face, more seriously he also takes a gaff hook to the gut.


Cultist 9 attacks Adelaida and has Advantage +1 for charging and is +20 to hit because Adelaida is surprised.

Cultist 9 Attack (30+20): 1d100 ⇒ 19 Success with SL + 5

Adelaida is blindsided by Cultist 9

Wound location is Right Leg

Damage is 6 + 5 - 4 - 1 = 6 Wounds

Her scaly purple skin blending in with the fog, the scaly woman is able to stab out of the fog at Adelaida and rams the gaff hook into the back of Adelaida's leg, causing a painful but not debilitating wound.


Talther attacks...

Cultist Parry: 1d100 ⇒ 35


Ruprecht Scheinfelder wrote:

Sorry...

[dice=Perception:41]1d100 Just enough!

"Ware the fog!" Ruprecht manages to shout as the shapes emerge.

[dice=Init]1d10+30

Aghast at what the fog has revealed, Ruprecht manages to stay somewhat calm and fires his crossbow at the mutant that spoke, hoping it was the leader...

[dice=BS:35-20]1d100

He then drops the crossbow and draws his sword...

[dice=WS:38]1d100 Fortune!!
[dice=WS:38]1d100 Thanks for reminding me, L

Ruprecht's shot flies off wildly into the fog, hitting nothing and causing no damage.

No one attacks Ruprecht so no need to spend Fortune point on defense


Valghaz attacks Cultist 1. Cultist 1 has Advantage +2 and Valghaz has Advantage +1

Cultist 1 Parry (42): 1d100 ⇒ 73 Failure with SL -0 including Advantage and Slow weapon penalty

Valghaz attack roll was 47 which is a success with SL +2 including Advantage

Hit location is body

Damage is 6 + 4 + 2 - 6 - 3 = 3 Wounds

A Warhammer is a mighty weapon that has won many battles for the soldiers of the Empire and powered by strength of an angry dwarf is a terrible weapon indeed. Valghaz discovers to his dismay that the Mutant's skin not only looks like bronze but is as hard as bronze too. Covered by the bronze skin and wearing armor, Cultist 1 is a tougher opponent than he looks. That being said, Valghaz is able to make a slight hole in the bronze skin which begins to weep bronze liquid.

Valghaz has Advantage +2


Giving Markus an opportunity to post (and give my writer's block a chance to fade)


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

That's...unfortunate. But I was just reading over the injury rules and so far I think it's not too bad for Landolf? If he just lies there at zero wounds (and the party goes on to win the fight and gets us out of this alive) I don't see that he can currently bleed out or anything too nasty. The critical doesn't look horrible if he can find some time to rest and heal it up.

I don't think there's any need to spend Fate yet? Incidentally, those were some sick rolls against Landolf. Nothing but auto-successes.


Dwarven Miner Damage (0) Wounds (19) Fate (3) Fortune (3/3) Resilience (2) Resolve (2/2) Movement (3) Armor (1) WS: 50 (60 2handed) BS: 24 STR: 50 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Round 2 Defense with +1 Advantage-50+10=60: 1d100 ⇒ 54

Get side by side with Adelaida it possible to lessen flanks

Round 2 attack whomever attacks Valghaz: 1d100 ⇒ 33

This was a melee, a fight in which their teamwork was non existent. He wished that someone was in charge to yell orders. He wished there was a banner to rally around. He wished that he knew where to go. But this was pure chaos. All he could do was attack anyone who went after him. That, and get to Adelaida. As a soldier he knew she’d have a similar idea.


Advisor (Aide) Wounds:14/14 Resolve:3/3 Fortune:2/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Ruprecht is dismayed that the mutant's actually ignore him for now. For a fleeting moment, the idea of running for his life surges to the fore of his mind, but he violently puts that aside as he sees Landolf swarmed and go down.

He casts about and moves to close quarters with whomever of his comrades still stand, preferably Valghaz or Adelaida!

Any mutant that comes close, he chops at with his sword...

WS:38: 1d100 ⇒ 10

Keep forgetting that Ruprecht has Sixth Sense...might have alerted him to this coming! :)


Dwarven Miner Damage (0) Wounds (19) Fate (3) Fortune (3/3) Resilience (2) Resolve (2/2) Movement (3) Armor (1) WS: 50 (60 2handed) BS: 24 STR: 50 T: 50 Init: 25 Ag: 20 Dex: 38 Int: 32 WP: 48 Fel: 21 (+10 dawi)

Seeing Ruprecht coming through the fog Valghaz said ”Aye lad, side to side. The only way out of this is if we work together.”


Darkest Doomed wrote:

That's...unfortunate. But I was just reading over the injury rules and so far I think it's not too bad for Landolf? If he just lies there at zero wounds (and the party goes on to win the fight and gets us out of this alive) I don't see that he can currently bleed out or anything too nasty. The critical doesn't look horrible if he can find some time to rest and heal it up.

I don't think there's any need to spend Fate yet? Incidentally, those were some sick rolls against Landolf. Nothing but auto-successes.

After reading the rules through about 5 times, I think I get it. Basically Landolf is laying there Prone but conscious. If he's not healed in his TB in rounds he becomes unconscious but unless he's attacked again he won't be dead.


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

Thanks for filling in for me Aubster, not sure I can keep up with you guys, but I'll pop in when I can

Markus lashes out at Mutant 8, though somewhat reluctant to even smack that slimy nastiness with his Quarterstaff. "Back to the nine hells with ye! An ride upon the fouls winds of magick to thy bitter end!"

WS 40: 1d100 ⇒ 81 Fortune!
WS 40: 1d100 ⇒ 13 Nice, let me hit him in the face (please)

Fortune 3/4


Markus the Magnificent wrote:

Thanks for filling in for me Aubster, not sure I can keep up with you guys, but I'll pop in when I can

Markus lashes out at Mutant 8, though somewhat reluctant to even smack that slimy nastiness with his Quarterstaff. "Back to the nine hells with ye! An ride upon the fouls winds of magick to thy bitter end!"

[dice=WS 40]1d100 Fortune!
[dice=WS 40]1d100 Nice, let me hit him in the face (please)

Fortune 3/4

Glad to have you back, it's funny I was just posting an attack for you but your went up first. The only difference was that the magic missile attack actually succeeded which killed Mutant 8 like you just did with your staff.


Markus the Magnificent wrote:

Thanks for filling in for me Aubster, not sure I can keep up with you guys, but I'll pop in when I can

Markus lashes out at Mutant 8, though somewhat reluctant to even smack that slimy nastiness with his Quarterstaff. "Back to the nine hells with ye! An ride upon the fouls winds of magick to thy bitter end!"

dice=WS 40]1d100 Fortune!
dice=WS 40]1d100 Nice, let me hit him in the face (please)

Fortune 3/4

Cultist 8 Parry (30): 1d100 ⇒ 60 Failure with SL -3

Markus rolled 13 which is a success with SL +3 so combined of SL +6

Damage location is right arm.

Damage is + 4 + 6 + 2 - 3 = 9 wounds for a total of 20 wounds!

The mucous mutant already had a serious injury to his left arm and now Markus is rude enough to break his right arm with his quarterstaff. That's much too much for Mucous Man and he falls, out of the fight.


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End of Round 1 Summary Troll Slayers

Fassenwütend is seriously injured with 9 wounds and no Advantage

Landolf was swarmed over by multiple cultists and is barely holding onto consciousness. He can only watch from the ground.

Adelaide's surprise is gone and she's ready to send these Tzeentch loving mutants to whatever hell he has for them. Unfortunately she took 6 wounds to her Right Leg in Round 1 and has no Advantage

Talther was caught off guard and was surprised by the attack but luckily for him none of the cultists attacked him. Surprise gone, he's ready for the cultists now. He has no Advantage

Maurer has decided to enter the fray and grabs the gaff hook from Cultist 8. He'll be ready to attack in Round 2 after studying the flow of the combat in Round 1. His wide green eyes glow as he readies. But which side does he fight for? He has no Advantage.

Ruprecht fired off an arrow into the air in Round 1 but where it went no one knows. Now armed with a sword he's ready to start using teamwork to take down these mutants. He has no Advantage

Valghaz brushed aside the attack of one cultist to close on what seems to be the leader. He managed a solid blow with his Warhammer but the bronze skin and the armor of the leader limited its effect. Valghaz has Advantage +2.

Markus the Magnificent went toe to toe with the mucous mutant and overpowered him, reducing the mutant ranks by 1. For his efforts he also gave managed to hit himself in the face resulting in a bloody nose and was stabbed in the gut for a total of 7 wounds.


End of Round 1 Summary Cultists

Cultist 1 was part of the group that took down poor Landolf but then he was rocked backwards by the angry dwarf. He has 3 Wounds and no Advantage.

Cultist 2 and Cultist 3 ganged-up on Fassenwütend in Round 1 dealing her 9 wounds and each have Advantage +2

Cultist 4 attacked the dwarf and was summarily defeated and dismissed. Cultist 4 has no Advantage

Cultists 5, 6 and 7 joined in the Landolf bashing leaving him a battered hulk and out of the fight. All three have Advantage 2.

Cultist 8 was shot and then bludgenoued to death by Markus

Cultist 9 took advantage of Adelaida's surprise to wound her in the leg and has gained Advantage +2


Round 2

Initiative Order
Fassenwütend
Cultist 1
Markus
Adelaida
Cultists 2-7 and 9
Talther
Maurer
Ruprecht
Valghaz

Fassenwütend needs to even the odds in front of her. She draws her rapier and feints at the frog necked mutant before sweeping into an attack against the mutant with the translucent skin.

Fassenwütend Attack (50): 1d100 ⇒ 37 Success with SL +2

Cultist 2 Parry 30-10 for trying to parry a fast weapon: 1d100 ⇒ 78 Failure with SL -3 including Advantage 2

Attack is success with total opposed SL of +5

Hit Location is Body

Damage is +4 + 4 + 5 - 3 = 10 Wounds

Fassenwütend shows excellent skill with the blade which is not surprising for a Road Warden, they really are elite. Her feint one way followed by a flashing attack the other caught the clear skinned mutant off balance and Fassenwütend's attack ripped a large gash from one side of her abdomen to the other.

Fassenwütend has Advantage +1


Numbering the party (to let fate decided who is attacked by who):
1 Adelaida
2 Markus
3 Ruprecht
4 Talther
5 Valghaz
6 Fassenwütend

Cultist 1 is finished with Landolf and ready to engage another target but Valghaz has other plans and with his attack in round 1 gained the upper hand over the cultist so now it's a fight to the finish between the bronzed man and angry dwarf. Cultist 1 has no Advantage

Cultist Attack (42): 1d100 ⇒ 86 An ugly failure of an attack with an SL of -4

Valghaz parry was a success with SL +1

Valghaz won the Opposed Skill Test and now has Advantage 3


Markus and Adelaida are up next, then the mass of the cultists.

We'll find out tomorrow which side Maurer joins for the battle as that could be the critical choice.


Female Human Female soldier Wounds 8/14 Fate 4 Resilience 3 Fortune 2/3 WS 52 BS 37 ST 35 TG 43 INi 34 Ag31 DEX 33 Int31 Will 36 Fel 40

Attack (62): 1d100 ⇒ 78
Defense(62): 1d100 ⇒ 27

Uses 1 Fortune to reroll attack
Attack (62): 1d100 ⇒ 21

Now that she is deep into the battle, Adelaida recovers her will and skill.
Besides, her brothers in arms are fighting around her, and she barks her instructions in a solid, fearless voice

Come on boys! We put down a vampire and a troll, we can kill these mutants! For Sigmar! For the Empire! Come around me and stand your ground, this is an order!

The soldier displays her skill with her axe, pushing her ugly opponent to the limit


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

Given a little breathing room, Markus gathers his training and the Aether around him to lash out with the little Magick he actually knows.

Casting Dart to fire out at the cultists attacking Landolf!
Language Magick (50): 1d100 ⇒ 96Time to spend Fortune! 2/4
Language Magick (50): 1d100 ⇒ 21What's the Winds of Magick modifier in this env?

Succeeding by +2 SL, Markus is able to launch multiple Darts of bright magick power into his foes. "Kneel before the Magnificent!"

I'd like to first try to finish off any wounded opponents, the one Fassenwütend just slashed first.


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 3/5 | Fate 4/4 | Resolve/Resilience 3/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 1g 10/6

I think Markus might have undercharged himself on SL. I think he has 1 advantage from hitting the mutant, so that would be a test of 60 for +4 SL. Which I think is 8 damage to 3 targets.

If he got stabbed after his successful attack, that's still two targets for 7 damage. I think.


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

It also depends on the winds of Magick in the area. I don't know what kind of nonsense is going on around us, but if its kicking Chaos up and isn't just illusion, that could also enhance my spell casting

Second Sight (29)+40: 1d100 ⇒ 36 Markus opens his third eye to divine the influence of the Winds of Magick around him.


Adelaida Lehner wrote:

dice=Attack (62)]1d100

dice=Defense(62)]1d100

Uses 1 Fortune to reroll attack
dice=Attack (62)]1d100

Now that she is deep into the battle, Adelaida recovers her will and skill.
Besides, her brothers in arms are fighting around her, and she barks her instructions in a solid, fearless voice

Come on boys! We put down a vampire and a troll, we can kill these mutants! For Sigmar! For the Empire! Come around me and stand your ground, this is an order!

The soldier displays her skill with her axe, pushing her ugly opponent to the limit

Cultist 9 Defense (30): 1d100 ⇒ 48 Failure but with Advantage +2 ends up with SL +1

Adelaida rolled a 21 which is a success with a SL of +4

Adelaida wins the Opposed test with a SL of +3, gains +1 Advantage and eliminates the Cultist's Advantage

Hit Location is Left Arm

Damage is 4 + 3 + 3 - 3 = 8 Wounds

Adelaida, no longer surprised, demonstrates her skill with the blade and deals the purple skinned mutant a tremendous blow to the Left Arm. The mutant glares in anger, determined to take down the soldier as soon as she gets her chance.


Markus the Magnificent wrote:

It also depends on the winds of Magick in the area. I don't know what kind of nonsense is going on around us, but if its kicking Chaos up and isn't just illusion, that could also enhance my spell casting

[dice=Second Sight (29)+40]1d100 Markus opens his third eye to divine the influence of the Winds of Magick around him.

And immediately is almost overwhelmed by the stench, the horrid colors, the clinging feeling of ooze sticking to his skin, the screams of demons on the winds, the bitter taste of ashes all signify that Chaos is ascendant.


Markus the Magnificent wrote:

Given a little breathing room, Markus gathers his training and the Aether around him to lash out with the little Magick he actually knows.

Casting Dart to fire out at the cultists attacking Landolf!
[dice=Language Magick (50)]1d100Time to spend Fortune! 2/4
[dice=Language Magick (50)]1d100What's the Winds of Magick modifier in this env?

Succeeding by +2 SL, Markus is able to launch multiple Darts of bright magick power into his foes. "Kneel before the Magnificent!"

I'd like to first try to finish off any wounded opponents, the one Fassenwütend just slashed first.

Markus is able to successfully pronounce the lingua praestantia needed to summon balls of energy that respond to his will.

Markus rolled a 21 which is a success with a SL +4 (including Advantage 1). Each SL +2 provides an additional ball of energy, so Markus hits 3 targets.

Hit location is Left Arm

Damage is SL + Willpower Bonus - Toughness Bonus - Armor

Targeting wounded cultists

Cultist 2 Damage = 4 + 4 - 3 = 5 wounds which drops Cultist 2

Cultist 9 Damage = 4 + 4 - 3 = 5 wounds which drops Cultist 9

Cultist 1 Damage = 4 + 4 - 6 - 3 = 1 wound (successful attacks always causes at least 1 wound)

"Kneel before the Magnificent! is indeed accurate this day as Markus takes out his 2nd and 3rd cultist of the morning.


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Status before Mutant attacks

Cultist 1 - has 4 wounds, no Advantage and is engaged with Valghaz and has already attacked this round

Cultist 2 - Dead via Markus

Cultist 3 - has 0 wounds, +2 Advantage and is engaged with Fassenwütend

Cultist 4 - has 0 wounds, no Advantage and needs a new opponent after Valghaz disengaged. Target: 1d6 ⇒ 1 Will join Cultist 3 in attacking the Road Warden

Cultist 5 - has 0 wounds, +2 Advantage and needs a new opponent after Landolf went down. Target: 1d6 ⇒ 3 The cultist decides that Ruprecht looks dangerous and moves to attack

Cultist 6 - has 0 wounds, +2 Advantage and needs a new opponent after Landolf went down. Target: 1d6 ⇒ 4 Hates the looks of Talther and attempts to take him down.

Cultist 7 - has 0 wounds, +2 Advantage and needs a new opponent after Landolf went down. Target: 1d6 ⇒ 2 Realizes that Markus is the biggest threat to the Cultists and attacks him

Cultist 8 - DEAD via Markus

Cultist 9 - Dead via Markus


Cultist 3 and 4 attack Fassenwütend

Cultist 3 Attack (30): 1d100 ⇒ 50 Failure but with Advantage +2 is SL +0
Fassenwütend Parry (50): 1d100 ⇒ 45 Success and with Advantage +1 is SL +2

Fassenwütend wins the Opposed Check and now has Advantage +2

Cultist 4 Attack (30 + 20 for Gang Up Bonus): 1d100 ⇒ 92 Failure with SL -4
Fassenwütend Parry (50): 1d100 ⇒ 7 Success and with Advantage +2 is SL +7

Fassenwütend wins the Opposed Check and now has Advantage +3

Fassenwütend demonstrates why she was one of the most respected and feared Road Wardens in Reikland as she easily deflects the Gaff Hooks of two cultists with her rapier. "Not today mutants, NOT TODAY!"

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