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

Markus is going to pass on the drinking, but is watching Valghaz, in case he needs help or a cooler head to intercede


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

Markus, if you don't drink too, do you mind if we give our portion of alcohol to these "gentlemen"? If it's such good stuff and they want a taste, why not act in kindness, as they seem expert on this kind of beverages?


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

On the road, Ruprecht had stewed about his complete misreading of Landolf's intentions on freeing the bandit, Max. What he'd thought was a magnanimous gesture was merely a practical solution. Ruprecht thought on it long and hard, but eventually put it up to his own unfamiliarity with how Landolf hands such things. Familiarity will come with time...

At the Inn, Ruprecht likewise passes on the special ale, knowing its fearsome reputation, "I agree, it seems to mean much to them. I will share me portion with these fine Dawi!"


Valghaz Ironhammer wrote:

Valghaz slowly took a sip, put down the ale and turned to the table, a look on his face that screamed murder. Very quietly he stood up, his pick in hand. He looked at the raucous table, and said: ᚹᚺᛁᚷ᛫ᛟᚾᛖ᛫ᛟᚠ᛫ᛃᛟᚢ᛫ᛁᚾᛋᚢᛚᛏᛖᛞ᛫ᛗᛃ᛫ᚲᛚᚨᚾ᛭ᛋᛏᛖᛈ᛫ᛟᚢᛏᛋᛁᛞᛖ᛬ᚦᛖ᛫ᛟᚹᚾᛖᚱ᛫ᛟᚠ᛫ᚦᛁᛋ᛫ᛖᛋᛏᚨᛒᛚᛁᛋᚺᛗᛖᚾᛏ ᛫ᛋᚺᛟᚢᛚᛞᚾᛏ᛫ᚺᚨᚡᛖ᛫ᛏᛟ᛫ᚲᛚᛠᚾ᛫ᛃᛟᚢᚱ᛫ᛒᛚᛟᛟᛞ᛫ᛟᚠᚠ᛫ᛟᚠ᛫ᚦᛖ᛫ᚠᛚᛟᛟᚱ᛬

** spoiler omitted **

It was clear that he wasn’t joking. He had taken the last sip as a precaution. If he lost the ensuing duel, then he would at least die with his second to last experience being fasting the finest of ales.

[dice=Test to know what clan they are from]1d100

The proprietor of the inn jumps between the two groups. "No killing at the Inn allowed, we will not have a feud start here."

The dwarf with the longest, grayest beard give a smack on the side of his head to a younger dwarf. "Apologize to the Ironhammer, Gottri. You've already ruined this trip with your behavior and stupidity and I'll not have you starting a clan war. I wish I had not listened to my sister's pleas to bring you."

The younger dwarf rubs the side of his and bows towards Valghaz, "Sorry, I ain't actually heard that about your family. I am Gottri Gurnissson and I owe you a service. I have an idea, why not come with us to Bögenhafen and take in the Schaffenfest? It won’t be long now. Aye! The booze there may be tepid manling swill, but it’ll be cheap! I'll stand the first rounds."

The older dwarf smacks Gottri again, "we've already told you that we ain't going to Bögenhafen."


Talther Augenlos wrote:

Some Time Earlier...

"I have heard great things about Bugman's. I will gladly enjoy these!", says Talther.

Time will tell how much of that is bravado...

He drinks one pint...

[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100

"THISS ISS GUT!!", he says, then goes for the second pint...

[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100
[dice=Consume Alcohol 46]1d100

"THHASS GRAATEE STOFF!!", he announces, clearly hammered!

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

Now

Talther is too busy enjoying the Bugman's to pay much heed to tavern banter.

Then the dwarves get rude.

He seizes his rungo, stands up - just about - and yells:

"DA LAZ FELLER OO DRIED DO STEL FRUM US WEN ON DE ERTH! SODDDOF!!"

Talther is immune to fear for the next 12 hours.

The dwarfs, the pilgrims, the wealthy woman and her servants, and the Inn's staff all stare at Talther for a moment in confusion. The innkeeper makes a placating gesture to Talther. "Rigghhhhtttt...," he drawls. "No one can argue with that."


Darkest Doomed wrote:
Hm...I said above that Landolf was only having a drink: less than a full pint. How many tests does he need to make in that case? The Consume Alcohol entry in the book goes per drink, not per pint, so it's confusing.

I took it to mean that if someone drinks a normal pint of ale that's one skill test but since Bugmann's XXXXXX is equal to four pints of normal ale it'd be four tests. If Landolf was having less than a full pint, it'd be 1 test per 1/4 pint (which is about 1/2 a cup)


Ruprecht Scheinfelder wrote:

On the road, Ruprecht had stewed about his complete misreading of Landolf's intentions on freeing the bandit, Max. What he'd thought was a magnanimous gesture was merely a practical solution. Ruprecht thought on it long and hard, but eventually put it up to his own unfamiliarity with how Landolf hands such things. Familiarity will come with time...

At the Inn, Ruprecht likewise passes on the special ale, knowing its fearsome reputation, "I agree, it seems to mean much to them. I will share me portion with these fine Dawi!"

The oldest, head-smacking dwarf gives a bow to Ruprecht, "Quite fair of you manlings. Thidrithur Flintmantle at your service." He gestures at the other dwarfs, one by one, "Brethard Flintmantle and Sondrerd Flintmantle my brothers" and finally at Gottri, "my sister's friend's youngest son."


Assuming Valghaz is calmed enough, you spend the rest of the evening drinking and talking with the dwarfs, all except for Gottri who has been banished to sleep in the Inn's repair shed. You hear about how the dwarfs had traveled from Karak Norn to Altdorf hoping to win a building contract. They were unsuccessful and are now heading home. Reading between the lines, it is clear that they blame Gottri and his boorish behavior caused by excessive drinking for not winning the contract.

The next morning as you head out to coach to resume your journey, you find Gottri wandering around the Inn's yard looking confused. If you ask what is happening, he will explain that the others somehow left without him. But, he is not dismayed as now he will be able to go to Schaffenfest after all.


Day 7 - Smith's Sons to Journey's End Inn in Bögenhafen.

The Journey’s End is a large, respectable inn with comfortable furnishings and attentive staff. The main building has a large common room with tables, a few booths, and a central fire pit.

There is a small stage in one corner, where a variety of musicians entertain the guests, although the music is never too loud and never too vulgar. Above, there are two floors of private rooms and suites, with the attic space reserved for the landlord and her family.

Odelina Landau, the innkeeper, is an attractive woman in her late 30s, with a warm smile and a sharp mind. She has a large staff, mostly Human, with a gaggle of Halflings working the kitchen, and a Dwarf brewmaster who makes her signature red ales.

There is much excitement in the air as Schaffenfest is getting close.

You arrive early enough in Bögenhafen to be able to run any errands that you may want to...Bögenhafen has a population of about 10,000 and sits at the last point on the river Bögen where it is navigable by large, river-going vessels. The town acts as a local market centre, with goods from Altdorf, Nuln and Marienburg coming by river to be traded for local wool, wine, lead, and silver brought down from the mountains. Trade is the primary source of revenue for the town.

You can find basically any type of business you want to in town


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

Looked up Bugman's Ale in the Core book and it doesn't talk about pints at all. Instead, it talks about 'mugs' which sounds like 'drinks' from the Consume Alcohol rules. Weird. Because it could have ramifications, I'll do the rest of Landolf's tests.

Consume Alcohol 45 (2nd Bugman's): 1d100 ⇒ 93
Consume Alcohol 45 (3rd Bugman's): 1d100 ⇒ 92
Consume Alcohol 45 (4th Bugman's): 1d100 ⇒ 43

So Landolf narrowly avoided matching his Toughness bonus in failed drunkenness tests and the Stinking Drunk table.

Mostly insensate after the single drink, Landolf lies sprawled out over the table and manages to pick at his food before he falls unconscious. He fairly obviously doesn't intend to finish off his ale.

Now seeing about recovery:
Consume Alcohol 45 (Drunkenness Removal): 1d100 ⇒ 87
Consume Alcohol 45 (Hangover): 1d100 ⇒ 2

Looking at the rules, Landolf would have remained penalized -30 to several stats for 14 hours with a hangover for one hour.

Although he didn't act up the night before, Landolf remains hammered even after he wakes the next morning. Barely able to dress himself, he stumbles into the carriage to continue their journey. A few hours into the ride, he starts groaning about his head, but recovers quickly after that. "No offense Valghaz. I don't think I can handle that stuff, though."

I'd started writing out a bit about Landolf introducing himself to the dwarves and sharing his portion with them, but now I don't think he'd have gotten that far. That drink is something else...closer to poison than alcohol.

***

At the Journey's End Inn, Landolf turns to the group. "I have an errand to run at the armory. The sergeant there asked me to deliver a message to their regimental command for them. I don't know that the trip will be interesting, but if anyone wants to accompany us, you'd be welcome. I also need to find a buyer for this pistol."


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)

Consume Alcohol: 4d100 ⇒ (64, 8, 68, 1) = 141

Previously

With bloodshed avoided, Valghaz nodded, put his pick away and made the decision that he’d be saving one pint for the road. Such a treasure was not to be wasted. Once it was carefully contained (who needs water when one has Bugman’s?), he joined the group.

”Yer as good with words as yer beard is long.” Valghaz said to the elder. ”Valghaz Ironhammer.” He finished, as ways of introduction. As the night wore on he certainly loosened up, especially with Gottri gone. That dwarf was trouble, and he wanted no part of it.

——

”Ye gave yer word, Landolf? Then aye, I’ll come with ye. Interesting or not, the trip must be done.” He said, with finality.


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

When Talther realises that the dwarves are not united behind Gottri's slanderous statements, he is mollified and returns swiftly to joviality.

"Ef Valgiz saz yous es ukay, iz ine bay me!"

Talther will continue to down pints if anyone provides them to him, innkeeper or otherwise.

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

By Sigmar and all the gods, my head feels like a cathedral bell ringing!

Talther does not moan out loud.

I did the sin so I can pay the penance!

**********

Day 7

"Friends, how about a hearty meal together? A fine start to our stay in Bögenhafen!"


Darkest Doomed wrote:

Looked up Bugman's Ale in the Core book and it doesn't talk about pints at all. Instead, it talks about 'mugs' which sounds like 'drinks' from the Consume Alcohol rules. Weird. Because it could have ramifications, I'll do the rest of Landolf's tests.

dice=Consume Alcohol 45 (2nd Bugman's)]1d100
dice=Consume Alcohol 45 (3rd Bugman's)]1d100
dice=Consume Alcohol 45 (4th Bugman's)]1d100

So Landolf narrowly avoided matching his Toughness bonus in failed drunkenness tests and the Stinking Drunk table.

Mostly insensate after the single drink, Landolf lies sprawled out over the table and manages to pick at his food before he falls unconscious. He fairly obviously doesn't intend to finish off his ale.

Now seeing about recovery:
dice=Consume Alcohol 45 (Drunkenness Removal)]1d100
dice=Consume Alcohol 45 (Hangover)]1d100

Looking at the rules, Landolf would have remained penalized -30 to several stats for 14 hours with a hangover for one hour.

Although he didn't act up the night before, Landolf remains hammered even after he wakes the next morning. Barely able to dress himself, he stumbles into the carriage to continue their journey. A few hours into the ride, he starts groaning about his head, but recovers quickly after that. "No offense Valghaz. I don't think I can handle that stuff, though."

I'd started writing out a bit about Landolf introducing himself to the dwarves and sharing his portion with them, but now I don't think he'd have gotten that far. That drink is something else...closer to poison than alcohol.

***

At the Journey's End Inn, Landolf turns to the group. "I have an errand to run at the armory. The sergeant there asked me to deliver a message to their regimental command for them. I don't know that the trip will be interesting, but if anyone wants to accompany us, you'd be welcome. I also need to find a buyer for this pistol."

If Landolf asks any of the townspeople, you'll be directed to the Teuerberg district for both tasks. Luckily the Journey's End Inn is located in the Teuerberg. If you decide to wander the streets a bit, you find the folk of Bögenhafen are a cheerful, happy lot especially compared to what you've been used to in Ubersreik. There is a building excitement as the Schaffenfest is approaching. In fact, the area between the East Gate and Postern Gate is crowded with livestock pens being set up for the fair.

A predominantly mercantile district, Teuerberg is the beating heart of Bögenhafen. While the physical goods traded may pass down the thoroughfares and river Bögen, it is here that their value is calculated and exchanged, and it is here that most of the town’s merchants have their own offices and private residences. Most of the high-class shops in Bögenhafen can be found here, too. The buildings are noticeably larger and better kept than those in either the Artisan’s Quarter or Bögenseite (and markedly superior to Altstadt and the Pit). Most of the inns are of above average quality, with prices to match.

The Reikland 99th Regiment of Foot, are part of the Reikland State Army, but given Bögenhafen’s lack of oversight from the Saponatheims, they are far from martial readiness. The Main Guard Barracks (known locally as ‘Fort Bögenhafen’) is a sturdy building, recently refurbished by the Masons’ Guild, with stout walls and a number of secure prison cells. However, despite the fort-like exterior, the barracks are not defensible long-term, relying on the town for supplies, services, and fresh water.

The leader of the 99th Regiment is Captain Reiner, a professional soldier, who is a busy man and does not suffer fools gladly. It requires a successful Challenging (+0) Charm Test to see him. If Landolf is dressed as a noble, he'd be shown in immediately.
Feel free to describe the conversation with the Captain, assuming you get in

Within the Teuerberg is a well know weapons shop, Hoehmann & Sons which is a Bögenhafen institution. The proprietor, Bernger Hoehmann is willing to pay 2 GC for the pistol. You can get 10% more for the pistol if you win an opposed Haggle Skill Test (20% more if you win by SL +3 or higher).
Bernger's Haggle Test (60): 1d100 ⇒ 88 Failure with SL -2


Talther Augenlos wrote:

When Talther realises that the dwarves are not united behind Gottri's slanderous statements, he is mollified and returns swiftly to joviality.

"Ef Valgiz saz yous es ukay, iz ine bay me!"

Talther will continue to down pints if anyone provides them to him, innkeeper or otherwise.

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

By Sigmar and all the gods, my head feels like a cathedral bell ringing!

Talther does not moan out loud.

I did the sin so I can pay the penance!

**********

Day 7

"Friends, how about a hearty meal together? A fine start to our stay in Bögenhafen!"

One of the best eateries in the city is the Inn itself but if you're in the mood for something rougher and/or a chance to try your luck gambling, the bartender recommends The Half-Measure Tavern in Altstadt district which is run by a family of halflings of the Shortbottom clan.


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 bows to Captain Reiner after he enters the man's office. "Greetings Captain. Thank you for agreeing to see me. I am Landolf Gersun von Ubersreik, and as I was passing by, your regiment deployed outside of Ort flagged down my carriage, seeking medical assistance with a training injury. None of us are doctors, but one of my companions was able to assist." Landolf makes a gesture toward Valghaz in acknowledgment of the dwarf's skill.

"While we were delayed, I spoke with the officer there, and he requested that I relay a message from them. He says that their supply of black powder is almost exhausted, as much of the last shipment proved to be unusable."

While I'm thinking of it, Landolf has one more errand: putting out a report about Max. I doubt that regimental command cares to hear about it though...is there a separate highway patrol?

**

Landolf is nothing special at Haggling (36 Fellowship). If anyone else accompanying him wants to give it a shot instead, they're welcome to try. I think Ruprecht might be better at it?


Darkest Doomed wrote:

Landolf bows to Captain Reiner after he enters the man's office. "Greetings Captain. Thank you for agreeing to see me. I am Landolf Gersun von Ubersreik, and as I was passing by, your regiment deployed outside of Ort flagged down my carriage, seeking medical assistance with a training injury. None of us are doctors, but one of my companions was able to assist." Landolf makes a gesture toward Valghaz in acknowledgment of the dwarf's skill.

"While we were delayed, I spoke with the officer there, and he requested that I relay a message from them. He says that their supply of black powder is almost exhausted, as much of the last shipment proved to be unusable."

While I'm thinking of it, Landolf has one more errand: putting out a report about Max. I doubt that regimental command cares to hear about it though...is there a separate highway patrol?

**

Landolf is nothing special at Haggling (36 Fellowship). If anyone else accompanying him wants to give it a shot instead, they're welcome to try. I think Ruprecht might be better at it?

The Road Wardens are the Empire's Highway Patrol. Many coach inns have a couple of rooms set aside for road wardens, often marked with local State Army heraldry. The road wardens have beds for the night and a place to deal with their administrative duties, while the inn gains the benefit of the wardens’ presence. If you are at one of those Inns, even if the Road Wardens are not there that day you can always leave a message. Alternatively, you could post a message to your friend, Ilse Fassenwütend in Ubersreik.


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 decided to accompany Landolf as well, stating, "I've never had the pleasure of seeing Bögenhafen up close, I'll come along!"

Later at the gun shop, he interjects, "Come now Herr Hoehmann, you can see it's of superior construction..."

Haggle:43: 1d100 ⇒ 88

But seeing the frown on the shoppe keepers face, backs down and shoots Landolf an apologetic look.


Darkest Doomed wrote:

Landolf bows to Captain Reiner after he enters the man's office. "Greetings Captain. Thank you for agreeing to see me. I am Landolf Gersun von Ubersreik, and as I was passing by, your regiment deployed outside of Ort flagged down my carriage, seeking medical assistance with a training injury. None of us are doctors, but one of my companions was able to assist." Landolf makes a gesture toward Valghaz in acknowledgment of the dwarf's skill.

"While we were delayed, I spoke with the officer there, and he requested that I relay a message from them. He says that their supply of black powder is almost exhausted, as much of the last shipment proved to be unusable."

While I'm thinking of it, Landolf has one more errand: putting out a report about Max. I doubt that regimental command cares to hear about it though...is there a separate highway patrol?

**

Landolf is nothing special at Haggling (36 Fellowship). If anyone else accompanying him wants to give it a shot instead, they're welcome to try. I think Ruprecht might be better at it?

Captain Reiner thanks you for coming with the message and swears that he will have the situation investigated and additional powder sent. "We've had too many incidents of bad batches of black powder lately. I'll notify my superiors in Altdorf so that they find out what's behind this problem."


Ruprecht Scheinfelder wrote:

Ruprecht decided to accompany Landolf as well, stating, "I've never had the pleasure of seeing Bögenhafen up close, I'll come along!"

Later at the gun shop, he interjects, "Come now Herr Hoehmann, you can see it's of superior construction..."

[dice=Haggle:43]1d100

But seeing the frown on the shoppe keepers face, backs down and shoots Landolf an apologetic look.

The merchantman proves to be a superior haggler and will not budge from his 2 GC offer.


If there's anything else that you want to do in Bögenhafen, just post it :)

Day 8 Journey's End to Festival Rest

Knowing that the missing coach disappeared somewhere between Bögenhafen and Bruckthin, please go ahead and come up with a schedule for spotters and everyone should roll a Challenging (+0) Perception Test and TWO Average (+20) Perception Tests.

Another quiet day on the road ends at the Festival Rest Inn. As the name suggests, this coaching inn is popular with travellers to Bögenhafen’s Schaffenfest. Not only is the inn itself fortified, but there are extensive stockyards protected by high stone walls located in the area.

The inn is still only about half-full as Schaffenfest is still almost two weeks away but the innkeeper lets you know that in just a few days it will be bursting at the seams as the herders and their flocks will be heading down the road to Bögenhafen.

It strikes you that the group at one of the tables seems odd for some reason...

Need the first of the Average (+20) Perception Test


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 ⇒ 73

”Not a bad day. An oath fulfilled, a pistol sold...and now for something to drink. If only every day could be so bountiful.” Valghaz said, not noticing what was before him.


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

Perception:41+20: 1d100 ⇒ 85

Ruprecht is equally non-perceptive, "Indeed, Valghaz, what is it about being on the road, besides the dust, that parches the throat so ?"


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

Re: Max - given what you said about the Highway Patrol, Landolf would have turned in Max's description to them at the first coaching inn they stopped at, or left the appropriate message.

Landolf thanks the merchant as he trades the pistol for his two gold coins. Hopefully, the weapon can find a better use than it was put to by its last owner.

Initiative (Perception) 35+20: 1d100 ⇒ 54


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

Day 7
"Then I shall sample this inn's fare!"

After eating, Talther will seek out a merchant and attempt to sell the pistol he confiscated from Max.

Haggle 40: 1d100 ⇒ 84

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

On The Road Again

"Friends, it is good to out of Ubersreik! Bögenhafen was a breath of fresh air in comparison."

Talther is happy to take a watch in the small hours of the morning as he can see well at night - and that's when the worst trouble is likely to kick off in his book.

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

He whispers:

"There is something off about that group, do you not think?"

Perception 57: 1d100 ⇒ 35


Talther Augenlos wrote:

Day 7

"Then I shall sample this inn's fare!"

After eating, Talther will seek out a merchant and attempt to sell the pistol he confiscated from Max.

[dice=Haggle 40]1d100

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

On The Road Again

"Friends, it is good to out of Ubersreik! Bögenhafen was a breath of fresh air in comparison."

Talther is happy to take a watch in the small hours of the morning as he can see well at night - and that's when the worst trouble is likely to kick off in his book.

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

He whispers:

"There is something off about that group, do you not think?"

[dice=Perception 57]1d100

Talther has the highest SL

To one side of the bar you see a group of four people sitting round one of the tables. They are city folk by the look of them, fashionably though inexpensively dressed. Every so often one of them glances in the direction of the party, scrutinising you with a serious look. As you return their gaze they become suddenly self- conscious, and huddle together whispering and muttering.

One of the men at the table touches the side of his nose three times while looking at Talther.


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

"They are definitely eyeing us up. Does anyone see other groups doing the same?"


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

Perception(54): 1d100 ⇒ 29

I thik we should keep away from these. We've had our shares our troubles, and them some. Anyway, I'm hungry!


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

"Since when has avoiding trouble ever worked for us?" Landolf smirks as he stands and moves to approach the table of men watching them.

"Good day, sirs. I take it that I and my fellows need no introduction. What can we do for you?" Landolf keeps a hand on the hilt of his foil, but isn't trying to act overly threatening.


Darkest Doomed wrote:

"Since when has avoiding trouble ever worked for us?" Landolf smirks as he stands and moves to approach the table of men watching them.

"Good day, sirs. I take it that I and my fellows need no introduction. What can we do for you?" Landolf keeps a hand on the hilt of his foil, but isn't trying to act overly threatening.

When Landolf approaches the table the patrons give him a quizzical look. The man that had tapped his nose speaks in a deferential tone, "Here's to a better day tomorrow." With that the others raise their glasses in toast, one of them looking over at Talther as he does so. "It's later than we think," the leader says as he pushes back from the table, immediately joined by the other men. The group head up the stairs to their room making it clear that they have no interest in further conversation.


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, that was strange.” Valghaz said. ”Not sure how well I’ll be sleeping tonight with men like that at our back.”


The rest of the evening is incident free.

Day 9 Festival Rest to the Pitcher and Peryton Inn

The Pitcher and Peryton Inn is a coaching inn in the small town of Havelfurt. It is decorated with comic friezes depicting a number of monstrous beasts in various states of inebriation. After the last couple of Inns, the P&P as it's known, is a very quiet Inn. Your coach is the only one using it tonight. If you ask, you find out that you will be at your final destination, the Crossed Axes Inn in Bruckthin in a couple of days.

Need a Challenging (+0) Perception Test and an Average (+20) Perception Test.


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 30: 1d100 ⇒ 88

Perception 50: 1d100 ⇒ 61

Glad to see things be so quiet, Valghaz was not at his most perceptive.


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

"It would seem that I have fans!", calls Talther after the group.

Turning to the others:

"I wonder if they have any association with our favourite harpy from Ubersreik?"

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

Talther's mind is elsewhere for a while but later in the night, he shakes off his brooding and keeps sharp.

Perception 37: 1d100 ⇒ 56

Perception 57: 1d100 ⇒ 11


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Valghez and Talther have gotten their perception numbers. Everyone else should still roll their perception checks please. Does it seem to anyone else that Valghaz is incredibly charming (rolls low on those checks) and not at all perceptive? That's pretty funny for a dwarf. I have a mental image of him down in the mines with his compatriots regaling them with great stories and not noticing the Orks around him


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

Perception 34: 1d100 ⇒ 68

Perception 54: 1d100 ⇒ 67

Adelaida was chatting with Varghaz, and didn't paid much attention to the surroundings


Day 10 The P&P to the Speared Pike Inn

About an hour into the trip, as you come to a corner in the road you hear a disturbance on the road ahead of you. Whooping and rasping war cries given in a savage tongue, shouts of alarm and agony. As you turn around the bend you see a small band of Goblins mounted on careening wolves. They are circling a wagon which has been driven to the side of the road, whooping and brandishing bows. The occupants of the wagon are a pair of Humans and a Halfling. They have drawn their blades and crouch behind the wooden boards of their cart. Arrows protrude from the sides of the wagon, and the shoulder of the Halfling.

There are five Goblins, each armed with a bow and mounted on a Giant Wolf.

The Goblins look like typical Goblins who haunt the Grey Mountains. They are skinny and small, with oily olive-green skin. Their faces are swathed about in hoods that do little to hide the assortment of warts and carbuncles that flourish around their fang-filled maws, curved noses and red, beady eyes. The Goblins wear an assortment of filthy rawhide and tatty pelts, and carry shields decorated with snarling sets of filthy pointed teeth.

The Wolves are hulking brutes, specially bred for riding and warfare. The Wolves constantly snarl and whine through their sharp yellowed teeth. No furrier would pay for their slate-grey pelts, for their dirty fur is coarse and home to lice. Their emaciated frames are covered with old wounds, scars, bloody scabs, and patches of mange.

Tactical situation
The wagon is about 28 yards away from where Jan brings the coach to a sudden stop. The wagon is too far away for the humans to be able to charge and reach them in Turn 1. If the humans spend their Action to Sprint, which requires an Average (+20) Athletics Test, the distance you cover is in addition to your Move this round. You sprint your Run movement + SL in yards. So, a character with Move 4 who rolled –2 SL would sprint an additional 14 yards (16–2=14). The Sprint would get you to the wagon in Turn 1 but you'd have no action left. If Valghaz also uses an action to Sprint, he can get close enough to be able to reach the wagon in Turn 2.

Roll for Initiative
Goblin Group's Initiative: 1d10 + 20 ⇒ (3) + 20 = 23


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)

Initiative: 25 + 1d10 ⇒ 25 + (4) = 29

”Ah, fook. Careful lads! These grobi filth won’t put up an honorable fight. If we get separated from each other, they’ll pick us off one by one.”


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 (Perception) 35: 1d100 ⇒ 68
Initiative (Perception) 35 +20: 1d100 ⇒ 56

Initiative: 1d10 + 35 ⇒ (7) + 35 = 42

Charging up next to them with no action left is way too reckless. How far do we get if we just spend both actions this turn moving forward in formation? Is it just 8 yards?


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

Initiative: 1d10 + 31 ⇒ (7) + 31 = 38

Rungo firmly in hand, Talther says:

"Aye! We advance together!"

I'm inclined towards a double move. Running doesn't seem advantageous to us, unless I'm missing something.


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)

Valghaz felt so proud of the umgi, voluntarily electing to move in formation. It was a truly welcome surprise....still, he truly wished that they had some more ranged firepower.


Darkest Doomed wrote:

[dice=Initiative (Perception) 35]1d100

[dice=Initiative (Perception) 35 +20]1d100

[dice=Initiative]1d10+35

Charging up next to them with no action left is way too reckless. How far do we get if we just spend both actions this turn moving forward in formation? Is it just 8 yards?

16 yards if Valghaz is not with the formation. He can only go 12 yards unless he sprints in which case he could go 12 + 12 + Athletics Test SL.


Valghaz Ironhammer wrote:
Valghaz felt so proud of the umgi, voluntarily electing to move in formation. It was a truly welcome surprise....still, he truly wished that they had some more ranged firepower.

Definitely not a lot of ranged attacks...Markus' dart spell has plenty of range (Dart Range = Willpower so 40 yards) and on Turn 2 Jan can use his blunderbuss but the goblins are already at long range for that weapon.


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

Markus loves to grandstand, but has no desire for premature perforation. He gets behind his more physically sturdy comrades, particularly Adelaida, begins to cast Dart to puncture his opponents.

How far away are my targets? I'd pick whichever are closest to us, but Dart has a range of WP yards (40). No discrimination between goblins and their wargs. Ugly as they may be, they can close the distance fast and are plenty hostile with their master's urging.

Language Magick(50)(Dart): 1d100 ⇒ 33


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

@Valghaz: you game for hustling?


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)

Athletics: 1d100 ⇒ 8

”Aye! Everyone, double time it. I’ll keep up it it means getting to kill some grobi-scum.”


Markus the Magnificent wrote:

Markus loves to grandstand, but has no desire for premature perforation. He gets behind his more physically sturdy comrades, particularly Adelaida, begins to cast Dart to puncture his opponents.

How far away are my targets? I'd pick whichever are closest to us, but Dart has a range of WP yards (40). No discrimination between goblins and their warts. Ugly as they may be, they can close the distance fast and are plenty hostile with their master's urging.

[dice=Language Magick(50)(Dart)]1d100

Markus please roll for Initiative

Oh my, that's a critical on a spell!

If the casting roll is a Critical, the Winds of Magic have flared dangerously high, granting you extra power, but at a cost. Unless you have the Instinctive Diction Talent, you roll on the Minor Miscast Table as the power moves beyond your control, but you may also choose one of the following effects:
• Critical Cast: If the spell causes Damage, it also inflicts a Critical Wound.
• Total Power: The spell is cast, no matter its CN and your rolled SL, but can be Dispelled.
• Unstoppable Force: If you scored enough SL to cast your spell, it cannot be Dispelled.

The spell was a success with a SL +2 which means that you can choose a 2nd target which also will have a critical hit inflicted

Roll 1d100 for the Minor Miscast Table (try to roll low)


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

Markus the Magnificent strikes again! The infantry formation marches forward! The goblins' doom is assured!

Double move for Talther!


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

Markus loves to grandstand, but has no desire for premature perforation. He gets behind his more physically sturdy comrades, particularly Adelaida, begins to cast Dart to puncture his opponents.

How far away are my targets? I'd pick whichever are closest to us, but Dart has a range of WP yards (40). No discrimination between goblins and their warts. Ugly as they may be, they can close the distance fast and are plenty hostile with their master's urging.

Markus please roll for Initiative

Oh my, that's a critical on a spell!

If the casting roll is a Critical, the Winds of Magic have flared dangerously high, granting you extra power, but at a cost. Unless you have the Instinctive Diction Talent, you roll on the Minor Miscast Table as the power moves beyond your control, but you may also choose one of the following effects:
• Critical Cast: If the spell causes Damage, it also inflicts a Critical Wound.
• Total Power: The spell is cast, no matter its CN and your rolled SL, but can be Dispelled.
• Unstoppable Force: If you scored enough SL to cast your spell, it cannot be Dispelled.

The spell was a success with a SL +2 which means that you can choose a 2nd target which also will have a critical hit inflicted

Roll 1d100 for the Minor Miscast Table (try to roll low)

Here we go, let the fun begin!

Minor Miscast: 1d100 ⇒ 14
Blight: Willpower Bonus fields within Willpower Bonus miles suffer a blight, and all crops rot overnight.
Um... that's 4 miles wide. I haven't been paying attention... where ARE we?! Is that radius or width? RADIUS OR WIDTTTTTHHH?

And for unleashing my Magnificence I choose:
Critical Cast: If the spell causes Damage, it also inflicts a Critical Wound.

Initiative(29): 1d100 ⇒ 68


Markus the Magnificent wrote:

Markus loves to grandstand, but has no desire for premature perforation. He gets behind his more physically sturdy comrades, particularly Adelaida, begins to cast Dart to puncture his opponents.

How far away are my targets? I'd pick whichever are closest to us, but Dart has a range of WP yards (40). No discrimination between goblins and their wargs. Ugly as they may be, they can close the distance fast and are plenty hostile with their master's urging.

dice=Language Magick(50)(Dart)]1d100

Actually Markus' initiative roll doesn't matter since his roll will be higher than the goblins

Markus easily pulled the winds of Magick to himself to power his spell. Maybe a bit too easily though...

Markus rolled a 33 and his target was 50 which is a success with SL +2 so Markus can attack two targets.

I'm assuming that Markus will hit both the closest Wolf and its rider with separate darts

Critical Hit Location for Goblin: 1d100 ⇒ 47 Hit Location is Body
Critical Hit Effect: 1d100 ⇒ 89 Gut Wound - Take 4 Wounds, Contract a Festering Wound (see Disease and Infection) and gain 2 Bleeding Conditions.
Dart's Damage = 4 (WP bonus) + 2 (SL) + 0 (Dart base damage) - 3 (T bonus) - 1 (AP) = 2 Wounds
Overall 6 Wounds, Festering Wound and 2 Bleeding

Critical Hit Location for Wolf: 1d100 ⇒ 59 Hit Location is Body
Critical Hit Effect: 1d100 ⇒ 43 Collar bone damage - Take 2 Wounds, left front leg is useless for 1d10 ⇒ 6 Rounds
Dart Damage = 4 + 2 + 0 - 3 - 1 = 2 Wounds
Overall 4 Wounds and has a useless front left leg

Markus the Magnificent's Magick had not been reliable at all when he first joined the group but he's turned into the groups reliable assassin. Two bright flashes of light jump from Markus to strike the lead Goblin Rider and its mount. The Goblin is almost thrown from his seat astride the beast as he is struck in the gut by a dagger like bolt just as his beast stumbles and comes up lame. Blood begins to pour out of the gut wound.

The wizard's attack has completely unnerved the little green monsters and they turn tail and flee as fast as their wolves can carry them. The lamed wolf is only able to try to limp away slowly, while the goblin bleeds out on its back.
Does the Goblin Die Instantly? (20): 1d100 ⇒ 73 No, however the Goblin took 2 more Wounds from bleeding for 8 Total Wounds.

The wolf has been slowed enough that you can reach it by charging in Round 2.

However, Markus' Magick does not always come without a price.
Minor Miscast Table: 1d100 ⇒ 88
Double Trouble: The effect of the spell you cast occurs elsewhere within 1d10 ⇒ 8 miles.

What happened 8 miles away?:
A Road Warden out on patrol is suddenly attacked by an unseen foe. A dagger like pain rips open his gut while his mount is suddenly hobbled by an injury to its left from leg. The Road Warden tries to make it to help at the Speared Spike Inn but the bleeding is too severe and not far from where he was attacked he falls backwards dead. His foot is stuck in the stirrup so the horse drags him for a bit before coming to a stop.

End of Round 1 situation
Everyone except for Jan and Markus has closed on the lamed wolf and will be able to charge it in Round 2. Since everyone has initiative before the goblin, you can go in any order in Round 2
The other goblins have all fled, abandoning their cousin to his fate.


Markus, I'll let you pick which effect the miscast caused. If you pick the blight that'll be an area of ~50 square miles. There are a few small villages and isolated farms that will be devastated. Or you can take the Double Trouble effect

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