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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Darkest Doomed wrote:

Satisfied with his discussion with Gurt, Landolf went back on deck to find Josef.

"Talked to the man. He mostly confirmed what we suspected already. Some bounty hunter is after Talther on a case of mistaken identity. We'd seen him before back in Altdorf, but he wasn't brave enough to attack us there. Maybe he was the one that killed those other men...that doesn't sound right to me but it's hard to say. Sorry for dragging you and the Gratzes into this."

"There's no telling if we'll be attacked again if we stay the rest of the night, but casting off in the dark might be dangerous too. What are your orders, captain?"

Josef carefully considers the information and then calls Wolmar over and they have a hurried discussion.

Josef gathers you all together to give you orders for the rest of the night. "Right then, we leave at daybreak, double watches until then, drag some crates from the docks to make a barricade at the bottom of the gangway. I want two manning the barricade at all times and I want another in cover on the deck armed with a crossbow. Someone see to Markus' burns and get him settled into the cabin. He's off duty the rest of the night. Once we are out of here and are heading down the Bögen, I'll feel a good sight better. It should only take four days to get to Bögenhaven. If there are no questions, get to it."

Josef motions for Talther to join him for a private conversation.

For Talther:
"Son, you need to find out why this bounty-hunter is after your doppelganger. Do you have any idea how to get more information about this Magister Impedimentae?"


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 nodded happily at the clear, concise and appropriate orders. "Aye, right then. Let's keep the lad with us then until we are ready to shove off. I'm convinced that there's nay need to have a grudge against him. He thought he was doing the right thing. But also nay need to let yon bounty hunter get more intel on us 'fore we are ready to go."


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 studies his books for any reference to Majestic Imperialator that he can find.

41(Heal): 1d100 ⇒ 84

Markus tries to patch up his face in any reflective surface he can find.

41(Heal): 1d100 ⇒ 28


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

Talks with Josef:

Talther mulls for a moment then replies.

"The two men shot down in Altdorf. They both had purple heart tattoos on their right breasts. Does that mean anything to you?"


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

"I'll stay up to bolster this next shift," Landolf says. "I don't think I could sleep right away after that fracas anyhow."


Markus the Magnificent wrote:

Markus studies his books for any reference to Majestic Imperialator that he can find.

[dice=41(Heal)]1d100

Markus tries to patch up his face in any reflective surface he can find.

[dice=41(Heal)]1d100

Heal wounds equal to your Intelligence Bonus + SL (Note: a patient can only benefit from one Heal roll after each encounter). I am assuming Markus used a Fortune point to reroll the failed Healing Skill check.

Wounds Healed = 2 (SL) + 4 (Int Bonus) = 6 wounds healed

Markus applies some soothing lotion and feels much better immediately.


Talther Augenlos wrote:
** spoiler omitted **

For Talther:
Josef thinks for a long moment and then shakes his head, "it does not sound familiar but it seems like a typical thing that one of those disgusting cults would do. Maybe someone in Bögenhafen can help. Do you have any contacts there?"

Who knows if it's because of the extra precautions or if the assassin has given-up, but either way the rest of the night passes without incident. Shortly before sunrise Gurt is released onto the dock.

As the sun makes it's first appearance in the East, Josef has the lines cast off and the Berebili eases out into the River Bögen. Josef gives the new sailors a chance to raise the sails.

Make an Easy (+40) Sailing Skill Check. Success means that you raised and lowered the sails correctly. Failure means that you're not quite ready for that much responsibility and task is given to Gilda to complete.

The river traffic thins as Weissbruck is left behind disappearing behind the thick forest of the Reikwald as the Berebeli follows the twists and turn of the river. Josef then gives the sailors a chance to pilot the barge on the placid river.

Make an Average (+20) Sailing Skill Check. Success means that you have proven you have the ability to pilot one of the large river barges of the Reik. Failure means that you're not quite ready for that much responsibility and Josef takes over the task.

Landolf:
If you pass the two sailing checks that'd be 4 successful checks and you have fulfilled your short term ambition.


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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

Sail (Basic) for Casting Off 40 +40: 1d100 ⇒ 95 - I'm just being stubborn, but I guess I'll fortune that.
Sail (Basic) for Piloting 40 +20: 1d100 ⇒ 13

Sail (Basic) for Casting Off Reroll 40 +40: 1d100 ⇒ 10

GM:
And then I looked at the spoiler. Failing an easy check would have been just too embarrassing!

Despite the events of the evening just before, Landolf found himself enjoying the day immensely. He'd waited a long time to try his hand at sailing and it felt good to get some real practice in.


Darkest Doomed wrote:

[dice=Sail (Basic) for Casting Off 40 +40]1d100 - I'm just being stubborn, but I guess I'll fortune that.

[dice=Sail (Basic) for Piloting 40 +20]1d100

[dice=Sail (Basic) for Casting Off Reroll 40 +40]1d100

** spoiler omitted **

Despite the events of the evening just before, Landolf found himself enjoying the day immensely. He'd waited a long time to try his hand at sailing and it felt good to get some real practice in.

Josef slaps Landolf on the back as the nobleman competently pilots the large barge down the river. "You've got the touch for this lad if you went to ditch the nobleman side of you and join us river rats. There's a chance for fame and fortune and adventure out here on the rivers of the Reikland."

Josef calls everyone together for a brief meeting."It'll be time to tie up soon for the night. We have two choices...we can simply tie up to one of the trees in Reikwald and stay out of any towns or we could dock tonight at Kolvin, it's a fly speck of a river village with maybe a hundred souls. I wanted to get the input of all of you on the best option."


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

Won't it be safer into a town, however small it might be?


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

"If we tie up at Kolvin, Adolphus might drag some of the townsfolk into his obsession again. That's something I'd rather avoid if we can."


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

Sailor:Casting Off:35+40: 1d100 ⇒ 50
Sailor:pilot:35+20: 1d100 ⇒ 75

Whenever Ruprecht has the chance, he takes his old friend aside and says, "Josef, please believe me when I say we...I...had not idea this whole mistaken identity business would take such a turn. We're used to such things..."

--- Later ---
Ruprecht ponders, before saying, "For the safety of Josef, the Gratzes and the Berebeli , I think we should tie up in the river...avoid the towns unless absolutely necessary."


Ruprecht Scheinfelder wrote:

[dice=Sailor:Casting Off:35+40]1d100

[dice=Sailor:pilot:35+20]1d100

Whenever Ruprecht has the chance, he takes his old friend aside and says, "Josef, please believe me when I say we...I...had not idea this whole mistaken identity business would take such a turn. We're used to such things..."

--- Later ---
Ruprecht ponders, before saying, "For the safety of Josef, the Gratzes and the Berebeli , I think we should tie up in the river...avoid the towns unless absolutely necessary."

Josef cheerfully teases Ruprecht about his piloting skills, "I always thought you couldn't steer a straight course. No worries, the Master of the Berebili is here to pass along his vast amounts of wisdom (even if I have to knock you on the head to get it to sink in)." Josef is not sparing in his praise, "nicely done on the sails my friend, nicely done indeed. You've got the makings of a riverman about you after all."


Josef weighs the pros and cons of the potential locations to spend the night for several minutes and then says, "we stay out of Kolvin and tie up to the bank of the Bögen across the river from Kolvin."

In this part of the River Bögen, the river runs from south-west to north-east as it flows towards the mighty River Reik which it joins just north of Altdorf. Once the Berebeli passes the town of Trosreut, the river turns and runs in an almost perfect south to north line all the way to Bögenhafen before swinging due west towards its headwaters in the Grey Mountains.

Josef pilots the barge close to south bank of the river. "Ruprecht, Valghaz and Landolf stand by the stern line! Valghaz get ready to pull the stern line taut as soon as it is looped around a tree. Ruprecht take a shot at getting the line around one of the trees as we swing in towards the bank. You'll have to get your pants wet I'm afraid but the water is only a couple of feet deep. Landolf get that line tied off as soon as it is pulled taut."

Ruprecht make a Easy (+40) Sailing Test to get the stern line wrapped around a tree.
Valghaz make a Very Easy (+60) Strength Test to pull the line taut.
Landolf make a Easy (+40) Sailing Test to tie off the stern line once Valghaz pulls you towards the bank.

"Now Talther, Wolmar is going to get bow line around a tree, I need you to pull it taut and then Gilda will tied of the line."
Talther make a Very Easy (+60) Strength Test to pull the bow line taut.

"Adelaida, get your crossbow ready. You need to watch the bank for any danger. If you see a Beastman or something else, give it a bolt and call out the danger so we can get Ruprecht and Wolmar back on board before they end up as unhappy dinner guests for Beastmen."
Adelaida make a Easy (+40) Perception Skill Test to see if you are able to spot anything, if there is anything to spot.

"Markus, keep a watch on the far bank. If any boats set out from Kolvin sing out a warning. There's a rumor that Wreckers may be based there occassionally." Wreckers are river pirates.
Markus make a Very Easy (+60) Perception Skill Test to see if you'd be able to spot anyone pulling away from Kolvin.


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

Sail (Basic) to tie off stern line 40 +40: 1d100 ⇒ 15


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

Perception(34+60): 1d100 ⇒ 69

What ho, I see 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)

Str 110: 1d100 ⇒ 4

Perception: 1d100 ⇒ 60

Seriously?

”What, where?” Valghaz said. He had but one hand on the rope, but the burly dwarf still pulled the rope taut with the strength of a regular man using both hands. Sadly, when looking for danger he seemed to be facing the wrong direction.


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 +40 (74): 1d100 ⇒ 54

Adelaida stays watchful, crossbow in hand, a bolt ready


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 beams at the praise, and teasing, from his friend. In fact, he was glad at his choice to full embrace the opportunity to re-learn and re-live during the time on Josef's boat. The feel of rope in his hands , the rocking of the deck....really spoke to something deep within.

Later, he nods to Josef and leaps over the rail with the rope, aiming for a study looking tree near the shore...

Sail:35+40: 1d100 ⇒ 59

...signalling to Valghaz to begin pulling the line taut. He waits for the stern of the ship to bump up against the bank before clambering back up...no point in getting more wet than he already was...


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Josef divides his attention between steering the barge to the bank, watching over the crew as the tie up the barge and keeping track of what the lookouts are saying.

Markus' shout of What ho, I see something, draws Josef's attention. "Valghaz, Ruprecht and Landolf as soon as the stern is tied up, grab your weapons and join Markus at the rail. Markus, can you do some Magick to let those folks know that we've got a wizard on board? It doesn't need to be destructive, just something obvious. I think that'll discourage the snoopers from Kolvin. If it is Wreckers, they're not going to want to take on a barge with a wizard and an armed and ready crew. That's not how they operate."

Markus go ahead and cast whatever spell you feel like. Dart wouldn't be able to get to the boat but just the darts heading in their direction would be initimidating...Marshlight would also be interesting. Describe what happens with the spell you cast.

Josef's prediction is accurate as the small boat from Kolvin only gets half-way across the river before it turns and scurries back to the town. The boat had three armed men on-board but they quickly saw that they would have no chance against the crew and passengers of the Berebeli.

"We'll need three people on watch at all times tonight. You lot come up with a schedule to use. During each shift I need one person needs to keep an eye on the bank, one needs to watch Kolvin and one needs to keep an eye on the river. It's not likely in the Bögen, but RIver Trolls are always a possibility. Any questions?"

Make an Easy (+40) Endurance Test. Failure means that you are fatigued the next day.

GM's Rolls:
1d100 ⇒ 331d2 ⇒ 1

Read after setting the watch schedule:
Everyone needs to make an Average (+20) Perception Test. Whoever had the task of watching the bank in the first watch read the following
Bank Watch:
On a successful perception check read the text below
Successful Perception Check:
You hear growling sounds and drum beats in the distance but they seem not to get any closer to the Berebeli


Ruprecht Scheinfelder wrote:

Ruprecht beams at the praise, and teasing, from his friend. In fact, he was glad at his choice to full embrace the opportunity to re-learn and re-live during the time on Josef's boat. The feel of rope in his hands , the rocking of the deck....really spoke to something deep within.

Later, he nods to Josef and leaps over the rail with the rope, aiming for a study looking tree near the shore...

[dice=Sail:35+40]1d100

...signalling to Valghaz to begin pulling the line taut. He waits for the stern of the ship to bump up against the bank before clambering back up...no point in getting more wet than he already was...

That counts as the necessary tying the barge up check so only a successful piloting the barge check is left to fulfill the Ambition.


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

Finding a good spot to sit out his watch duty, Landolf sets up to watch the Bogen on the first & last watch of the night.

Initiative (Perception) 40 +20: 1d100 ⇒ 18


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

Endurance+40 (85): 1d100 ⇒ 90
Perception+20 (54): 1d100 ⇒ 43


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

Toughness (Endurance) 40 +40: 1d100 ⇒ 28
Oops. Forgot the second test.


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

GM:

Quote:
Josef thinks for a long moment and then shakes his head, "it does not sound familiar but it seems like a typical thing that one of those disgusting cults would do. Maybe someone in Bögenhafen can help. Do you have any contacts there?"

"Well, we were not so long there. So there are a few names that come to mind..."

Talther gives an overview of the group's experience with Bogenhafen.

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

Talther's rowing is improving.

Sail (barge) 37+60: 1d100 ⇒ 50

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

Endurance 45+40: 1d100 ⇒ 76
Perception 38+20: 1d100 ⇒ 37

Talther manages his designated watch and remains alert...


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

Eager to not get hit in the face with flaming oil again, Markus is ready to make some Marsh Lights.

He swirls his arms above his head, gathering the Winds of Magick to his commands, and with arcane words
Language Magick (50): 1d100 ⇒ 4
he opens his fingers and a burst of lights scatter from his fingers.

So much Marsh Lights

Marsh Lights spell Description:

This spell creates the appearance of a number of lights, as of distant torches or lanterns. The lights appear within 100 yards of the caster and can then be sent off in any desired direction. They naturally follow corridors or paths and do not need to be controlled or overseen in any way. The caster can, however, control their movements more closely while the lights remain in sight - but must concentrate to do so (i.e., he or she may not perform any other actions while controlling the lights' movements).
The lights travel at various speeds, but never slower than 8 yards per round and never faster than 16 yards per round. They last for 1 hour and then gradually fade and vanish. This spell is useful for creating false trails and confusing pursuers. By the time they realize what is going on, the caster could be miles away.

Markus generated a significant number of Marsh Lights and he can control them. He sends two-thirds of his lights scattering towards the oncoming barge at 16 yards per round. The others are sent circling round the Berebeli at a distance that they only dimly light our own boat.

Perception (34+20): 1d100 ⇒ 50

A lot easier to see out here.


Don't forget to roll for an Easy (+40) Endurance Test if you have not done so.

Changing the need for the spoiler since everyone who tried passed the Perception Chcek.

All night long, mysterious howls occasionally erupted from the forests south of the barge. Sometimes those howls were intermixed with the sound of drumming in some odd, primitive, animalistic manner. The howling seemed at times to be closer to the barge then later the sounds seemed as if they had moved off in the distance. Even though none of the Black Thorns had faced them before all of you leaped to the same worrisome conclusion, the Beastmen were hunting that night. Slowly, very slowly the night passed and as the sun broke above the river to the east the last of the howls faded away.

As you all described what had happened during the night, Josef's face paled but then he smiled and said, "now I am even happier than I was having you lot on-board the Berebeli. Beastmen are bad business." Josef then proceeds to regale you all with some of the knowledge he's gained about Beastmen over the years. "The worst of them are the Bestigors, 8-10 feet tall, stronger than you can imagine and smart, that's the worst thing, they are smart. Best way to deal with them creatures is to keep away from them. Get yourself into the middle of a river, they aren't much on swimming. Beastmen also have their own priests that can call upon the dark powers of the four, they call them Bray Shaman. Kill them first if you have a chance. Then of course, you've got the Minotaurs. They're even bigger than the Bestigors. They aren't smart though, they're nothing but pure fury. Other Beastmen will rally around them so sometimes you can break the Beastmen's spirits by killing one of them. Even the little ones, the Ungors are nasty. They'll fill you full of poisoned arrows if they get half a chance."

The Berebeli makes steady progress sailing up-river as Josef expertly guides the barge. The morning passes in bright sunshine and Josef whistles a happy tune. Around noontime though Josef's whistling stops and he begins to study the river closely. Asking about it he points out small white-caps are now becoming visible upon the Bögen. "Weather taking a turn against us...if you're going to be a riverman you've got to learn to feel the weather. Right now it feels like we may be in for a bit of trouble later today."

By early evening there's no doubt that the weather has taken a decided turn for the worst. Josef instructs you to get everything battened down. "We probably should have put in at Troesrut. Ah well, nothing to do it about now."

Soon the rain falls in torrents from the dark, roiling clouds. Overhead, lightning flashes across the sky. In the distance the strangled cry of some strange creature can be heard. Strong cross winds and floating debris make it very hazardous to continue. Suddenly, lightning illuminates a building on a rise in the middle distance. Once the lightning has pinpointed its position, lights can be seen burning in the windows.

As the Berebeli is buffeted, someone spots a small building at the foot of the rise along the river. Josef is able to steer the barge close enough to the bank that you can make out a couple of pilings that can be used to secure the barge.

"I need a couple of the crew to get into the river and swim the lines over to the pilings and tie us off. Volunteers? There's a bonus in it."

Volunteers need to pass a Challenging Swim Test to get the lines over to the pilings. If at least one character passes the test, one of the lines will be secured to the pilings.

Whoever does not swim needs to help pull the barge up to the shore against the current. It will take a combined +10 SL from Challenging (+0) Strength Tests to pull the barge to safety.


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

Grabbing one of the lines, Landolf jumps into the water and tries to swim toward the pilings.

Swim 36: 1d100 ⇒ 39 - this is an oddity of Fortune points. It says you can get +1 SL by spending a Fortune, but SL aren't relevant to Simple Tests. Would you allow a +10 on Simple Tests instead of +1 SL? (Landolf will have to stop burning Fortune at some point, but I don't think this is it.)


Darkest Doomed wrote:

Grabbing one of the lines, Landolf jumps into the water and tries to swim toward the pilings.

[dice=Swim 36]1d100 - this is an oddity of Fortune points. It says you can get +1 SL by spending a Fortune, but SL aren't relevant to Simple Tests. Would you allow a +10 on Simple Tests instead of +1 SL? (Landolf will have to stop burning Fortune at some point, but I don't think this is it.)

I assume that it's poorly written rule. The rule should make it clear that if you get SL +1 or higher then you pass or roll less than the skill even if you do not have SL +1. Which is a long winded way of saying Landolf passed the test by spending a Fortune point.


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

I'll spend the Fortune then. Fortune gambling will have to take a back seat for a while though!

Struggling against the flow of the river, Landolf manages to grab hold of one of the pilings and forces the line around it. He hauls on the line to give the Berebeli crew a steady rope to pull against.


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 95: 1d100 ⇒ 19 SL4
Str 50: 1d100 ⇒ 6 +5 SL!

Valghaz nodded along, feeling hale and hearty nodded along at the tales of the Gor. He knew them well from tales of grudges written and vengeance extracted, but had never seen one before. He knew that it was folly to hunt them down without at least a half-throng, for they excelled in ambushes. He hoped that such dire foes would pass them by.

When the time came he stayed on the boat while the others swam, more than happy to lend his strength to the cause. He once again showed his worth when it came to brute strength, as he forced the barge to move swiftly along.


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

Endurance:45+40: 1d100 ⇒ 77

His recent experiences seem to have hardened Ruprecht against the anxiety the sounds of Beastmen so close might have aroused in him earlier in his life. He listens attentively as Josef regales them with his tales.

When the weather turns bad, Ruprecht relishes the smash of rain driven rain against his face.

He starts to remove his mail shirt to go for the requested swim, but Landolf beats him to it! He lends his back to the efforts to bring the barge securely to shore.

Strength:33: 1d100 ⇒ 63


Since Talther is traveling this weekend will roll for him.

Strength (32): 1d100 ⇒ 12 SL +2

Talther grabs a hold of the rope that Valghaz has been pulling on and lends a hand and helps bring the barge closer to a safe location. Total of SL +7 so far.

"Put your backs into. Heave-ho, heave-ho, heave-ho," Josef calls out over the rain. Seeing Landolf get the rope around the piling and Valghaz and Talther pulling the Berebeli towards safety, Joseph shouts,"Well done all, well done, just a bit more and we're secured. Come-on now, get us to shore."

Adelaida and Markus just need a SL +3 to finish the task.


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

Endurance T(30)+4: 1d100 ⇒ 19

Reluctant to engage in such physical labor, but eager to be done with further danger, Markus grabs hold of the rope and heaves.
Strength (S26): 1d100 ⇒ 12


Markus the Magnificent wrote:

[dice=Endurance T(30)+4]1d100

Reluctant to engage in such physical labor, but eager to be done with further danger, Markus grabs hold of the rope and heaves.
[dice=Strength (S26)]1d100

Close enough :)

Working together, the crew and passengers of the Berebeli gradually pull the big river barge closer and closer to shore until finally Josef yells "tie her off here! The barge is tied up to the second piling also and finally the Berebeli is safely positioned in a sheltered spot on the river's bank to wait out the fury of the storm.

Lightning flashes illuminate the shoreline around the barge. Besides the two pilings that the Berebeli is tied to, the flashes illuminate a raft bobbing up in down in the river. Josef rubs his rain slicked face as he looks around. "This looks like a ferry operation. You can see the lines running from the raft into the building. There's probably another building just like it on the other bank. There should be ropes reaching out to the other bank of the river but I don't see any."

In addition to the ferry building at the river's edge, there is a larger building on the bluff that overlooks the river. You all saw the lights in the windows of that building from the river.

"I think we could all use a hot meal and a place to dry out. Black Thorns, do us a favor and see if there's anyone in the ferry building that can give us some information about this stretch of the river. If there's a ferry crossing here then there's going to an inn close by I'd say. The Gratzes and I will keep an eye on the Berebeli while you talk to the ferryman."

The ferry building is only a few dozen steps from the boat landing. It looks like an ordinary wooden building, big enough for a ferryman to live in and also for passengers to wait out of the elements for the ferry. There's a closed door facing the you. There is also a window that looks out on the river. There are no lights visible in the building.


A gust of wind abruptly blows the door open and it begins to swing back and forth with the wind, hinges creaking...still no light illuminates the inside of the building.


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 nobody acting Valghaz strolled forward and attempted to open the door.


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 advanced behind Valghaz through the torrent. "Something is going on in there. Be careful."


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

That doesn't bode well. Be careful, Brother.

Perception (34): 1d100 ⇒ 46


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 ⇒ 48

”Nay worries. I have the eyes of a fox and the ears of an eagle.” He replied.


Valghaz Ironhammer wrote:
With nobody acting Valghaz strolled forward and attempted to open the door.

The unlocked door continues to swing back and forth in the wind. Valghaz cautiously moves forward and standing in the doorway looks around the inside of the ferry house. With his Night Vision he's able to see that the furniture has been overturned and knocked about and some of the pieces are completely smashed. There seems to be no one around.

If anyone without Night Vision wants to search the building they'll need a light source. None of the party is actually inside the building yet so to search you'll need to go inside. You can also do a search around the outside of the building.


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

”I’m going in. Watch me back. If anything jumps out, that’ll be where. Place seems empty. Was a struggle...Mayhaps some clues.” With pick In hand, the dwarf went in.


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 hops off of the barge and draws his sword, creeping along behind Valghaz...

Perception:41: 1d100 ⇒ 58


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Female Human Female Warrior Priest Wounds 15/15 Fate 5 Resilience 3 Fortune 5/5 WS 52 BS 36 ST 35 TG 45 INi 34 Ag31 DEX 33 Int31 Will 41 Fel 40
Quote:
”Nay worries. I have the eyes of a fox and the ears of an eagle.” He replied.

Just don't forget to give them back to these poor animals when you'll have finish your sleuthing, Valghaz..

Yes, for once Adelaida makes a joke.


The coppery smell of blood fills the air inside the building. There is a large pool of blood near the center of the room and it looks like something has been dragged through the blood puddle to the door. Any clues of what happened after that have been destroyed by hours of heavy rain.

Besides the broken furnishings and blood the only other thing of note inside the building is a leather bag that contains 12 Shilling and 42 Pennies.


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)

”Oi! Lotsa blood. But some coin too. Bad day for this bugger, but lucky for us.” Valghaz said, grabbing the bag and heading out.


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

The light is another reminder that we need to get some proper adventuring supplies sometime. Landolf doesn't have anything that could help.

Watching Valghaz search inside, Landolf starts moving around the building. "I won't be any good in there unless he finds a lamp. Let's check outside."


Darkest Doomed wrote:

The light is another reminder that we need to get some proper adventuring supplies sometime. Landolf doesn't have anything that could help.

Watching Valghaz search inside, Landolf starts moving around the building. "I won't be any good in there unless he finds a lamp. Let's check outside."

The pounding rain has washed away any evidence of what may have taken place. You do find a clearly defined winding path that leads up the bluff in the direction of the building that you all had spotted from the river. There's a hand shaped sign that points up the path. On the sign is a painting of a man wearing a hood and below that is written HOODED MAN INN.


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

"Josef was right that there is an inn. Let's go tell Josef what we found and go see the inn ourselves. Some violence happened here, and it doesn't bode well for what we might find there."

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