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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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)

”...and that will stop the bleeding. Nothing life threatening, lad. Yer bloody well lucky ye are. It’s a miracle that it didn’t cause any more damage. Must be fated for something better, eh?” He said as finished cleaning and bandaging the wounds. ”Would take a good week or so to rest though, ye’ll be right sore in the morning.”


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

"Ow!....Ouch!!....Do you mind....Ow!! can be heard from Ruprecht as he suffers under the tender ministration of his dwarven nurse. Then , all bound up , he moves about stiffly, then acknowledges the dwarf's efforts, "Thank you, Valghaz....lucky indeed, if those horns had hit...I'd me having lunch with Old Morr , I think!"

He then looks down at the ruin of the summoning circle, opining, "I think that should be ever encounter such an artifact in the future, it's destruction should be our first priority!"


Do the Thorns want to take anything from the room or search the cabinet or just head back to the surface?


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 stoops down to look at the handkerchief on the ground. "Everywhere we go, someone seems to be involving themselves in the Ruinous Powers."

I'm not thinking of anyone we've come across with FS for initials. Hopefully it isn't something that should be obvious to us.

"It's possible this creature is what attacked the soldiers outside of Lock, Stock & Barl. If there's a connection between the two though, I can't see what it could be."


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)

"Or it's just further proof of how fooked up our world is." Valghaz said. "Can't say that I want to get any authorities involved. It never seems to go well for us. Any side of the gobbo? That's what we were paid to come down here for, aye?"


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 leans down and picks up the three-socketed pelvis, "I think this maybe all that remains of our quarry...."

His eyes then turn to the iron cabinet, "I wonder if anything inside will make what we just went through worth it..." he says wearily.


Darkest Doomed wrote:

Landolf stoops down to look at the handkerchief on the ground. "Everywhere we go, someone seems to be involving themselves in the Ruinous Powers."

I'm not thinking of anyone we've come across with FS for initials. Hopefully it isn't something that should be obvious to us.

"It's possible this creature is what attacked the soldiers outside of Lock, Stock & Barl. If there's a connection between the two though, I can't see what it could be."

F.S. is not someone you would know yet.


Ruprecht Scheinfelder wrote:

Ruprecht leans down and picks up the three-socketed pelvis, "I think this maybe all that remains of our quarry...."

His eyes then turn to the iron cabinet, "I wonder if anything inside will make what we just went through worth it..." he says wearily.

The three socketed pelvis is all that’s left of the goblin

Carefully opening the cabinet you find only a single piece of paper. Even as you look at the paper the letters seem to move about forming and unforming strange words.

Markus pales as he looks over the piece of paper. ”This is a spell, a most foul spell that would be used to summon a daemon. It requires a blood sacrifice and the bigger the sacrifice the larger the daemon that can be summoned.”


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)

"Burn it." Valghaz immediately replied. "A'int nothing good that can come from letting something like that survive!"


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

I agree. No one should access to this heresy! Burn it, for the Empire's sake!


Adelaida Lehner wrote:
I agree. No one should access to this heresy! Burn it, for the Empire's sake!

With a whoosh the paper burns, not even leaving ash behind. There’s only the faint smell of corruption to mark that it was ever there at all.

Finding nothing else of interest in the heretic’s temple, the group retraces its steps back to your original entrance point into the sewers.

Do you bring Gottri’s remains with you?

Emerging from the foul sewers, you find that night has fallen in Bögenhafen. The hour is quite late and everything seems to be closed.

Where to now?


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 watches the paper burn with satisafction, wishing they could burn the whole room as completely.

He puts the goblin remains in his backpack, "Let's get back above ground, I need some fresh air to get this sewer and demon stink off of me..."

Once above ground, he take a deep lungful of , relatively, clean Bogenhafen air, then let's it out nice and slow. "I need a bath. We can return an fetch our reward for finding the goblin in the morning..."


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'm up for carrying Gottri's remains back with us, although Landolf probably looks to Valghaz for that. He's sure by now that he doesn't know what dwarven customs for caring for the dead would be.

"Even the Bogen would probably wash us off at this point. I doubt we'll be able to find a bath that will actually satisfy at this hour."


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 sighed as he looked down at Gottri's remains. He *really* didn't want to have to manhandle those. The dwarf was everything he despised. He was an embarrassment to his clan and his ancestors! And yet, somehow, their paths had continually crossed. He thought to himself, what would Gazul say on this? And the answer was clear. With very substantial muttering he collected the remains.

Lore Dwarfs 37: 1d100 ⇒ 40
What does Valghaz know about how to handle a situation like this? Is it sufficient to bring the remains to the Temple of Morr, and trust that the remains are protected? Or does he need to ensure that Gottri receives a dwarven burial?

Lore Dwarfs: 1d100 ⇒ 26
What do expatriate dwarfs in towns like these do with their dead? Does Valghaz have any idea on that?


Ruprecht Scheinfelder wrote:

Ruprecht watches the paper burn with satisafction, wishing they could burn the whole room as completely.

He puts the goblin remains in his backpack, "Let's get back above ground, I need some fresh air to get this sewer and demon stink off of me..."

Once above ground, he take a deep lungful of , relatively, clean Bogenhafen air, then let's it out nice and slow. "I need a bath. We can return an fetch our reward for finding the goblin in the morning..."

Where do you want to go to take a bath? You have a room at the Journey’s End Inn or of course the Berebeli.


Valghaz Ironhammer wrote:

Valghaz sighed as he looked down at Gottri's remains. He *really* didn't want to have to manhandle those. The dwarf was everything he despised. He was an embarrassment to his clan and his ancestors! And yet, somehow, their paths had continually crossed. He thought to himself, what would Gazul say on this? And the answer was clear. With very substantial muttering he collected the remains.

[dice=Lore Dwarfs 37]1d100
What does Valghaz know about how to handle a situation like this? Is it sufficient to bring the remains to the Temple of Morr, and trust that the remains are protected? Or does he need to ensure that Gottri receives a dwarven burial?

[dice=Lore Dwarfs]1d100
What do expatriate dwarfs in towns like these do with their dead? Does Valghaz have any idea on that?

Valghaz knows that there’s a small Dwarven expat community in Bögenhafen so there’s at least one dwarf that acts as a priest for the community.

Here’s some background information about Bögenhafen: Bögenhafen is the largest town in the Vorbergland, the fertile strip of territory between the Reikwald Forest and the Grey Mountains. It is bustling and cosmopolitan, with as many merchants from Bretonnia, the Wasteland, Wissenland, Middenland and beyond as hailing from Reikland. Because of this, it is a hub of trade full to bursting with busy folk going about their business, working hard, hustling, seeking always to line their pockets and get ahead.
By day the streets are packed with teeming throngs of people: Humans, Dwarfs, Halflings, and even the occasional Elf or Ogre. During Schaffenfest the town grows busier, its population massively swollen by the influx of traders, speculators, and ne’er do-wells, all in search of a quick score or an easy mark. Seclusion is a precious rarity, reserved only for the town’s wealthiest denizens, safe in the luxurious placidity of the Adel Ring.

Teuerberg - 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. There is a dwarven owned tavern called the The Mother Load inside the Teuerberg district.


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 gonna have to take these remains for proper burial. Let's get to the surface, and I'll meet ye all back at the Berebeli." Valghaz said, as he wrapped up what was left of Gottri. In doing so, he looked around for whatever could be of use in carrying the remains...

Perception 30 to find something to carry the corpse in that wouldn't attract suspicion. If nothing is found, he will use his own bag and will have to buy a new one, and will use his cloak to carry the items which were in his bag. I can't imagine that carrying a mangled corpse around the good parts of town would be allowed: 1d100 ⇒ 57

At The Mother Load:

Once Valghaz got to the surface, the thoroughly filthy dwarf went about finding The Mother Load. It was embarrassing though, to walk through town smelling as he did. That, and carrying a sack of cloth with the bloody remains of a dead dwarf was not a sight which he thought anyone wanted to see. Making his way to the Teuerberg district, he tried to keep to the back roads and to look as inconspicuous as possible. There were so many things that required his attention. First of those, was a bath. But after that there was *still* a grudge to be fulfilled, and they had grobi remains to turn in for a reward, and...it just piled up. And once more Gottri was getting in his way.

Once he got into the Mother Load, he looked around and then marches straight to the owner of the place. He looked as horrible as he felt, but he still kept his head held up high with all of the confidence of an ironbreaker who had cleansed a thagoraki-nest.

Charm 31: 1d100 ⇒ 8

"Oi! My apologies for this, I will leave as soon as possible. I am Valgahz, of Clan Ironhammer. I am not from this town, and am in desperate need of a priest of Gazul. A son of stone has fallen to...kazakidum. His death was avenged, but I am honor bound to ensure that his remains are blessed so that he may go to his ancestors in peace. The shame of my current appearance is due to this need. If ye could point me to the right direction, or better yet, have a priest called, then I am sure the ancestors will look on ye favorably."


The Thorns (minus Valghaz) make their way back to the docks and their little cabin on the Berebeli. A thoroughly inebriated Joseph is still awake when you return and he refuses to let you onto his clean barge until you’ve washed yourself and your clothes in the Bogen. He causes such a ruckus yelling about your disgusting smell trying to board his boat, that lights begin appearing on the nearby barges as folks come out to see what Joseph is going on about.

Mocking laughter is heard from the other barges as you clean yourself and your clothes the best you can. Rivermen call out helpful tidbits like, ”You’re supposed to bath in a tub and sh*t in the chamber pot. You all got it backwards,” and ”Been making extra money as human scrub brushes for the chamber pots?” The other comments are so lewd and insulting that they should never be uttered in the hearing of civilized folk. At some point you are deemed clean enough to board your barge and with a few more mocking laughs from the onlookers are finally able to reach your cabin and collapse into your bedding.

Landolf, is your servant going to help with the cleaning?

The following morning dawns dreary and overcast with intermittent rain showers that look likely to last throughout the day. It’s the last day of Schaffenfest but it appears that the weather will keep a lot of the crowd away.

Where to now? It may be a good idea for someone to list out what you’ve learned since you’ve been in Bogenhafen. It may help deciding the next things you want to do.

I owe Valghaz a response to his post above about his visit to the Mother Load but for now it’s a safe to assume that Valghaz has rejoined the group for today’s activities.


Female Reiklander Servant | Wounds 17/17 | Well-prepared 1/1 | Corruption 0 | Company Fund 31g 13/9 | Shipping Fund 7g | Cargo 14 brandy, 55 armaments, 70 coal | Loan 100g

Yvonne helps Joseph escort the Thorns off the Berebeli, but helps to bring them water to wash up with elsewhere.


Assuming that you all decide to collect your reward first thing on the dreary day...

The Festival Court is in session this last day of the Schaffenfest. When you arrive at the Festival Court, you must wait for a boring hour as Magistrate Richter is presiding over a case involving two brawling labourers and is unable to see them.

When you are finally shown in to see Magistrate Richter to claim your reward an unpleasant surprise awaits. ”Reward? Nay gentlefolk you have earned no reward. The Goblin was crushed by falling crates in a warehouse on the Ostendamm about an hour after you entered the sewers” Richter offers his commiserations for your wasted time and effort.


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

Sorry, was a busy week...

Ruprecht hurriedly strips off his noisome clothes , leaving them on the shore and leaps into the river ignoring the catcalls and insults from the other rivermen. Then , his pale skin glowing , scrubs the offending smell from his clothes. Finally satisfied, he gathers up his scrubbed clothes and stomps onto the Berebeli.

Ruprecht blinks at the Magistrate's claim, "Strange that, since we followed the goblin's blood trail quite far into the sewers and found this..." he states loudly, tossing the goblin's three legged skeleton onto the table.

He is careful to avoid mentioning anything about the Demon that fought...


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Valghaz Ironhammer wrote:

"I'm gonna have to take these remains for proper burial. Let's get to the surface, and I'll meet ye all back at the Berebeli." Valghaz said, as he wrapped up what was left of Gottri. In doing so, he looked around for whatever could be of use in carrying the remains...

dice=Perception 30 to find something to carry the corpse in that wouldn't attract suspicion. If nothing is found, he will use his own bag and will have to buy a new one, and will use his cloak to carry the items which were in his bag. I can't imagine that carrying a mangled corpse around the good parts of town would be allowed]1d100

** spoiler omitted **...

Cool Test for Barkeep: 1d100 ⇒ 66

The small crowd of graybeards that are still at the bar in the wee hours of the morning fall silent when Valghaz enters the tavern. The barkeep grabs a cudgel and storms out from behind the bar, face flushed red in anger at the sight and smell of the sewage covered Valghaz dripping gore and filth on to his clean floor. As Valghaz explains what happened he stops in his tracks and stares in astonishment at Valghaz. ”A kazakidum in Bogenhafen? A KAZAKIDIUM?!? Your words sound nonsensical but I can’t help but believing you.” That’s what happens when you roll an 08 on a Charm test

All of the dwarves gather around and stare at Gottri’s torn remains. ”Aye, that looks like the work of a daemon, it does,” one of the graybeards offers helpfully. ”Ach, this sounds like trouble it does,” adds another. The oldsters look at each other, Valghaz, the barkeep and the torn body and as one they turn and make for the door. Calling back to the barkeep, one of them bellows, ”we’ve some business in Altdorf that needs taken care of so we might as well get started on the trip right now. Best of luck to you.”

The proprietor suggests that Valghaz take the corpse to the Mourner’s Guild as they can prepare the body and hold it for the priest. Once the barkeep ushers Valghaz and his burden out the door, Valghaz hears multiple locks and bolts being worked.


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)

Somewhat numbly Valghaz left the tavern. He was acutely aware of how bad he smelled, and the reaction of the longbeards had driven home how dangerous of a situation he had been in. Feeling somewhat lightheaded he followed the direction to the Mourner's Guild so that he could dispose of the body properly. Once honor was satisfied, he was more than ready to head back to the others and to quietly wash himself off and go to sleep. At the moment, nothing else seemed to matter.

-----

Present

Valghaz nodded at Ruprecht's actions, glad to see the man taking charge of the situation. He knew that he wouldn't have handled it nearly as well.


Ruprecht Scheinfelder wrote:

Sorry, was a busy week...

Ruprecht hurriedly strips off his noisome clothes , leaving them on the shore and leaps into the river ignoring the catcalls and insults from the other rivermen. Then , his pale skin glowing , scrubs the offending smell from his clothes. Finally satisfied, he gathers up his scrubbed clothes and stomps onto the Berebeli.

Ruprecht blinks at the Magistrate's claim, "Strange that, since we followed the goblin's blood trail quite far into the sewers and found this..." he states loudly, tossing the goblin's three legged skeleton onto the table.

He is careful to avoid mentioning anything about the Demon that fought...

Magistrate Richter looks at the skeleton with some interest but then shrugs his shoulders and reiterates that he has been informed that the missing goblin was killed in the warehouse. He’s happy to give you directions to the warehouse and will answer any other questions that you may have.


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 glances to the side and sees that steam had begun to emanate from Valghaz's ears. Raising a hand to his friend, to forstall the inevitable dwarven rage at the injustice, he asks the Magistrate, "Indeed, we would enjoy the opportunity to investigate. Those that notified you, did they swear to the truth of their statement before you , Eminence?"

Ruprecht waits for the Magistrate's answer, then something else occurs to him, "Oh, and by the way, did these individuals happen to claim the reward?"


Ruprecht Scheinfelder wrote:

Ruprecht glances to the side and sees that steam had begun to emanate from Valghaz's ears. Raising a hand to his friend, to forstall the inevitable dwarven rage at the injustice, he asks the Magistrate, "Indeed, we would enjoy the opportunity to investigate. Those that notified you, did they swear to the truth of their statement before you , Eminence?"

Ruprecht waits for the Magistrate's answer, then something else occurs to him, "Oh, and by the way, did these individuals happen to claim the reward?"

”Well no, not to me. It was all handled at town hall and I was simply notified of the resolution of the matter. You might inquire there.” The Magistrate pauses thinking, ”You really should speak with Doctor Malthusius if you believe that an error was made. After all the filthy creature belonged to him. He may be able to vouch for you.” The bailiff comes up to the Magistrate and says something in a quiet voice that you’re not able to overhear unless you have some talent to do so. Richter claps his hands together and explains he must get back to the court as cases are starting to pile-up.

Feel free to ask anything else you want, otherwise Richter gets back to work.


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 does have Beneath Notice , not sure it would apply here:
Tests: Stealth when in plain sight
The high and mighty pay no attention to your presence, knowing
you are well beneath their notice. Assuming you are properly
attired and not in an incongruous position, those of a higher
Status Tier will normally ignore you unless your presence
becomes inappropriate, which can make it very easy to listen into
conversations you perhaps shouldn’t. Further, characters with a
higher Status Tier than you gain no Advantage for striking or
wounding you in combat, as there is nothing to be gained for
defeating such a lowly cur.


Ruprecht Scheinfelder wrote:

Ruprecht does have Beneath Notice , not sure it would apply here:

Tests: Stealth when in plain sight
The high and mighty pay no attention to your presence, knowing
you are well beneath their notice. Assuming you are properly
attired and not in an incongruous position, those of a higher
Status Tier will normally ignore you unless your presence
becomes inappropriate, which can make it very easy to listen into
conversations you perhaps shouldn’t. Further, characters with a
higher Status Tier than you gain no Advantage for striking or
wounding you in combat, as there is nothing to be gained for
defeating such a lowly cur.

Since Ruprecht is actually in the middle of a conversation with the Magistrate it’d seem unlikely he’d be unnoticed but I guess it’s reasonable to think that the bailiff would ignore his presence so sure, Ruprecht overhears the following:

”Sir, a reminder that Councillor Teugen is expecting your report as soon as the Festival closes and there are still many cases to hear.”


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 took off his candle-helmet and scratched his head. "Suppose we should talk to Doctor Malthusius then. Hope this isn't gonna be one of them, what do ye call it? Wild gobbo chases?"


Valghaz Ironhammer wrote:
Valghaz took off his candle-helmet and scratched his head. "Suppose we should talk to Doctor Malthusius then. Hope this isn't gonna be one of them, what do ye call it? Wild gobbo chases?"

Doktor Malthusius is pleased to see you all and invites you to his caravan for brandy and tobacco.

”I’m sure you did their best to recover the Goblin and I appreciate your efforts.”

Malthusius has heard that the Goblin was killed in a warehouse by the river, and is rueful at the loss of his best exhibitt.

Puffing away on his pipe, Malthusius commiserates on your lost bounty. He explains he’d be much happier if you had succeeded because now he has nothing. ”I understand why the townsfolk would not have been interested in capturing the beast but they even refuse to return the remains. I tried to get the body so I could stuff it for display but the Town Hall clerk refuses my requests. That makes no sense, does it? The body can’t be any use for anyone else. Sometimes I think that the Festival makes everyone in this town looney.” Puff, puff, puff...”I think I shall be glad to see Bogenhafen dwindle behind me once my show is back on the road.”


Do any of the characters have the Sixth Sense Talent?


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

<raises hand> I do.... I do!!!

Ruprecht wonders silently what report the Councillor was expecting, but gathers up the remains of the goblin, and with a respectful nod to the Magistrate, takes his leave with the others.

Going to wait for the result of the Sixth Sense...


Ruprecht Scheinfelder wrote:

<raises hand> I do.... I do!!!

Ruprecht wonders silently what report the Councillor was expecting, but gathers up the remains of the goblin, and with a respectful nod to the Magistrate, takes his leave with the others.

Going to wait for the result of the Sixth Sense...

Ruprecht has that itchy feeling between his shoulders of being watched by someone who is just waiting for a chance to stab him in the back but no matter where he looks or how clever he is trying to spot his watcher, he is unable to identify anyone acting suspiciously.


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 turns to the others as they leave Malthusius behind. "I can't say I disagree that it will be good to see Bogenhafen behind us. This trip has brought nothing but trouble, and we seem unlikely to see any profit from our efforts in the sewers."

"I dislike the notion that someone else is claiming our goblin find, though, even if we won't be paid for it some recognition would be welcome. Should we check into this warehouse?"

We talked earlier about Yvonne trying to set up appointments for Landolf to meet other nobles in town or to find a branch of one of his family's debt holders here. Has she been able to accomplish anything related yet?


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Ruprecht's eyes narrow as he looks about, muttering under his breath to the others, "Feels like someone's watching....who means us ill..."

After closing his eyes for a moment, he looks back at Malthusius, "So you've given the reward to someone else....their names please. As we followed your critter into the sewers and recovered this...Makes sense that the clerk refused your request...they don't have a body." he says, reaching back into his pack and taking out the goblin's three legged remains...


Darkest Doomed wrote:

Landolf turns to the others as they leave Malthusius behind. "I can't say I disagree that it will be good to see Bogenhafen behind us. This trip has brought nothing but trouble, and we seem unlikely to see any profit from our efforts in the sewers."

"I dislike the notion that someone else is claiming our goblin find, though, even if we won't be paid for it some recognition would be welcome. Should we check into this warehouse?"

We talked earlier about Yvonne trying to set up appointments for Landolf to meet other nobles in town or to find a branch of one of his family's debt holders here. Has she been able to accomplish anything related yet?

Malthusius stops you as you leave his caravan. ”If you can bring me the rest of the goblin’s body, I will pay you the bounty.”

Yvonne’s verbal report for Landolf:
Yvonne explains that Bögenhafen is a Free City. The town is largely independent of any noble oversight. It is governed by a Town Council, chiefly in the interests of the dominant merchant houses. The high trade tax-yield, especially during the lucrative Schaffenfest, means that Bögenhafen itself is far wealthier than its surrounding duchies, a fact that still rankles the local nobility who see very little of that coin. Inhabitants of the town are expected to pay annual taxes for owning property, with a higher duty charged for riverfront holdings, and for boats and wharves owned. Everyone who brings in goods to trade pays a levy on all merchandise.
There are four notable merchant houses in Bögenhafen: Haagen, Ruggbroder, Steinhäger, and Teugen. In addition, there are many smaller mercantile concerns struggling to eke out an existence, but nearly all long-distance trade is conducted by the four great families. All of the great houses have family homes in the ostentatious luxury of the Adel Ring with separate offices elsewhere in Bögenhafen. Yvonne has been unable to determine if any of the great merchant families have acquired the family’s debt but she has set up interviews with representatives of the Haagen to take place in three days and she continues to try to arrange interviews with the other three houses.


Ruprecht Scheinfelder wrote:

Ruprecht's eyes narrow as he looks about, muttering under his breath to the others, "Feels like someone's watching....who means us ill..."

After closing his eyes for a moment, he looks back at Malthusius, "So you've given the reward to someone else....their names please. As we followed your critter into the sewers and recovered this...Makes sense that the clerk refused your request...they don't have a body." he says, reaching back into his pack and taking out the goblin's three legged remains...

”No, no friend, you misconstrue. No bounty has been paid. Interestingly there was no request by the warehousemen for a reward.”

Malthusius looks with stunned amazement when you pull out the three legged pelvis. ”Isn’t that something!!?! So tell me, do you have the rest of the remains? A single bone does me little good unfortunately. Is the rest of the goblin still in the sewer? Why did you butcher it to bring the bone, why not bring the whole goblin? I must admit to confusion.”


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

Did the warehousemen specified where they found the goblin remains?Did they all worked in the same warehouse?I'm pretty sure they didn't came back to you out of sheer gallantry. They surely had their hands already greased by someone else. Or maybe they seemed afraid?


Adelaida Lehner wrote:
Did the warehousemen specified where they found the goblin remains?Did they all worked in the same warehouse?I'm pretty sure they didn't came back to you out of sheer gallantry. They surely had their hands already greased by someone else. Or maybe they seemed afraid?

”My Lady, I received word from Town Hall about the goblin, I did not talk to the warehouseman myself. All I can tell you is that the goblin was killed at the Steinhäger warehouse. Of course, you must know that the Steinhäger‘s are one of the merchant families that rule Bogenhafen. I assume that the family rewarded their man themselves.”


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 let out an exasperated sigh. "One of ye manlings just show him the proof." He said. "Feels like everywhere we go someone's tryin' to cheat us one way or another. We really need to get paid up front before we do shyt like this again." He grumbled.


Valghaz Ironhammer wrote:
Valghaz let out an exasperated sigh. "One of ye manlings just show him the proof." He said. "Feels like everywhere we go someone's tryin' to cheat us one way or another. We really need to get paid up front before we do shyt like this again." He grumbled.

”Gentlemen, Lady and Herr Dwarf, all you have shown me is a hipbone that appears to be picked clean. Where’s the body? If you killed the creature, why would you butcher it and only bring the hipbone?”

Nudge if you want one:
You all need to decide if you’re going to tell the story of what really happened in the sewers to Malthusius. If not, then to get the reward you’ll need to find out why the warehouseman is telling a completely different story. Also, think about what you as a citizen of the Empire would do after finding a blasphemous temple below one of the cities of the Empire.


Boatman (boatman) Wounds:6/14 Resolve:2/3 Fortune:3/3 WS:38 BS:35 S:33 T:40 Init:34 AG:30 DEX:31 Int: 30 WP:30 FEL:38

Ruprecht's shoulders visibly sag when it's revealed that a powerful family stands in the way of their just reward.

With a sigh, he nods at Valghaz's statement, "I agree, it does seem that the world is out to cheat us at every turn!"

He ponders Malthusius' demands for answers on the nature of the goblin's demise, then decides that discretion is warranted, "The creature fell afoul of a constant threat in the sewers... a sewer gas fire....then rats. This is all we found of it."

Rubbing his chin, "It may be that our reward is out of reach, but I would question those at the warehouse nontheless..."

As for reporting the temple...given the current climate of denial of the true nature of things ,ie : There are no Mutants in the Empire, Ruprecht for one would be very reluctant to reveal what they found, for fear of being implicated himself.


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)

"Bounty just said bring the body, didn't say that we had to be the ones who did the killin'. Trudged through the bloody sewers, dragged a dead gobbo up to the surface, and what do we get for it? Just word that some umgi cheated us." Valghaz grumbled, to himself and to the world in general. "We should just say fook this town and focus on the grudge." He continued, still being very much focused on the previous slight against them.


Ruprecht Scheinfelder wrote:

Ruprecht's shoulders visibly sag when it's revealed that a powerful family stands in the way of their just reward.

With a sigh, he nods at Valghaz's statement, "I agree, it does seem that the world is out to cheat us at every turn!"

He ponders Malthusius' demands for answers on the nature of the goblin's demise, then decides that discretion is warranted, "The creature fell afoul of a constant threat in the sewers... a sewer gas fire....then rats. This is all we found of it."

Rubbing his chin, "It may be that our reward is out of reach, but I would question those at the warehouse nontheless..."

As for reporting the temple...given the current climate of denial of the true nature of things ,ie : There are no Mutants in the Empire, Ruprecht for one would be very reluctant to reveal what they found, for fear of being implicated himself.

Off to the warehouse...

As Malthusius listens to the explanation he shakes his head. ”If this is all that’s left of my exhibit, how can you know that it’s the right three-legged goblin? How can there only be a hipbone left? Did you not find a skull at least?”

Without a more believable story, Malthusius finally loses patience and ushers you out of the caravan as he must begin to close down the menagerie since the festival is drawing to a close. You see him stiffen in surprise and when you ask what caught his attention he points a shaky finger at the eastern horizon where the rain clouds have disappeared. ”Look there, Morrslieb is already rising. That’s an ill omen if I’ve ever seen one. Mind how you go.”

As you all trudge back across the city again, you encounter a very disturbed crowd in one of the town squares. You catch snippets of conversation as you work your way through the throng of townsmen. ”...must be mad” and ”...not true, is it? and ”why didn’t the Watch stop him...” and ”ignore...clearly a madman.” Asking for more information reveals that a man was ranting and raving and making all sorts of pronouncements of doom and that the man promised to return to the square again tomorrow.

At the Steinhäger warehouse, you are met at the entrance by a seedy-looking fellow with a nervous twitch. He introduces himself as Anton Breugel the warehouseman. Anton reeks of cheap booze.


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

As Malthusius points to Morrslieb, Adelaida sighs

What now? Can't we have some good omens, once in a while?

We'll be as careful as possible.Safe travels to you, and may Sigmar protect you if needed.

Later, as they part the crowd while walking toward the warehouse, Adelaida listen to the whispered words

We should try to be on the square tomorrow, to hear the so called prophecies of that man. I'd like to know if they are consistent with the words of doom we heard in Altdorf.

Finally, she looks at Anton
Another one who tries to escape his sorry life through cheap alcohol instead of keeping himself straight and his soul solid.

Charm (40): 1d100 ⇒ 72
So, this is the place where he goblin was killed? Steinhager Warehouse?

She doesn't try too much to hide her disdain,and if the man was a soldier, he would get a firm dressing up, at least, from Adelaida


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)

"Even in death grobi cheat us out of our rightful gold. Bah!" Valghaz said. "Let's let it go. This entire place is umgak. Talking to these wazzocks is like working a dry mine. Eventually it's our fault for expecting anything to come out of it."


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

I'm late to the discussion, but we were straightforward with the priest of Sigmar when we arrived in Bogenhafen and that went well enough. On the other hand, if memory serves there was distressingly little of the 'temple' remaining after the demon was gone. Do we know if it is the sort of site that would need to be cleaned up?

"We're already here, Valghaz. Let's see if they'll talk to us at least."


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)

"Fine. Come on, azumgi*, Let's get it over with. This is turnin' me into a wanaz* it is. Don't know how much more umgi dishonor I can put up with." Valghaz grumbled to his friend.

* Azumbi = literally 'metal human', means a human that is dependable
* Wanaz = dwarf with an unkept beard


Darkest Doomed wrote:

I'm late to the discussion, but we were straightforward with the priest of Sigmar when we arrived in Bogenhafen and that went well enough. On the other hand, if memory serves there was distressingly little of the 'temple' remaining after the demon was gone. Do we know if it is the sort of site that would need to be cleaned up?

"We're already here, Valghaz. Let's see if they'll talk to us at least."

All that was done in the temple was attempting to destroy the summoning circle and the destroying the spell scroll. Everything else was left behind in the temple, the candles, the bones, the cabinet and it’d be easy for the bad guys to repair any damage done. To eliminate the threat of the temple completely would take help from one of the temples.


Adelaida Lehner wrote:

As Malthusius points to Morrslieb, Adelaida sighs

What now? Can't we have some good omens, once in a while?

We'll be as careful as possible.Safe travels to you, and may Sigmar protect you if needed.

Later, as they part the crowd while walking toward the warehouse, Adelaida listen to the whispered words

We should try to be on the square tomorrow, to hear the so called prophecies of that man. I'd like to know if they are consistent with the words of doom we heard in Altdorf.

Finally, she looks at Anton
Another one who tries to escape his sorry life through cheap alcohol instead of keeping himself straight and his soul solid.

dice=Charm (40)]1d100
So, this is the place where he goblin was killed? Steinhager Warehouse?

She doesn't try too much to hide her disdain,and if the man was a soldier, he would get a firm dressing up, at least, from Adelaida

Anton Cool Check (35): 1d100 ⇒ 89

Luckily for Adelaida, Anton is not at all difficult to charm especially since Anton is a very, very lonely guy. ”Well, hello there pretty lady. What brings a bea, bea, beauty like you,” Anton stops to hiccup and then blathers on, ”to my little slice of heaven?” Anton absentmindedly scratches his rear before focusing his attention back on Adelaida. ”Goblin? Goblin? Oh yeah the goblin thingy. Yep, kilt it all by meself, I did. Yep, that’s me, Anton the Slayer” Anton busts out in laughter after calling himself a slayer. ”Got me a bit of silver from the headman I did so hows bout you and me go find a quiet, uh,...place, yep that’s it place, to celebrate?” Anton suddenly sneezes blowing snot all over Adelaida which Anton attempts to wipe off with a filthy rag. ”Oops”

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Some info for those without access to the rules.

Careers
Your Career is your job when not off adventuring (or having adventures done to you, as may often be the case). It describes your training, social class, and your future prospects. WFRP groups similar Careers into Classes. Careers determine what skills and talents your character has. Let me know if you want info on a specific career.

Classes and Careers
Academics: Learned people who use their education to make a living. Often, Academics are the only characters who can read and write. They start with low Status but can secure important positions if they advance through the ranks. Career options: Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar,Wizard.

Burghers: Generally law-abiding townsfolk who live and work in the many towns and cities of the Empire. Many Burghers are middle class and earn a decent living. Career options: Agitator, Artisan, Beggar, Investigator, Merchant, Rat Catcher, Townsman, Watchman.

Courtiers: Those who rule or who provide specialist services to those who rule. Even lowly born Courtiers have higher Status than most, and all have an opportunity to secure positions of significant influence. Career options: Advisor, Artist, Duellist, Envoy, Noble, Servant, Spy, Warden.

Peasants: People who live and work in the farms, villages, and countryside. Peasants are all lower class, though it’s possible to secure significant influence locally. Career options: Bailiff, Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager.

Rangers: Roving folk who make a living on the open roads, travelling far beyond their home towns and villages. Most Rangers are lower class, but some can secure positions of high Status if they persevere. Career options: Bounty Hunter, Coachman, Entertainer, Flagellant, Messenger, Pedlar, Road Warden, Witch Hunter.

Riverfolk: People who live and work on the rivers and waterways that wind through the Reikland and beyond. Riverfolk all begin with low Status, but some have opportunities that can lead to a very comfortable life. Career options: Boatman, Huffer, Riverwarden, Riverwoman, Seaman, Smuggler, Stevedore, Wrecker.

Rogues: Mostly town and city folk, these people make a living by acts considered illegal, or at least unsavoury, by most law-abidin citizens. Rogues are usually lower class, but some can make a lot of money, though they may not secure a high Status when doing so. Career options: Bawd, Charlatan, Fence, Grave Robber, Outlaw, Thief, Racketeer, Witch.

Warriors: Relying on their physical prowess, these people are all trained fighters, although they are not necessarily from the military. Warriors come from many backgrounds, both high and low Status, and all can carve out a position of influence if they live long enough. Career options: Cavalryman, Guard, Knight, Pit Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest.


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

Huge Warhammer fan. Glad to see this campaign is being run.

Goal #1: Scrape together enough money for a pick!
Goal #2: Don’t die.

I think for WFRP that is about as lofty a goal as I should aim for.


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)

Sample Combat. Trying out the system.

Valghaz in a knife fight with a human (30 all stats). A dispute over who gets a prospecting spot goes south due to neither side having a decent Fel score.

V Initiative: 1d100 - 25 ⇒ (78) - 25 = 53 -5
H Initiative: 1d100 - 30 ⇒ (73) - 30 = 43 -4

Neither side seems willing to come to blows. But when a knife is pulled, the human proved to be faster.

Human attacks first
H WS: 1d100 - 30 ⇒ (14) - 30 = -16 1
V WS: 1d100 - 55 ⇒ (52) - 55 = -3 0

Damage is SL (1) + Dagger (2) + SB (3) - T (5) = 1 wound. 17 left

The human lunges forward, and his dagger scrapes Valghaz’s right arm.

Valghaz attacks back
V WS: 1d100 - 30 ⇒ (39) - 30 = 9 1
H WS: 1d100 - 55 ⇒ (44) - 55 = -11 0

Damage is SL (1) + Dagger (2) + SB (4) - T (3) = 5 wounds. 7 left

In return Valghaz stepped in and plunged his dagger into the human’s right leg. While certainly not enough to kill him, it was a nasty wound.

Human attacks
H WS: 1d100 - 30 ⇒ (96) - 30 = 66 -6
V WS: 1d100 - 55 ⇒ (49) - 55 = -6 1

Human misses.

Valghaz attacks.
V WS: 1d100 - 55 ⇒ (32) - 55 = -23 2
H WS: 1d100 - 30 ⇒ (40) - 30 = 10 -1

Damage is 3 (SL) + Dagger (2) + SB (4) - T (3) = 6 damage. Human is down to 1 wound.

The human slashed wildly while hobbling. Valghaz stabbed again, and the man raised his left arm in an attempt to stop the dagger from stabbing him in the face. He got stabbed in the arm instead. Bleeding heavily, the man turned and ran, leaving the claim to the dwarf.

Sadly, the spot turned out to be a bust. And for his trouble all Valghaz got was a new scar on his way to Ubersreik.

—————

Just posting this up to make sure I’m getting the rules right.


Valghaz Ironhammer wrote:

Huge Warhammer fan. Glad to see this campaign is being run.

Goal #1: Scrape together enough money for a pick!
Goal #2: Don’t die.

I think for WFRP that is about as lofty a goal as I should aim for.

A two-handed pick as a weapon for a dwarf is very cool in Warhammer. It does extra damage which is only slightly cool but has twice the chances to have a critical hit (normally criticals come from getting doubles on a d100 roll (e.g., 11, 22, 33, etc)) but a two-handed pick also gets criticals on numbers evenly divisible by 10 (e.g., 10, 20, 30, etc). Critical hits are massively important in 4e as you’ve got a chance to instantly kill something or totally disable it. To make up for the advantage they are slow weapons so you go last every round of combat no matter how good your initiative is. I picture the dwarf taking the blows of his enemies during the round just waiting for his chance to bury his pick between his foe’s eyes.


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)

Oh. Wow. Damn. Everything about that screams “Dwarven.” Get some good WS, STR, T and armor. Grab a pick and stand your ground. The enemy will swing first, but you’re tough enough to swing last.


Valghaz Ironhammer wrote:

Sample Combat. Trying out the system.

Valghaz in a knife fight with a human (30 all stats). A dispute over who gets a prospecting spot goes south due to neither side having a decent Fel score.

[dice=V Initiative]1d100-25 -5
[dice=H Initiative]1d100-30 -4

We're going to do initiative as your Initiative score plus 1d10.

Neither side seems willing to come to blows. But when a knife is pulled, the human proved to be faster.

Human attacks first
[dice=H WS]1d100-30 1
[dice=V WS]1d100-55 0

Damage is SL (1) + Dagger (2) + SB (3) - T (5) = 1 wound. 17 left

The human lunges forward, and his dagger scrapes Valghaz’s right arm.
This looks right to a point but there's also the concept of Advantage.
Combat has a momentum to it, with success bringing greater feats of
glory. In WFRP this is called Advantage, with each each Advantage
token giving the roller a +10 bonus to all combat Actions. +1
Advantage is gained for each of the following:
• Attacking an opponent with the Surprised Condition.
• Spending your Move Charging headlong into combat.
• Defeating an important NPC.
• Winning an Opposed Test during combat.
• Causing Damage to an opponent without making an
Opposed Test.
Characters lose all accrued Advantage if they lose any Opposed Tests
or take a Wound.
Since the human won the opposed roll, he gains +1 Advantage and is +10 to his combat score...as you'll see that advantage doesn't last

For everyone else, the hit location was determined by reversing the attack roll (so 14 becomes 41 which is the right arm0
Valghaz attacks back
[dice=V WS]1d100-30 1
[dice=H WS]1d100-55 0
You swapped the weapon skills of Valghaz and the human. So Valghaz has a SL of +2 (55WS-roll of 39) and the human has a SL of 0 (30WS+10point advantage bonus-roll of 44) so Valghaz hits, gains +1 Advantage and the human loses his Advantage point

Damage is SL 2(1) + Dagger (2) + SB (4) - T (3) = 5 6 wounds. 7 6left

In return Valghaz stepped in and plunged his dagger into the human’s right leg. While certainly not enough to kill him, it was a nasty wound.
Hit location determined by reversing the attack roll (39 becomes 93 and checking the table which indicates the right leg)

Human attacks
[dice=H WS]1d100-30 -6
[dice=V WS]1d100-55 1
Valghaz actually has an SL of 2 because of his +10 to his combat roll AND wins this opposed test so now has +2 Advantage
Human misses.

Valghaz attacks.
[dice=V WS]1d100-55 2
[dice=H WS]1d100-30 -1
Valghaz has a SL of +4 because of his 2 advantage
Damage is 3 5(SL) + Dagger (2) + SB (4) - T (3) = 8 damage. Human is down to 1 -2 wound and is very dead.
Valghaz is now up to +3 Advantage for winning another combat test. He carries that Advantage with his as long as combat continues (i.e., there's another opponent
The human slashed wildly while hobbling. Valghaz stabbed again, and the man raised his left arm in an attempt to stop the dagger from stabbing him in the face. He got stabbed in the arm instead. Bleeding heavily, the man turned and ran, leaving the claim to the dwarf.
This is a good example of how deadly combat can be in Warhammer and how Advantage has a huge impact
Sadly, the spot turned out to be a bust. And for his trouble all Valghaz got was a new scar on his way to Ubersreik.

—————

Just posting this up to make sure I’m getting the rules right.


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)

Very helpful! Wasn’t tracking advantage. I can see how it can play a huge role. Thank you


There are many exciting things you can buy in Ubersreik’s Marktplatz. Your Character Sheet shows you how much money you currently have.
The coins come in 3 denominations: Brass Pennies (d), Silver Shillings (/), and Gold Crowns (GC). Coin values are:
1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d)
1 silver shilling (1/–) = 12 brass pennies (12d)
This is usually abbreviated to: 1 GC = 20/– = 240d

What’s On Offer?
Whilst at the market, or at other points during play if the GM allows, you may wish to purchase some goods. The GM will tell you if you need to make a Test to find a vendor or shopkeeper selling the goods you wish to buy. When buying, you either pay full price, or you pass an Opposed Haggle Test against the shopkeeper and pay the cheaper Haggle price as marked in the Trappings Table.

Trappings Table
The following are the goods available in Ubersreik market and beyond. Strength Bonus is abbreviated to SB in any weapon rules.

Item Price Haggle Damage Special

Sword/Axe/Mace 1GC 18/– +SB+4 –

Dagger 16/– 14/4 +SB+2 –

Knuckledusters 2/6 2/3 +SB+2 –

Sling 1/– 11d +6 Range: 60 yards; Uses Stone Bullets

12 Stone Bullets 2d 2d

12 Pistol Bullets 3d

12 Blackpowder 3/– 2/9

Leather Jack 12/– 10/10 – 1 Armour Point to Body and Arms

Leather Jerkin 10/– 9/– – 1 Armour Point to Body

Waterskin 1/6 1/5 – Carries a gallon of liquid

Tattoo 4/– 3/8 – A simple tattoo

Pint of Ale 3d – – Tasty!

Rumster Pie 3d – – Comes in many flavours

Full Imperial Breakfast 8d – – Best blood sausage in Ubersreik!

Inn Meal 1/– – – Expensive, but good!

Bottle of Wine 10d 9d – A local grape

Chicken 5d – – Uncooked. Unplucked. Hungry.

Healing Draught 10/– 9/– – Drink to Heal 1d10 Wounds.

Bandage 4d – – Remove 1 Bleeding Condition

Deck of Cards 1/– – – Brush up on your Gamble Skill

Rope, 10 yards 8/4 7/6 – For tying up or climbing!


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

One thing I was never clear on during my last game. Weapon attacks seemed to be resistable with either Weapon Skill or Dodge. Weapon Skill is also used to attack while Dodge unsurprisingly is not.

Are there things that Dodge resists that Weapon Skill does not, making it a better defensive stat than Weapon Skill? Or is it just a bad Weapon Skill that only works half the time?


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

Ah...the SL thing threw me at first, but it's just a rebranding of the degress of success from previous versions...now to wrap my head around Advantage :)


Darkest Doomed wrote:

One thing I was never clear on during my last game. Weapon attacks seemed to be resistable with either Weapon Skill or Dodge. Weapon Skill is also used to attack while Dodge unsurprisingly is not.

Are there things that Dodge resists that Weapon Skill does not, making it a better defensive stat than Weapon Skill? Or is it just a bad Weapon Skill that only works half the time?

I thought that this would be an easy question to answer when I first read it...then I read the rule book...then I looked around the net...an hour later I think I have an answer ;)

Dodge is more versatile than Weapon Skill because it is useful outside of combat. Someone tries to empty a chamber pot onto your head from the second floor use Dodge to stay clean. You accidentally trigger a trap use Dodge to avoid the effects.

Also Dodge is a basic skill that uses Agility as it's basis so if you're a high agility character already you've got a high Dodge skill.

Finally if you're fighting someone bigger than you, it causes a negative modifier to your Weapon Skill but not to your Dodge skill. So, when you're fighting that giant you'll be grateful for Dodge.


Ruprecht Scheinfelder wrote:
Ah...the SL thing threw me at first, but it's just a rebranding of the degress of success from previous versions...now to wrap my head around Advantage :)

Advantage can start steam-rolling pretty quickly which is the point of it but I imagine it is no fun to be fighting someone that has 5 or 6 Advantage points already.

I read an article that pointed out that Halflings really need to stay out of melee cause of their small size but can be a great benefit using a ranged weapon because ranged attacks are not opposed so it doesn't matter if your opponent has a +5 Advantage, they don't get to make a combat roll; a hit causes at minimum 1 wound no matter Toughness or Armor; and taking a wound eliminates any Advantage something has. So a Halfling with a sling and some rocks can help slay a very tough creature by continually knocking down its Advantage. :)


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)

Sounds realistic. If someone has a size advantage on you, fighting them will be hard. Imagine trying to block an ogre’s attack. If you had a shield it would probably break your arm. Dodging it is the only sensible solution.

And halflings being natural skirmishers suits them well too. So far I am really liking the 4e ruleset.

Edit: my one “issue” with the system though is Stats.

If someone rolls well for Stats. I miss the old Valaya’s Mercy rule, where you can turn one die roll into an average.


Our hypothetical Halfling is 1 step smaller than a human, dwarf or elf...

These are just some of the impacts of size on combat:

If larger:
• Weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
• It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
• All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.

Defending Against Big Creatures
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!


I really like this article about playing Halflings and the impact of size

Halflings are cool


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 don't claim to be an expert, but in case it helps someone, here are a few thoughts on the game that I came up with during my last attempt:

* Combat is deadly and it should be avoided if possible. The Fortune/Fate & Resolve/Resilience system gives an important caveat to the deadliness, however. Those abilities (especially Resilience) give you a few limited-use ways to get out of tight situations or even outright death.
* If you distribute your starting career skills evenly, it's often possible to end up very close to qualifying for the second tier of your starting career right away. For instance, Landolf only needs 5 dexterity advancements and he qualifies to go to Seaman. Going up a career tier might not be the right move, but it's good to note that it's possible in a short time frame.
* Similarly, if you find that your starting career isn't where you want to be, it isn't crazy hard to qualify to move to an entirely different career pretty quickly.

For the GM: are you planning to use the optional Downtime/Endeavours system when that comes up? It has always seemed cool to me.


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)

So...how far am I from going into miner? I evenly put my skills into class skills and took +3 Str.


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 career advancement rules are on page 84 of the document I have (which hopefully is the same one you guys are looking at). But basically, you need 5 advances in all of the characteristics your career provides and 5 advances in eight of the skills that the career provides. You also need at least one talent from your Career level.

For Landolf, that looks like:
* Agility: 5 advances
* Dexterity: 5 advances (he doesn't have this yet)
* Fellowship: 5 advances
* Climb: 5 advances
* Consume Alcohol: 5 advances
* Gamble: 5 advances
* Gossip: 5 advances
* Row: 5 advances
* Melee (Brawling): 5 advances
* Sail: 5 advances
* Swim: 5 advances
* Talent: Strong Back

If I'm understanding everything right, it will take Landolf 125 XP to get the 5 Dexterity advances he needs and 100 XP to move up a career tier. In theory, you can bounce out of a Career you don't like even if you don't complete it for 200 XP, but that's going to a different Career rather than advancing in the one you are in.

For a Miner, in addition to all of the skills you mentioned you have, you need 5 advances each in Strength, Toughness & Willpower. And a talent from Prospector, but it looks like you have that.

I think it doesn't matter where those advances come from at all, as long as you have them.

Note that one potential downside to advancing your career is that once you go up a level you can no longer easily acquire other talents from the earlier level. In your case, that means you want to get as much of Rover, Strider (Rocky), Sturdy and Tenacious as you want before you leave...unless you need to be Miner badly enough to take the hit.

For completeness, the requirements go up each career level. To go from the second to third tier, you need 10 advances in all the characteristics (including the characteristic that being second tier gave you), eight skills (which could be different skills) and one talent from the second tier of your career (weapon skill in your case). And so forth... Who knows if we'll even get anywhere near that far.

If you look at my profile, I decided to keep a whole spoiler listing advances information for that purpose under Progression Data.

Final note: in some previous editions you also needed to have the trappings of your next Career level in order to advance (I think). To my understanding, that requirement is gone and the trappings for career upgrades are more like what other people would expect you to have.


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

On a separate topic: I still need to select which Sail specialization Landolf is taking advances in. I don't think I want Barge. The remainder are:

Caravel, Cog, Frigate, Wolfship

I don't think Landolf is shooting for the biggest and most heavily-armed of ships, but he'd want to be serving on something moderately prestigious and not completely unarmed. Is that probably...Cog?


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)

Thanks for clearing that up. I’m shooting for miner as that is just where I see him as a character. Someone with a mining pick dreaming of ore, not someone panning for gold.

——

As for ships, what exactly is a Cog?


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
Valghaz Ironhammer wrote:
As for ships, what exactly is a Cog?

That's sort of my question for the GM. I know that there were Cogs in real life and probably they are the same here, but I don't trust fantasy games to stick with real world terminology, so I'm looking for a little guidance on that one.

After making my big post about advances, I started wondering exactly how I got the advances I did. I had to go back to the prior thread's character creation, and it looks like I claimed 5 XP too much from the initial character creation (I stuck with all of my random choices, which gave me 120 XP, not quite enough to claim all five Agility advances). So I've reduced Landolf's Agility by 1 and given him 20 remaining XP.


A Cog...

Warhammer seems to borrow heavily from real world politics etc, so I presume A Cog here is a Cog there :)


Darkest Doomed wrote:
Valghaz Ironhammer wrote:
As for ships, what exactly is a Cog?

That's sort of my question for the GM. I know that there were Cogs in real life and probably they are the same here, but I don't trust fantasy games to stick with real world terminology, so I'm looking for a little guidance on that one.

After making my big post about advances, I started wondering exactly how I got the advances I did. I had to go back to the prior thread's character creation, and it looks like I claimed 5 XP too much from the initial character creation (I stuck with all of my random choices, which gave me 120 XP, not quite enough to claim all five Agility advances). So I've reduced Landolf's Agility by 1 and given him 20 remaining XP.

There's no information that I can find where WHFRP defines a cog but in Warhammer Fantasy in general a cog as defined as a a short wide barreled, heavily constructed ship designed to withstand the rough northern seas.

Interestingly as sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail specialties Basic Skills for 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

Valghaz, your tagline suggests that you have 0 Fortune/Fate and 2 Resolve/Resilience. I think dwarves start with that, but have two more points to distribute to those scores (Extra Points). I think you should have more than you do?

As for the type of sail, it looks like Caravel is one step up from Cog, so I'll take that.


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)

Thanks for catching that. 2 fate then, to save me from dying


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)

First combat. Exciting!

Going to be an interesting PbP experience given that opposing WS rolls are needed before damage is calculated.

So, Valghaz has his fists, a dagger and a shovel. How much damage does each one do?


Valghaz Ironhammer wrote:

First combat. Exciting!

Going to be an interesting PbP experience given that opposing WS rolls are needed before damage is calculated.

So, Valghaz has his fists, a dagger and a shovel. How much damage does each one do?

Dagger does Strength Bonus +2

Fists are SB +0 and have Undamaging quality

Shovels are an Improvised Weapon so SB +1 and Undamaging. .I’m going to say a shovel also has the Pummel quality

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

Undamaging
Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.


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)

Great! Its shovel time then. :D


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

On the surprised condition Landolf has: I assume that the primary example of an opposed check he won't be able to make is to Dodge a Melee attack. Does that equate to 0 SL on my end? It's hard to know what no check means in that context.


Darkest Doomed wrote:
On the surprised condition Landolf has: I assume that the primary example of an opposed check he won't be able to make is to Dodge a Melee attack. Does that equate to 0 SL on my end? It's hard to know what no check means in that context.

My understanding of the rules is that the attacker makes a dramatic skill test so he will roll and see if he rolls below his skill level (including the modifiers). If his test succeeds he'd determine the SL for his success and add that to damage done. So, essentially you have an SL of zero but since the test is unopposed it doesn't come into play.

Our brawlers all have an attack skill of 30 so normally would have to roll 30 or less to hit, but in case of attacking a surprised character they get a +20 to hit and a +1 advantage so for this 1 round they have an effective weapon skill of 60.


Just curious as to what's everyone's favorite Warhammer Fantasy book.

I loved Skavenslayer. Right now, I am reading the Witch Hunter omnibus.


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)

Trollslayer. The description of Karak Eight Peaks was well done, especially the sadness that came from witnessing lost glory.

—-

If Valghaz finishes with the Burgher, can he intervene in other fights? Specifically he’d make his way over to Xavier, given that it is pretty obvious that the priest doesn’t want to fight.


Valghaz Ironhammer wrote:

Trollslayer. The description of Karak Eight Peaks was well done, especially the sadness that came from witnessing lost glory.

—-

If Valghaz finishes with the Burgher, can he intervene in other fights? Specifically he’d make his way over to Xavier, given that it is pretty obvious that the priest doesn’t want to fight.

Normally yes Valghaz could intervene but with the riot there's always another opponent ready to step in.


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Some more background information about Ubersreik.

Common Knowledge

Recently, Ubersreik’s rulers, the Jungfreuds, were controversially removed from power following a decree from Emperor Karl-Franz I. This unexpected command was enforced by troops sent from the capital, Altdorf, and compliance was mercilessly secured. This occupying force garrisons in Black Rock Castle, Ubersreik’s nigh-on impregnable inner bastion. Now armed soldiers sporting Altdorf ’s red and blue livery leave there to tour the surrounding land, enforcing the Emperor’s justice with scant regard for the traditions or the wishes of the stunned locals.

Despite the veritable litany of enemies that laid waste to Ubersreik down through the centuries — Bretonnians, Greenskins, the Skaven, the Restless Dead — one ancient foe haunts Ubersreik and its nvirons more than any other: Constant Drachenfels. Drachenfels the Great Enchanter, Daemonologist, Necromancer, and Emperor-Killer, has lurked in the Grey Mountains since before the founding of Ubersreik. His foul schemes frequently ensnared the folk of the Vorbergland. His fell legacy still lingers like a shadow over the town, his name whispered in hushed, fearful tones or hurled at wayward children as a threat or warning. Perhaps the greatest terror he unleashed was the Rift of 2203 IC. It is said that Drachenfels caused a great tear to open directly into the Realms of Chaos, unleashing terror, mutation and madness upon those living near the Grey Mountains. Chaos reigned for a week. The dark, malevolent presence of the Ruinous Powers could be felt everywhere: Daemons stalked the land the skies bled, and liquid fire burned in the air. In that week, almost all living souls from Bögenhafen to Ubersreik were annihilated. The few who survived were forever changed. Though no- one knows exactly how or why the Rift appeared and disappeared, all live in fear of the day it will return.

Ubersreik has been besieged many times, as often by Human forces from Bretonnia or neighbouring provinces as by Beastmen or Greenskins. On a number of occasions, the town has been completely reduced to rubble and ash by conquering forces. Such as when, over a thousand years ago, as Ubersreik’s population was recovering from the Black Plague, the town was overwhelmed by the Skaven. The ratmen destroyed most of the city’s buildings. When Count Mandred eventually relieved the town three years later, there was nothing but smoking ruins remaining. After the sacking of the town by skaven, Ubersreik was rebuilt with the help of the Dwarfs of Karak Azgaraz. This began a pattern which was to be repeated over the centuries: Ubersreik was threatened; it appealed to its Dwarf allies, who refused to help; the town was destroyed; then the Dwarfs rebuild Ubersreik, and charged handsomely for their efforts. This led to some resentment among Ubersreik’s patriotic inhabitants, all of whom felt they were being exploited by their so-called allies. The most recent instance of this cycle came during the Great War Against Chaos. Ubersreik’s defenders marched north, leaving the town vulnerable to a great horde of Greenskins that poured out from the Grey Mountains, occupying and then destroying the town. Once again, the Dwarfs of Karak Azgaraz were commissioned to rebuild, but Magnus, ever the astute politician, ensured this would be the last time Ubersreik fell. The Dwarfs constructed high and broad walls. The bridge was reinforced with runes to ensure it would stand for an age. To this day, Grodni Surehammer, the leader of the Dwarf construction team from Magnus’s time, advises on any major works and resides behind the stout walls he helped build. Surehammer serves as a talisman to the local population, a reassuring sign of their town’s strength and the Dwarfs’ friendship with Ubersreik.

Lore (Law):
Town Council
When the Jungfreuds ruled Ubersreik, the Town Council had little influence beyond occasionally advising the duke. However, when the Imperial Herald replaced Duke Sigismund, she declared it was the Emperor’s will that the council maintained the status quo whilst new rulership for Ubersreik was decided. So, the burgomeister suddenly found himself thrust onto a wider political stage, replete with threats and pitfalls, not to mention opportunities. In an attempt to consolidate this power, the burgomeister approached Grodni Surehammer, the de facto leader of the town’s Dwarf population. Surehammer felt the Jungfreuds were betrayed by the Emperor, and would have no truck with such underhanded business. Currently, Burgomeister Ernst Maler is head of the Town Council, a large, moustached man, fond of flamboyant hats and hearty fare. He is joined by the guildmasters of six of the town’s most prominent guilds — the Merchants, Boatmen, Boatbuilders and Chandlers, Metalworkers, Carters, and Carpenters. Of those, the burgomeister’s closest ally is Guildmaster Hans Fuhrmann of the Carters’ Guild. Fuhrmann is a large man who spends most of his time ordering others around as he revels in the new powers of the council. He has an abiding fondness for Eilhart wines, paying well over the odds to ensure he’s getting the good stuff; though, in truth, he can’t tell the difference from one wine to the next. His fondness for expensive wine and easy living has left him red-faced, fat, and gout-ridden.

Lore (Theology):
Cults The Cult of Sigmar’s is the most widespread in Ubersreik, with ten temples and chapels within the fortress-town’s walls; however, most other primary cults are also represented, with Verena’s and Shallya’s the more prominent, both with significant temples built by the town’s largest square. The town is also known for its sprawling temple to Katya and gambling den dedicated to Ranald found in the docks, and for its surprisingly large fortress-chapel dedicated to Ulric found in the walled-off Precinct district. With the withdrawal of the Jungfreuds, the Town Council have approached the leaders of the cults of Sigmar, Verena, and Shallya to help organise town affairs, but, as of yet, none have accepted this offer

Lore (Heraldry):
Nobles
Dozens of noble families call Ubersreik home, most connected to one another through labyrinthine webs of intermarriage, partnership and rivalry. Three houses stand tall above the others — Bruner,
Aschaffenberg, and the recently disgraced House Jungfreud — and most of the minor houses are their sworn vassals, acting as agents to accrue renown and favourable matches for the future. All of their fortunes changed when the Jungfreuds were chased from the fortress-town. The fabulously wealthy Bruners were best placed to make a powerplay, but they were too busy dancing with glee to care, so it turns to the ambitious Aschaffenbergs or an outside House to make the first move.

Lore (History):
As a strategically important fortress-town, Ubersreik is well served by several primary roads. The main routes into the town are the Bögenhafen Road, Auerswald Road, Nuln Road, and the Parravon Road. The Parravon Road leads through the Grey Lady Pass into the neutral territory of Frugelhorn and then into Bretonnia. Beyond the Azgaraz Trading Post, which marks the junction between the Parravon Road and the road to Karak Azgaraz, the quality of footing decreases significantly. In spring and summer, vast trains of 40 or more heavily laden wagons are a common sight rolling down from the Grey Lady Pass, bringing goods from Bretonnia and the Dwarfs of the Grey Mountains. However, no matter how busy the pass may be, of all the routes into Ubersreik, the Nuln Road is the most heavily used. Most of the trade goods entering and leaving Ubersreik do so by river. The Jungfreud duchy of Black Rock is connected to Ubersreik by the Teuful, which is navigable up to
Shluesselschlossscheucht, a deep-sided gorge. Until recently, trade shipments of valuable coal and iron ore from Black Rock were carried down the Teufel to Ubersreik by barge. However, with the recent upheaval, the Jungfreuds have chosen to ship along the Hagercyrb canal instead, which has led to a shortage of coal in Ubersreik. Downriver, the Teufel leads to the River Reik and on to Altdorf. This navigable link to the capital further strengthens Ubersreik’s importance. Recently, the Archduke of Upper Teufel helped finance a
significant canal system. Two of these canals connect to the Teufel river: the Grey Lady Canal and the Hagercryb. The Grey Lady Canal leads down to Nuln, cutting out a lengthy diversion down the Teuful and back up the Reik. The Hagercryb, connects first to the River Tahme and down through the Bögen to the Reik downriver of Altdorf. Importantly, this connects Ubersreik to Carroburg, and on to Marienburg in turn. These canals caused much consternation in the Imperial family, as they enabled the bypassing of Altdorf ’s customs and levys. In an attempt to combat this, Emperor Luitpold III tried to block the building of the canals in the Reikland Diet in 2484 IC.
When this failed, he instead tried to dredge the Teufel where it meets the Reik — the marshes in this area are treacherous and
notoriously hard to navigate. As a result of Luitpold’s repeated
failures to do this, this silty area of marshland is now known as
Luitpold’s Folly.


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

I’m calling it now. We are going to fight Drachenfels!

Btw; what year is it? Is this after Storm of Chaos?


2512 IC

What's happening in Ubersreik is directly tied in to much, much bigger events that are about to shake the Empire...


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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

(Lil"Eschie character: here's the nearly virgin sheet I'll use, if someone has suggestions or want to use it too)

Name:
Race:
Career: Soldier
Age:
Height:
Weight:
Hair:
Eyes:

Weapon Skill
Ballistic Skill
Strenght
Toughness
Initiative
Agility
Dexterity
Intelligence
Willpower
Fellowship

Wounds ( )
Fate (2)
Resilience (1)
Movement (4)

Skills (points)
-
-
-
-
-
-
-
-
-
-

Talents
-
-
-
-
-
-

Money
Brass
Silver
Gold

Trappings:

XP:

Appearance:

Background:


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)

Starting to think that Valghaz might end up being quite a good warrior, despite being a peasant. Once he gets 25xp, and a mining pick, he will be:

WS50 SB4 TB4 W16, and +4 damage weapon that crits on 10s and doubles.

Sure, slow as hell. But from a new player’s perspective, these stats seem to be fairly good.


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Valghaz Ironhammer wrote:

Starting to think that Valghaz might end up being quite a good warrior, despite being a peasant. Once he gets 25xp, and a mining pick, he will be:

WS50 SB4 TB4 W16, and +4 damage weapon that crits on 10s and doubles.

Sure, slow as hell. But from a new player’s perspective, these stats seem to be fairly good.

It'd make sense that a Dwarf Miner should be a good fighter. There aren't really any Dwarfs that don't need to know how to fight. Any Dwarf enterprise anywhere has to be ready to be attacked at any time. Stupid Greenskins! They even destroyed Bugman's Brewery.


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

And on a mechanical level, any career with strength and toughness as well as Weapon Skill coming at the second tier of the career is going to be good. Your talents aren't as likely to be combat-centric, but the framework is quite nice.


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)

On the topic of uniforms, and finding something without too much baggage.

https://warhammerfantasy.fandom.com/wiki/Graf_Steirlich_von_Bruner

She could have been a soldier in his employ, wearing either his family colors or the basic uniform of the Reikland. As a fairly neutral story, she could have been a native of the remote Hagercryb Hills, who accepted the Graf’s coin and training to keep the roads safe. And given that he wants to move into Ubersreik, he could have sent a small squad of recruits to escort merchants. To make a show of his authority.

This would make her a soldier, but to a far lesser power than either Altdorf or House Jungreud. And given the Graf’s lack of power in comparison to both, if she gets caught up with the party, it isn’t like he would have the influence or inclination to go out of his way for her. Especially as her group was sent to make him look good, not ‘cause trouble.’

Anyways. Just an idea on how to keep the soldier angle, while staying out of the politics until the party knows where we all stand.


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

Hello all!

I'm thinking Talther is from a long line of undistinguished courtiers, servants of a noble house.

He wants more from life. Quite a bit more, hence why he's out and about.


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

A Dwarven miner, in the Empire, covered in blood in public...what could go wrong?

Made me think of this


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

Found some time to stare vapidly at the rulebook. Are we using any optional rules?


Darkest Doomed wrote:
Found some time to stare vapidly at the rulebook. Are we using any optional rules?

Determining Initiative - We’re doing the roll 1d10 and add that to the initiative characteristic

Non-combat fumbles...this is a question for the group. What’s the thought on having critical successes or fumbles on non-combat rolls?

OptiOns: CritiCals & Fumbles
We introduce some extra rules for Criticals and Fumbles in Combat later in this chapter. they can also be used to add drama for all tests, creating a game that feels epic in scope as extreme results become commonplace. if that describes your group, you could use the following optional rule.
any test scoring a success that also rolls a double is called a Critical, meaning you’ve scored an astounding success from the Outcome table; and any failure including a double is a Fumble, resulting in an astounding Failure from the Outcome table. this optional rule works well with simple tests, providing a fun addition to the yes or no results offered there.


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

My first thought would be to go without criticals & fumbles out of combat, but if other people want to try it I don't strongly object.

Another question: playing this again has got me thinking I might want to run a game for my nieces and nephews. Are you using any published scenarios I should avoid looking at?


Darkest Doomed wrote:

My first thought would be to go without criticals & fumbles out of combat, but if other people want to try it I don't strongly object.

Another question: playing this again has got me thinking I might want to run a game for my nieces and nephews. Are you using any published scenarios I should avoid looking at?

We’re playing the scenario from the starter set. I’d love to keep this group going to do the Enemy Within campaign. It’s supposed to be great.

There’s a 5 scenario ‘On to Ubersreik’ available and the first scenario is free at Drive Thru RPG. That’s might be a good one to try with your family.


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)

The enemy within? Hell yeah. Always wanted to play that. Ran the Doomstones Campaign for my kids. Another good campaign, but I don’t think it has aged as well as the enemy within (though I only know of it by reputation).

As for crit and fumbles on skill checks, I’d prefer not. Because take Valghaz for example. He has BS24 and Fel21. Almost all successes will be critical successes, which I don’t feel is right. Also on critical failures...failing a skill check sucks as it is. A critical failure just puts salt on the wounds.


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've only downloaded If Looks Could Kill so far.


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I hope you all are enjoying the campaign so far. I thought it might be worthwhile to go through the types of tests the game has now that you’ve all been through combat.

Simple Tests
Most tests are Simple Tests. these tell you if you succeed or fail. roll 1d100, and if the result is less than or equal to your skill or characteristic, you succeed! otherwise, you fail.

Difficulty
Some Tests are more difficult than others — climbing a sheer wall is much harder than climbing a tree. to simulate this, you can assign a Difficulty to any test. this will either add a positive bonus or a negative penalty, making the test easier or harder to pass. The following Difficulty levels may be applied as you feel is appropriate: Very Easy (+60), Easy (+40), Average (+20), Challenging (+0), Difficult (−10), Hard (−20), or Very Hard (−30).

Dramatic Tests
Determines how well a task is performed. like simple tests, roll 1d100 to determine if a test is a success or a failure. then subtract the ‘tens’ number of the 1d100 roll from the ‘tens’ number of the skill or characteristic being tested. the result is your Success Level (sl). a positive sl occurs when you succeed at a test — the higher the number, the better a test succeeds. a negative sl occurs when you fail — the lower the number, the worse it has failed.

Opposed tests
Two characters can directly compare tests to see who performs better. doing this requires an opposed test. an Opposed Test compares the results of a dramatic test from each character. the character with the higher sl on the outcomes table is declared the Winner, and the difference between the individual sls is used as the final SL for the Opposed Test.

Fighting
When characters wants to attack an opponent, they perform a Weapon Skill (WS) test (for melee attacks), or Ballistic Skill (BS) test (for ranged attacks) for their action. Melee attacks are always opposed tests, unless the defender has the unconscious or surprised condition. the defender uses their WS or dodge skill to oppose the attack. If the attacker scores more sl than the defender, it’s a successful hit. ranged attacks are dramatic but unopposed, and hit if the character passes the BS test.

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