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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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 would be happy to convey you southward, Lord Boorman. I'm afraid that our barge won't live up to your expectations, however. The Lucky Lady isn't specifically an embarrassment but she is a common barge--a recent salvage that we haven't had the opportunity yet to do further work on," Landolf said, letting implication convey intentions he hadn't even considered yet.

"If you decide that you still wish to make use of our services, I can speak for the crew however. They're a good lot that I've worked with for months now, save for one new addition. The Black Thorns have put our lives on the line for the Empire before, and we'd make every effort to get you to Kemperbad for your assignment."


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

When his friends return from their labours and join him for supper, Ruprecht broached the subject of thier next destination , "I need to contact our winesellers factor here and sell this wine. I've heard that Diesdorf, to the South, needs grain, they're going to starve in fact...so we may be able to profit from that."


Adelaida Lehner wrote:
Would the fact that Frau Herzen is noble hinder us, if we have to arrest her with more or less violence?

"She gave up any claim to the rights and privileges of the nobility when she cast her lot with the Ruinous Powers. Remember Sister that the Four are our true foes. Khorne, the Blood God, rules on his towering throne of bone and marrow. Nurgle, the Fly Lord gives his ‘blessing’ of disease, pestilence, and decay. Slaanesh, the perverse Lord of Pleasure, corrupts from the inside with debased rites and the misguided lure of the flesh. Tzeentch, the Lord of Change, hides his powers the least, transforming all that embrace, or oppose, his reach. All of these Ruinous Powers are mere lies. But to ignore these lies, results in transformation, corruption, and death. You will be tested by them but a pure heart and faith in Sigmar will see you through."


Darkest Doomed wrote:

"I would be happy to convey you southward, Lord Boorman. I'm afraid that our barge won't live up to your expectations, however. The Lucky Lady isn't specifically an embarrassment but she is a common barge--a recent salvage that we haven't had the opportunity yet to do further work on," Landolf said, letting implication convey intentions he hadn't even considered yet.

"If you decide that you still wish to make use of our services, I can speak for the crew however. They're a good lot that I've worked with for months now, save for one new addition. The Black Thorns have put our lives on the line for the Empire before, and we'd make every effort to get you to Kemperbad for your assignment."

Boorman gives a loud sigh and looks upwards as if beseeching Sigmar for his help dealing with these country nobles. Returning his gaze to Landolf he says, "necessity trumps nicety Sir. I must make haste for Kemperbad. They fall in arrears with their taxes and I must discover why. I will swallow my pride and take voyage on your "common barge" if, mind you if, you take some of the generous payment that I am willing to give you to provide decent vittles for the voyage. After all, there really is only so much a respectable man can tolerate before he has to say enough."

Boorman puts a stack of 10 Gold Crowns on the table in front of Landolf.


Ruprecht Scheinfelder wrote:

When his friends return from their labours and join him for supper, Ruprecht broached the subject of thier next destination , "I need to contact our winesellers factor here and sell this wine. I've heard that Diesdorf, to the South, needs grain, they're going to starve in fact...so we may be able to profit from that."

Asking around, Ruprecht is able to determine that 10 bags of wheat can be had for 1 Gold Crown. The Lucky Lady can theoretically hold 300 bags of wheat.

One Gold Crown gets you 10 Encumbrance Points worth of wheat and your barge can carry 300 Encumbrance Points of cargo in its hold. However, you need to at least consider the Encumbrance Points of space you are setting aside for passenger's belongings as well as extra gear that you may not want to wear while sailing. I do want to remind you all of one thing that I have mentioned before: wearing metal armor and trying to swim does not mix well. Your character is of course free to make whatever decision you want about armor but traveling on the Reik is going to be a more dangerous proposition than sailing on the Weissbruck Canal.


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's eyes twitched at hearing the names. He wasn't comfortable hearing them out loud. But he held himself as tall as he could as he said "Final question from me then. If she needs to be killed, would that be...permissible?" He said, looking for the right word. "The last wizard we fought nearly killed me comrades with a single spell. Takin' her alive might nay be feasible, if her command of the wicked arts be strong enough."


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 would be honored to aid in your travels, Lord Boorman," Landolf stated. "My crew has a few errands to complete in town before we leave, but we should be ready to depart shortly. When can we expect you to arrive?"

Just to confirm, is our payment 20 crowns and we're expected to spend 10 of them for Lord Boorman's vittles? Or is our payment 10 crowns and we need to spend 5 of them to make him comfortable?

As he departed, Landolf sent Yvonne ahead to tell the crew of the Lucky Lady about their new job and to make preparations for Lord Boorman. In the meantime, he needed to seek out one of the companies his family owed money to. It was time to see if he could be of service to his noble line or not.

Any Test to find one of them in town? Or has Landolf been around long enough to have picked up that information during Downtime?


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

Arriving back at the barge, Yvonne looked for anyone that was still in the area. The barge smelled faintly of char and smoke despite the repairs. She'd need to give it another scrubbing...

Probably not everyone is back yet, but I think Ruprecht at least will still be nearby the barge.

"Lord Landolf has accepted payment to convey Count Otto Boorman to Kemperbad on a mission for the Empire," she told any crewmembers present. "I need to make purchases for the journey. Is there anything I can do to aid in preparations for our departure?"


Valghaz Ironhammer wrote:
Valghaz's eyes twitched at hearing the names. He wasn't comfortable hearing them out loud. But he held himself as tall as he could as he said "Final question from me then. If she needs to be killed, would that be...permissible?" He said, looking for the right word. "The last wizard we fought nearly killed me comrades with a single spell. Takin' her alive might nay be feasible, if her command of the wicked arts be strong enough."

"Killing her before she's met the fire and blade of the interrogators is an unacceptable solution. We must find the next link in the chain of her cult and to do that requires her being able to talk. I have heard a bit of your history and know that your band is a group of doughty fighters. Remember now though that you no longer fight for yourself. You now fight for the Empire, for Sigmar, for Grungni, for the Dwarven race. You both are templars, warriors for the Gods! Failure is not an option, it is now victory or death for you both!!" Gent's eyes are alight with religious fervor as he speaks and you feel the a measure of the power of the Gods in his voice.


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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)

Might as well make use of the skills that I've pumped into this...let's see if I can complete the hardest part of the squire trappings

Charm 30: 1d100 ⇒ 7

Valghaz listened, nodding along with the man's religious fervor. "Aye...aye. Ye speak well and true. Just got back from the Temple of Grungni meself. Put me on a task, said that it was judged by the runes. Said that I'm to travel south along the Reik, and that it had to be done right quick to stop what was called 'a grave threat to Sigmar's Empire.' And right before I'm to leave, here ye be, tellin' us about this heretic. I'd say that this can't be coincidence, aye?" He said, looking the man in the eyes. "Now. Before we leave on this holy mission, I be wonderin' if the Temple of Sigmar might be able to help provide some tools for this mission? Ye see, I've a bit of skill in makin' explosives. Right useful for takin' down everythin' from purgin' profane temples to makin' a door when there was none. Might the Temple of Sigmar provide some trade tools for this mission? If we are to be takin' her alive, they might well come in handy, aye? Of course, yer under nay obligation to do so. The alliance between the dawi and the Sons of Sigmar is an unbreakable oath. But if this be in yer power, it would certainly make the task easier."


Darkest Doomed wrote:

"I would be honored to aid in your travels, Lord Boorman," Landolf stated. "My crew has a few errands to complete in town before we leave, but we should be ready to depart shortly. When can we expect you to arrive?"

Just to confirm, is our payment 20 crowns and we're expected to spend 10 of them for Lord Boorman's vittles? Or is our payment 10 crowns and we need to spend 5 of them to make him comfortable?

As he departed, Landolf sent Yvonne ahead to tell the crew of the Lucky Lady about their new job and to make preparations for Lord Boorman. In the meantime, he needed to seek out one of the companies his family owed money to. It was time to see if he could be of service to his noble line or not.

Any Test to find one of them in town? Or has Landolf been around long enough to have picked up that information during Downtime?

Your payment is 20 crowns and you're expected by Boorman to spend enough of the 20 to make his trip the best it can be. It's going to be about 5 days to travel Kemperbad you need to give him food and wine for each meal. It's fine to assume that you can get freshly prepared food for Boorman's meals from riverside inns as you go up river. Since he is expecting fine quality the cost is 2 shillings per meal. A bottle of fine wine is 1 Shilling and 8 Pennies each. So the fare paid will far exceed the cost incurred. It'd probably be a good idea to spend some money on new trappings for the boat for the Count...like new blankets and bedding and cutlery and cups and bowls.

"I will be at the docks early tomorrow morning, say around 10 and hopefully we can get underway immediately. You know the Emperor is counting on me to help him again."

Landolf would have been able to find at least one of the debt holders. It's up to you if you want to try to fit in meeting with someone before barge gets going again.


Valghaz Ironhammer wrote:

Might as well make use of the skills that I've pumped into this...let's see if I can complete the hardest part of the squire trappings

[dice=Charm 30]1d100

Valghaz listened, nodding along with the man's religious fervor. "Aye...aye. Ye speak well and true. Just got back from the Temple of Grungni meself. Put me on a task, said that it was judged by the runes. Said that I'm to travel south along the Reik, and that it had to be done right quick to stop what was called 'a grave threat to Sigmar's Empire.' And right before I'm to leave, here ye be, tellin' us about this heretic. I'd say that this can't be coincidence, aye?" He said, looking the man in the eyes. "Now. Before we leave on this holy mission, I be wonderin' if the Temple of Sigmar might be able to help provide some tools for this mission? Ye see, I've a bit of skill in makin' explosives. Right useful for takin' down everythin' from purgin' profane temples to makin' a door when there was none. Might the Temple of Sigmar provide some trade tools for this mission? If we are to be takin' her alive, they might well come in handy, aye? Of course, yer under nay obligation to do so. The alliance between the dawi and the Sons of Sigmar is an unbreakable oath. But if this be in yer power, it would certainly make the task easier."

What a wonderfully charming dwarf ;-)

Gent slides a piece of paper and quill/ink across the table to Valghaz. "Write down what you need. If we don't have it in the building, we can find it in Altdorf and get it for you."

Valghaz essentially has carte blanche to get anything he says he needs from the Witch-Hunters. Of course, the more that they give you the bigger the blowback of a failed mission.


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 has been trying to contact one of the debt holders for a long time, so he'll take this opportunity to do so. If it helps, I think this is our last post on them.


Darkest Doomed wrote:
Landolf has been trying to contact one of the debt holders for a long time, so he'll take this opportunity to do so. If it helps, I think this is our last post on them.

It does indeed help!

Landolf has used his time during the riot with his new found noble friends to check if any of the family’s debt holders are located in Altdorf.

He finds out that unsurprisingly no one seems to have heard of Frudel & Sons as they seem to only have a single office and that’s in Ubersreik which to the average noble in the capital is as remote as Tilea.

Sedersberg, Hansberg & Co are also almost completely unknown in Altdorf. One of the very minor nobles at the party does seem to widen his eyes when the business name is mentioned. However, he’s clearly uncomfortable talking about it. Make a Challenging (+0) Charm Skill Check

Landolf makes a successful challenging (+0) Charm Skill Check:
It turns out the man you charmed is the 3rd son of a minor noble family located near Nuln. Having no inheritance he has to make his own way in the world and gained a law degree from the famous university in Nuln. He was involved in a case against Sedersberg a few years ago and did some unsavory things to gain leverage against them. He found out that Sedersberg’s sister married Hansberg which is what brought the men together. He also found out that Hansberg had been married before and had technically not gotten a legal divorce. That made him a bigamist and if that news got out, it would ruin Hansberg’s marriage and thus destroy the business partnership. Using that information, your new acquaintance basically blackmailed Hansberg into dropping his lawsuit.

Resolute Bank has an office in Altdorf (as they do in all the major cities of the Empire). The Altdorf branch explains that they have essentially no interaction with the Ubersreik branch so decline to help. However, if you do something to become famous and influential in Altdorf you get the impression that their attitude would change.


Gent looks at the list provided by Valghaz and says he will have everything brought to the Lady Luck first thing tomorrow morning.


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 bowed and took his leave, certain that he did not want to push his luck any further. It seemed like their group, as a whole, had moved up in the world. And with that rise in status was coming a host of new responsibilities. And for better or worse, they had to succeed.

---

Once back on the barge, he called the group together to discuss what to do. "It would seem that we've got alot on our plate. Kritza here has uncovered the name Huberta Keiner as bein' a person of interest. The Cult of Sigmar has made it abundantly clear that we must capture Etelka Herzen, who be in Grissenwald. The Temple of Grungni has informed me that I must head south on the Reik and find a tower, and that me kinsmen there be in danger. We've got goods to sell...and what else? Figure that it be important to get all of this straight before we make our next move."


Female Human Ranger Bounty Hunter (Thief-taker) | Wounds 18/18 | Fate 2/2 | Fortune 2/2 | Resilience 4/4 | Resolve 3/4 | Status: Brass 0 | WS 41 / BS 29 / Str 35 / T 45 / Ini 33 / Ag 28 / Dex 27 / Int 33 / Will 30 / Fel 26 | Movement 4 | Corruption = 1

I'm just assuming that I was able to join the guild and they didn't know anything about Alberich Hollzauber, and now I am back on the barge.

Well, I think you misunderstood what I said. Huberta is what Elvyra's name was when she used to live here in Altdorf. The person of interest, that probably ordered the kidnapping and is probably on the lookout for a human sacrifice... Elvyra specifically... is Alberich Hollzauber. Has anyone heard of him?


The merchant interested in buying the wine comes to the barge in the afternoon. He’s driving a large wagon and his assistant is driving a second wagon. The merchant is also accompanied by a bodyguard and a couple of stevedores. He’s willing to listen to your plea for more than 1 Gold Crown per barrel.

No one can assist the Haggle as the wine merchant also has assistants so they’d cancel you out.
Haggling while selling can only raise the price if you’re successful, not decrease it so a failed Haggle doesn’t actually cost anything when selling
Merchant Haggle Test (60): 1d100 ⇒ 21 SL +4

After you have the money from the sale of the wine, you are able to buy a cargo of wheat from the Grain Exchange. Being a small order for the Exchange, you are negotiating with a relatively junior associate.
Same approach for not allowing assistance but Haggling while buying can actually make what you’re buying more expensive if you fail. A success means that the price is 10% lower but a failure means the price is 10% higher. If you don’t Haggle then you buy for the list price.

Haggle Roll for Wheat Seller:
Haggle (50): 1d100 ⇒ 48 SL +1


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

Haggling wine (45): 1d100 ⇒ 23 Sl +2

Adelaida bargain with the wine seller, leaving someone else speaking with the wheat dealer


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

Charm 41: 1d100 ⇒ 80

Unfortunately, Landolf's rural ways left him unable to figure out how to approach the nobleman about Sedersberg, Hansberg & Co. He missed his opportunity.

Back to Ubersreik at some point then, he thought to himself.

Later, he approached the wheat sellers and attempted to bargain with them.

Haggle for Wheat 36: 1d100 ⇒ 79 - I'll try one Fortune reroll on that. 3/8 Fortune remaining
Haggle for Wheat Reroll: 1d100 ⇒ 66

Frustrated by the delays and aware of Lord Boorman's impending arrival, Landolf's attempts to bargain ended up costing them. The grain merchants knew their product was in demand and were charging for it.

Landolf got -3 SL vs the merchant's +1 SL. Looking at the Bargaining and Trading section of the Consumer's Guide, it looks like that will still only cost us 10% despite the 4 SL difference. Is that right?


Darkest Doomed wrote:

[dice=Charm 41]1d100

Unfortunately, Landolf's rural ways left him unable to figure out how to approach the nobleman about Sedersberg, Hansberg & Co. He missed his opportunity.

Back to Ubersreik at some point then, he thought to himself.

Later, he approached the wheat sellers and attempted to bargain with them.

[dice=Haggle for Wheat 36]1d100 - I'll try one Fortune reroll on that. 3/8 Fortune remaining
[dice=Haggle for Wheat Reroll]1d100

Frustrated by the delays and aware of Lord Boorman's impending arrival, Landolf's attempts to bargain ended up costing them. The grain merchants knew their product was in demand and were charging for it.

Landolf got -3 SL vs the merchant's +1 SL. Looking at the Bargaining and Trading section of the Consumer's Guide, it looks like that will still only cost us 10% despite the 4 SL difference. Is that right?

Yes, 10%...I think it was a SL difference of 6 that made it 20%.


After two eventful weeks in Altdorf, the Lucky Lady is finally ready to sail once again. The docks are lively with ships and boats of all sizes readying themselves for departure. Your docks space is no exception, your morning full of bustle as wagons arrive with hundreds of bags of wheat and runners arrive with the provisions you purchased.

Around 9 AM you see activity freeze at the dockyard gates accompanied by an unsettling silence. Everyone on the docks strains their necks trying to see what in the world could cause the busiest dockyards in the Empire to come to a halt. You see whatever is causing the crowd to freeze is heading straight towards you. Finally, near the Lady Luck you watch as burly, toughened stevedores rush to get out of the street while also making the comet sign of Sigmar.

You understand the behavior when a large wagon rattles towards your berth driven by a Witch-Hunter dressed in black leathers wearing a black overcoat. Another Witch-Hunter dressed exactly the same sits next to the driver holding a huge blunderbuss. The guard gazes with suspicion at everyone and looks like he would love nothing better than to empty his gun into the crowd.

With a tug on the reins, the driver pulls the wagon to a stop next to your barge and then spotting a couple of nearby stevedores yells to them, ”get this gear unloaded and put about that barge now! Be quick about it!” The guard shoulders his gun and barges up the gangway calling out for a Knight Valguiz. ”Sir Valquiz, here is the gear you requested, where do you want these scum to put it?”


Once the Witch-Hunters drive away, the typical hustle and bustle restarts. Now, however, people are looking at the Lady Luck in curiosity trying to see what makes you special enough to have Witch-Hunters playing deliverymen.

As you all wait to welcome Count Boorman onboard, your eye is drawn to the Four Seasons depot near the docks. Boarding a coach is Ernst Heidlemann, the Physician's Student you met at the Coach and Horses Inn, in what seems like a lifetime ago. Heidlemann looks out from a coach window and makes accidental eye contact with you before hastily ducking out of sight. The coach rattles away before you would have time to stop it. A cloud crosses the sun just at that moment throwing everything into shadow.


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 watched Ernst Heidlemann ride off in his coach thoughtfully. The man hadn't made much of an impression on him when they met earlier. He'd been thoroughly absorbed in his books. To be fair to the man, he'd been beside Isolde and Landolf's attentions had been on the noblewoman. He had no special reason to approach the scholar even if he could manage it.

It wasn't time for Count Boorman to arrive yet, but he couldn't help pacing nervously on the barge. If the Count decided their preparations for him were insufficient, this expedition would get tedious quickly. He needed to avoid making a specifically bad impression for his family's sake.


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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)

Valghaz thanked the man sent by the Witch Hunter's when he delivered the goods. He had asked for the tools and supplies needed to make explosives and true to form it had been done! While the others saw to the tasks of getting the barge underway, Valghaz excused himself. He didn't know when else he would have time to put the tools to good use...

Trade Explosives 48: 2d100 ⇒ (6, 84) = 90
Valghaz would like to use this skill to make a bomb! And once I get some more experience, ranged (engineering) will be invested in. I figure that a bomb can be planted. Plus...right now Valghaz has a mining pick, mail armor, a candle helmet...and hopefully blasting charges!


Valghaz Ironhammer wrote:

Valghaz thanked the man sent by the Witch Hunter's when he delivered the goods. He had asked for the tools and supplies needed to make explosives and true to form it had been done! While the others saw to the tasks of getting the barge underway, Valghaz excused himself. He didn't know when else he would have time to put the tools to good use...

[dice=Trade Explosives 48]2d100
Valghaz would like to use this skill to make a bomb! And once I get some more experience, ranged (engineering) will be invested in. I figure that a bomb can be planted. Plus...right now Valghaz has a mining pick, mail armor, a candle helmet...and hopefully blasting charges!

Take a look at my Discussion post about Crafting. As you'll see I'm not confident that I understand how it is supposed to work.


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 quickly came to the conclusion that making a proper bomb would take far too much work and time to do properly. He was no engineer afterall. He was just a miner who knew how to get shyt done. But he had enough pride to know that a job worth doing was a job worth doing right. Which meant that he wasn't go to rush himself and risk blowing everyone up. So he decided to instead just make an incendiary. The kind of tool perfect for taking down a thaggoraki nest. He figured that, if nothing else, it would make the witch hunters happy to use cleansing fire.

Second Trade Explosives 48 as they go down the river?: 1d100 ⇒ 16


At exactly 10 AM an ornate carriage pulled by a matching team of white horses pulls to a stop at the wharf. Count Boorman, dressed immaculately in soft white leathers, a gorgeous white ermine fur cape thrown over one shoulder, and carrying a oaken walking stick with a large ruby set as the top piece saunters aboard the Lucky Lady. Boorman is accompanied by his valet Baldwin Scheck, his twin footmen, Luther and Ludger Breslauer and his confidential secretary, Rolanda Seckbach.

Right behind the carriage a flat bed wagon stops at the dock. The cart is full of large wooden boxes of different shapes and sizes. ”Ah good, my luggage has arrived,” Boorman says happily. ”With all of the recent unpleasantness, it’s always a relief when a delivery goes as planned.”

Rolanda checks off the boxes as they are unloaded and then watches carefully as a gang of stevedores carry the crates and boxes of luggage aboard. Rolanda asks where the Count’s cabin is so that it may be prepared for the Count. She also asks which cabin will be for the servants and also where to store the Count’s luggage.

While Rolanda takes care of the details, the Count wanders the barge stopping and talking to each of you for a moment. He genuinely seems interested in your answers and shows a wide breadth of knowledge about the Reik, river trade, wreckers, handling of barges and weather patterns. As you speak with him you begin to understand why the Emperor uses him as a problem solver. In spite of his foppish appearance and mannerisms, the Count is quickly revealed to be a man of substance.

Everyone can ask the Count a question that he (i.e., the GM) will answer.

Unfortunately, there is a downside to have the Count and his servants and luggage aboard. All of the available covered space of the barge is going to be taken up by the combination of your cargo and the Count’s entourage. So, the crew is going to be stuck sleeping on deck until your passenger debarks.
Do you want to rig any kind of shelter on the deck?

Finally everything and everyone is settled and your ready to get underway. The harbor is full of shipping so it takes a bit of skill to navigate out into the Reik.
Need to pass a Dramatic Average (+20) Sailing Skill test to make it out of the anchorage without...mishap (anyone with Sailing Skill can aid the roll of the primary seaman).


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

Sail:35+20: 1d100 ⇒ 51

Ruprecht is so busy seeing to the upkeep of the barge, repairing the minor damage from the riots and preparing for their illustrious passenger, that it slips his mind to take care of the commercial aspect of their new venture. Though not as successful as his efforts might have been, he's happy to have his friend take care of such matters in this case.

When their passenger arrives, Ruprecht stands at the ramp and greets them with respect, "Welcome aboard the Lucky Lady, you do us great honor in selecting us to convey you down the Reik!"

Charm:46: 1d100 ⇒ 18

He watches, aghast as box after box, chest after chest is loaded onto the barge. But he hides his astonishment well, setting to gathering the necessary materials to set up a crude lean-to on the deck for himself and the rest of the Thorns.

Then when all is secure, he casts off, calling out commands to his friends as he navigates through the busy harbor.


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)

For his part, Valghaz did his best to just stay out of the way. This was a nobleman that they were dealing with, which meant that it was best for Landolf and Ruprecht to deal with him. They knew how the upper class operated far better than he did. That, and he had an important task to see to...to ensure that he kept his workspace for making his incendiary. He had no issue with sleeping uptop. He had slept in far worse conditions. And he had no problems with working uptop either...far easier to put out a fire there than below deck. He just needed to make sure that he could lay out his tools, and could create enough covering to keep his work dry.

When the Count made his round and came to Valghaz, he answered the man's questions as best he could and remained civil. When given the chance though, he said:

"Y'know, I do have a question for ye as well. Y'see, I'm a Templar." It felt strange saying it out loud, but he figured that he had to get used to it. "Cult o' Sigmar has asked me to look into a noblewoman. One Etelka Herzen. Is there anythin' ye could tell me about the lass, or if nay, about her family?"


Female Human Ranger Bounty Hunter (Thief-taker) | Wounds 18/18 | Fate 2/2 | Fortune 2/2 | Resilience 4/4 | Resolve 3/4 | Status: Brass 0 | WS 41 / BS 29 / Str 35 / T 45 / Ini 33 / Ag 28 / Dex 27 / Int 33 / Will 30 / Fel 26 | Movement 4 | Corruption = 1

Krizta stays busy helping with the barge, trying to find a balance where she is as helpful as possible and in the way as little as possible.


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 watched with a measure of unease as the ship was loaded. Just a few months ago his chosen profession would have had him heavily involved in such a task and it still felt wrong to just stand to the side. He'd be in his work clothes soon, helping guide the barge out of harbor. He had thought himself a man of two worlds back then when he left home for Ubersreik, and he didn't figure that would be changing anytime soon.

A knot of worry Landolf hadn't realized had been there slowly started to unravel as Count Boorman had arrived. His earlier experience with the man made it clear that he was disappointed to not have finer accommodations, but it seemed he wasn't the sort to spread his displeasure about liberally.

As Count Boorman made his rounds, Landolf found an opportunity to explore a question that had been nagging at him. He was uncomfortable exposing a weakness of his family to the Count but found some reassurance in the man's display of confidence and ability. "While we were delayed by the riots, I spoke with one of the men I met about a company that purchased an old bond that my family owes. I'd been hoping to negotiate with them, as the terms of the debt have grown stale. He seemed troubled about it but wouldn't say more. Are you familiar with Sedersberg, Hansberg & Co?"

After greeting Count Boorman, Landolf excused himself to change into his working clothes before helping Ruprecht construct the shelter on deck & guide the Lucky Lady away from the docks.


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 helped guide the stevedores to stow the Count's luggage on board the ship and noted his businesslike demeanor. It was always a relief when the nobility displayed some competence.

As the work continued however, she realized with some annoyance that some of the Count's entourage would be joining them. Landolf had only told her about the one passenger and their supplies wouldn't last with extra mouths to feed.

Which was why a servant needed their nobles to be competent. Society's upper crust would forget things like "how many people will be on the barge" even on their best days.

If Yvonne has time to get more provisions before the stevedores finish loading the Count's supplies she will do that. Otherwise, it will have to wait for their next stop. Or we can try out the Outdoor Survival rules to help keep everyone fed. How many servants is the Count bringing?


Valghaz Ironhammer wrote:

Valghaz quickly came to the conclusion that making a proper bomb would take far too much work and time to do properly. He was no engineer afterall. He was just a miner who knew how to get shyt done. But he had enough pride to know that a job worth doing was a job worth doing right. Which meant that he wasn't go to rush himself and risk blowing everyone up. So he decided to instead just make an incendiary. The kind of tool perfect for taking down a thaggoraki nest. He figured that, if nothing else, it would make the witch hunters happy to use cleansing fire.

[dice=Second Trade Explosives 48 as they go down the river?]1d100

Technically, crafting is supposed to be a downtime endeavour but if Valghaz wants to fiddle with his explosives on the wooden boat as it moves then sure. However, there has to be a penalty to this approach. I'm thinking every time a Trade (explosives) skill test is made under these conditions, a failure results in something bad happening to the barge or the crew or both. Since Valghaz had a successful roll then it's fine to use it but keep in mind the risks going forward.

As Ruprecht pilots the Lucky Lady up the Reik, Valghaz is busily concocting a device in a makeshift workshop he's set up on deck. The finished product looks like a very large glass bottle with a fuse of some kind sticking out of it.
Let the crew know about your new fiery toy if you want


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)

Noted!

”Oi! Everyone! See this?” He held up a glass bottle with a fuse coming from it. ”This is a Karak Cocktail! Keep any fire well and fookin’ away from it. When this ‘ere liquid touches fire, it bloody well goes boom. Fire fookin’ everywhere. We use it to-“ He almost said clear out Skaven nests, but then remembered the ignorance of the Empire at large. ”-clear out beastmen dens below ground. Especially their breeding pits.” He lowered the bottle and carefully put it into his pack. ”Fair warning, aye?”


Ruprecht Scheinfelder wrote:

[dice=Sail:35+20]1d100

Ruprecht is so busy seeing to the upkeep of the barge, repairing the minor damage from the riots and preparing for their illustrious passenger, that it slips his mind to take care of the commercial aspect of their new venture. Though not as successful as his efforts might have been, he's happy to have his friend take care of such matters in this case.

When their passenger arrives, Ruprecht stands at the ramp and greets them with respect, "Welcome aboard the Lucky Lady, you do us great honor in selecting us to convey you down the Reik!"

[dice=Charm:46]1d100

He watches, aghast as box after box, chest after chest is loaded onto the barge. But he hides his astonishment well, setting to gathering the necessary materials to set up a crude lean-to on the deck for himself and the rest of the Thorns.

Then when all is secure, he casts off, calling out commands to his friends as he navigates through the busy harbor.

Josef would have been proud of Ruprecht's piloting skills as he maneuvers the Lucky Lady out of the huge harbor into the mighty River Reik. Ruprecht turns the barge south and has the sails unfurled as you pull away from the shore. In only a few moments, a favorable wind is pushing the Lady Luck up the Reik. This close to Altdorf the River-Wardens are out in force looking for any suspicious activity.

Late afternoon finds you close to the village of Ocherfell located on the west bank of the Reik. A single large dock juts into the river and a riverside tavern along with a few houses make up the entirety of the village.

Do you want to tie up to the docks? Do you want to visit the tavern? Do you want to buy any supplies? Are you going to keep a night watch?


Valghaz Ironhammer wrote:

For his part, Valghaz did his best to just stay out of the way. This was a nobleman that they were dealing with, which meant that it was best for Landolf and Ruprecht to deal with him. They knew how the upper class operated far better than he did. That, and he had an important task to see to...to ensure that he kept his workspace for making his incendiary. He had no issue with sleeping uptop. He had slept in far worse conditions. And he had no problems with working uptop either...far easier to put out a fire there than below deck. He just needed to make sure that he could lay out his tools, and could create enough covering to keep his work dry.

When the Count made his round and came to Valghaz, he answered the man's questions as best he could and remained civil. When given the chance though, he said:

"Y'know, I do have a question for ye as well. Y'see, I'm a Templar." It felt strange saying it out loud, but he figured that he had to get used to it. "Cult o' Sigmar has asked me to look into a noblewoman. One Etelka Herzen. Is there anythin' ye could tell me about the lass, or if nay, about her family?"

Count Boorman rubs his chin thoughtfully as he listens to Valghaz. He honestly seems delighted to listen to Valghaz. "A Templar? How wonderful! Your clan must be very proud. I'm afraid that this Herzen's name does not sound familiar. Do you know where she lives?" Assuming Valghaz explains that she lives in Grissenwald near Nuln, Boorman will say "Grissenwald, eh? Smallish town on the Reik. Close to the Black Peaks. Good bit of river traffic. Pay their taxes in full and on time. Used to be a mine near there in the Black Peaks. If I remember correctly, and I always do, ha,"Boorman laughs and waits a moment for Valghaz to join in then continues, "a group of dwarfs actually bought the mine several decades ago. As far as I know they're still there. Maybe they know this Herzen...seems like they'd be honor bound to aid a Templar, eh?"


Krizta wrote:
Krizta stays busy helping with the barge, trying to find a balance where she is as helpful as possible and in the way as little as possible.

Count Boorman notices the pin on Krizta's clothing. "Oh my, a bounty-hunter! How fascinating. Have you captured anyone of note? Are you on a case now? Say, if you see my name on a bounty how about giving me a head start, haha" Boorman says laughing. Rolanda stands behind the count and rolls her eyes as Boorman makes his joke but doesn't say anything.


Darkest Doomed wrote:

Landolf watched with a measure of unease as the ship was loaded. Just a few months ago his chosen profession would have had him heavily involved in such a task and it still felt wrong to just stand to the side. He'd be in his work clothes soon, helping guide the barge out of harbor. He had thought himself a man of two worlds back then when he left home for Ubersreik, and he didn't figure that would be changing anytime soon.

A knot of worry Landolf hadn't realized had been there slowly started to unravel as Count Boorman had arrived. His earlier experience with the man made it clear that he was disappointed to not have finer accommodations, but it seemed he wasn't the sort to spread his displeasure about liberally.

As Count Boorman made his rounds, Landolf found an opportunity to explore a question that had been nagging at him. He was uncomfortable exposing a weakness of his family to the Count but found some reassurance in the man's display of confidence and ability. "While we were delayed by the riots, I spoke with one of the men I met about a company that purchased an old bond that my family owes. I'd been hoping to negotiate with them, as the terms of the debt have grown stale. He seemed troubled about it but wouldn't say more. Are you familiar with Sedersberg, Hansberg & Co?"

After greeting Count Boorman, Landolf excused himself to change into his working clothes before helping Ruprecht construct the shelter on deck & guide the Lucky Lady away from the docks.

Boorman leans close and lowers his voice. "Only rumors, dear boy, only rumors but supposedly Hansberg is not quite the upright citizen he portrays. In fact, he's supposed to be quite a man with the ladies, such a man in fact that the story is that he's married," Boorman pauses for dramatic effect, "to more than one woman. That sort of thing may be acceptable elsewhere but not in the Empire. But like I said, rumors only"

Boorman spends a few minutes watching Landolf work on the barge and says to Rolanda in a voice loud enough for Landolf to overhear, "it's good to see a nobleman that actually knows how to work. Empire needs more of them, eh?"


Yvonne Kehrer wrote:

Yvonne helped guide the stevedores to stow the Count's luggage on board the ship and noted his businesslike demeanor. It was always a relief when the nobility displayed some competence.

As the work continued however, she realized with some annoyance that some of the Count's entourage would be joining them. Landolf had only told her about the one passenger and their supplies wouldn't last with extra mouths to feed.

Which was why a servant needed their nobles to be competent. Society's upper crust would forget things like "how many people will be on the barge" even on their best days.

If Yvonne has time to get more provisions before the stevedores finish loading the Count's supplies she will do that. Otherwise, it will have to wait for their next stop. Or we can try out the Outdoor Survival rules to help keep everyone fed. How many servants is the Count bringing?

The count travels with four servants, a valet, two footmen and a confidential secretary.

If you want to use the Outdoor Survival skill to do some fishing, someone needs to make an Average (+20) Dramatic Skill Test and can be assisted by one other character. Every success level provides enough fish for 2 people. It'll take a couple of hours of fishing to attempt the test.


Female Human Ranger Bounty Hunter (Thief-taker) | Wounds 18/18 | Fate 2/2 | Fortune 2/2 | Resilience 4/4 | Resolve 3/4 | Status: Brass 0 | WS 41 / BS 29 / Str 35 / T 45 / Ini 33 / Ag 28 / Dex 27 / Int 33 / Will 30 / Fel 26 | Movement 4 | Corruption = 1
Count Boorman wrote:
"Oh my, a bounty-hunter! How fascinating. Have you captured anyone of note? Are you on a case now? Say, if you see my name on a bounty how about giving me a head start."

Krizta smiles.

I am indeed on a case, sir. I'm looking into a kidnapping. We rescued the kidnapped woman already, but I seek the person who ordered it, so that he won't be tempted to try again.

As to giving you a head start, I'm afraid I can't do that... at least not without a substantial bribe.

She grins to make it clear that she is joking.


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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

Sigmar provides!

Outdoor survival +20 ( 53): 1d100 ⇒ 43 SL +1

Adeladia spends some time fishing, and manages to catch something, praising Sigmar for every fish caught.

She uses this small, quieter time to reflect on how much (and how fast!) her live has changed in a few weeks worth.


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 forgot that I have outdoor survival too! Will assist

For his part, Valghaz knew how to fend for himself on extended trips into the mines. There he knew how to find, catch and prepare blind cave fish. He figured that this couldn’t be too different...at least he could help.

Forgot to add the actual roll!: 1d100 ⇒ 72

Sadly, catching cave fish was very different than fishing on a river. Still, at least he learned something...


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
Quote:


Boorman spends a few minutes watching Landolf work on the barge and says to Rolanda in a voice loud enough for Landolf to overhear, "it's good to see a nobleman that actually knows how to work. Empire needs more of them, eh?"

Ruprecht overheard Boorman's observation from where he was securing a line up on the mast. Seeing, as the nobleman had, that Landolf was occupied with something else, and no one else was handy, called out good-naturedly to Boorman, "M'Lord, if you may toss up that rope at your feet! We could use another 'working' nobleman ! "

A part of Ruprecht's mind that was still devoted to his previous ambitions was aghast at his own temerity, but the rest reveled in the insouciance of his statement!

Charm:46: 1d100 ⇒ 55 Hopefully, I get a good modifier! :)


Female Human Ranger Bounty Hunter (Thief-taker) | Wounds 18/18 | Fate 2/2 | Fortune 2/2 | Resilience 4/4 | Resolve 3/4 | Status: Brass 0 | WS 41 / BS 29 / Str 35 / T 45 / Ini 33 / Ag 28 / Dex 27 / Int 33 / Will 30 / Fel 26 | Movement 4 | Corruption = 1

Krizta attempts to help with the fishing

Outdoor survival +20 (55): 1d100 ⇒ 99

but sadly fails miserably.


Krizta wrote:
Count Boorman wrote:
"Oh my, a bounty-hunter! How fascinating. Have you captured anyone of note? Are you on a case now? Say, if you see my name on a bounty how about giving me a head start."

Krizta smiles.

I am indeed on a case, sir. I'm looking into a kidnapping. We rescued the kidnapped woman already, but I seek the person who ordered it, so that he won't be tempted to try again.

As to giving you a head start, I'm afraid I can't do that... at least not without a substantial bribe.

She grins to make it clear that she is joking.

”HA!” Boorman exclaims, ”a bribe! Quite droll young lady”


Adelaida Lehner wrote:

Sigmar provides!

[dice=Outdoor survival +20 ( 53)]1d100 SL +1

Adeladia spends some time fishing, and manages to catch something, praising Sigmar for every fish caught.

She uses this small, quieter time to reflect on how much (and how fast!) her live has changed in a few weeks worth.

Boorman watches Adelaida fish for a few minutes. ”Quite well done, young Priestess. Sigmar was quite an outstanding outdoorsman you know.”


Valghaz Ironhammer wrote:

I forgot that I have outdoor survival too! Will assist

For his part, Valghaz knew how to fend for himself on extended trips into the mines. There he knew how to find, catch and prepare blind cave fish. He figured that this couldn’t be too different...at least he could help.

[dice=Forgot to add the actual roll!]1d100

Sadly, catching cave fish was very different than fishing on a river. Still, at least he learned something...

Boorman gives a sad sounding ”Tut, tut...patience Templar...patience is the key to river fishing. Note how still your friend holds her pole. No movement at all.”


Ruprecht Scheinfelder wrote:
Quote:


Boorman spends a few minutes watching Landolf work on the barge and says to Rolanda in a voice loud enough for Landolf to overhear, "it's good to see a nobleman that actually knows how to work. Empire needs more of them, eh?"

Ruprecht overheard Boorman's observation from where he was securing a line up on the mast. Seeing, as the nobleman had, that Landolf was occupied with something else, and no one else was handy, called out good-naturedly to Boorman, "M'Lord, if you may toss up that rope at your feet! We could use another 'working' nobleman ! "

A part of Ruprecht's mind that was still devoted to his previous ambitions was aghast at his own temerity, but the rest reveled in the insouciance of his statement!

[dice=Charm:46]1d100 Hopefully, I get a good modifier! :)

Boorman arches an eyebrow at Ruprecht’s order but then tosses up the rope.


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

When the crew of the Lucky Lady finds a quieter moment on the river, Landolf tries to get their attention.

"We've never formally recognized Krizta as part of the crew, but she is still here and helping out. I don't guess that there is any use to letting things go on without setting the record straight. I think I can speak for everyone involved to welcome you as part of the crew and, if you'll have us, as a member of the Black Thorns as well." He pauses to allow others to speak.

Making an assumption that Krizta doesn't say no...

After everyone has had their say, Landolf continues. "We don't have much of an initiation unless you want to be arrested, I guess. Not much of a uniform either, and what we do have we can't get more of," he says as he gestures toward the Morr Rose pinned to his clothing. "Telling someone who we are is probably harder than just explaining how we got here. Probably no one of us can tell the whole story well and I guess I'll introduce myself first."

"My full name is Landolf Gersun von Ubersreik, and my family's estate is a ways up Grey Lady Pass. It'd be rude to call my family poor, but my great-grandfather Nikolaus put us in deeply in debt before my mother was born and our finances have been sunk ever since. I left home hoping to ply the rivers with the Navy or something along those lines. Instead, I walked right into a riot in Ubersreik and met this lot in prison. We got sentenced to work for the Watch for something we didn't do and had to work under this cretin named Rudi Klumpenklug. That guy was a piece of work—as rotten as they come and still out there somewhere. We served under him for a few months until we happened into his dirty laundry, proved our innocence & got released from our duties in Ubersreik. After that, we just hung together."

"That skips over something relevant I guess. While we were working in Ubersreik, we came across signs that a vampire had taken nest in the city. We knew were weren't equipped to fight their sort, so we sought out a priest of Morr named Father Burke for help. He took us down with them to corner the beast, and helped us put it down. Got lucky that time, I figure. Later on we helped him out of a jam and he gave us these metallic roses as a reward. I guess it stuck with us, and we chose the name we did when we decided to stick it out after Ubersreik."

"After everything that happened in Ubersreik, I decided to put aside my sailing plans. Look where that got me, right? Anyway, I'm working to see if I can do something about my great-grandfather's debt when I can. From what I learned over the last few weeks, it sounds like I'll need to head back to Ubersreik if I'm going to find someone to negotiate with. It sounds like we've got a troublemaker to track down, but if we find a way to go through Ubersreik again, that would be welcome."

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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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