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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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

Bookkeeping: Shipping fund has 8g 5/- and Count Boorman fund has 8/4

Money to Burn Acquisition Notes & Post-Downtime Shipping Fund Calculations are here and here. Be sure to pick up your new trappings and personal funds, everyone!

Count Boorman spending detail is here

Decided to start posting Bookkeeping on Yvonne since I post less often with her and it will be easier to locate old posts.


Early on your second day out of Altdorf, you pass the towering fortress of Castle Reikguard. This commands the point where the River Teufel flows into the Reik, bringing traffic to the capital from Grunberg, Auerswald, and Übersreik. The castle's battlements are thick with guards in shining plate armour, and cannon barrels can be seen poking through the crenels.

A little way south of Castle Reiksguard you see a signal tower under construction. You all have heard that the signal towers are one of the Emperor's pet projects. He has ordered construction of chains of signal towers to give warning of any attack or other emergency. One chain of signal towers runs between Altdorf and Nuln.

As you come closer to the signal tower you can see the signal tower is being built on the remains of an older, partially ruined structure. Perched on top of the tower is wooden scaffolding, with stanchions, ropes, and pulleys. All over this confused-looking mess swarm a number of short, bearded, tool-wielding figures. Clearly, work on the structure is not finished yet.

As the Lucky Lady rounds a river bend near the tower site, you see two Dwarfs waving frantically from a small wooden landing stage close to the construction works. When you come within earshot, you hear cries of: ”Oi! Give us a lift! We can pay!” One of Dwarfs holds up a bulging purse.


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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 walked over to the Count. ”We’ve been contracted to transport ye. That means it would be remiss of us to take on passengers without running it by ye first. Now, these are two kinsmen. And me order has passed word that as we travel south there will be dwarfs in need of aid. I don’t know if it be these two, but I would like to pick them up. While we be full as it is, I would hope that ye will allow us to help those two.”

Charm 30: 1d100 ⇒ 4


Valghaz Ironhammer wrote:

Valghaz walked over to the Count. ”We’ve been contracted to transport ye. That means it would be remiss of us to take on passengers without running it by ye first. Now, these are two kinsmen. And me order has passed word that as we travel south there will be dwarfs in need of aid. I don’t know if it be these two, but I would like to pick them up. While we be full as it is, I would hope that ye will allow us to help those two.”

[dice=Charm 30]1d100

”The second stricture of Sigmar, aid the Dwarf-Folk, applies here Templar,” Boorman says with a respectful bow. ”Of course, you must aid your kin.”


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 his head respectfully and went about asking the others to help get the barge over to the dawi to pick them up.


The Lady Luck drops sails and using its oars it slowly glides to the landing stage. The two dwarfs hop onboard even before the Lady Luck comes to a stop.

After quick bows to the crew, they introduce themselves as "Thingrim and Belegol, Dwarven engineers to the gentry." Thingrim adds that they "are willing to pay well to either go to Altdorf or Nuln, or as close to either city as your barge goes." While Thingrim negotiates the fare with Ruprecht, Belegol is almost bursting with impatience and is constantly looking back towards the signal tower construction site. "Please hurry," Belegol pleads to the crew as you prepare to get back underway.

Before you have a chance to pull back out into the River Reik, another dwarf comes running down to the bank. She is somewhat overweight and gasping for breath, her face almost as red as her voluminous breeches. Thingrim and Belegol fall silent as the newcomer arrives.

She glowers at them and points at the half-finished signal tower, wheezing as she speaks:
'Unless (gasp!) you want to be blacklisted (wheeze!) with every dwarf in the Empire (splutter!) you’ll get back to the site NOW!"
With a look that is a mixture of apology, embarrassment, and appeal, the pair of dwarfs disembark and trudge back up the bank.

Gradually recovering her breath, the newcomer introduces herself as "Aynjulls Isembeard, Master Artisan and foreman in charge of the construction of the Emperor's signal tower." Clearly the task has not been a pleasant one. Her eyes are red- rimmed with dark rings beneath, and a permanent frown furrows her brow. Aynjulls apologises for Thingrim and Belegol, whom she claims are simply 'overworked', but she does not look to be in any great hurry to get back to work herself.


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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)

Charm 41: 1d100 ⇒ 33

In Khazalid Valghaz replied ” Aynjulls Isembeard. The honor is mine. I am Valghaz of Clan Ironhammer, squire of the Order of the Stone Wall. Is there anything that would require the Order’s attention...?” He asked, with some concern in his voice.


Valghaz Ironhammer wrote:

[dice=Charm 41]1d100

In Khazalid Valghaz replied ” Aynjulls Isembeard. The honor is mine. I am Valghaz of Clan Ironhammer, squire of the Order of the Stone Wall. Is there anything that would require the Order’s attention...?” He asked, with some concern in his voice.

Valghaz is so charming, it's hilarious

Some of her tension vanishes as Aynjulls listens to Valghaz and she visibly brightens when he mentions that he's part of the Order of the Stone Wall.

Aynjulls explains the pausing occasionally to make sure that the humans are following along. "I run a crew of twelve engineers. All good, solid dwarfs until this job. We were hired in Altdorf six weeks ago, with an Imperial Commission to build this signal tower as specified."

Aynjulls waits a moment to see if anyone has a question. None forthcoming she continues, "It seemed like an ideal site. Good visibility to the next towers up and down the chain, and this ruin is sound enough for a foundation." Continuing her story she says, "nothing went right from the start. There were accidents and injuries. And mind, these aren’t blockheaded manlings — no offence — but trained and seasoned dwarfs. They’d no business slipping off scaffolding and dropping hammers on each other. Then they started falling sick, with no cause anyone can find."

Aynjulls takes a long drink from a silver flask that she pulls out of one of her many pockets. "We carried on regardless. Contracts have been signed, after all. But five days ago the disappearances started. Two more vanished only last night, leaving six of us, including me. The rest of the crew’s asking for danger money now. Some think the place is an accursed elven burial mound. Or something worse. Them two that begged a ride favours the “something worse” thing."

"Squire, we're good solid engineer dwarfs but not soldiers and certainly not something up to the standard of the Stone Wall. We’re falling woefully behind. But… I gave my word and the tower must be finished on time. Will you and your comrades help us and stop whatever is behind these incidences?"


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 listened, nodding along. Lore Local about the region. Is there anything of the story that he recognizes for potential causes? 37: 1d100 ⇒ 30

At length he said, to all present:

”I was informed that the Runes revealed that a grave threat to Sigmar’s Empire must be averted. That doing so would require traveling south along the Reikland, alongside a warrior priest of Sigmar.” He motioned towards Adelaida. ”And that this danger would be found at an unfinished tower that threatens to never be finished. And there I would find kinsfolk in need of aid.”

He paused, and ran his fingers through his beard. Looking at the Count he said:

One more Charm 30: 1d100 ⇒ 3

”Ye’ve paid good coin for travel. It would be dishonorable to discount that. As a nobleman of the Empire, I ask for yer patience while we stop here. Me duty to Grungni is clear. Bonds of kinship and our alliance with Sigmar demands that an effort be made. Might I ask for yer support in this?” In doing this he looked the Count in the eye, standing as tall as he could. When finished, he put fist to chest to show his determination in the matter.


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 pledges her support, knowing that Sigmar would be displeased if she did not do whatever she could to support the dwarves.


Valghaz Ironhammer wrote:

Valghaz listened, nodding along. [dice=Lore Local about the region. Is there anything of the story that he recognizes for potential causes? 37]1d100

At length he said, to all present:

”I was informed that the Runes revealed that a grave threat to Sigmar’s Empire must be averted. That doing so would require traveling south along the Reikland, alongside a warrior priest of Sigmar.” He motioned towards Adelaida. ”And that this danger would be found at an unfinished tower that threatens to never be finished. And there I would find kinsfolk in need of aid.”

He paused, and ran his fingers through his beard. Looking at the Count he said:

[dice=One more Charm 30]1d100

”Ye’ve paid good coin for travel. It would be dishonorable to discount that. As a nobleman of the Empire, I ask for yer patience while we stop here. Me duty to Grungni is clear. Bonds of kinship and our alliance with Sigmar demands that an effort be made. Might I ask for yer support in this?” In doing this he looked the Count in the eye, standing as tall as he could. When finished, he put fist to chest to show his determination in the matter.

Valghaz remembers hearing a story once that there was a wizard’s tower south of Castle Reikguard. Its location would have been about where the signal tower is being built.

Count Boorman squints at the position of the sun as he ponders Valghaz’s words. ”The day grows late anyhow. I suggest you investigate the source of Madam Isembeard’s problems now and then be ready to sail at first light. The Emperor’s business can withstand a small delay.”


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

Valghaz nodded. It seemed like there was a chance that he would have to split from the group, if the matter could not be solved so quickly. It was not ideal, but if he had to be picked upon the return trip then. He prayed that it would not come to that. There were other oaths to be fulfilled.

"I remember hearing that there was a wizard's tower south of Castle Reiksguard. Seems like it might well be this ruin." Valghaz mused. "Luckily, there be a team of dawi engineers here. Lass, I know ye be behind schedule. But this reminds me of that time we hunted down that Vampire in Ubersreik. While there still be daylight, it seems to me that the foundations of this tower should be searched for any secret doors. Sure that once looked for, we can determine if there be anythin' in the tower itself that be causin' the problems. While me lads and I will face down anythin' within, be it flesh and blood or e'en a daemon, I guarantee that none of us know stonework like ye. And if we nay find anythin', then we'll set up a guard at night to see what is causin' our kindsmen to vanish. Grungni's eyes by day, Grimnir's by night. Get this sorted out as quick as possible. Can we do that?"

Charm 40 to request an engineer to search the tower for secret doors: 1d100 ⇒ 23


Valghaz Ironhammer wrote:

Valghaz nodded. It seemed like there was a chance that he would have to split from the group, if the matter could not be solved so quickly. It was not ideal, but if he had to be picked upon the return trip then. He prayed that it would not come to that. There were other oaths to be fulfilled.

"I remember hearing that there was a wizard's tower south of Castle Reiksguard. Seems like it might well be this ruin." Valghaz mused. "Luckily, there be a team of dawi engineers here. Lass, I know ye be behind schedule. But this reminds me of that time we hunted down that Vampire in Ubersreik. While there still be daylight, it seems to me that the foundations of this tower should be searched for any secret doors. Sure that once looked for, we can determine if there be anythin' in the tower itself that be causin' the problems. While me lads and I will face down anythin' within, be it flesh and blood or e'en a daemon, I guarantee that none of us know stonework like ye. And if we nay find anythin', then we'll set up a guard at night to see what is causin' our kindsmen to vanish. Grungni's eyes by day, Grimnir's by night. Get this sorted out as quick as possible. Can we do that?"

[dice=Charm 40 to request an engineer to search the tower for secret doors]1d100

”Wizard’s tower? Hmm...Come with me, I’ll show you what we found,” Aynjulls says and leads you to the construction site. At the tower she shows you all her hand drawn plans for the signal tower. The plan calls for a large bottom floor to be built on top of the remnants of the old stone tower. That room will contain the signaling fire and mirrors along with a room for supplies and another room for the tower keeper to use as his private quarters. A second floor is to contain another large mirror that can be moved to face any desired direction, translucent colored filters to fit over the mirror and a wooden pylon for signal flags. Between the ground floor and the top floor there’s a set of mirrors that’ll reflect the light from the signal fire to the mirror on top of the tower. A spiral staircase winds around the mirrors to allow movement between floors and access to the mirrors.

The Dwarfs have managed to complete the bottom floor of the signal tower, which houses the signal fire and mirror. The wooden pylon with its signalling arms has yet to be added. Both the tower and its foundation are surrounded by wooden scaffolding. The new work is made of wood but the older underlying structure is made from blocks of a black, shiny and completely featureless mineral. The black mineral wall is about 12 feet tall. Both the black wall and the new signal tower construction is circular.

Aynjulls shows you that they’re are multiple obvious paths on the grounds around the tower that lead to different spots on the blank wall but shares that they haven’t been able to find any doors in the wall even though there should be. Aynjulls says that they’ve been sleeping in the bottom floor of the signal tower since it’s completion. She adds that the disappearances started after the dwarfs moved into the signal tower.

Let me know if you have any questions about the tower after reading the description. Basically there’s a wooden tower being built atop the roof of an older tower. The old tower seems to be completely intact but lacks entrance ways


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)

Lore Geology 37: 1d100 ⇒ 46
Fortune: 1d100 ⇒ 34

Valghaz quietly listened, asking pertinent questions only when was needed. Mostly about where the entrances should be. He then put his many years as a miner to good use. He rationalized that if dawi were going missing when sleeping on the bottom floor, then that likely meant that there was an entrance to the old tower there. Because it would cause far too much noise to drag a dwarf upstairs. He figured that there had to be an entrance, though it might only open one way. He ‘sounded it out’ trying to hear for the distinct hollow knock that would indicate where a spot was thinner than the rest. It would be best to find a way in during the day, rather than having to set a watch at night. Whatever predator was within was probably nocturnal.


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 by examining the outside of the tower closely. As she does, she prays to Sigmar for help in finding what Valghaz thought was there and guidance if there were any other way she should help.


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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

Adelaida follows Valghaz, trusting his expertise in the matter. She smiles as the dwarf easily manages to get in the good graces of everybody.


Valghaz Ironhammer wrote:

[dice=Lore Geology 37]1d100

[dice=Fortune]1d100

Valghaz quietly listened, asking pertinent questions only when was needed. Mostly about where the entrances should be. He then put his many years as a miner to good use. He rationalized that if dawi were going missing when sleeping on the bottom floor, then that likely meant that there was an entrance to the old tower there. Because it would cause far too much noise to drag a dwarf upstairs. He figured that there had to be an entrance, though it might only open one way. He ‘sounded it out’ trying to hear for the distinct hollow knock that would indicate where a spot was thinner than the rest. It would be best to find a way in during the day, rather than having to set a watch at night. Whatever predator was within was probably nocturnal.

Tap..tap...tap...thud...

Valghaz identifies an area in the middle of the ground floor of the tower that sounds different when tested. However, no matter how closely Valghaz (and the dwarves engineers) inspect the area they’re unable to find a door.


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

”Well. I’ll leave this up to ye, as it’s yer tower.” Valghaz said to Aynjulls. ”I think it’s best to excavate this section. Sounds different when tested. Even if it isn’t a door, it could be a cache where the Wizard hid his treasure. Or dark artifacts causin’ misfortune. Seems right to me to check either way. But if ye say not to, then best we can do is keep an eye on it tonight.”


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 no knowledge of how towers like these are built or how the current plans might be resting on it, but I've seen you go through a wall rather than around or over it before Valghaz. Should we consider breaching it in this place?"


Valghaz Ironhammer wrote:
”Well. I’ll leave this up to ye, as it’s yer tower.” Valghaz said to Aynjulls. ”I think it’s best to excavate this section. Sounds different when tested. Even if it isn’t a door, it could be a cache where the Wizard hid his treasure. Or dark artifacts causin’ misfortune. Seems right to me to check either way. But if ye say not to, then best we can do is keep an eye on it tonight.”

Aynjulls rubs her forehead in thought. "I worry about weakening the integrity of the tower's base but we need to stop these disappearances. Let's see if we can open up this space," Aynjulls says and then yells for a pair of the burly engineer dwarfs to grab their tools and open up the space that Valghaz has found.

"Thumnok Ingleborn at your service templar," says one of the dwarfs as he salutes Valghaz with respect. "Thogi Blusterstrike, honor to meet you templar," says the other. The two engineers gesture for everyone to give them plenty of room and tightening their grips on their picks, begin to smash the stone floor of the signal tower.

BANG...BANG...BANG...BANG...the dwarfs fall into a steady rhythm of swinging their picks. They have obviously worked together closely before as their rhythm is perfect...but, it quickly becomes apparent that something is not quite right. Over and over the picks strike the stone but the stone refuses to yield in the least. After a solid five minutes, the black stone is not even scratched. "Stop, stop!" Aynjulls exclaims. She crouches to get a close look at the stone and then looks at Valghaz and shakes her head. "I am afraid that this is pointless, templar."


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

Valghaz nodded, still unused to the respect. It felt underserved, which only increased his determination. ”Hmm. Well. That’s nay natural. Much prefer when it’s an easy problem. The kind that bleeds. Wish Markus was here.” Running his fingers through his beard he turned to the group. ”Best I can think of is setting a watch at night. Unless ye’ve got any tricks to try?”


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

Hmm. Honored Dwarves, do you know what substance this might be that repels picks? Perhaps the sound that Valghaz heard was the solidity of this section, or is the rest of the place made of the same substance?


What’s the plan for overnight? Everyone staying awake, armed and armored all night or standing watch in shifts? Mannslieb provides enough light for Valghaz (and anyone else with low light vision) to see but it’s not enough light for the rest of the group to be able to see anything. The dwarven engineers have moved some distance away from the tower so as to not ’be in the way!’


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’d say shifts, with rest during the day as well. Valghaz would stay armored all night. Far too much pride to do otherwise, and far too nervous at failure to sleep this night anyways. I’d think that we could have some torches to give light to the rest of the group though, right?


Giving others a chance to weigh in before the unbeatable monsters attack...or not ;-)


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 frowned as the dwarves gave up on digging through the wall. Something wasn't right here & the whole mess stank of dark sorcery. His chest itched where Teugen's magic struck, and Landolf could only hope ut was just him scaring himself.

As the group began setting up camp, Landolf took the storm lantern out of his pack. "I have two bottles of lamp oil, which should be enough to see us though the night."

Our normal shifts won't work this time, since Yvonne likely won't be involved. If Valghaz is going to stay up, let's do two shifts. Landolf & Krizta on one shift with Adelaida & Ruprecht on the other?

Sleeping while fully armored probably isn't reasonable. Where would we stand if we tried to sleep in leather armor?


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

That guard/watch schedule works for me.


Darkest Doomed wrote:

Landolf frowned as the dwarves gave up on digging through the wall. Something wasn't right here & the whole mess stank of dark sorcery. His chest itched where Teugen's magic struck, and Landolf could only hope ut was just him scaring himself.

As the group began setting up camp, Landolf took the storm lantern out of his pack. "I have two bottles of lamp oil, which should be enough to see us though the night."

Our normal shifts won't work this time, since Yvonne likely won't be involved. If Valghaz is going to stay up, let's do two shifts. Landolf & Krizta on one shift with Adelaida & Ruprecht on the other?

Sleeping while fully armored probably isn't reasonable. Where would we stand if we tried to sleep in leather armor?

Sleeping in leather armor is fine


GM roll:
Shift Attacked: 1d2 ⇒ 2

Night falls as you all take positions on the ground floor of the tower. The first hours of darkness pass without excitement allowing Adelaida and Ruprecht to rest while Krizta, Landolf and Valghaz keep watch. Halfway through the night, Landolf and Krizta swap places with Adelaida and Ruprecht. Valghaz being too keyed up to sleep paces the ground floor nonstop.

In the small hours of the morning, a trapdoor opens soundlessly in the middle of the ground floor of the partially constructed tower and a man-shaped fiend leaps forth moving so quickly that it is attacking before anyone can react to the opening of the door.

By the flickering light of the lanterns, you can see that you are confronted by a ugly, stooping creature with sallow, filthy skin and sharp, yellow teeth capable of tearing flesh from victims. It carries a sharpened human tibia in one clawed hand.

Adelaida and Valghaz are using slow weapons so go last in the round.
Initiative check Ruprecht 1d10 + 34 ⇒ (2) + 34 = 36 and enemy 1d10 + 40 ⇒ (10) + 40 = 50
Target selection 1d3 ⇒ 3...lucky break (?) that the foe goes for Valghaz

Round 1

The creature has been enjoying the taste of fresh dwarf meat the last several night and charges at Valghaz brandishing a sharpened tibia hoping to overwhelm his next meal. Creature has Advantage +1 for charging
Attack Roll (60): 1d100 ⇒ 51 Success with SL +2, hit location is left arm. Damage is 8 + SL difference - Armor point and Toughness bonus. If the attack is successful but fails to penetrate it still does 1 wound of damage and gives thing Advantage +2

Read after resolving attack above:
The following only happens if the creature does win the opposed test vs Valghaz. Snarling, the creature tries to take a bite out of Valghaz...Spends 1 Advantage to make free attack Bite (60): 1d100 ⇒ 22 Critical hit with SL +4. Critical hit location 1d100 ⇒ 100 is right leg. Critical effect is 1d100 ⇒ 73 Ruptured Tendon: Gain a Prone and Stunned Condition as one of your tendons tears badly. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition. Your leg is useless (see Amputated Parts). Suffer a Torn Muscle (Major) injury. The creatures bite is venomous, make a Challenging (+0) Endurance Test at -10 or gain Unconscious Condition

Creature Defense against Ruprecht (60): 1d100 ⇒ 29 SL +4

Creature Defense against Adelaida (60): 1d100 ⇒ 81 SL -2

Creature Defense against Valghaz (60): 1d100 ⇒ 98 SL -3

Landolf and Krizta are awakened by the commotion and stand up ready to join the fight momentarily.


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)

Defense 70: 1d100 ⇒ 43 SL 3, no damage and it loses advantage. Valghaz is now advantage +1

Offense 70 and 1 adv: 1d100 ⇒ 89 SL 0. Wins combat, and is damaging. This means SL9! Difference of 12 due to it being -3 SL
Damage: SL 12 + SB (5) + Strike Mighty Blow (1) + Weapon (5) = 23 - TB - Armor

——

The creature came in, but Valghaz was ready. This was his task and he was not going to fail. His ancestors were watching them, of that he was sure. And this was his test for a better life. For honor and respect and financial stability. This creature was between him and everything he had been striving for. It came at him and he shoved it away with his pick, forcing space. Space to swing. It was not a particularly skilled blow, but it was powered with strength filled with desperation. If it hit, then it certainly going to hurt.


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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

Posting now while I can, even if I act last

Attack (62): 1d100 ⇒ 22 SL+4, Crit?, Left arm
Defense (62): 1d100 ⇒ 29 Sl +4

Crit: 1d100 ⇒ 87 cleft hand

Dmg 6 SL+6 Wp+3 Str=15- Armor-TB (and Crit)

It is a tough night when you are a spawn of Chaos, and have to meet steel with Valghaz and Adelaida.

It is, most probably, your last night too.

But that's what you got when you challenge a War Priestess of Sigmar and a Squire of Grungni.

Adelaida's warhammer crushes the creature's hand, but the soundof breaking bones is covered by her war cry.

Soon, the beast might fell, under the combined might of the two holy warriors.

For the Empire, Brother! For your kin! Glory to Sigmar and the dawis! Let's make our ancestors proud!


Another of my wonderful creatures crushed in 1 round by the Valghaz/Adelaida combo...there's no need to work out the math, it's serious overkill

The foul creature's attack with its sharpened leg bone is blocked by Valghaz which prevents the creature from taking another bite of delicious dwarf flesh. Shoved backwards by the feisty dwarf, the undead thing is unable to defend itself against the combined attack of earthly representatives of Grungni and Sigmar. Pick and warhammer literally smash apart the creature that has feasted on dwarf flesh the last few nights.

The remnants of the thing are scattered around the ground floor of the tower. Around the neck of the thing you see a 6-inch-long iron key, resembling a 5-pointed star in cross-section. Besides the sharpened tibia, the key is the only possession of the creature.

In the center of the ground floor a trapdoor lays open revealing a dark room. From above you can see that there are lines inlayed in the floor that glow with a disturbing green light that reminds you of the evil moon, Morrslieb. From your position above you cannot see the entire glowing pattern.


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

I don't know what it was, but it is dead now, hopefully. Let's make sure it poses no treath in the future.

Adelaida bashes its skull with her warhammer, just to be sure.

It's an honor to fight by your side, Brother, as always.


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 slapped Adelaida on the back. "Aye!" He said loudly, the adrenaline and lack of sleep mixing together into a potent chemical cocktail. He looked down at what was left of the creature and thought to himself that it looked like Ghal Maraz itself had fallen upon it. Taking the key from the remains he held it up. "Alright! Everyone wake up! Mutant beastie came out of the wizard's tower and we have a key and a room to explore. Let's get armored up and the torches lit 'fore we go in."


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 gears up, making sure she has a pocket full of rocks for her sling and her flail handy and stands ready to accompany the exploration party.


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 stares numbly at the creatue Valghaz & Adelaida slew. He still wasn't fully awake. As Valghaz announced the new expedition, he fit into his armor & grabbed the lantern.

"Someone should inform our hosts about what happened here. We don't want to disappear without a trace if something goes wrong."

If no one else goes, Landolf will while the rest of the group holds the new entrance.

For light purposes, could someone else carry the lantern? Landolf has a defensive weapon for his off-hand now.


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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

Maybe your servant could hold the lantern? Of course we don't want some harm to befall her, so she isn't expected to fight. But she could be more than useful. We've witnessed her ressourcefulness more than once.. That is, of course, just a suggestion.


The dwarf engineers come back to the tower to gawk at the creature. Aynjulls kicks the crushed head of the creature venting her anger, ”Ghoul! How long could it have been down there? Why in the world would it have stayed here…hunger should have driven it to find victims in the surrounding villages at some point. Odd…”

Clambering down a rickety wooden ladder you enter the chamber under the trap door. As you climb down you see the design the lines in the chamber form. The glowing lines trace a hexagram (a six-sided star).

The chamber itself is perfectly circular with a diameter of about 30 feet. There’s are two doors from the room, spaced exactly 180 degrees from each other (North side and South side of the room). Make an Average (+20) Perception Skill Test

Successful Perception Test:
Anyone making an Average (+20) Perception Test will notice that there is a hole at each point of the hexagram. These holes are star-shaped, However, the key carried by the ghoul doesn’t fit in any of the holes.


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

Perception (33+20) v 53: 1d100 ⇒ 81

Krizta looks around, but she is at the back and can't see much but the shape of a star on the floor.


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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)

Perception: 1d100 ⇒ 14
I passed a perception test!

While he knew it was wrong, Valghaz was relieved at finding the ghoul. It meant that he had not failed. ”Look. There’s a home at each point.” He said, pointing at the hexagram. ”The key on the ghoul doesn’t fit any. These ones are star shaped. Must be more keys around here. Let’s try the north door first. Be on guard for more ghouls.”


As you approach the North door, the key that you took from the Ghoul glows brightly for a second and then the door in front of you swings open by itself. Moving through the door a couple of facts quickly become evident. The first is that you’ve entered a library that is full of floor to ceiling bookshelves stuffed with books. The rows of shelves continue around the entirety of the room that you see. Probably more importantly in the short term though is that the library is guarded by three rotting, moaning, shambling corpses that animate as soon as you enter the room and with arms extended in front of themselves move to attack.

A wave of horror and revulsion emanates from the walking corpses.

Make an Extended Dramatic Challenging (+0) Cool Skill Check. The Zombie’s are very horrifying and you need to get to a SL +2 to overcome your Fear. When subject to Fear, you suffer -1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition. You can make a Cool Skill Test at the beginning of each of your Rounds (note:this is a change from the rule book which says the Cool Check should not occur until the end of each Round).

You hear a chorus of mocking voices in your head as the Zombies begin moving, The voices whisper in unison, soon, you’ll belong to me…

Make a single Dramatic Challenging (+0) Cool Skill Check. Anything less than SL +1 means you have gained another insight into the truths of the universe, another peak behind the curtain…and have acquired another point of Corruption

The shambling horrors move slowly giving everyone except Adelaida and Valghaz a chance to react before the zombies (after the 2 Cool Checks). Adelaida and Valghaz have Slow weapons so must go last in the Round.…Landolf, Krizta and Ruprecht it’s your turn. Remember, Cool Checks first! The defense rolls for the Zombies are in the spoilers. Just use the defense roll that corresponds to the order in which you post your attacks. So, for example if Krizta posts first, use the 1st defense roll. Valghaz and Adelaida use either the 4th or 5th defense roll, depending on which posts first.

Zombie Defense Roll 1 (35):
1d100 ⇒ 36SL +0

Zombie Defense Roll 2 (35):
1d100 ⇒ 76SL -4

Zombie Defense Roll 3 (35):
1d100 ⇒ 27SL +1

Zombie Defense Roll 4 (35):
1d100 ⇒ 66SL -3

Zombie Defense Roll 5 (35):
1d100 ⇒ 31SL +0

The Zombies select their targets and attack. 1d5 ⇒ 5 1d5 ⇒ 4 1d5 ⇒ 4
Two of the Zombies try to swarm Ruprecht and the other goes for Valghaz.

Valghaz gets attacked:
1d100 ⇒ 35SL +0

Ruprecht gets attacked:
1d100 ⇒ 31SL +0

Ruprecht gets attacked (again):
1d100 ⇒ 37SL +2 because of gang up bonus


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)

Morr Rose: “ Your Cool Skill check against Fear or other Psychology Conditions becomes Easy (+40).” So Cool 105
Fear: 1d100 ⇒ 99
Fear: 1d100 ⇒ 96
Spending 1 resolve to ignore fear, as I think that those still fail

Cool v Corruption: 1d100 ⇒ 29

Offense: 1d100 ⇒ 95
Fortune on Offense: 1d100 ⇒ 67

Defense: 1d100 ⇒ 35

Holding off on writeup until I know if this is all alright with resolve, as it changes alot


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

Cool +0 (51): 1d100 ⇒ 78

Cool +0 (51), Fortune 4/5: 1d100 ⇒ 33 SL+2

Cool +0 (51) vs Corruption: 1d100 ⇒ 17

attack on Z5 (62): 1d100 ⇒ 74 SL-1
defense vs Z5 (62): 1d100 ⇒ 84 SL-2

Adelaida tries to speak, but the words from beyond the tombs leave her speechless for some precious seconds. She even steps back.

Then her faith and training overcome the human instinct of self preservation, and she gets back in the fray, steel in her untainted soul as in her shaking hands

By Sigmar I will not fail! I'll clean this place of your foul presence!

She seems affected by the undead anyway, as her weapon lack her usual accurracy


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

Cool (fear) +0 (35): 1d100 ⇒ 24
Cool (corruption) +0 (35): 1d100 ⇒ 28

Attack with Flail (50): 1d100 ⇒ 31 (SL +2?)
Defense: 1d100 ⇒ 50

Err... vs Zombie #2 I believe? I think that makes me the winner, but this is my first combat (in the kidnapper one I never actually attacked, or was attacked), so I am not sure... just copying the rolls other people are doing mostly. Apologies. Also not sure how defense works... is it straight armor, or do other things come into play like dodging and stuff?


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

Quick answer to Kritza: to attack or defend successfully, you have to roll under your skill (WS+ training bonus), and hopefully to suceed more than you opponent ( better SL). You had then your success levels, your STR bonus, your weapon bonus] Let say your flail gives you a +2 to damage. You rolled SL +2, the zombie got SL 0. You did 2 (SL)+2 (weapon)+3 (STR bonus)=7 dmg. From these 7 dmg, the zombies substract his own SL (here 0) his Toughness bonus (lets say 4), and eventual armor (lets say 1 armor from dessicated flesh), so 7-0-4-1 dmg= 2 Dmg, localistaion is reverse from your attack roll , here's 13. Hope I'm clear. ^^


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

Okay, so the Zombie defense roll is just to see if I hit or not. Then damage: a flail is listed at +SB+5 damage, SB=strength bonus, and my strength is 30, so +2 SL, +3 SB +5 Weapon? = 10? Sound right?

How about *my* defense roll? Is that for the Zombies to compare to for next round (if they attack me)? You rolled one so I thought I should too, even though they didn't attack me this round, but not sure if the attack action is combined with a defense action in the same round, or how it works exactly. (Please forgive my ignorance.)


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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)

Exactly right. Your defense roll is your dodging/partying/luck. Your attack roll is how skilled/lucky you are at landing the hit. So +2 SL, +3 SB +5 Weapon= 10 is exactly right. Then you minus the defenses. So - 0SL - (4?) toughness - (1?) armor means, with this example, 5 wounds get through. Only remember, if you win an opposed test you get +1 SL as advantage for each round won. This is for offense and defense. So smack the zombie with a flail? You get +1 to your defense. It misses you? Now +2 to offense. Smack it again and you get +3 to defense. Goes on until the combat is over or until you get hit/miss, at which point you lose all advantage. So in this case, your SL0 defense is actually SL1 because you hit the zombie last round. And...I forget what the distracting property of your flail does and am not at my computer. But I’m sure the Gm remembers


Round Order
Krizta, Landolf and Ruprecht (any order is fine)
Zombies (2 attack Ruprecht and 1 Valghaz)
Valghaz and Adelaida

Resolving Krizta's Round and Valghaz's defense now and giving Ruprecht and Landolf a bit of time to post before resolving Valghaz and Adelaida's attacks.

All, please bear with me as I walk through these possibilities for Krizta's turn. As you will see there are lots of things happening because of the Fear caused by the zombles. Some of these same things may apply to your character so please read through the following to see if it makes sense

Krizta rolled a 24 on her Cool Skill Test to resist the Fear. That is a SL +1 but she needs to get to SL +2 to not gain the Fear Condition. Her First option is that she can use a Fortune Point now to add a +1 SL to her test getting her to SL +2 and becoming immune to the zombie fear. If Krizta does not want to spend a Fortune point now she has acquired the Fear Condition. Her Second option is to spend 1 Resolve Point to remove the Fear Condition until the end of Round 2. That allows her to act normally in Round 1 and 2. A Third Option (if she does not want to pick either Option 1 or 2) is to make another Challenging Cool Skill Test which if successful does allow her to move forward and attack the Zombie (but with a -1 SL penalty). If she fails that test for Option 3 she is unable to move forward to attack the Zombie but can still make a Ranged attack. If Krizta picks Option 3 and fails her test then she also will need yet another Challenging (+0) Cool Test to see if she can handle the Zombie moving closer to her.

The good news is that Krizta passes her test for resisting Corruption.

Assuming that Krizta picks Option 1 or 2 or succeeds in the Cool test from Option 3 she is able to attack the Zombie with her flail. That attack is discussed next.

Krizta's Attack Roll was 31 and her Melee Skill is 50 so she made a successful attack with a SL +2. Zombie Defense Roll 1 was a 36 and the Zombie has a Melee Skill of 35 so it gets an SL +0 but Krizta's weapon has the Wrap Quality: Wrap weapons typically have long chains with weights at the end, making it very difficult to parry them effectively. Melee Tests opposing an attack from a Wrap weapon suffer a penalty of –1 SL, as parried strikes wrap over the top of shields, or around blades. So the Zombie actually ends up with a SL of -1 to defend so Krizta wins the combat and gains +1 Advantage. Her roll of 31 becomes a 13 (just reverse the numbers) to determine hit location. A 13 is Left Arm. Krizta's weapon does Strength Bonus (+3 for Krizta since her Strength is 35...the first number tells you what the bonus is) + Weapon Bonus (+5 for using a flail from the table in the rules) + SL difference (+3 which is the difference between the SL +2 of her attack and the SL -1 of the Zombie Defense) but the zombie's Toughness Bonus and Armor Bonus is subtracted from the damage inflicted. The Zombie has a Toughness of 40 so a Toughness Bonus of 4 and is wearing no armor. Finally adding everything together you have 3 + 5 + 3 - 4 which equals 7 Wounds inflicted to the left arm of the Zombie.

The zombie's defense has no chance of succeeding against the skillful attack of the flail wielding Flagellant turned Bounty-Hunter and it staggers a bit as the heavy balls of the flail crash into its left arm, shattering bones in the process. Unfortunately for the living, the zombie cannot feel pain so it does not falter in its attack.


Valghaz Ironhammer wrote:

Morr Rose: “ Your Cool Skill check against Fear or other Psychology Conditions becomes Easy (+40).” So Cool 105

[dice=Fear]1d100
[dice=Fear]1d100
Spending 1 resolve to ignore fear, as I think that those still fail

[dice=Cool v Corruption]1d100

[dice=Offense]1d100
[dice=Fortune on Offense]1d100

[dice=Defense]1d100

Holding off on writeup until I know if this is all alright with resolve, as it changes alot

Spending a Resolve Point removes the Fear until the end of Round 2 or you can use a Fortune point to get another +1 SL which allows you to pass the Cool Test and not have to worry about zombie caused Fear in this encounter.

The Zombie attacks Valghaz before Valghaz can attack it. Not giving the shambling Zombie a charge bonus though. The Zombie Attack ended up at SL +0 and Valghaz's defense roll of 67 is a success with a SL +1 so Valghaz wins the opposed combat check and gains +1 Advantage


I have realized my clever idea of how to handle the Zombie attack and defense rolls creates confusion (at least in my head) about what Zombie is doing what. To fix that, consider the Zombie that Krizta attacked as Zombie 1 and it has now taken 7 Wounds. Assume that same Zombie 1 attacks Valghaz. That leaves Zombies 2 and 3 to attack Ruprecht. You can still use the Zombie Defense Roll spoilers...if you're the second attack in the Round use Zombie Defense Roll 2 but also specify which Zombie you're attacking.

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