
Krizta |

Sorry I got it wrong. I don't have any fortune points--spent them trying to get the rumors about how to catch the kidnapper guy. So I guess I use a resolve point instead.

Aubster |
1 person marked this as a favorite. |

Sorry I got it wrong. I don't have any fortune points--spent them trying to get the rumors about how to catch the kidnapper guy. So I guess I use a resolve point instead.
No worries, seriously…we’ve been playing this campaign for well over a year and we all still get muddled up by the rules. I think it was probably six months before we realized that Resolve removes a condition.

Aubster |

Going to Bot Landolf and Ruprecht since you all have been waiting for a few days to complete Round 1
Krizta musters her resolve and fights her fear in order to attack Zombie 1. Despite her fear she is able to smash out with her flail and crush bones in the undead's arm.
Landolf then must face his own fear. Landolf's thoughts go back to the gift of the amulet of Morr from the old priest Ubersreik. Test against Fear is Easy (+40) instead of Challenging (+0)
Extended Cool Test (45+40): 1d100 ⇒ 68 Landolf feels the power of Morr as it protects his spirit and he overcomes the fear projected by the zombies. Landolf slashes out with his rapier, attacking Zombie 2.
Melee Attack (50): 1d100 ⇒ 2 Success with SL +5. Zombie 2 had a defense roll of 76 which is SL -4 for a SL difference of 9. Hit location is 20 which is Left Arm. Damage is 3 (Strength Bonus) + 5 (Weapon Bonus) + 9 (SL Difference) -4 (Toughness Bonus of Zombie for 13 Wounds inflicted.
Landolf, still filled with the power of Morr, slashes at his zombie foe with his rapier and opens a huge cut in the creatures arm. Instead of blood, a thick glowing green goo oozes from the cut.

Aubster |

Now Ruprecht must face the fear generated by the filthy undead. Like his Black Talon fellows, he feels power flowing from his Morr amulet.
Extended Cool Test (40+40): 1d100 ⇒ 74 Partial success with SL +1. Spending Fortune to pass the test.
Despite overcoming his fear, Ruprecht still feels the tendrils of Chaos trying to infiltrate his soul (yet again).
Cool Test (40) Against Corruption: 1d100 ⇒ 88Failure
Ruprecht's vision fills with an unnatural landscape full of gigantic buildings with angles that are somehow wrong. His mind whirls and a voice seems to be calling Ruprecht to come explore the scene. He feels like he could simply step into the vision and disappear. Then the vision fades as quickly as it appears but leaves a mark.
Ruprecht gains another point of Corruption
In desperation, Ruprecht slashes out with his sword at Zombie 3.
Melee Attack (43): 1d100 ⇒ 54Failure with SL -1. Zombie 3 rolled a 27 which is Success with SL +1. Ruprecht's attack fails.
The vision seems to have upset Ruprecht's balance and skill and he is unable to connect with the slowly advancing zombie.
Zombie 3 gains Advantage +1

Aubster |

Shambling forward, arms outstretched the Zombies attack.
Zombie 1 attacks Ruprecht and Ruprecht tries to defend himself.
Melee Defense (43): 1d100 ⇒ 42
Success with SL +0. Zombie 1 rolled a 31 which is also a Success with SL +0. Since Ruprecht has a higher skill he wins the Opposed Test and now has Advantage +1
The slowly moving Zombie is unable to get its claws on Ruprecht. However, even its failed attack has an impact because it distracts Ruprecht allowing Zombie 2 a better chance of success with its attack.
Melee Defense (43): 1d100 ⇒ 92
Ruprecht rolled a 92 which is a Failure with a SL -5 but since he had Advantage +1 it ends up as SL -4. Zombie 2 rolled a 37 which is a SL +0 which becomes SL +2 due to the gang-up bonus. The SL difference is 6. The hit location is 73 which is body. Damage is 7 + 6 - 4 (Toughness Bonus) - 2 (AP) which is 7 Wounds inflicted. Zombie 2 now has Advantage +1.
Whether its due to the other zombie's attack or due to the disturbing visions, but Ruprecht is caught flat-footed when the second Zombie attacks. Pain explodes in his chest as the zombie's nails find a weak spot in his armor and rends his flesh with its filthy talon like fingers.

Aubster |

Meanwhile Zombie 3 tries attacking Valghaz.
Zombie 3 rolled a 35 which is a SL +0 becoming SL +1 because of its +1 Advantage. Valghaz rolled a 35 which is a SL +4. Valghaz wins the opposed test and now has Advantage +1.
Finally Valghaz and Adelaida get to do their attacks. Identify which zombie you attack. Remember the +20 bonus from attacking an already engaged zombie (0r +40 if you both attack the same one). You should have the information you need to work out effect of your attack. The zombies have no armor and a toughness of 40.
I'll write up an overall status after Valghaz and Adelaida write-up their attacks and then we can move straight into Round 2.

Valghaz Ironhammer |

Offense v zombie 3 adv 1 and 20 from already engaged 100: 1d100 ⇒ 81 SL2
SL 2 + SB (5) + Strike Mighty Blow (1) + Weapon (5) - SL? - TB 4 = 9 before its defense. Please feel free to roll my defense if it comes up
With the close quarter fighting that was breaking out, Valghaz quickly found that a two handed pick wasn’t the best weapon. There was little room to swing it without hitting a comrade. This was made all the worse by the zombies getting close enough to bite. His reach was an advantage to be sure, but when they were too close the advantage vanished. Luckily he had been trained in this kind of situation since he was old enough to swing a pick. Thus, even with the poor conditions, he managed to make the best of a bad situation.

Aubster |

[dice=Offense v zombie 3 adv 1 and 20 from already engaged 100]1d100 SL2
SL 2 + SB (5) + Strike Mighty Blow (1) + Weapon (5) - SL? - TB 4 = 9 before its defense. Please feel free to roll my defense if it comes up
With the close quarter fighting that was breaking out, Valghaz quickly found that a two handed pick wasn’t the best weapon. There was little room to swing it without hitting a comrade. This was made all the worse by the zombies getting close enough to bite. His reach was an advantage to be sure, but when they were too close the advantage vanished. Luckily he had been trained in this kind of situation since he was old enough to swing a pick. Thus, even with the poor conditions, he managed to make the best of a bad situation.
Valghaz had already rolled an attack and since the result was better, we should use it. Valghaz rolled a 67 which is a SL +1 and also has Advantage +1 and +20 for ganging-up for a total of SL +4. The fourth defense roll by the Zombies was a 66 which is a SL -3. So the total SL difference is +7. I think that is 5 (Strength) + 5 (Weapon) + 1 (Mighty Blow) + 7 (SL) - 4 (Zombie Toughness) = 14 wounds inflicted. Hit location is 76 (Body).
Valghaz's mighty blow caved in the center of the Zombie's chest, exploding its heart into pieces but the already dead creature kept its feet and continues to claw at Valghaz.
Valghaz now has +2 Advantage

Aubster |

Adelaida, I am assuming that Zombie 3 is your target this round as you would get the +40 bonus for being part of 3 against 1 attack. If you prefer to attack a different Zombie just say so.
Using the assumption that Adelaida would also attack Zombie 3 she will be at +40 to hit. With her attack roll of 84 she succeeds with SL +2 vs SL +0 for the Zombie. Hit location is body. Adding in her Weapon Bonus (+6) and Strength Bonus (+3) and the SL difference (+2) minus Toughness (-4) for 7 Wounds. Therefore, she would be able to follow-up Valghaz's attack with another body blow that this time fells the creature.
Adelaida's Warhammer is not handled with her normal skill but she is still able to put it to good use against the slow Zombie. She follow's Valghaz's lead with a solid blow to the chest of the creature, smashing ribs, flattening lungs, blasting liver and overall making a giant mess of the inside of the Zombie. The force animinating the Zombie seems unable to overcome this amount of damage and Zombie 3 collapses to the ground.
'

Aubster |

End of Round 1 Status
Krizta is attacking Zombie 1. She has inflicted 7 Wounds and has +1 Advantage.
Landolf is attacking Zombie 2. He has inflicted 13 Wounds and has +1 Advantage.
Ruprecht is attacking Zombie 3. He has not inflicted any wounds. He has no Advantage.
Valghaz is attacking Zombie 3. He has inflicted 14 Wounds. He has +2 Advantage.
Adelaida is attacking Zombie 3. She has inflicted 7 Wounds. She has +1 Advantage.
Zombie 1 is attacking Ruprecht. It did not inflict any damage. It has no Advantage.
Zombie 2 is attacking Ruprecht. It inflicted 7 Wounds of damage. It has +1 Advantage.
Zombie 3 was attacking Valghaz. It has taken 21 wounds and has collapsed.
Round 2 Begins
Zombie 3's eyes open, filled with a hellish green light and it clambers back to its feet.
Zombie 2's large gash in its arm has gotten smaller.
Zombie 1's broken bones seem to be mending.
and
Zombie 4 comes shambling into sight and moves forward to attack.
Krizta, Landolf and Ruprecht are up first.

Krizta |

Krizta attacks Zombie 1 again. Does it need a new defense roll, or how is that part determined on the second round?
Attack with Flail (50): 1d100 ⇒ 48 <--hit
So, I think that gives me SL +1, plus the advantage I already had gives me +2. If that overcomes defense (-1 to defense SL from my flail), then hit location=left leg, wounds would be SL+2(?) (depends on zombie defense), +3 strength, +5 flail=10, and we know that the zombie has -4 from toughness.

Darkest Doomed |

Sorry for missing over the weekend. I got lucky and Aubster's rolls for Landolf were good though!
Landolf looked on in alarm as the undead creature's wounds began to close. "Press them back!" he shouted as he continued to attack the creature fighting him.
Melee (Fencing) 50 +10 Advantage: 1d100 ⇒ 16 - I'm not seeing enemy defense rolls to compare to, but that looks likely to hit. I'm not sure whether Landolf should be getting a bonus for 2v1 since the critter attacked Ruprecht and might be engaged with him as well.
Note: Reviewed Landolf's Fortune expenditures since Downtime, and he's only used one so far on the Haggle test for the wheat sale. 7/8 Fortune remaining. I'm assuming that Yvonne refreshed her Well-prepared talent at the same time.

Aubster |

Krizta attacks Zombie 1 again. Does it need a new defense roll, or how is that part determined on the second round?
dice=Attack with Flail (50)]1d100 <--hit
So, I think that gives me SL +1, plus the advantage I already had gives me +2. If that overcomes defense (-1 to defense SL from my flail), then hit location=left leg, wounds would be SL+2(?) (depends on zombie defense), +3 strength, +5 flail=10, and we know that the zombie has -4 from toughness.
It does indeed need a new defense roll. The GM is really laying down on the job
Zombie Defense (35): 1d100 ⇒ 80
Krizta rolled a 48 which is a success with SL +1 which becomes a +2 with her Advantage from Round 1. The Zombie rolled an 80 which is SL -5 which becomes SL -6 due to quality of the flail. That is a SL difference of 8. Damage is 8 (SL diff) + 3 (Strength Bonus) + 5 (Weapon Damage) - 4 (Toughness) which equals 12 additional wounds.
Broken bones in the arm and now a leg crushed by the swinging flail are too much for whatever force animates the zombie and it collapses...dead yet again.
Krizta now has +2 Advantage

Aubster |

Sorry for missing over the weekend. I got lucky and Aubster's rolls for Landolf were good though!
Landolf looked on in alarm as the undead creature's wounds began to close. "Press them back!" he shouted as he continued to attack the creature fighting him.
dice=Melee (Fencing) 50 +10 Advantage]1d100 - I'm not seeing enemy defense rolls to compare to, but that looks likely to hit. I'm not sure whether Landolf should be getting a bonus for 2v1 since the critter attacked Ruprecht and might be engaged with him as well.
** spoiler omitted **
Note: Reviewed Landolf's Fortune expenditures since Downtime, and he's only used one so far on the Haggle test for the wheat sale. 7/8 Fortune remaining. I'm assuming that Yvonne refreshed her Well-prepared talent at the same time.
Zombie Defense (35): 1d100 ⇒ 19
Landolf rolled a 16 which is a success with SL +5 and the zombie rolled a 19 which is a success with a SL +2. Landolf wins the opposed check with a SL difference of 3. Hit location is 61 which is the body. Damage inflicted is 3 (SL Diff) + 3 (Strength Bonus) + 4 (Weapon Bonus) - 4 (Toughness Bonus) which equals 6 new wounds inflicted.The zombie looks at the rapier that's jabbed into it's chest and mutters something that sounds like brains. Severely damaged the zombie somehow stays on its feet.
Landolf now has +2 Advantage

Aubster |

Rolling for Ruprecht
Ruprecht again attacks Zombie 3 which he had thought destroyed until it clambered back to its feet and shuffled forward to attack.
Ruprecht Attack (43): 1d100 ⇒ 19
Zombie Defense (35): 1d100 ⇒ 43
Ruprecht rolled a 19 which is a success with a SL +3. Zombie 3 rolled a 43 which is a failure with a SL -1 and a SL difference of 4. Ruprecht wins the opposed test. Hit location is 91 (Right Leg). Damage is 4 (SL Difference) + 3 (Strength Bonus) + 4 (Weapon Bonus) -4 (Toughness Bonus) for 7 new wounds inflicted.
Ruprecht uses his sword to chop at the suprisingly resilient zombie which again collapses...dead again (again)...
Ruprecht now has +1 Advantage

Aubster |

Zombies 1 and 3 lay quiescent on the stone floor of the library. Zombie 2 is still attacking Ruprecht. Target: 1d5 ⇒ 4 Zombie 4, hungry for flesh, moves forward and joins the attack on Ruprecht. That's unfortunate for Ruprecht.
Zombie 2 Attack (35): 1d100 ⇒ 28
Ruprecht Defense (43): 1d100 ⇒ 10
Zombie 2's roll of 28 is a success with SL +1 but Ruprecht's roll of 10 is a success of SL +3 which becomes +4 because of his +1 Advantage. Ruprecht wins the opposed test
Ruprecht seems to be figuring out how to deal with these zombies and forces one of the zombies backwards with the flat of his sword, spoiling its attack.
Ruprecht now has +2 Advantage
Zombie 4, tries to get it's claws on the delicious looking Ruprecht.
Zombie 4 Attack (35): 1d100 ⇒ 21
Ruprecht Defense (43): 1d100 ⇒ 77
Zombie 4's roll of 21 is a success with a SL of +1 which becomes a +3 due to the gang-up bonus. Ruprecht's roll of 77 is a failure with a SL of -3 which becomes -1 with his Advantage. Zombie 4 wins the opposed test and there is a SL difference of 4. Hit location is 12 (Left Arm). Damage is 4 + 7 (Zombie Damage base) - 4 (Toughness Bonus) - 2 (Armor Bonus) which equals 5 new wounds inflicted. Ruprecht now has taken 12 Wounds.
BURNING PAIN explodes in Ruprecht's arm as the zombie's sharp blackened nails rip through skin and muscle. Ruprecht has found himself in serious trouble.
Someone may want to try to heal Ruprecht as he's down to 2 Wounds
Zombie 4 now has +1 Advantage.

Aubster |

Only 2 zombies are left for Valghaz and Adelaida to attack, Zombie 2 and Zombie 4. Zombie 2 is already being attacked by Landolf so if either Valghaz or Adelaida attack it, they get a +20 gang-up bonus. If then the other warrior attacks it also, they would get a +40 gang-up bonus. Zombie 4 has Advantage +1.
I think the spoilers below cover the possibilities for the rest of Round 2 (if both A and V attack Zombie 2 or Zombie 4 or one attacks one of the zombies and the other attacks the other.

Valghaz Ironhammer |

Adv 2 vs Zombie 4: 1d100 ⇒ 56
That is SL4 or 6 due to damaging, so picking 6 (is advantage added before or after damaging?) +5 strength +5 weapon +1 Mighty Blow - 4 Toughness = 13 wounds before armor
Getting into the swing of things, Valghaz turned his ponderous weapon onto the zombie that was chewing on Ruprecht. Seeing that his comrade was, unintentionally, holding the zombie still, the dwarf slammed his pick into the unwitting foe.

Adelaida Lehner |
1 person marked this as a favorite. |

The holy warrior comes to Landolf's rescue.
I'm not sure your weapon will do much damage to this foul ..thing, with all due respect. You need something more impactful, like this....
Attack on Z2; +20 (82): 1d100 ⇒ 11 SL+7, Crit
Defense (62): 1d100 ⇒ 36 SL +3
Dmg SL7+ Wp 6+ STR 3=16, and add the critical Head crit: 1d100 ⇒ 73 Broken jaw
Adelaida's warhammer crushes the zombie's rotten face, sending his jaw flying across the dark room in a sickening sound
Somehow, you manage to be even more disgusting like that.. Fall, and stay down, creature of Chaos!

Aubster |

End of Round 2 Summary
Zombies 1, 2 and 3 still lay motionless on the ground, various pieces of their corpses scattered around. Zombie 4’s wounds seem to be closing.
Zombie 4 has taken 13 Wounds and has no Advantage and is in combat with Ruprecht and Valghaz.
Adelaida is not engaged with a foe and has +2 Advantage
Krizta is not engaged with a foe and has +2 Advantage
Landolf is not engaged with a foe and has +2 Advantage
Ruprecht is engaged with Zombie 4, is badly wounded and has no Advantage
Valghaz is not engaged with a foe and has +3 Advantage
You all can hear something moving closer to you from around one of the giant bookshelves.
Landolf, Krizta and Ruprecht are up.
That should be enough defense rolls

Krizta |

Krizta watches for just a moment to make sure the zombie she killed is not coming back.
I think my fear comes back this round, right? Does she run / cower, or can she attack the remaining Zombie from a distance?

Darkest Doomed |

Hoping to protect Ruprecht from a grizly fate, he rushed to his friend's aid.
Attack vs Zombie Defense Roll #1
Melee (Fencing) 50 +20 Advantage: 1d100 ⇒ 23 - I'm not sure how many SL the zombie got, but Landolf got +5 SL which should be enough to win the exchange.
"Be ready. More are coming!" he shouted.

Aubster |

Krizta watches for just a moment to make sure the zombie she killed is not coming back.
I think my fear comes back this round, right? Does she run / cower, or can she attack the remaining Zombie from a distance?
Actually you should have continued your Extended Cool Test at the beginning of Round 2 and if you’re still not to +2 SL you get another chance at the beginning of Round 3. You had gotten SL +1 when you rolled in Round 1 so only need one more SL to overcome your fear. If you don’t roll well enough to get another SL, you could use another Resolve Point to eliminate Fear in Round 3 and 4 or just take the Fear condition. If you still have the Fear condition, you can indeed still make a ranged attack with no penalty

Aubster |

Hoping to protect Ruprecht from a grizly fate, he rushed to his friend's aid.
Attack vs Zombie Defense Roll #1
[dice=Melee (Fencing) 50 +20 Advantage]1d100 - I'm not sure how many SL the zombie got, but Landolf got +5 SL which should be enough to win the exchange."Be ready. More are coming!" he shouted.
Landolf rolled a 23 which is SL +5 with his Advantages. Zombie 4 rolled a 24 which is a SL +1 so Landolf wins the opposed check with a SL difference of 4. Hit location is right leg (I think, don’t have the table handy). Damage is 4 (SL difference) + 4 (Weapon Bonus) + 3 (Strength Bonus) - 4 (Toughness Bonus) for 7 additional wounds inflicted. That’s enough to drop the zombie.
How do you kill what’s already dead? Landolf’s approach of stabbing it over and over seems to work as a thrust from his rapier sends the undead creature falling to the ground where it lays unmoving.
Landolf now has +3 Advantage

Ruprecht Scheinfelder |

Rule book says drinking a potion is a free action, so...
His body stinging in various places from the Zombie's sharp claws, Ruprecht holds the nearest Zombie at bay for a moment as he scrabbles at his belt and pulls forth the Healing Draught he'd recently purchased.
Flipping it's lid away into the darkness, he tilted his head so he could see the Zombie as the unctuous liquid passed his lips. He marveled as it caused a quite uncomfortable warmth to run through his limbs, several of his darkest wounds loosing their bite.
Recover Toughness Bonus (4) in Wounds
Invigourated by the potion's effects , Ruprecht swung his sword hard at the Zombie!
Attack:43: 1d100 ⇒ 23

Darkest Doomed |

Zombie 2 was active before Adelaida's attack and it wasn't at the start of the new round. I was assuming that Adelaida unceremoniously splattered it.
We have a new arrival coming up, but it looks like the Zombies are all down (unless they start moving again).

Krizta |

Okay, so what I should have rolled last round:
Cool (fear) +0 (35): 1d100 ⇒ 73
Admittedly, there wasn't much hope. Making it under my number the first round was a fluke.
Round three chance:
Cool (fear) +0 (35): 1d100 ⇒ 98
Yeah, it seems I am getting more and more frightened.
When the last zombie goes down, Krizta allows herself to feel the fear that has been building up inside her, and her nerve peters out thinking that more are coming.
She feels like running away, but instead she tries not to cry, carefully putting away her flail, getting her back against a wall, and then she takes her sling out, figuring she might be able to still help by attacking from a distance without losing it completely.

Aubster |

Sorry, but was my attack for naught?
Sorry Adelaida, I did indeed overlook your attack which succeeds in slaying Zombie 4
Immediately after the last zombie is downed another one of the undead comes slowly around the corner of a bookshelf and into view (Zombie 5).
Start of Round 3
Landolf and Ruprecht have already rolled attacks and Krizta failed her Cool check but can stay away from the Zombie and use her sling. If the Zombie is still alive after that, it will attack and then Valghaz and Adelaida can attack to end the round.
Landolf's attack roll was a 23 which is a SL +5 with his Advantage. The Zombie's defense roll was a defense roll (35): 1d100 ⇒ 59 failure with a SL -2 for a SL difference of +7. Landolf's hit location was Right Arm and damage was +7 + 4 (Weapon Bonus) + 3 (Strength Bonus) - 4 (Toughness Bonus) which equals 10 Wounds inflicted. Landolf now has +3 Advantage
Landolf finds these slow moving zombies little challenge and he gashes the right arm of the new foe.
Ruprecht drinks a healing draught and immediately feels a bit better. Recovers 4 Wounds
Ruprecht by now has a good idea of how vulnerable these creatures are and is able to time his attack to take advantage of Landolf attacking it from the other side +20 bonus for 2:1 fight
Ruprecht rolled a 23 which is a SL +4 because of the gang-up bonus. The Zombie rolled defense roll (35): 1d100 ⇒ 45 a SL -1 for a SL difference of 5. Ruprecht's hit location was 32 (Just noticed that both Landolf and Ruprecht rolled 23's) which is Right Arm. Damage inflicted is +5 + 4 (WB) + 3 (SB) -4 (TB) which is 8 Wounds inflicted. Ruprecht now has +1 Advantage
The unfortunate zombie has no chance to defend itself as it's right arm was already rendered useless by Landolf. So, Ruprecht picking his spot, removes the arm completely with a swing of his sword. That damage is enough to disrupt the foul magick that had animated the corpse and it collapses unmoving.
Before your eyes, the zombies crumple into dust which is blown away by a sudden breeze leaving behind only sets of ruined clothing and 6-inch-long iron keys — resembling a 6-pointed star at the crosssection — on a leather thong 5 keys in all

Krizta |

Krizta breathes in and out a few times, trying to get back to normal after her fright, and then approaches the remains of the zombies curiously. At first reluctant to get close, she eventually works up the courage to move up and examine one of the keys.
Unless she notices something wrong with them, she eventually works her nerve up and reaches down and picks one up.

Aubster |

Krizta breathes in and out a few times, trying to get back to normal after her fright, and then approaches the remains of the zombies curiously. At first reluctant to get close, she eventually works up the courage to move up and examine one of the keys.
Unless she notices something wrong with them, she eventually works her nerve up and reaches down and picks one up.
Working up her courage, Krizta jabs a key with her finger prepared to jump back if necessary. Nothing untoward happens though and Krizta reaches down and picks up one of the keys. The star-shape is definitely unusual but remembering something Valghaz said before the zombies attacked, Krizta realizes that they keys might fit the holes around the hexagram.
Besides the shelves full of hundreds of books, there are doors leading out of the library on the southeast and the southwest side of the large half-circle shaped room. Those doors are in addition to the door that you just came through from the hexagram room.

Darkest Doomed |

"We should make sure no more of those creatures are about before we make use of the keys, I think," suggested Landolf. "We don't want anything sneaking up on us."
Minor note that Landolf is the only one present that can't read anything in this library, I think.

Valghaz Ironhammer |

”Aye. Let’s move as a group. Once we’ve cleared the area, let’s get these doors opened.”
Perception: 1d100 ⇒ 84

Krizta |

Krizta nods at the warning, but picks up all the keys so they can use them when it is time.
Then she starts browsing the shelves, seeing what kind of books are around.
(She knows Bretonnian, Reikspiel, Wastelander, Classical.)

Adelaida Lehner |

Adelaida looks at the book with shy respect.
It is not so far ago that books and written words were a strange and forbidden realm to her. It took a miracle from Sigmar ( very small miracle for Sigmar, the biggest one for Adelaida) to allow her to enter that realm.
She starts perusing the tomes, her warhammer close at hand.
She might have a litterate mind now, but she remains a soldier in her soul.
Speaks and read Bretonnian too

Aubster |

For the readers
The books are written in a variety of mundane, secret, and arcane languages. They cover many subjects, from alchemical treatises to ‘novels' of a somewhat insalubrious literary nature.
Make a Challenging (+0) Evaluate Skill Check
Evaluate is an Advanced Skill that it seems only Ruprecht, Landolf and Krizta have. Even though Landolf can’t read the books he can still help evaluate their value as he is familiar with the appearances of books collected by wealthy nobles. Assuming the evaluator is assisted by the others, the Skill Test would have a +20 chance of success. Remember to assist, you must have at least 1 advancement in the skill. As a helpful GM hint: it would be nice for the group to pass the Evaluate Test

Krizta |

My score is low, so this should be an attempt at helping, not the main roll.
Evaluate (33): 1d100 ⇒ 54
Yeah, and doesn't even help, sorry.

Aubster |

There's no reason not to continue to explore. There's nothing on the bookshelves that's critical to have. It's only about money.
As a reminder, the library is shaped like a half a donut. In the middle of the room, there's the door you came in through (from the donut hole, so to speak). The other two doors are on the opposite ends of the room (the east and west side of the donut).

Krizta |

After they take a look at the books, Krizta goes to check the east door, listening first to see if she can hear anything beyond it.
If she cannot, she opens it, looking beyond.
If she can, she reports back to the group first so that they can face whatever is beyond together.

Aubster |

After they take a look at the books, Krizta goes to check the east door, listening first to see if she can hear anything beyond it.
If she cannot, she opens it, looking beyond.
If she can, she reports back to the group first so that they can face whatever is beyond together.
As Krizta approaches the door, one of the keys that she picked up from the zombies glows for a moment and then the door in front of her slides open soundlessly.
The room contains a large desk, a plans chest, and a drawing board. Various ancient portraits hang on the walls.
The desk is locked.
The plans chest has several antique maps showing various parts of the Empire, the Reikland, and the western marches of Talabecland in particular. All the maps have a number of intersecting lines carefully drawn on them. One intersection in the Barren Hills has been roughly ringed.
Make a Difficult (-10) Intelligence Test. If any character has the navigation skill they receive a +10 bonus
The drawing board itself is empty.
The portraits depict various members of what seems to be a family line. The family resemblance between the portrait subjects is clear: all have aquiline noses, high foreheads, and thick, bushy eyebrows.
Propped in one corner of the room is an ornately carved staff.
In addition to the door you came through there is another closed door on the other side of the room.

Krizta |

Intelligence Test (Map)(33-10=23): 1d100 ⇒ 95
Krizta tries the keys in the lock of the desk, and she picks up the staff, intending to bring it with them. She takes a close look at it first to see what is carved into it though.
She also looks behind each of the portraits, knowing that people hide things behind pictures sometimes.

Valghaz Ironhammer |
1 person marked this as a favorite. |

Int: 1d100 ⇒ 62
”Witch Hunters are gonna have a field day with this.” Valghaz remarked. Let’s see if any of these keys opens the desk. If not, will force it open.”[/b] He didn’t want to cause unnecessary damage, but at the same time they should be thorough...
Str to force open desk: 1d100 ⇒ 2

Adelaida Lehner |
1 person marked this as a favorite. |

Int-10 (21): 1d100 ⇒ 3
Adelaida studies the maps intensely. She recognize parts of the Empire where she trained with her old regiment. Then she notices something odd, and her slender fingers follows the traces drawn on the maps
I'm quite sure these lines on the maps follows the course of Moorslieb. Do you know who these people on the paintings are, perchance, Landolf? Maybe some local nobles?

Aubster |

[dice=Intelligence Test (Map)(33-10=23)]1d100
Krizta tries the keys in the lock of the desk, and she picks up the staff, intending to bring it with them. She takes a close look at it first to see what is carved into it though.
She also looks behind each of the portraits, knowing that people hide things behind pictures sometimes.
The keys are much too large to fit into the desk.
Unfortunately there’s nothing hidden behind the portraits.
The ornate staff is carved with words that hurt the eyes to read along with an exquisite carving of a skeletal figure who seems to be surrounded by wailing souls. As you look very carefully, you realize that the carved figure is looking directly at you and seems to have something to tell you…
Attempt a Challenging (+0) Cool Test

Aubster |

[dice=Int]1d100
”Witch Hunters are gonna have a field day with this.” Valghaz remarked. Let’s see if any of these keys opens the desk. If not, will force it open.”[/b] He didn’t want to cause unnecessary damage, but at the same time they should be thorough...
[dice=Str to force open desk]1d100
Valghaz rips the drawer from the desk which unfortunately causes several bottles of blue and red ink to spill leaving his hands multicolored. In addition to the ink there are several quills inside the desk. Of more interest you also find a battered notebook with yellowing pages covered in complex calculations with notes written in a spidery hand. It’d likely take someone skilled in Magick to decipher the entirety of the notes but you can see that Morrslieb is referred to many times on the pages.

Krizta |

Cool Test +0 (35): 1d100 ⇒ 48
Krizta is now corrupt.