What's That Under Nuln?

Game Master Aubster

Sewer Jacks in Nuln are disappearing. Representatives of Emmanuelle von Liebwitz, (Grand Countess of Wissenland, Countess of Nuln, and Duchess of Meissen) have sent the word out for experienced adventurers to explore the Undercity of Nuln and find out what happened to the Sewer Jacks. Rewards are promised.


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Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

Starting to think killing these fools is as much a benefit to the empire as killing the Skaven


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

It's looking that way!

I'm trying to clarify whether the guards are reacting at all to us pointing out that their boss is a nutjob in league with mutant rats.


Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

This is probably a good time to point out that while Dirk and Ubaldo rushed ahead, Adela found a note with the information this fool is after on it. See here.


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I currently have an earache so my response time might be affected.


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

How cross would everyone be if Adela tries to kill the Count?

We have no hard proof except for his words. If we arrest him he can recant, and has serious political clout. If we walk away he can have us arrested/killed.

But if we stride up to her Highness with the head of a gray seed, the head of the count, and the note/wardstone...well, that is a different story altogether.


Male Halfling Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests)

Kill the Count! Kill the Count!

(Jarvey was planning the same)


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Ubaldo is convinced this man is:

* Powerful.

* Completely insane.

* Thinks that we're the ones duped/actively in league with chaos.

Ubaldo is pumping him for info before someone kills him.

In short, FINISH HIM!


Sorry, I didn't realize you all were waiting for me to tell you what the Mad Count is doing.


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

(1) Yay for 2 attacks
(2) I hope someone can talk down the bodyguards.

“This isn’t what it looks like!”


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

@Aubster: No worries.

@Adela: You're very optimistic! ;)


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I will get posting again tomorrow. Very tired.


By the way, if you’ve read Skavenslayer you’ll recognize the Mad Count.


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I haven't but quite a few deranged characters in the setting!


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Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

I decided that if you are going to Ulric then you might as well go all out.

Also attractive is the best talent. Getting SL9 is huge.


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Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Glorious post. Simply glorious.

Edit: I have done what I can. May Ulric watch over us!


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

Thank you :)


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I'll get stuck in again tomorrow!


2 people marked this as a favorite.
Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

Dirk isn't much of a talker and particularly not in the current situation, but we still need a summary of what we've found for the authorities:

* summoned as adventurers to look into what was going on with the sewers as well as the disappearance of the sewer jacks
* during a divination ritual, a demon killed the wizards being employed and we defeated it
* several days later, we met again with our employer and entered the sewers
* encountered skaven and killed them, including a rat ogre
* the sewer dams? broke and flooded the area we were in
* encountered another group of skaven meeting a hooded figure. Killed the skaven, including a white-furred spellcaster
* chased after the hooded figure, who turned out to be Count von Halstadt. After a standoff with his guards, he agreed to meet with us the next day
* at the meeting, the Count admitted to working with the Skaven to root out cultists of Chaos in the city. In the process, he admitted to killing all of the Sewer Jacks on suspicion of them also being Chaos cultists, at the suggestion and behest of the skaven.
* the Count also made it clear that he would execute anyone whose name was on the list provided by the Skaven
* the Count having made it clear that he was operating on behalf of the Skaven through the mediation of his own delusions and bloodlust, was executed by the priestess of Ulric
* following the execution of Count von Halstadt, we discovered a secret door leading to a chamber where the Count's records were gathered, and through there back into the sewers
* after leaving the sewers, we pronounced our victory


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Dirk, thank you very much. I have had little time or energy to research or post extensively in the last week.


Ubaldo Hartig wrote:
Dirk, thank you very much. I have had little time or energy to research or post extensively in the last week.

The little delay was quite helpful to me actually since you killed the Mad Count so quickly I had to think of an alternative bad guy :)


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

1. Did we find a key for that locked box?

2. Does *anyone* have the research skill, or can anyone pick it up from their advance tree?


Ubaldo Hartig wrote:

1. Did we find a key for that locked box?

2. Does *anyone* have the research skill, or can anyone pick it up from their advance tree?

The group did not find a key.


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Can we attempt Research untrained, given the library's resources and/or our own considerable lores in other topics?


Ubaldo Hartig wrote:
Can we attempt Research untrained, given the library's resources and/or our own considerable lores in other topics?

You could pay a researcher to look into it for you.

It would take 1d10 days Days: 1d10 ⇒ 5 and cost 1d6 gold crowns Cost: 1d6 ⇒ 1


Aubster Request :)

Can everyone post in the discussion thread what weapon they are using in combat and Special Qualities of the weapon (like Fast or Impale, etc)?

If you have any Combat Talents list those too or anything else relevant to Combat about your character.

I'm going to do a master list for all the characters. I need to get more organized for combat.


Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

Dirk is using two Practical Hand Weapons.

He doesn't have any talents that directly impact combat rolls, but it would be good to keep track of some other talents he has:

Acute Senses (Hearing)
Resistance (Disease)
Stout-hearted x2


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Ubaldo mainly uses his sword (hand weapon) but does have a dagger as a backup.

Weapon Skill 46

Melee (Basic) 15

Agility 42

Dodge 5

Sword - Lightweight, Practical

Dagger - Durable, Practical

Iron Will
Menacing
Iron Will
Night Vision
Nose for Trouble


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

Melee WS: 75, SB 5
Weapons: Practical Handweapon

Furious Assault (Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).)

Winter’s Bite (Fel duration, When wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a Stunned Condition. Further, struck targets lose any Bleeding Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.)


Male Halfling Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests)

Repeater Pistol or standard Pistol for Jarvey.

Former has more punch, latter better range. Repeater has Dangerous quality. Both have Damaging.

In addition to Small (and all the benefits and penalties it bestows in combat) Jarvey's key combat related talents are detailed below:

Talents:

Accurate Shot [Career] (+3 SL)
Max: Ballistic Skill Bonus
Description: You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

Gunner [Career] (+2SL)
Max: Dexterity Bonus
Description: You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon.

Night Vision [Halfling]
Max: Initiative Bonus Tests: Perception tests in low-light conditions
Description: You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

Nose for Trouble [Career]
Max: Initiative Bonus Tests: Any Test to spot Troublemakers
Description: You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

Resistance (Chaos) [Halfling]
Max: Toughness Bonus Tests: All those to resist the associated Threat
Description: Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.


Dirk Liestag
Melee Basic 63
Hammer Damage SB + 4
Practical Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level.
Acute Senses:HearingOne of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else’s eyeshot, smelling an almost odourless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.
Resistance:DiseaseYour strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.
Stout-Hearted (x2)No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round.

Ubaldo Hartig
Melee Basic 61
Sword Damage SB + 4
Practical Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level.
LightweightCleverly crafted for ease of carrying. Reduce Encumbrance points by 1.
Iron WillIron Will Max: Willpower Bonus...Tests: Cool Tests to oppose Intimidate You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.
MenacingMenacing Max: Strength Bonus...Tests: Intimidate You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.
Night VisionNight Vision Max: Initiative Bonus...Tests: Perception tests in low-light conditions. You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
Nose For Trouble Max: Initiative Bonus...Tests: Any Test to spot Troublemakers. You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

Adela von Suderburg

Jarvey Glintloque

I'll add Adela and Jarvey later today


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54
Aubster wrote:
Ubaldo Hartig wrote:
Can we attempt Research untrained, given the library's resources and/or our own considerable lores in other topics?

You could pay a researcher to look into it for you.

It would take 1d10 days Days: 1d10 ⇒ 5 and cost 1d6 gold crowns Cost: 1d6 ⇒ 1

I completely missed this. I'll post about it in gameplay.


Dirk Liestag
Melee Basic 63
Hammer Damage SB + 4
Practical Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level.
Acute Senses:HearingOne of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else’s eyeshot, smelling an almost odourless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.
Resistance:DiseaseYour strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.
Stout-Hearted (x2)No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round.

Ubaldo Hartig
Melee Basic 61
Sword Damage SB + 4
Practical Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level.
LightweightCleverly crafted for ease of carrying. Reduce Encumbrance points by 1.
Iron WillIron Will
Max: Willpower Bonus...Tests: Cool Tests to oppose Intimidate You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.
MenacingMenacing Max: Strength Bonus...Tests: Intimidate You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.
Night VisionNight Vision Max: Initiative Bonus...Tests: Perception tests in low-light conditions. You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
Nose For TroubleMax: Initiative Bonus...Tests: Any Test to spot Troublemakers. You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

Adela von Suderburg
Melee Basic 75
Axe Damage SB + 4
Practical Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armour, any penalties for wearing it are reduced by one level.
Furious Assault Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).
Winter's BiteWinter’s Bite Miracle...Range: You...Target: You
Duration: Fellowship Bonus Rounds. You roar prayers concerning Blitzbeil, Ulric’s ever-thirsty axe. If wielding an axe, it counts as Magical, causes an additional + SL Damage, and any living targets struck must make a Challenging (+0) Endurance Test or gain a Stunned Condition. Further, struck targets lose any Bleeding Conditions as their blood freezes; similarly, attacks from your axe cannot cause any Bleeding Conditions.

Jarvey Glintloque
Ranged Blackpowder 62
Damage Repeater Pistol +8
Dangerous Some weapons are almost as likely to hurt you as your opponent. Any failed test including an 9 on either 10s or units die results in a Fumble
Pistol You can use this weapon to attack in Close Combat.
Reload 4The weapon is slow to reload. An unloaded weapon with this flaw requires an Extended Ranged Test for the appropriate Weapon Group scoring (Rating) SL to reload. If you are interrupted while reloading, you must start again from scratch.
Repeater 4 Your weapon holds (Rating) shots, automatically reloading after each time you fire. When you use all your shots, you must fully reload the weapon using the normal rules.
Pistol
Damage Pistol +8
Pistol
Reload 1
Bullets and Powder
Damage +1
ImpaleImpale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.
PenetratingThe weapon is highly effective at penetrating armour. Non-metal APs are ignored, and the first point of all other armour is ignored.
Accurate Shot [Career] (+3 SL) Max: Ballistic Skill Bonus. Description: You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.
Gunner [Career] (+2SL) Max: Dexterity Bonus Description: You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon.
Night Vision [Halfling]
Max: Initiative
Bonus Tests: Perception tests in low-light conditions
Description: You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.
Nose for Trouble [Career]
Max: Initiative Bonus Tests: Any Test to spot Troublemakers
Description: You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.
Resistance (Chaos) [Halfling]
Max: Toughness Bonus Tests: All those to resist the associated Threat
Description: Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.


Landolf Gersun von Ubersreik | Male Reiklander Scion | Wounds 13/13 | Initiative 40 | Fencing 42 / Dodge 40 | Fortune 4/5 | Fate 4/4 | Resolve/Resilience 2/3 | Armor: Body 1 / Arms 1 / Legs 1 | Corruption: 2 | Party Funds: 4g 13/19

Hi guys. I've settled in somewhat since we started and I'm looking at starting a WFRP pbp game of my own. I've invited Aubster and one of my IRL friends to join and I don't think I want to go above a maximum of five players.

Right now the plan is to host an adventure rather than a campaign. It could expand as we get farther in, but I'm trying to be modest in my ambitions for now.

My plan is to start a recruitment thread open to everyone. You guys are definitely invited to join, but I think we should make the game available to new players as well.

I'll post a link here to the recruitment thread when it goes up.

Edit: Recruitment Thread Link


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I'd love to join but I think I'm maxed out on games at the moment.

Thank you for bringing it up though, and should in future I have more time and you require another player, feel free to mention it!

*looks at fight*

Oh ye gods!


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Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

Jarvey seemed to be struggling with the SL math, so I thought I'd post here to try to help out.

Jarvey's Turn wrote:

ROUND 2

Ok, first things first. Extended Endurance test...

Extended Endurance Test 50 (-20 due to Fever and Poison): 1d100 ⇒ 5 Somekind of positive SL?

He then attempts to dodge the incoming attack...

Defence: Dodge 46 (-20 due to Fever and Poison): 1d100 ⇒ 88 Somekind of negative SL???

Corrupted, poisoned, wounded and fevered Jarvey fires away with his repeater (2/4 shots fired)

Ranged (Blackpowder) 62 (-20 due to Fever & Poison): 1d100 ⇒ 53

Not even close methinks with his Defence Roll vs My Attack, so won't list damage.

Before I begin, I'll just say that I think the way that SL math works is weird. But it isn't hard to do once you get it. Anyway...

Extended Endurance Test: for Dramatic Tests and Opposed Tests, we mostly ignore the units (ones position) die of both your skill and your die result. So Jarvey had a skill value of 50-20 = 30, or 3. His roll was 05, so the tens position is 0. We subtract the two values and get 3-0, or +3.

That would clear Jarvey's poison condition, and he wouldn't suffer from the additional -10 penalty on his next turn.

*********

Dodge Test vs Skaven: Jarvey's effective skill here should be 46-10+10 (for Advantage you didn't count) = 46, or 4 versus his roll of 88, or 8. So 4-8 gives success levels of 4-8 = -4. The Skaven's roll of 60 skill vs 47 roll gives success levels of 6-4 = +2. So with this result, Jarvey would be hit for a total of +6 SL.

Given what we saw last turn, I'm expecting Jarvey to take +8 Skaven base damage +6 SL -4 Jarvey's Toughness Bonus = 10 Wounds. I'm not certain, but this may well involve another set of double Endurance checks as well, so Jarvey may end up being poisoned again. If he loses all his remaining Wounds, he may take a critical hit due to going down as well.

Even worse, the fact that your roll was an 88 means that Jarvey rolled a Fumble on his dodge (because the check is also a failure), and would be subject to the Oops table (I think).

You have some options if you want to avoid this. First, it looks like you have a Fortune point remaining. Spending that would allow you to reroll your Dodge check. You'd have something close to a 20% chance of rolling very low (01-19) and avoiding being hit altogether in this case.

You could even take a Corruption point willingly to call upon the Dark Powers and reroll again if the first Fortune reroll didn't work out. Given that Jarvey is taking Corruption from being stabbed as well, I'm not sure that idea is great.

After spending your Fortune, or instead of doing so, you could also choose to spend a Resilience point. In a normal campaign that's crazy expensive...that Resilience point and the Resolve point associated with it are gone forever. But it is also crazy powerful. By spending Resilience on a check you get to choose your die result and also are guaranteed to win by 1 SL if the check is Opposed. So you could choose to roll 11, meaning doubles on a successful check which would cause a defensive critical hit on your Skaven. The attack would also miss Jarvey altogether.

*********

Jarvey's skill on his attack is 62-10 = 52 if we assume that he was hit by the Skaven and is still on his feet. His roll of 53 gives him an SL result of 5-5=0. The Skaven's defense roll was 60 skill+10 Advantage with a roll of 59, so 7-5 = +2. The Skaven would win, Jarvey would miss and the Skaven's Advantage would go up to +2.

That's assuming that Jarvey didn't win his Dodge check, though. What if he spent Fortune and/or Resilience and won his check above instead?

Jarvey's skill would then be 62 -10 fever +20 Advantage = 72 vs his roll of 53, so 7-5 = +2. The Skaven wouldn't have any Advantage in this scenario and so would have a skill of 60, giving a result of 6-5 = +1. Jarvey would win the Opposed check, shoot his opponent, do some damage & go up to +3 Advantage.

Unless I made a mistake somewhere. The math for any given check isn't too bad, but the math for a turn is complicated enough that forgetting something can change it all.


Male Halfling Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests)

Cheers for the detailed explanation, appreciate you taking the time but honestly the wall of permutations is really waning my enthusiasm for the system...

Agree that perhaps the complex permutations of the system math could be resolved quickly at a face to face, or by those familiar with the system. Here's the kicker, because I'm less than impressed by the headache in figuring out the workings I've not much energy nor compunction to wrap my brain round it.

Finally the notion of a critical and a fumble just pique my interest as something interesting to see so will likely take the hits and see where fortune takes me :)

Note: I'm not at all precious about characters and more than happy to put my creations through a system's threshing machine to see what comes out the other side. Aubster - have at it :)


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

My biggest bugbear with the system is that only the 10s matter. Having WS69 or 60 makes no difference.


Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

That actually has to do with one of the house rules I'm considering for my game.

The rules for opposed checks state that after tying on SL, the next thing you check is who has the highest score. To me, the tens digit portion of who has the highest score was already rolled into the SL comparison. The change I'd consider is to have the highest ones digit win a tie.

Let's say your 52 skill is rolling vs an opponent's 70 skill. (Similar to Dirk's current situation). You roll 48 and your opponent rolls 63. You tie at +1 SL. Under the current rules, by my understanding, the opponent wins the tie because 70 > 52. That's weird to me, though, because the opponent already got plenty of benefit out of having a score in the 70s range...they got their +1 SL off a worse roll.

The house rule I'm considering would have your 2 beat out the opponent's 0. It's not going to come up very often, but Dirk is seeing that very situation twice in this one combat round...so it isn't never.

**

Also, there are a number of situations that care about 'success' vs 'failure' and the ones digit can matter to determine that as well. For instance, Adela has a Charm of 58 and has the Attractive talent. Both the Tests entry and the talent text require the test to be successful before they trigger.

So if Adela rolls 50, she'll get +1 SL instead of +0 due to her talent's Tests entry.

If she rolls 58, she'll get +8 SL due to the talent text (or maybe +9 if the Tests entry stacks with that).

If she rolls 59, she fails with +0 SL.

***

None of those make the ones digit matter enough in my opinion. But it does matter.


Jarvey Glintloque wrote:

Cheers for the detailed explanation, appreciate you taking the time but honestly the wall of permutations is really waning my enthusiasm for the system...

Agree that perhaps the complex permutations of the system math could be resolved quickly at a face to face, or by those familiar with the system. Here's the kicker, because I'm less than impressed by the headache in figuring out the workings I've not much energy nor compunction to wrap my brain round it.

Finally the notion of a critical and a fumble just pique my interest as something interesting to see so will likely take the hits and see where fortune takes me :)

Note: I'm not at all precious about characters and more than happy to put my creations through a system's threshing machine to see what comes out the other side. Aubster - have at it :)

The combat system is...a guess a nice word is painful. I think I have it right most of the time but who knows. I do believe that when the rules are ambiguous, to take the interpretation that benefits the player and is true to the Warhammer background.

That being said, the combat system has left Jarvey in a really interesting situation with interesting decisions to make. You'll have to read the wall of text I wrote in the gameplay section but suffice to say that right now Jarvey is either laying almost helpless at the bottom paws of the victorious Skaven OR is standing over the body of a dead Skaven.


Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

Thanks for clearing that up about the ones digit. I like the houserule. It makes it a bit more useful (and useful it is right now, just not very useful).

——

As for combat, the only issue I see is advantage. It makes combat require SO much bookkeeping.

A has +2 Adv, and B has +3, but C was hit so he has +0, and D is at +1, but...

Without advantage combat would run MUCH smoother. Personally, here is what I would do:

If you win a round in combat against an opponent, then you can take an extra action against *that* opponent at the start of your next round. This can be a feint, a dodge, or a power attack. Any action requires a challenging WS test to accomplish. Feinting gives the enemy -1SL to their defense. Dodging gives you +1SL to your defense. Power Attack gives gives you +1SL to your attack.

This way you don’t have the issue of getting +20 advantage for killing a mob of malnourished slaves, you don’t have to keep track of everyone’s advantage, and it allows more player choice in combat...without ensuring that you snowball an opponent.


Wounds 31/32 | Initiative 26 | Cool 40, Dodge 64, Endurance 80, Melee (Shield) Defense 43 (+1 SL) | Fortune/Fate 1/2 | Resolve/Resilience 5/4 | Armor: Head 0 / Body 4 / Arms 4 / Legs 4 | Corruption: 0

Every time I start thinking of a way to house rule Advantage, I run into problems, like knowing what to do with monsters that need to spend Advantage to get their whole attack schedule. Also talents that are basically all about the Advantage subgame.

I'm sure none of the problems are insurmountable, but it's a thorny tangle.


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Advantage does help with an issue with the d100 system that can result in all parties continually missing in a comedy of errors.


I think overall I like Advantage. The best part is how easy it is to lose it. Take 1 Wound of damage and even if you have built up a massive Advantage it all goes away. That one aspect makes a well balanced group much more powerful than all melee fighter group would be because the ranged attacks can keep knocking down the Advantage.


Male Halfling Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests)

Evening gang - have decided to call time on my adventures in Nuln and the Old World.

It's a mix of reasons, none of which make this an easy decision. Work in RL has unexpectantly ramped up (I'm an Ops Supervisor in Oil & Gas) which means for the next few weeks I'm likely to be busier than normal prepping and running jobs.

That coupled with my real grappling with a system I'm growing ever less fond of, means this game is one that I've made the reluctant decision to drop out of.

The role-play has been excellent, and Aubster - you are a great GM (and amazingly patient lol) - its the roll-play that ultimately did for me. In truth there are probably WFRP aficionados that would do the game and system far more justice than I am.

Appreciated the opportunity and hope to game with you all again (in a system more to my simpler tastes).

Thanks one and all, especially you Aubster.

Cheers

Black Dow


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Jarvey Glintloque wrote:

Evening gang - have decided to call time on my adventures in Nuln and the Old World.

It's a mix of reasons, none of which make this an easy decision. Work in RL has unexpectantly ramped up (I'm an Ops Supervisor in Oil & Gas) which means for the next few weeks I'm likely to be busier than normal prepping and running jobs.

That coupled with my real grappling with a system I'm growing ever less fond of, means this game is one that I've made the reluctant decision to drop out of.

The role-play has been excellent, and Aubster - you are a great GM (and amazingly patient lol) - its the roll-play that ultimately did for me. In truth there are probably WFRP aficionados that would do the game and system far more justice than I am.

Appreciated the opportunity and hope to game with you all again (in a system more to my simpler tastes).

Thanks one and all, especially you Aubster.

Cheers

Black Dow

Sad news for us all. Take care Black Dow and best of luck! :)


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Priestess Captain of Ulric: Melee Armor Legs, Arms, Body, Head (4/4/4/0) Shooting Armor (5/5/5/1) WS (50) BS (26) Str (50) T (51) Init (29) Ag (30) Dex (28) Int (31) WP (52) Fel (43) W (20) Fate (3) Fortune (4/4) Resilience (3) Resolve (4/4) Melee (75) Cool, Pray (67) Heal (46) Dodge (45)

You’re presence will he missed. Best of luck to you!


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Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

You'll be missed, Black Dow. Take care and all the best!


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I may publish a couple of books :)

How not to run a campaign by Aubster...have a vague concept involving Skaven and a location and recruit players and throw them into the situation and see what happens.

The Campaign Miracle by Aubster...finally figure out the BIG PICTURE and know how the campaign will go from here and think that the players are going to be really pleased with what's coming their way.


Human Magistrate Damage (0) Wounds (14) Fate (3) Fortune (1/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

It happens more often than GMs like to admit. ;)

A question. Would we be looking at xp in this campaign? I'm fine with maxed out characters but just to know.


Ubaldo Hartig wrote:

It happens more often than GMs like to admit. ;)

A question. Would we be looking at xp in this campaign? I'm fine with maxed out characters but just to know.

I think the characters will definitely earn XP from this adventure. Once this adventure is done, we could move the story forward to other locations in the Empire, after-all there are Skaven everywhere. It'll depend on if you all want to keep using these characters.

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