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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Hanna Achenbach wrote:

Hanna runs after her friends as her bolts of light take their toll on the dark Ratmen! She hears Dirk's cry and sees Jarvey's form laying on the street for the first time.

She kneels by his side and looks up at the others, "If there are more of them, keep them off of me!"

She then extends her hands over Jarvey and begins to speak, the syllables more softer than those she used to summon the darts of light a moment ago. It seems the air around Jarvey begins to glow...

Ok, first Extended Channelling Test....let me know if I do anything wrong.

[dice=Channelling(Hysk):69]1d10 SL +6
As Hanna mutters the arcane syllables, the air around Jarvey brightens considerably...

[dice=Channelling(Hysk):69]1d100 SL +2, for a total of +8...need +9 for Healing Light

A few beads of sweat indicate the strain Hanna was under as she harnessed the powers of the Wind, the light around Jarvey brightens a little...

[dice=Channelling(Hysk):69]1d100 SL +6...that'll do it

Then with a flash, the aura around Jarvey brightens to be like the sun and then fades away.

Jarvey healed for INT bonus + WP bonus Wounds : 9 Wounds total...plus he can make a Very Hard (–20) Endurance Test so that
1 Corruption point gained in the last hour is also lost

Given what has transpired, can we agree that poor Jarvey had succumbed to the Skaven's poison before Hanna reached him so Hanna used her healing Magick on Dirk instead (which also eliminated the Poison)?


Wounds 30/32 | 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

Sounds nice to me. I'll wait on Hannah's say-so though.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Fine by me!


Dirk Liestag wrote:
Sounds nice to me. I'll wait on Hannah's say-so though.

What's. it worth to ya? ;D.....yup heak up dirk is fine....poor Jarvey....


Wounds 30/32 | 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

Endurance 80 -20 to remove recent Corruption: 1d100 ⇒ 86

"Thank you, Hannah," Dirk said as the healing took hold of him. "I feel a lot better now."

He didn't mention that the strange pain of the Warpstone blades hadn't truly left him, like the lingering draft he'd fixed at home last autumn.


Dirk Liestag wrote:

[dice=Endurance 80 -20 to remove recent Corruption]1d100

"Thank you, Hannah," Dirk said as the healing took hold of him. "I feel a lot better now."

He didn't mention that the strange pain of the Warpstone blades hadn't truly left him, like the lingering draft he'd fixed at home last autumn.

With Jarvey's last breath he gasps out, "make sure my stuff gets to Tardy at the Coach House and tell him that...that..."

Silence falls over the alleyway as you realize what has just happened. There are three completely black dead Skaven which is your first sighting of this type. Their daggers lie next to their bodies and still glow with a sickly green light that makes you feel ill just by looking at it.

What now? You seem to have several avenues open to you.


Wounds 30/32 | 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 only missing 3 of his 32 Wounds after being healed, so he's basically good to go still.

Dirk doesn't seem to react strongly to Jarvey's passing. He's had too many of his companions die on him.

"Have they made any progress on the cipher yet? What do we need now?"


[CAMPAIGN OVER] 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)

Adela sighed. It was expected that some of them would die when facing a threat such as this. ”First thing first, we should take him and these bodies to the Temple of Sigmar. It would be a sign of good faith to allow them to dispose of the remains. We will need a cart to move them discreetly.” She then looked at their fallen comrade. ”And then he should be taken to the Temple of Morr. He died bravely, and deserves as such.”


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Ubaldo is used to grim tidings but still feels a pang of remorse at the fate of Jarvey.

"Not yet. We have left the documentation in the hands of a renowned scholar. I recommend not touching those tainted weapons directly. I agree on Adela's plan for disposition of the various bodies. Let us get on with it."


Finding a wagon and loading the Skaven are trivial tasks that are easily accomplished. You then carefully place Jarvey and his weapons in the wagon. Slowly you make your way through the streets to the Temple of Sigmar.

Once you arrive at the Temple, Acolytes of Sigmar take charge of the wagon and a young looking Witch Hunter escorts the rest of you to Gottlieb Sperling's audience chamber. In addition to the High Priest of Sigmar, Witch-Hunter Captain Reinhold Schild is present looking at maps of the Nuln sewers and various documents that are spread out on the table.

"It's a shame about the Halfling. He seemed like a good lad. His body will be transported to the Fields of Morr outside the city wall," Gottlieb says as he greets you all. "As you can see, Reinhold has been studying the sewer system trying to locate the heart of the Skaven incursion. Unfortunately, so far he's not been able to identify the most likely spot. Tell me, have you had luck with the translation that you had mentioned? Have you been able to track down the names on the list that you mentioned? And I see you still carry the box, tell me what did you find when you opened it?" Reinhold has paused in his task and is also waiting for your update.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

"I am glad to hear that Jarvey Glintloque will be attended to properly. The documents are in good hands. We are seeking a means of opening the box."


[CAMPAIGN OVER] 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)

Adela nodded. She was no sage, and her cult was not known for it’s scholarly pursuits.


Wounds 30/32 | 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

Probably seeking out a locksmith is our most straightforward path for the box. Just because it occurred to me, would Dirk be able to try a Trade (Smith) check if the idea was to just disassemble the box?


Dirk Liestag wrote:
Probably seeking out a locksmith is our most straightforward path for the box. Just because it occurred to me, would Dirk be able to try a Trade (Smith) check if the idea was to just disassemble the box?

Dirk could chisel out the lock easily enough or even disassemble the box without needing a check since he has all the time he’d need to try over and over again. What he can’t do though is check for and/or disarm any traps if they’re any.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Would we know if there are any reputable and/or effective trapsmiths to had locally?


Ubaldo Hartig wrote:
Would we know if there are any reputable and/or effective trapsmiths to had locally?

That should be an easy (+40) Lore (Local) Skill test to ID a well skilled trapsmith. Failure means that whoever you know may not be as skilled as you think they are.


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A gentle GM nudge would be a reminder to not forget about the list of names.


Hanna sighs at the High Priest's questions, "Unfortunately, your Grace, we are many steps behind this conspiracy...Yes, we had the cipher translated, but the translation is...to us at least...unintellible as well. As for the list, " she says, pulling it from her tunic, "Yes, it would do well to track these names down, the Count wanted them all dead."


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Lore (local) 97: 1d100 ⇒ 93

Ubaldo notes:

"I do know of someone who may fit the bill."

He turns towards Hanna:

"Yes, we should attend to that forthwith."


Ubaldo Hartig wrote:

[dice=Lore (local) 97]1d100

Ubaldo notes:

"I do know of someone who may fit the bill."

He turns towards Hanna:

"Yes, we should attend to that forthwith."

Almost a auto-fail but just passed :)

Ubaldo first thinks of Theobald Hornberger but then he remembers that Theobald managed to explode the last locked box anyone brought to him.

The next name that Ubaldo comes up with is the dwarf Trogmum Two-Finger Farhelm who runs a little shop near the Gunnery School. Trogmum is a bit of an oddity for a locksmith as he's lost his left hand and three fingers of his right hand in various lock-picking misadventures.


Wounds 30/32 | 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

"They sound the same to me. Whoever is closer works."


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Is there any real difference in distance? If so, the closest. If there's not, then Trogmum.


Ubaldo Hartig wrote:
Is there any real difference in distance? If so, the closest. If there's not, then Trogmum.

There’s no practical difference in travel time.

Trogmum Two-Finger Farhelm is a institution in Nuln having opened his shop over 100 years ago. The sign in front of the shop has a painting of a handsome young two-handed dwarf examining a lock and a legend reading Trogmum Nimble Fingers and in smaller letters All Locks Opened.

The inside of the shop is crowded by shelves full of pieces of locks and tools of odd design. There’s a short counter near the back part of the public area of the shop and on the counter a hand bell rests on a hand written note that says ring twice for service.

There’s an open door behind the counter and from the doorway you hear muffled cursing and banging.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Ubaldo raps the counter with his knuckles and calls:

"Trogmum Farhelm? We have need of your services!"


Ubaldo Hartig wrote:

Ubaldo raps the counter with his knuckles and calls:

"Trogmum Farhelm? We have need of your services!"

”Can’t you read cobber? Ring the bell twice if you’se wanting me service. Ach, nevermind.” At this a heavily scarred dwarf with a long red beard comes out of the back room wiping his only two fingers on the front of his tunic. ”Whatcha got there cobber? Where did you come by it and why do you be needing the greatest locksmith in the Empire? You some sort of criminals?”


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

I must have missed that bit through sleepiness! ;)

"You have my sincere apologies. I missed the sign. We are quite the opposite. I for one am Magistrate Ubaldo Hartig. We retrieved this box from a traitorous madman and we require it open as soon as possible."

Charm 69 + modifiers: 1d100 ⇒ 22


Ubaldo Hartig wrote:

I must have missed that bit through sleepiness! ;)

"You have my sincere apologies. I missed the sign. We are quite the opposite. I for one am Magistrate Ubaldo Hartig. We retrieved this box from a traitorous madman and we require it open as soon as possible."

[dice=Charm 69 + modifiers]1d100

”Traitorous madman, huh? Sounds like quite a tale. How fast do you want it done? Quite a busy time of the year for me so it might take a while,” Trogmum says as a look of avarice comes over his face. ”Unless you want to pay a small fee to go to the front of the line. Say 10 Crowns?”


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

"Now, please.", Ubaldo replied, concealing his distaste that the locksmith is trying to bilk them.

Haggle 59: 1d100 ⇒ 80

"Here are ten crowns. Do you have an estimate of how long this will take?"


[CAMPAIGN OVER] 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)

Charm 58: 1d100 ⇒ 31 SL2

”As fast as you can. This involves the Cults of Ulric and Sigmar, for we are racing against a threat to this city. You were chosen based on your reputation. I am sure that you can handle this job, and will show proper decorum in both talking of this.” The priestess said.


Adela von Suderburg wrote:

dice=Charm 58]1d100 SL2

”As fast as you can. This involves the Cults of Ulric and Sigmar, for we are racing against a threat to this city. You were chosen based on your reputation. I am sure that you can handle this job, and will show proper decorum in both talking of this.” The priestess said.

"No need to worry, I've been doing this kind of job since before any of you younglings were born. Give me 5 minutes and I'll have this nice and open for you all. You can wait out here while I work on it in the workshop."

GM Roll:
1d100 ⇒ 41

After a couple of minutes you hear a startled yelp come from the workshop and a loud oath, "RAKI DUM!!" and a fit of violent coughing. Then there's a loud crashing sound and then silence.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Upon the noise, Ubaldo draws his sword and swiftly rushes for the workshop, calling:

"Farhelm!? What happened?"


Ubaldo Hartig wrote:

Upon the noise, Ubaldo draws his sword and swiftly rushes for the workshop, calling:

"Farhelm!? What happened?"

Alas, poor Trogmum Nimble Fingers lies in a twisted heap upon the floor of his workshop, face contorted in pain and his skin glowing with a sickly greenish luminescence that almost hovers in the air around him. Even as you watch, his body begins to disintegrate into a noxious smelling ooze.

Laying near the ooze remnants of Trogmum is the box you brought, now with its lid open and a piece of paper on the ground next to it which is clearly some sort of map.

It is no great mental feat for Ubaldo to recognize that this looks very similar to the maps of the sewers below Nuln that he had collected together before this all had started a few days ago. It should be a simple enough matter to pinpoint exactly where the map shows using the original sewer plans.


[CAMPAIGN OVER] 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)

”Ulric’s teeth...another life.” Adela said, before saying a prayer over the body. ”Let us ensure that his sacrifice is not in vain.”


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

"Sigmar preserve us!", exclaims Ubaldo as he seeks a pair of long tongs to more safely extract the map from the tainted area.

"We *will* make the instigators of these atrocities pay. We need to work out the secrets of this map swiftly."

He glances over the map, bringing to mind his prior research into Nuln's sewers.


Ubaldo Hartig wrote:

"Sigmar preserve us!", exclaims Ubaldo as he seeks a pair of long tongs to more safely extract the map from the tainted area.

"We *will* make the instigators of these atrocities pay. We need to work out the secrets of this map swiftly."

He glances over the map, bringing to mind his prior research into Nuln's sewers.

The map both looks and does not look like what you've studied. If you orientate the map so that the Mad Count's basement is in the center, you can easily discern the sewers that lead away from it. But, where there should be nothing but a blank wall, the new map shows a doorway that opens onto a vast area that you've never seen on any of the sewer maps that you have studied. It is a mystery...


Wounds 30/32 | 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

"The Sewer Jacks should have known about any of the current connections," Dirk observes. "Maybe this is old construction. It explains why the rats could keep hidden so well. Should we go investigate? I don't think the Countess will move her armies on this alone."


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

"We should pass word to others so that if we fall, they will have some idea of where to look for the foe. But yes, we should investigate."


Dirk Liestag wrote:
"The Sewer Jacks should have known about any of the current connections," Dirk observes. "Maybe this is old construction. It explains why the rats could keep hidden so well. Should we go investigate? I don't think the Countess will move her armies on this alone."

It is late in the day before you can make your way back down into the sewers and work your way to the spot indicated as a doorway by the map. However, the spot is just a blank stretch of sewer wall, no different than any of the walls around it. If you hammer on the wall nothing happens and you don't hear any sounds indicating a hollow space. You also can't find any hidden switches or levers.

For Hanna-Successful Average (+20) Second Sight Skill Test:
The area of the wall that is supposed to be the doorway posiively burns with the Magick of Chaos. You can tell there are spells upon spells layered on top of each other on that stretch of wall. You doubt that even one of the Masters at the College could have woven such a complex design. You are confident that you will need a specific counter-spell that uses Chaos Magick to remove the Chaos Magick closing the doorway.

For Adela-Successful Average (+20) Intuition Skill Test:
Your soul recoils from being close to the wall. There is an incredibly strong presence of Chaos infused into the wall itself.

For Everyone-Successful Challenging (+0) Perception Skill Test:
Close examination of the floor of the ledge in front of the wall shows that something wheeled and very heavy has been moved through the wall somehow.


Wounds 30/32 | 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

Initiative (Perception) 26: 1d100 ⇒ 48


Hanna agrees a new venture into the sewers is needed, "Though I'd like to see to the safety of those on the list...the fact we have the list gives them some degree of security. Plus if we deal with the threat under our feet..."

Second Sight:61+20:81: 1d100 ⇒ 54

Perception:61: 1d100 ⇒ 51

Hanna peers at the wall, then rubs her temple, "There is so much Chaos magic entwined in this wall....it makes my head ache to look at it! I think that only a similar kind of magic will be needed to open this wall.."

She takes a knee , pointing at the floor, "There's been the passage of something heavy and wheeled through this wall...I wonder..."

She straightens, and pulls out the translation...mulling over the possible pronunciations needed to say it correctly..."This may be the incantation needed..."


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

Perception 62: 1d100 ⇒ 48

Ubaldo points to the floor of the ledge before the wall.

"Marks. Something wheeled and something very heavy was moved through that wall somehow."

Ubaldo picks up the closest suitable implement, a poker or somesuch, and starts poking at the wall, seeking hollow sounds or weak points.


Hanna Achenbach wrote:

Hanna agrees a new venture into the sewers is needed, "Though I'd like to see to the safety of those on the list...the fact we have the list gives them some degree of security. Plus if we deal with the threat under our feet..."

[dice=Second Sight:61+20:81]1d100

[dice=Perception:61]1d100

Hanna peers at the wall, then rubs her temple, "There is so much Chaos magic entwined in this wall....it makes my head ache to look at it! I think that only a similar kind of magic will be needed to open this wall.."

She takes a knee , pointing at the floor, "There's been the passage of something heavy and wheeled through this wall...I wonder..."

She straightens, and pulls out the translation...mulling over the possible pronunciations needed to say it correctly..."This may be the incantation needed..."

Technically the translation wouldn't be available yet as it was going to take a few days but from a fun standpoint that doesn't make any sense so as of now you all do have the translation of the weird scroll.

As Hanna studies the translation her head begins to ache as she realizes the complexity and deviousness of the evil spell(s). As Hanna suspected there is indeed a spell of opening on the scroll. That spell though is interwoven with two other malign spells; one spell is designed to weaken the will of whoever casts the spell of opening to make them susceptible to the influence of the Horned Rat, the hideous god of the ratmen and the second spell is some sort of mutating spell to actually change the caster into something else. Each time someone casts the spell their will and even their physical form would gradual be remolded into something else. All three spells form one megaspell and are the stuff of Chaos and are anathema to a Wizard like Hanna. She has a strong sense that trying to cast this megaspell would break her mind. It'll take a Wizard who's soul is not so Bright to cast this spell and even then the casting of the the spell could overwhelm them.


Ubaldo Hartig wrote:

[dice=Perception 62]1d100

Ubaldo points to the floor of the ledge before the wall.

"Marks. Something wheeled and something very heavy was moved through that wall somehow."

Ubaldo picks up the closest suitable implement, a poker or somesuch, and starts poking at the wall, seeking hollow sounds or weak points.

The magical barrier is much too strong for such mundane attempts to reveal any weakness.


I want to make sure that you all don't feel like you're stuck in front of an impassable barrier. Remember you still have leads to follow as well as resources you can call on.


Wounds 30/32 | 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

"Looks like what we came here for. The rats didn't put this up just to keep our pedlars. Maybe those fancy scholars can do something about this. Or the army could blow a hole in the wall. Too many folks spend all their time protecting doors and don't pay any mind to what the door is in."


Hanna has to look away from the swirl of Chaotic Magick that makes up the door, "Yes....this is beyond me...beyond many of my brethren even. To put so much into hiding this door....something very important dwells beyond." she says, sounding tired.

She nods at Dirk's observation, "Let us return to the Temple see what resources they have available..."

No worries, GM. Obstacles are there to challenge us !


[CAMPAIGN OVER] 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 agree. The Empire stands on faith, steel and gunpowder. One of those three will open the way, I am sure of it.” Adela said with confidence.


Human Magistrate Damage (7) Wounds (14) Fate (3) Fortune (0/3) Resilience (3) Resolve (3/3) Movement (4) Corruption 2 Armour: Body 2 WS: 46 BS: 27 STR: 34 T: 34 Init: 47 Ag: 42 Dex: 30 Int: 47 WP: 53 Fel: 54

"To the Temple. We need allies."


It is early evening when you return to the massive Temple of Sigmar. By this time the priests at the entrance of the Temple recognize you and beckoning you to follow take you straight to the wing of the Witch Hunters. There seem to be more Witch Hunters in the Temple now than there were just a few days ago when you first visited the Temple as the Temple begins to gather it's strength for the trials ahead.

Witch-Hunter Captain Reinhold Schild listens carefully and taking notes as you describe what you have found under Nuln. "Ladies and Gentlemen, it seems like there are a few options to try to crack this wall open but all seem like they come with their own downsides. I will leave it to you to decide which approach you think we should try. First, we could approach the faculty at the University and see if they can figure out a way to dispel this wall. Of course, knowing the faculty it may take them a month to come up with a plan. Or we could reach out to the dwarfs at the Gunnery School and see if they can blow the wall down. Of course, they may bring the entire section of the city down when they do. Or, and I hesitate to suggest this, we could use one of the black wizards we have confined awaiting execution. It sounds as if they may be able to cast this opening spell and if they can, I will personally put a bullet into their brain as soon as they spell is finished. But, it's always a risk letting a evil wizard cast a spell. Are there any other ideas that you have that we could attempt?"


[CAMPAIGN OVER] 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)

”The dwarves are well known for their engineering skills, as well as their experience holding back the Old Dark. I, for one, would much sooner trust our allies of old before I allowed a dark wizard to call upon the dark powers. Nor would I want one of the licensed mages to risk damnation when honest gunpowder could do the trick.” Adela said, feeling that just blowing the damn thing up was the most straight forward answer.

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