GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Seeing that there was noting more for him to see, Hans yawned, suddenly aware of how tired he was. Plus he had a meeting coming up!

"Well, was a pleasure gents." He said. "Going back to bed. If you need anything, know that I'm sleeping." With a smile he added "Hope to see you all again. Well, except for the thief."


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

I'll head back with you... I want to see if this key will work on your room, and it's right that you be there for that.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans nodded as he turned to walk back.


Warhammer Game Notes & Maps

Hans & Axel go upstairs to try the key on Hans's door and find that it doesn't work, possibly to the relief of the merchantman. Hans's key does work on his own door. It is quite dark in the hallway.


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Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Maria gets back in her room, and searches it methodically, mumbling for herself

Maybe if nothing was stolen, something was added?

Perception 42: 1d100 ⇒ 43


Warhammer Game Notes & Maps

Magda searches through her room and the scattered shipping logs, but doesn't find anything added.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Very well Innkeeper, you might have to choose your staff more carefully but... it is clear this still belongs to you, he says handing back the key reluctantly.

Just like we have attributed no malice to you, I hope that if this every comes out, that you in turn establish no guilt towards us.


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore
Axel Rotendorf wrote:

Very well Innkeeper, you might have to choose your staff more carefully but... it is clear this still belongs to you, he says handing back the key reluctantly.

Just like we have attributed no malice to you, I hope that if this every comes out, that you in turn establish no guilt towards us.

Ludger works out a schedule with Magda and Axel to make sure one of them is awake at all times during the evening.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans, back in his room, used a chair to force the door to stay closed from the inside. He no longer trusted the lock. Once satisfied he collapsed into bed and returned to sleep.


Warhammer Game Notes & Maps

What are you guys doing with the thief? The innkeeper prefers not to keep him tied up until morning. You aren't at all sure whether the local guard would arrest him for 'just looking'.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Whats docks justice for this Ludger? Let's handle this appropriately but low key,


Warhammer Game Notes & Maps

I think we've mostly sorted out this not-thief situation by now. Ludger hasn't responded yet, but if he wants to rough the guy up (he's already missing quite a few Wounds) there isn't a problem in doing so. The innkeeper seems anxious to avoid getting blood all over the place or further disturbing his other (paying) guests. I'm assuming you won't knife the guy, but let me know if you want to beat him into unconsciousness or stop short of that.

Not-Hans:
Early the next morning, knocks on your doors wake you and you find that the maids have brought you breakfast in your rooms.

After you've had some time to refresh yourselves, a messenger is sent to bring you to meet with Lutz Fischbein, as was planned the day before. You are surprised to see Hans being led along with you to the estate behind the Carved Crown. Albwin takes you swiftly through the common space and entry hall into the same sitting room you met in earlier. He motions for Hans to wait in the entry hall. White sheets have been draped over the seating in the sitting room but it is otherwise set up similarly to your last visit.

Marven is not present this time, but Lutz is there as well as the same raven-haired young woman that was present during your last meeting.

Prior descriptions of the rooms can be found here and here.

Lutz greets you warmly and asks how your expedition to Ubersreik went. "I trust that your journey was successful? Did you get the papers?"I'm not certain of exactly what you do & don't want to relay to Lutz. It's quite reasonable to think that you might have gamed this out in advance if you want to talk it over in Discussion first. Don't forget to say what you do with the shipping logs.

Hans:
Early the next morning, a knock on your door wakes you and you find that a maid has brought you breakfast in your room.

After you've had some time to refresh yourself, a messenger is sent to bring you to meet with Lutz Fischbein. You are surprised to see Axel, Ludger & Magda led in alongside you, but Albwin, the butler, motions for you to wait in the entry hall. You note that he does not introduce himself to the others, so they must have been here before.

Exactly how long Hans is left to stew by himself in the entry hall depends on how the other group discussion goes. I don't expect it would be all that long though.

Eventually, the others return from further inside the house and Albwin motions for you to follow him. He leads you into a finely provided sitting room. White sheets have been draped over the seating in the room.

Prior descriptions of the rooms can be found here and here.

A young man with blonde hair sits in one of the chairs and stands to shake your hand and greet Hans as he enters. A young woman with dark black hair sits in a chair further into the room, reading a book. The butler speaks first, "May I introduce you to Lutz Fischbein. Master Fischbein, this is Hans Schäfer."

Albwin dismisses himself as Lutz gestures for you to take a seat. Aside from the white sheets covering the seating, there are wooden chairs and cushioned couches and small sofas to choose from, as the room was obviously set up for a larger gathering than this.

Slow-rolling your segment a bit since the other group will take a bit longer to finish. If you want to do anything in the entry hall, Hans had plenty of opportunity.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Just a generic 'going over'


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Magda makes sure the would be thief won't be too rough up, if the boys need to assert some retaliation after the events of the night, and she is adamant the man won't be killed or maimed.

Of course she doesn't partake in the beating, and even takes care of the thief bruises after.

Before they go to the meeting with Lutz, she suggests they should think about what they will say about the papers and what they will keep silent.

What about the shipping logs, for instance?


Warhammer Game Notes & Maps

Just in case people have forgotten, getting the shipping logs for Lutz was the point of the expedition. If Magda is suggesting you hold those back and you did so, it would equate to a mission failure in Lutz's eyes.

That would put the salvage project at a standstill. It wouldn't necessarily end your share in the salvage if the priject was resumed later, but he wouldn't have much reason to work with you right now.

There is always the possibility of trying to salvage the ship yourselves, but I think the group decided not to try that path earlier.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Lets just stick to not making powerful enemies. They hired us to do a job... let's be honest. I'm not a good liar and if they are good at spotting liars it could get ugly.


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore

"Scram pipsqueak before I twist your head around so your looking behind you all the time!" Ludger says in a menacing voice and after seeing the man leave, crawls back into his bed.


Warhammer Game Notes & Maps

Not a major flaw, but my second link to room descriptions was off in the earlier Not-Hans/Hans post. See here for the room description rather than the beginning of the discussion.

Not-Hans:
Lutz looks delighted as you turn over the shipping logs for the Earl of Harwich. He pauses before setting them on the central end table without reading through them. "Excellent. This will allow us to continue the search," he says.

Lutz seems saddened when you tell him of Timon's fate. "We had our differences, but no one deserves to die like that. May his soul find its way to the Gardens of Morr."

That done, he rings a small bell to summon Albwin. The butler enters the room holding a small tray with three small pouches on it. "You are partners in this venture, not employees. But you have accomplished a task to bring us closer to our common goal. The Greater Reik Trading Company thanks you," Lutz says as Albwin distributes one pouch to each person. You can tell they are full of coins.

Each pouch holds 20 shillings.

That done, Lutz claps his hands and leans forward. "It will take us some time to prepare an expedition to the Earl of Harwich. We need to study the papers & bring together the manpower to salvage a ship of that size. In the meantime, I've learned of an opportunity for work that you might be interested in pursuing. An associate of mine--not with the Company--named Johanna Stiegler has formed a partnership to build a mill along the Grausee. Her partner is Rutger Reuter, and he is here in Grunberg looking for laborers to work at the camp & guard the supplies he is purchasing. I hear he is paying well."

"If you are interested in this opportunity, I can help make introductions."


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore

Ludger happily takes his pay and after hearing out Lutz he whispers to his friends, "sounds like an easy job and a chance to earn some more bob...I'm going to do it...are the two of you in?"

Turning back to Lutz, Ludger says "the mill job sounds good to me Guv...appreciate any introductions you can make."


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

We work well together, I'm in


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

I'm in too. Someone must bandage your wounds and keep a watchful eye on what you eat, after all.


Warhammer Game Notes & Maps

Not-Hans:
Hans is a bit behind, but we'll try not to slow things up much for it. It's still mid-morning, so lots of shops are open now if you want to fritter away your newly-gotten loot. Remember to take the boat hooks, axes & leather jacks that you got from the Sunfish off.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans:

Hans sat patiently while the group he had met last night went in first. All things told, he was glad that this was the case. He did not know what business they had, but he had helped them. That could only mean good things for himself. And Ranald knew that he was due for some good fortune! After everything that had gone wrong, certainly his luck would turn around?

After Albwin introduced Hans and dismissed himself, Hans took a seat. Flopping down onto a small sofa, he idly (or nervously, if he was bieng honest) wondered how long it would be, and whether this was going to be the last bit of comfort that he would experience for some time.


Warhammer Game Notes & Maps

Hans:
The room is silent for a moment except for the sound of paper rustling as the young woman in the back of the room turns a page in her book.

Lutz decides to break the moment first, "I've been informed somewhat of your situation, Hans Schafer. Much of what I hear is not complimentary. Were we in normal circumstances that would be well enough, but the Company has assigned me to look after you. As such, I should hear your side of the story. If you would be so kind, there is no need to use flowery language or make excuses. An account of the decisions you made leading to your imprisonment and why you made them will suffice."

Only respond as much here as you want: the events in question were mostly my invention so I can't demand too much of an answer from you here.

After listening to your answer, Lutz nods. "Well enough. I believe in second chances—I've needed them myself in the past." His statement draws a scoff from the young woman, but he continues on without interruption. "An associate of mine named Johanna Stiegler—not with the Company—has entered a venture to build a mill along the Grausee. Her partner in this endeavor is a man named Rutger Reuter, and he is currently hiring for laborers that will also guard his supplies on the journey northward."

"This is an opportunity for you, Hans, if you wish to take it. Hire on with Rutger's crew and help establish this mill they are building. Of course, you would have little opportunity to prove your skills as a merchant if we simply had you haul boards about. I know something about Johanna's partner, and we shall say he is...inexperienced. Help Johanna's expedition succeed or if it cannot be made profitable, see that the project ends before it bleeds too much money. They will regard you as just an extra hand, so I think this will be a challenge worthy of proving yourself."

"Some in the guild say I should cut you off entirely. Sending you off to the Grausee to do hard work will make it seem so. I'll delay the paperwork to remove your name from our rolls while you are away. If you return successful, I'm sure we can get you back on your feet somehow."


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans:

Hans sighed. It was the sigh of a man who didn't have anything to lose. "Times...have been hard. I take full responsibility, for I was a poor judge of character. I met a halfling that I thought was on the up-and-up. He paid me a fair wage to bring a package for him when I was bringing goods to town. Said it was for his mum." He chuckled and leaned back as he continued, lost in the tale. "It seemed like an easy enough way to make a few extra coins, for it was a small package and I was going anyways. You can imagine my surprise when it turned out to contain Spit and Ranald's Delight. As it turned out, the cooking supplies for his mother were far more exotic than I had expected." He smiled ruefully. Truth be told, he knew exactly what was in the package. But that was a detail which wasn't really important to share. "As you know, all of the goods were impounded and a lien was placed on them by the Stevedore's Guild when I couldn't pay the dock fees. The fees just began rolling up...true evidence of an official being offended. I was thrown in prison while my story was verified. Due to my obvious innocence I was released, but I was let out empty handed. The heavy weight of bureaucracy cares little for that. A hard earned lesson on the dangers of a friendly smile." It seemed better to admit to the sin of naivety than to smuggling. Both were terrible ones when it came to being a merchant, but at least he'd be more likely to keep his head with the former than the latter. He knew all too well that he had to take responsibility. It was just a matter of for what.

With his story told, he listened to Lutz in silence. His respect grew, for Lutz was setting him up for a difficult task that might well require being underhanded. But he was doing it in a way that couldn't be tied to him unless it succeeded. And should he fail? Then the paperwork was all ready to cut him out.

"It would appear that we have a deal." He said, for this was not a negotiation. No, he had failed far too spectacularly for that. Part of him wanted to negotiate a price, but that ran the risk of Lutz saying no to the entire venture. Lutz could walk, and he could not. The best that he could hope for was to find profit where he could. And worst come to worst? To simply cut his losses and leave for a different corner of the Empire, should it all become unbearable. The nice thing about being at the bottom was that there was nowhere to go but up.


Warhammer Game Notes & Maps

We're not 100% back together, but close enough that we can drop the full spoilering.

After meeting with Lutz, you find your way to the warehouse on the docks of Grunberg that you were told you could find Rutger Reuter. He's a young man, a merchant's son by appearances, and exudes an air of inexperience. A number of Stringany roam about the warehouse, seeing to preparations.

Read/Write:
A sign nailed to the door of the warehouse, specifying the job offer. He's hiring for construction work off the Grausee, as Lutz suggested would be the case. The author is offering 'good pay' but didn't specify what they mean by that.

Rutger takes notice as you enter, "Oh good! Are you here to hire on? I put that sign out on the front door, but no one has been coming in." Rutger looks genuinely confused, but otherwise happy to see you.

The Hans/Not-Hans groups probably aren't arriving at the same time. Not-Hans was given a letter of introduction to Reuter recommending he hire you.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

We were told because no one was applying that you were offering better money now, he says hopefully.

Some sort of fellowship 30: 1d100 ⇒ 100

... wow... lol


Warhammer Game Notes & Maps

The skill you are looking for is Haggle. But not like that.


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Maybe its because few people know how to read, and those who do can hope for better paid jobs?? You would have a better chance by hiring a public crier?

Grand Lodge

GM Netherpongo wrote:
The skill you are looking for is Haggle. But not like that.

Weeeeeell... Either way? That ain't good.


Warhammer Game Notes & Maps

Somehow Axel's pitch for more money comes off as incredibly crass, even to himself. Rutger seems offended by him for a moment until Magda's suggestion distracts him.

"Oh! That does make sense. I hadn't thought of that." He looks around at the people gathered nearby. "I think we should be good with who we have on hand, though. Something to remember for next time!"

Some of you just got a lump of money. Remember to go shopping if you feel like you need something before we move on!


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore
GM Netherpongo wrote:

Somehow Axel's pitch for more money comes off as incredibly crass, even to himself. Rutger seems offended by him for a moment until Magda's suggestion distracts him.

"Oh! That does make sense. I hadn't thought of that." He looks around at the people gathered nearby. "I think we should be good with who we have on hand, though. Something to remember for next time!"

Some of you just got a lump of money. Remember to go shopping if you feel like you need something before we move on!

"Our group can help you out. The Halfling is a wonderful doktor. Axel, despite uh, being a bit rough around the edges Axel is clever and quick, and I am Ludger Braunlich. You've probably heard the stories about me, slaying greenskins and zombies, fighting crocs single-handidly, an expert on the river, etc., etc." Ludger looks at Rutger hopefully to see if he recognizes Ludger's name.

"So, what's the job pay? Now, don't be stingy considering the skills we bring to the table, eh..."

Ludger will attempt to Haggle to see if they can get more money for the work.
Haggle (38): 1d100 ⇒ 13

Shopping
Ludger will hunt for a hand weapon and finds what seems like a decent sword. The standard price is 20 shillings for a sword so Ludger will pay that from his new earning. Not haggling as can't really afford to pay more than 20 shillings. That takes Ludger back down to 6 shillings and some pennies.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Sorry, I am a bit lost on money, how much do we get? Want a bow...


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore
Axel Rotendorf wrote:
Sorry, I am a bit lost on money, how much do we get? Want a bow...

I have we got 6 Pennies for the pig, 30 Pennies for working the boat, 20 shillings for the boat logs and whatever came in character creation.

Standard coin values are: 1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d). A bow is typically 4 Crowns :(


Warhammer Game Notes & Maps

"Not to worry. You shall be well compensated. We'll get you sorted out at the camp," Rutger states.

Something I forgot earlier on Axel's Haggle - those tests are opposed.

Rutger Haggle vs Axel 75: 1d100 ⇒ 63 - so Axel's -7 SL was actually more like -8 SL. Fortunately, that's not really worse.

Challenging Intutition Test:
You're getting the idea that Rutger isn't really sure what 'well paid' actually entails, and so he's not engaging too much in those negotiations. He does seem honest about wanting to pay you well, however.

Ludger: I didn't show Rutger's Haggle skill when I should have earlier, so I won't force an Opposed test if you would rather back out now.

*

With the negotiations concluded (more or less), you help load up the barge he has arranged for, the Trandafir with supplies including food, fresh water, lumber & bricks. Space on the barge is limited, and the piles end up much more rickety than you would like. Rutger has appointed one of the Strigany as the barge master and he seems displeased by the state of the cargo and orders it all tied down. It might not fall over on you.

Before the group sets sail, Rutger gets up on a barrel to give a speech. "Thank you all for coming! I'm delighted to have you all aboard. At our campsite, we have much work to do. There are certain things I would rather well-muscled and disciplined folk such as yourselves oversee. I'm not expecting any trouble, but if you could keep your eyes open and help muck-in should anything come up then I'll make sure you are well rewarded for any work you do."

The Strigany are wandering folk of the Old World and are known for their dark superstitions. They seem like capable folk as they labor, their hooped earrings clinking in their long, dark hair as they chatter amiably, speaking Reikspiel with a heavy nasal twang. As you begin to board, you notice that an elderly woman accompanies their group, swathed in a black woollen shawl. As the sailing gets underway, she sits on a stool and rocks to & fro as she mutters to herself.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans was glad to me making the trip with people that he more-or-less knew. If this was to be a new start then at least he wasn’t alone. ”Of course. It will be a pleasure.” He said in response.

Making his way to the old woman he found a place to sit down beside her. In a kindly tone he said ”Hail and well met. Are you with the strigany men here? I had a drinking friend, once, who said that he was from old Strigos. I loved his stories, and hope that on this trip I might trade some while sober.” With a friendly smile he continued ”My name is Hans. Hans Schafer. What is yours?”

Charm 50: 1d100 ⇒ 30


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Ludger Braunlich wrote:
Axel Rotendorf wrote:
Sorry, I am a bit lost on money, how much do we get? Want a bow...

I have we got 6 Pennies for the pig, 30 Pennies for working the boat, 20 shillings for the boat logs and whatever came in character creation.

Standard coin values are: 1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d). A bow is typically 4 Crowns :(

The 20 shillings for the boat logs is what I was missing, thanks


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
Ludger Braunlich wrote:
Axel Rotendorf wrote:
Sorry, I am a bit lost on money, how much do we get? Want a bow...

I have we got 6 Pennies for the pig, 30 Pennies for working the boat, 20 shillings for the boat logs and whatever came in character creation.

Standard coin values are: 1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d). A bow is typically 4 Crowns :(

The 20 shillings for the boat logs is what I was missing, thanks

Axel looks longingly at bows but settles on a sling.

He looks for 2 pouches. One of suitable slinging stones and one of leaden sling bullets...

1/6d

He'd love something more substantial in weapons and armour but damn, money is short and prices are, as usual, high.

He also buys a pack, and a small sack... something he figures he's gonna need.

5/10d

Total 7/4d (12 pennies to shilling)

It leaves him some SMALL reserves for food etc.


Male |Male Reikland Stevedore|Wounds 15/15|Initiative 36|Melee (Basic) 60|Dodge 40|Fortune 2/4|Fate 3/3|Resolve/Resilience 2/3|Weapon Sword SB+4 |Armor Leather Jack (1 AP Arms/Body)|Corruption 0|Funds 6 Shillings and 10 Pennies Stevedore

Intuition Test (36): 1d100 ⇒ 66

Ludger is well pleased with the idea of being paid well so doesn’t push the issue.

Once the cargo is placed, Ludger rests his arms on the gunwales and is content to watch the scenery go by. If asked to help with something on the barge he will but otherwise he loafs during the voyage.


Warhammer Game Notes & Maps

Hans's efforts at conversation with the elderly Strigany are mostly fruitless. She does look at him and smiles slightly, but continues muttering to herself rather than respond.

One of the Strigany comes over to Hans as he 'converses' with the old woman. "You should leave Mother Vadoma be. Just let her pray."

As Rutger goes below decks, another Strigany comes to introduce himself to you. "If any of you lot can help keep the barge in order, I'd appreciate it."

Your sail up the Teufel goes smoothly enough on the first day. Late on the second, you hear a cry coming from one of the Strigany working near the front of the Trandafir. "Ship adrift!"

When you can look for yourselves, you do see a ship quite near to the Trandafir now. No sailors are on its deck. It looks like a riverwarden vessel. The Strigany are conferring amongst themselves. "cursed" is a frequent word in the conversation.


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
GM Netherpongo wrote:


As Rutger goes below decks, another Strigany comes to introduce himself to you. "If any of you lot can help keep the barge in order, I'd appreciate it."

Weeks on the last barge weren't wasted on Axel and he heads on deck to assist. He's far from a seasoned riverman but he's no longer a landlubber. He understands most of the jargon barked at him and can manage the cables and their knotting and unknotting.

As the regular crew mutters about the unmanned river craft, he looks for his allies and for their reaction.


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Hans was by no means a skilled sailor, but he had spent a fair amount of time on barges. Moving goods around the Empire necessitated such a skill. So he had enough experience to be of use, aiding the more experienced sailors in their tasks.

When the “ghost-ship” came into view he muttered darkly. It seemed like every venture was cursed in some way. Still, he was alive, at least. Unlike the owners of the other vessel, it seemed.

Perception 30: 1d100 ⇒ 53
Sail 31 to aid? Is a test needed for that?: 1d100 ⇒ 44


Warhammer Game Notes & Maps

Aiding generally doesn't require a Test. What is the Sail test for?


Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Just incase it was needed to help the others, so it was rolled. As it wasn’t needed please disregard


Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

There might be someone wounded, or needing our assistance, on board. We should check.

Magda tries to rise the crew interest, but has an hard time being noticed or heard

Leadership (40): 1d100 ⇒ 60


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Sounds good, he said standing and shaking the cables.

Avast dock rats, let's pull to and see what mysteries it holds, he says knowing the Captain can beat the s!!~ out of him for this sort of nonsense but backing his friend.


Warhammer Game Notes & Maps

The Strigany look reluctant, but do help pole the Trandafir over toward the patrol boat. As you get closer, you see no one aboard.

Perception +0 or +20 with night vision:
You see a book with a sturdy cover resting in a puddle on the boat.

You can more easily investigate if you board the ship.


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Female Halfling (Warhammer) Physician Wds 10/10 FATE 2/2 Fort 0/2 WS 20 BS 35 STR 20 TOU 35 INI 32 Agi 40 DEX 45 INT 40 WIL 47 FEL 40 Move 3

Perception +20 for Night vision ( 62 ): 1d100 ⇒ 75

I think I spent too much time reading these last few days.. my vision is usually better..


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard

Perception 30: 1d100 ⇒ 10


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Hans WS (35) BS (27) Str (35) T (40) Init (30) Ag (30) Dex (25) Int (40) WP (40) Fel (40) Wounds (19/19) Fate (3) Fortune (3/3) Head, Legs (1) Body, Arms (3) Shield (1)

Perception: 1d100 ⇒ 98

Hans boarded the ship. "Come on! The barge itself is worth quite abit. Let's see what else is on board. Finally, fortune is starting to look up. Who would imagine that such a gift would just float by?"

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