GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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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

Intuition-20(17): 1d100 ⇒ 91

Magda is too tired to think correctly, and after a reasonable (for an halfling) meal, she gets to sleep


Warhammer Game Notes & Maps

The evening passes uneventfully & you get some much-needed rest. The nightmares of the previous evening do not recur. You can recover from any remaining Fatigued conditions.

The early morning hours are interrupted by the sound of a woman's scream.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Being awakened by the scream, Zarine jumps up, grabs her weapon, and runs toward the sound.


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

Alex follows immediately after.


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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

Cant we have a crisis AFTER breakfast?

Magda follows, even if she is unsure about the help she can give


Warhammer Game Notes & Maps

The camp workers rush toward the sound of the scream. When you arrive, you find what has grown to be a small gathering of Strigany surrounding a bloody corpse on the ground. You soon recognize the dead man as Rutger Reuter. He is dressed in a white linen smock drenched through with blood. His right arm is missing. The torn flesh at his shoulder speaks of many sharp and savage incisions. His face, for all the violence wrought upon him, is strangely serene: eyes closed, mouth slightly agape. Trails of mist still cling to his cold body, coiling around his arm and legs like wispy tentacles.

This is the sort of scene where my GM instincts tell me someone would be asking to make a Heal check to see if Rutger is still alive...too much PFS.

The Strigany are muttering to another in tones of rising panic. Reiko curses. "It is true that this place is cursed! the great beast of the Ortschlamm is here!" He points toward the swamps that lie on the far side of the river. "It has come for blood just as Madam Vadoma said it would! The time to leave has come." Many Strigany nod in agreement and make signs against evil.

Investigating the area:

Challenging (+0) Perception:
You notice large, three-toed footprints in the swamp grass coming from a direction not directly toward the camp, where the passing of the Strigany would be noted.

Taking a closer look at the body

First on scene:
You find the key to the chest around Rutger's neck.

Hard (-20) Perception or Easy (+40) Heal:
Rutger's remaining hand bears no defensive wounds and that other than his missing arm, his body has not been crushed, bruised or bitten.

General sense of the scene

Average (+20) Intuition:
Beyond being generally unnerved by Rutger's death, some of the Strigany appear ready to pack up and leave right away.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Perception (50): 1d100 ⇒ 21

Zarine notices three-toed footprints in the swamp grass near the body.

She also notices the key to the chest, and takes it from the neck of the body.

What are those three-toed footprints? Is that a local predator/

Heal (85): 1d100 ⇒ 62

She doesn't see any defensive wounds, and other than his arm, she doesn't notice any indications of the body being crushed, bruised, or bitten. She points this out to her group as they arrive on scene. She also quietly shows them the key to the chest so that they know it isn't missing/apparently wasn't the reason for the attack.

Intuition (65): 1d100 ⇒ 78


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

So, to be clear from the discussion... I did notice say all the stuff up until the heal check, but after that I only show you guys the chest key, and don't point anything else out.


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

So what do your elf eyes see?, ignoring the procurement of the key.

He listens to her explaination and marvels over the foot print.

Intiution 40 + 20: 1d100 ⇒ 54

Seeing the workers about to move off.

Hold... I pray you... hold a while till at least there is some investigation done, and a review of terms of employment!

Fellowship maaaybe? Or leadership: 1d100 ⇒ 15

Wow


Warhammer Game Notes & Maps

Nice persuasion test, Axel.

The Strigany mill about uncomfortably for a time, until Thulgrim and Stiegler arrive at the scene. Realizing what has happened, Stiegler regards the body of Reuter with undisguised contempt. "So now the dotard gets himself killed! I suppose I'm going to have to explain this to his parents, as if he hadn't already caused me enough problems!"

Thulgrim grumbles at her words. "Show a little bloody respect for the dead, damn you."

"Respect? What we need here is justice!" Stiegler fishes a heavy purse from her belt. "Ten gold crowns to the brave souls who bring me the head of the monster responsible for this!" She waves the purse in the air. "Ten gold crowns!" She then steps towards the body. "I'll reimburse myself from the funds. Where's that key?"

"Actually, I think I better hold on to the key," Thulgrim snaps. "This is a joint operation, after all. I doubt the Reuter's would be happy with their investment solely in the hands of an outsider. I know how it would make me feel if I saw someone else with my money." Thulgrim gives Stiegler a knowing, hateful look, though she appears not to notice or care.

"And what authority, what claim, do you have over the matter, Dwarf? None! Until the Reuters send someone to replace their dear departed Rutger, I'm the only one in charge here!"

Long spiels like this are always awkward in play-by-post. If someone wants to interrupt them somewhere in there, you can try to do so.


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

Actually I like using long spiels in PbP gm-ing for world building


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

Heal+40 (90): 1d100 ⇒ 79

There is nothing we can do for him. Probably not killed by a beast, I would say. I'm womdering about the missing arm anyway. Could there be something on it that we shouldn't know, like a tatoo or maybe an.. illness?

Magda knows that talking about mutations is frowned upon in the Empire, and the gory kill is enough to stress her out so she doesn't pay that much attention to her surroundings

Intuition+20 (57): 1d100 ⇒ 92


Warhammer Game Notes & Maps

Eventually, Thulgrim defers to Stiegler on possession of the chest key, though he continues to rumble curses under his breath. As the matter is settled, Stiegler looks for her avengers in earnest and it quickly becomes apparent that none of the Strigany are interested.

Stiegler is impatient by this point. "What do you say? Will you hunt down Reuter's murderer?"


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Yes, we will track down the murderer, but we will also hold onto the key to ensure that THIS time we are paid for our effort.


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

Alex nods in agreement.


Warhammer Game Notes & Maps

"I think not," Thulgrim growls before Stiegler can interject to Zarine's decision. "One wrong slip out there and we are all out of the coin. That key stays in camp."

"The wutelgi has a point, though," he continues as he looks at Stiegler. "They've had a lot of promises but seen no coin yet. I promised them some myself for yesterday's work and wasn't able to pay. Let's even things out before they go, aye?"

Stiegler seems to be in agreement. "Full for yesterday's work and half of what that fool Reuter promised them on the way here."

Thulgrim holds his hand out to Zarine for the key.

Added art of Stiegler and Thulgrim arguing (though Thulgrim didn't have a hand on the key in our game). 'Wutelgi' is just dwarf-speak for wood elves.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Full for yesterday and full for what a legitimate representative promised. If you want to pretend that part of it is an incentive or partial payment for taking on this new task, that's fine with me, but the team gets what was promised.


Warhammer Game Notes & Maps

"A promise made without my consent. You may have Reuter's portion, but I'll not pay mine."

There was actually a Haggle test for this earlier, but I'll allow you to reattempt it here. It's Challenging (+0) this time rather than Difficult (-10).

Stiegler Haggle 46: 1d100 ⇒ 4 - oof


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Haggle (35): 1d100 ⇒ 29

Success, but definitely a loss on an opposed check. ... So, then if I lose the haggle check, I'm forced to give up the key and I can't refuse to give it to them until they capitulate?


Warhammer Game Notes & Maps

Responded in Discussion


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

Well I want my full payment...

Haggle 33: 1d100 ⇒ 56

But if you're insistent on short payment on promises issued? FINE, but pay up now. I've heard many words but seen no coin. As for hunting the murderer? I'll be far more enthusiastic after I hear silver clinking in my coin purse.

He seems quite bitter and pissed off.


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

Haggle (40): 1d100 ⇒ 86

Now I'm short on legs and on money.. I'm really wondering if it is worth all the troubles.


Warhammer Game Notes & Maps

Most everyone is upset, but Stiegler opens the chest and settles up your payment thus far as well as that of the Strigany.

Pretty sure that's 17 silver each for Magda & Axel, with 10 silver for Zarine.

Before you leave, Reiko approaches you. "Some of my folk are leaving, but if you are going into the swamps you'll want these. The Trandafir is gone, after all. Cursed place..."

He gives a boat hook in poor condition, equivalent to a hand weapon with the Shoddy flaw, to anyone that doesn't have a weapon better than a dagger on them. See page 292 for Shoddy rules.

Using the boat, you cross the mist-covered river and spend two hours searching before you find tracks on the other side similar to those you saw near Reuter's body. The tracks are long and easy to follow, leading deeper into the swamp. The mists of the area lie thick here, and often you can't see the ground, such as it is. Thick, sucking black mud is all you have to walk on near the river.

As the tracks lead further inland, the footing improves and you can frequently skip between small islands rising above the fog--solid ground where the sun has baked the peat hard or mounds where straggly lengths of tough brown bog grass grow.

Slowly the land begins to rise and walking uphill through the boggy landscape is tough going.

Make a Challenging (+0) Endurance Test or you acquire a Fatigued Condition.

As you are making your way through a particularly dense grove of sickly birch tress, there are sudden shouts of alarm close by. Through the gathering mists you can see the indistinct shapes of three figures running in your direction, fleeing from a much larger looming shape. They are crossing a large and muddy tarn, and you see them throw down their packs and staves as they struggle to flee.

Added a picture of the tracks you have been following and the men in the tarn. The mists are preventing you from getting a good look at what they are running from yet.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Endurance (40): 1d100 ⇒ 9

I have this: "Acute Sense (Vision) [One 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.]" ... which is up to the GM, as it says, but just telling you why I am rolling for it, just in case I can see what the others can't.

Perception (50): 1d100 ⇒ 17

Zarine draws her foil as she moves forward, hoping to slow whatever it is down and give these people time to get away.


Warhammer Game Notes & Maps

I wasn't aware you had Acute Sense--I should have checked. Magda does as well, but on Taste.

Zarine:
You see a massive lizard-like creature bearing down on the men. It is nearly 20 feet in length and towers head & shoulders over the foragers and has eight legs. The creature is clearly ancient and ailing. Its movements are palsied, unsteady and arrhythmic. Many of its teeth are missing or broken and its skin hangs in sagging folds around its body. Its eyes are clouded and likely has poor vision. While the beast is obviously past its prime, a blow from its shaking claws would easily be capable of ripping a person in two.

Its large size and eight legs reminds you of stories you learned in your youth. This may be a basilisk.

Magda:
The air about the tarn is foul in a way you've never tasted before, far different from an ordinary bog. It reminds you of poison, though you can't determine its source this way.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Basilisk? mutters Zarine. She never dreamed she would actually meet one, but they were fearsome creatures, definitely not something you wanted to fight head on. Perhaps she could remain unseen because of its poor vision and dart in and further weaken it so that it would retreat or, if they were lucky, collapse completely. She wished she had a long-range weapon. It had been unwise to leave her hunting bow at home, thinking that this journey would be mostly diplomacy.

She changes direction, and instead of heading straight for the creature, she makes a wide circle around it, hoping to come at it from the side, to minimize its ability to see her. Maybe she could stab it and then back off again, more guerilla style fighting so that it couldn't just cut her in half.


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 declines the offer of the hook, even if she holds just a dagger, she knows she has nearly no chance to wound someone else-intentionnaly-with it.

Endurance (35): 1d100 ⇒ 17

Despite her short stature, Magda walks through the mud, showing that balanced meals and a modicum of exercise can do wonder for your health, something that seems to escape most halflings minds.

The air doesn't taste good, as if there was something toxic lingering in it.


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

Endurance 45: 1d100 ⇒ 69

Failed endurance tests are becoming habitual... time to use a resolve point, bringing me to 0...

Axel grows faint as he pushes on... the very air seems poisonous. At normal times? He might turn back. This is not a normal time. He hacks up some phlegm, spits and steadies himself. He presses on, knowing that there may well be a price charged to his health that will need to be paid later...


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Warhammer Game Notes & Maps

Spotting you, the three men rush in your direction. "Help! Please!" they cry in obvious desperation.

The creature following them lumbers through the mists, following its prey. You see a massive eight-legged lizard-like creature bearing down on the men. It is nearly 20 feet in length and towers head & shoulders over the foragers. The creature is clearly ancient and ailing. Its movements are palsied, unsteady and arrhythmic. Many of its teeth are missing or broken and its skin hangs in sagging folds around its body. Its eyes are clouded and likely has poor vision. While the beast is obviously past its prime, a blow from its shaking claws would easily be capable of ripping a person in two.

This is what Zarine was uncertainly naming a basilisk.

I'm forever experimenting with initiative stuff...We'll go with 1d10 + Initiative modifier + Agility modifier this time.
Axel Initiative: 1d10 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Magda Initiative: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16
Zarine Initiative: 1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Hans Initiative: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16
Gurdt Initiative: 1d10 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Frederick Initiative: 1d10 + 3 + 3 ⇒ (5) + 3 + 3 = 11

Basilisk Initiative: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11

Axel roll-off: 1d10 ⇒ 6
Basilisk roll-off: 1d10 ⇒ 7
Frederick roll-off: 1d10 ⇒ 6

Initiative Order:
Magda, Zarine, Hans, Gurdt
Basilisk
Axel, Frederick

I have a big post to write in Discussion before you get started. There are a ton of rules to go with this guy in comparison to a normal combatant. So hold off for a bit if the Discussion post isn't up yet.

GM Stuff:
Hans Terror 35: 1d100 ⇒ 49
Gurdt Terror 35: 1d100 ⇒ 17
Frederick Terror 35: 1d100 ⇒ 83

Hans Broken 35: 1d100 ⇒ 36
Gurdt Fear 35: 1d100 ⇒ 70
Hans Broken 35: 1d100 ⇒ 44

Hans Broken 35: 1d100 ⇒ 80
Gurdt Broken 35: 1d100 ⇒ 96
Hans Broken 35: 1d100 ⇒ 40

Hans Fear (Round 1) 35: 1d100 ⇒ 26
Gurdt Fear (Round 1) 35: 1d100 ⇒ 79
Frederick Fear (Round 1) 35: 1d100 ⇒ 86

Hans Fear (Round 2) 35: 1d100 ⇒ 52
Frederick Fear (Round 2) 35: 1d100 ⇒ 60

Hans Fear (Round 3) 35: 1d100 ⇒ 72
Gurdt Fear (Round 3) 35: 1d100 ⇒ 43
Frederick Fear (Round 3) 35: 1d100 ⇒ 76

A bunch of rolling, but I got that out of the way. Hans has Fear 1 & three Broken Conditions. Gurdt has Fear 2 & one Broken Condition. Frederick has Fear 2 & three Broken Conditions.

For you guys, you can choose to use Resolve to ignore Psychology at any time, including right before your Terror test if you wish. If you do roll vs Terror & fail you will have to deal with Broken Conditions though.

Seeing even more food before it, the Beast of the Ortschlamm roars in fury! Queue the Jurassic Park sounds.


Warhammer Game Notes & Maps

I also need to put up attack & defense spoilers for you guys so we can let you make Fortune decisions & such efficiently. Be sure to make your decisions about which actions you will take before you look in your spoiler. This round only has defense spoilers because the Beast of the Ortschlamm can't go yet. Axel similarly doesn't get one (yet).

Magda:
Beast Defense vs Magda 10: 1d100 ⇒ 32

Zarine:
Beast Defense vs Zarine 10: 1d100 ⇒ 86


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

Step #1: deal with Terror - either Resolve out of Psychology for a turn or make your Cool test. If you fail the Cool test.

Cool 50: 1d100 ⇒ 91 well f$%$... I'm out of resolve

Step #2: if you succeed on the Terror Test, make a Cool test vs Fear. Unlike the Terror test, this is an Extended Test & you need two SL (three for Magda) to be free from Fear.

So... Next roll Broken?

Cool 50: 1d100 ⇒ 55 Gotta love those rolls...

Step #3: If you are Broken, run away. If you have Fear, you can't advance on the Beast, but can otherwise act.

And round 1? Fear again?

Cool 50: 1d100 ⇒ 97

Peace out all... send me a post card.

-------------

With a wail of terror, Axel turns and flees into the growing gloom.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Cool Test vs Terror (40): 1d100 ⇒ 57
Cool Test vs Broken (40): 1d100 ⇒ 60
Cool Test vs Fear (40): 1d100 ⇒ 57

Not sure if I did it right, but basically the same as Axel. No point in using my one resolve point, since I wouldn't be able to keep it up, and running seems like a wise thing to do at this point, so not going to fight the results.

Zarine, getting closer and seeing the true size of this thing is convinced that, no matter how weak it might be, she is going to be killed by this thing, and she also turns and runs after Axel.


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 sees her comrades flee the mighty beast, and decide to follow their exemple, scared our of her wits

Wo'nt even try Cool test!^^


Warhammer Game Notes & Maps

Turning your backs on the Beast of the Ortschlamm, you hear a sickening crunch as...you don't want to think about what happened but you are sure that one of the poor men behind you is dead. The screams of the others grow quieter as you continue to put distance between yourselves.

You don't know whether the Beast is chasing you or them and for a time you don't want to know. Eventually your strength wanes, however, and you have to stop running. The bog is silent. For now.

Warily, you make your way around the edge of the bog and return to the river. Unwilling to return to where you left your boat, you manage to flag down a passing ship willing to carry you back to camp for four pfenning each. One shilling for all three of you. If you really want to save some cash, nothing would actually stop you from going back to the boat.

Returning to the work camp, you find it much reduced. Most of the Strigany are gone and you make your way back to Stiegler to report on what you found. She looks thoroughly haggard and despondent. You see no sign of Thulgrim.

Challenging (+0) Perception Test:
You recall that the Beast of the Ortschlamm had four toes on each foot, not three. Its tracks would be obviously different from those you followed into the swamp.

What do you say to Stiegler?


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Perception (50): 1d100 ⇒ 93

Zarine says nothing. There isn't any hope she can offer, and although they agreed to look into it, they didn't promise to solve the problem. It isn't a problem of her making, and their past negotiations were in bad faith, so she isn't willing to trust them again or put her life on the line for this. The elves that she represents will not be investing further in any of this mismanaged mess unless they send their own teams to deal with the dangers, or so she will recommend.


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

Percept: 1d100 ⇒ 45

Without much of a word, much less a nod, the farm hand helps himself to enough food to make a mobile meal or two on the run with ships biscuits and salt pork then gathers his gear and heads to the river to try and wave down a boat upstream to safety and sanity.


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 (42): 1d100 ⇒ 11

When the fear is no more than a shadow in the heart, when the guilt slowly release its grip on the soul, Magda's brain can work again.

The halfling finally realile a strange detail, and explain to Zarine and Axel

Hey, I've noticed something odd. We followed some tracks of a three-toed creature, but the beast we met had four toes, so it couldn't be the same! I don't know what to do with this information, but that means they are two different predators in the marsh.


Warhammer Game Notes & Maps

A riverwarden's vessel heading east responds to Axel's hails, but isn't able to take you on. On hearing of Reuter's murder, they berth for a time to look around, not finding much on their own.

The captain advises you to be careful. "It's a bad river for disappearances. We find the boats drifting or caught up, but nobody on board--just blood and robbed holds. Sometimes even stoves and furniture are gone. A wedding boat full of nobles vanished last year--a whole minor house just gone! You find the occasional mutilated body we can link to a particular boat, but mostly people just disappear. Been going on six, maybe seven years and no sign of the culprits. You'd think it was ghosts!"


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

I can't speak for water disappearances but I can guess what is doing it on land! Let me tell you our story...

Fellowship 30: 1d100 ⇒ 91

Yep... the good rolls keep a coming. At least not a crit fail


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Zarine replies to Magda

Well, Stiegler might want to hear that. Maybe it would help her know she is facing a real threat that can be solved with force rather than a legend.


Warhammer Game Notes & Maps

After hearing of the basilisk, the riverwarden seems eager to decide that massive predators far from the river's bank are out of his jurisdiction. He gathers up his men, takes a statement from Stiegler about Reuter's murder and departs.

When you approach Stiegler's cabin, the woman appears distraught but listens to your story. "Who would have thought that such a creature lurked nearby...and with a second beast about I am glad that you returned alive. Reuter must go unavenged, it seems."

Stiegler seems to relax a bit at the news but is still troubled. "Unfortunately, our work on the mill is done for now. Thulgrim made off with the entire chest when I wasn't looking. Still not sure how he managed to pull that off, but he's gone with all of our funding for the project. Not that we can build the mill anyway with that beast lurking about. Thieving dwarf..."

She pulls some money from her belt pouch. "You were not successful in my request, but you put your lives on the line for me and for Reuter. Take this. It should be more than enough to buy passage away from here." She hands over two gold crowns.

That done, you are soon able to get the attention of a ship that can take you as far as Ubersreik for one shilling each. Zarine has her servant to bring along, so that would be four shillings.


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

Wow... unexpected charity there. So we spend 4 pennies, then a shilling but get half a gold each? Just want to have the math right


Warhammer Game Notes & Maps

Splitting party awards is weird in this game because the differences of means in a single party can get really extreme. Our solution in my first Enemy Within campaign was to pool almost all of our earnings, unless it was something very specific to one character. Then we doled out funds as people needed it. In the end, how you divide things up is up to you guys. It helps a ton if someone is willing to play quartermaster/accountant.

I generally wouldn't suggest splitting most awards with Zarine's servant though. WFRP 4e economics get REALLY weird when you consider servants and such. A Noble doesn't earn anywhere close to enough to pay for their expected upkeep and pay a Servant's wages. We handwaved the servant wages in my other game (but we also couldn't use the funds given to them). Upkeep costs were generally handwaved away during periods when the party wasn't on adventure as well.

Adventuring costs on the other hand...if the Servant is there, you need to get them passage as well, feed them, ect. But the adventuring economy and the non-adventuring economy are vastly different beasts.


Warhammer Game Notes & Maps

After paying your passage back to Ubersreik, you find your way to the branch office of the Greater Reik Trading Company. There you meet Sabine Schwortz, the forewoman for the company's berth in Ubersreik. After taking your names, she addresses you. "Passage back to Grunberg? All I've got for a few weeks are grain and ore shipments going north. The barges are filled to flowing and haven't got any room for tag-alongs. If you wait, I should be able to arrange something. Lutz Fischbein told me you might be coming. If you need work while you're here, I can always use a set of hands."

Let's have some Downtime! See page 192 for Downtime rules overall. I'm going to apply some special rules for this one. See the Discussion post here for instructions.


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)

Events: 1d100 ⇒ 73

72–73: Pedlar
A wizened, well-travelled pedlar who likes a gossip passes
through. For the price of a flagon of ale — 3d — you receive
a +10 bonus to any Latest News Endeavours you attempt.

The Latest News
Rangers, Riverfolk
This Endeavour allows you to learn the latest news from afar.
Attempt a Challenging (+0) Gossip Test. If you succeed, you
learn an interesting rumour; each SL adds another rumour, and
they may even be connected to your upcoming adventure. If
you fail particularly badly (an Impressive Failure) you learn
something false you are convinced is true; to allow this, the GM
may make this roll in secret on your behalf

GM, could you make a secret roll on this? Gossip is 50 with +10 from Pedlar


Warhammer Game Notes & Maps

That only gives a bonus on The Latest News Endeavour. I don't think it gives you a free attempt, just a bonus if you attempt it.

As a special for this Downtime, I'm giving everyone a free second roll (choose better) for Events, so you can roll again if you wish.


Female Wood Elf Courtier Noble (Scion) | Wounds 15/15 | Fate 1/1 | Fortune 1/1 | Resilience 2/2 | Resolve 1/1 | Status: Gold 1 | WS 50 / BS 40 / Str 35 / T 40 / Ini 50 / Ag 40 / Dex 45 / Int 45 / Will 40 / Fel 40 | Movement 5 | Corruption = 0 | Night Vision / Second Sight / Acute Senses (Vision)

Downtime Endeavors

Zarine finds that Hans seems to want to give up on his current profession, and since Zanessa is eager to get back to the forest and elven society, she offers him a job, which thankfully gives her some time to spend with her own kind while in the city, since Zanessa can teach him, and then he can handle her mundane affairs for her. And he looked good in a fight, which was a bonus, since she definitely needed more than words to back up her commands out here, where people didn't realize who she was.

She heads into the city and more familiar elven court politics, arranging passage back for Zanessa, because she was busy bringing Hans up to speed, and then collecting a debt here and a favor there, trading stories, letting people curry her favor, believing her to be the chosen heir of her house, although she has no idea if her mother actually has decided that or not ... but whether she had yet proven herself or not, most of nobility was just playing the part, and that she did, to the hilt, while she was among the elves.

She comes out of it happy at the familiar setting and the familiar banter, but also finds, surprisingly, that she is also looking forward to traveling again with the humans who are refreshing in some ways with their adventurous, though short-sighted goals. Elves were almost always about the ideal and the long term, and she absolutely believed in that, but there was much to be said for embracing the moment, and she almost felt that she could relax around them. They didn't expect her to be her mother. They didn't even know her mother existed. They just knew her, and she kind of liked that about them.

That will cover Elf Improvement and Income, since she also comes out of it one gold richer... doesn't look like there is actually an income roll at that level. You just get a gold... but of course, correct me if I am wrong. I think technically the gold comes after, so maybe she just arranges to collect interest on her investments or whatever, but the gold comes at the end of all of this.

Returning to the group, she lets Zanessa know about her travel arrangements, and gives her all of her cash on hand And anything else the group wants to stash, in case she has to grease any wheels making further arrangements. She thought about actually visiting a bank and drawing on her mother's credit to buy herself a proper bow, but decided that it would impress her mother more if she sustained herself without drawing on her credit, and so she decided to just make do for now, and she knew Zanessa was trustworthy.

Banking Roll:

Banking: 1d100 ⇒ 16
=successful

She meets Zanessa again to see her off, and finds to her surprise that she didn't need to use any of the money. She hands her a letter of recommendation that she has written for her to advance her career, and wishes her luck.

So, just fluff... that money and the income come back at the beginning of the next adventure, not before the wipe, but wasn't sure how to narrate it.

Also, do we have a loot page or anything... do we know how much the party had up to this point? Happy to stash it all, and even keep track of it if no one else is, but not exactly sure what the total is. I was just keeping track of mine, but probably should be tracking the group stash.


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 walked with a skip in his step. For most of his life he had been subjected to failure after failure. Some were his fault, some were just bad luck. But it felt like as a merchant he had always made just enough money to lose it, rarely being completely broke and even more rarely having enough to be comfortable. It was constant stress that had nearly broken him.

But that was over now. Zarine had offered him a position. Something akin to a guard, a servant, a guide and a warden. Would it pay well? Probably not. Would it be safe? Probably not. But would it be steady? Most likely. The idea of having something close to social prestige while having food to eat and a place to sleep? It was almost intoxicating.

Haggle: 1d100 ⇒ 24

Could Hans sell his mule and cart and use it to buy some guard gear?


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

That only gives a bonus on The Latest News Endeavour. I don't think it gives you a free attempt, just a bonus if you attempt it.

As a special for this Downtime, I'm giving everyone a free second roll (choose better) for Events, so you can roll again if you wish.

1d100 ⇒ 21


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

That only gives a bonus on The Latest News Endeavour. I don't think it gives you a free attempt, just a bonus if you attempt it.

As a special for this Downtime, I'm giving everyone a free second roll (choose better) for Events, so you can roll again if you wish.

1d100

Thats twice I rolled crime crackdown... I'll take the blister thanks

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