GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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Warhammer Game Notes & Maps

If you just want to yell at him to do that, you can talk without taking an action at all. The box that Marven was standing on is a small distance away from the wagon & unless the conflict expands, he isn't in much danger from that. The panicking crowd is another matter, but since he's on a box he's not very likely to be knocked down.

If you want to try to be more than normally persuasive to either Marven or the other bystanders, you'll need to make a Test (probably Charm?) and that would consume your action for the turn.


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

roll of 30 vs charm of 28...


Warhammer Game Notes & Maps
Axel Rotendorf wrote:
roll of 30 vs charm of 28...

How is your Charm that low? I see you with a Fellowship of 30, so that should be your minimum. I also don't see the roll, but maybe I'm confused


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
GM Netherpongo wrote:
Axel Rotendorf wrote:
roll of 30 vs charm of 28...
How is your Charm that low? I see you with a Fellowship of 30, so that should be your minimum. I also don't see the roll, but maybe I'm confused

That should 33, my bad.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

Bolka starts to move around to the back of the wagon, then cocks her head and moves to the front of the wagon. She then draws her axe and swings it at the Snotling on the driver's bench.

Melee (Basic; WS): 45 (including the crowd penalty): 1d100 ⇒ 42


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

If there is a snortling around, and she is attacked, Magda will do her best to fight of the ugly creature

Attack 20: 1d100 ⇒ 77
Defense-Dodge 43: 1d100 ⇒ 45


Warhammer Game Notes & Maps

Let's resolve some things to clear up the board, going in initiative order.

Bolka pushes her way through the crowd, changing direction at the last moment before attacking the snotling at the head of the wagon.

This was snotling #5. It got +1 SL on its Dodge check up in Bolka's combat spoiler and Bolka got +0 SL, so snotling #5 won the opposed check and has +1 Advantage. Bolka's attack missed. She doesn't have any Fortune, or she might have been able to push this to a hit.

Seeing the horses in dire straits, Ludger ignores the snotlings attacking him and pushes through from the back of the wagon to the front, attacking the snotling at the head of the wagon as well, stabbing the snotling through its back.

Snotling #5 got +0 SL on its roll, which is +1 SL after advantage is added in. Ludger's attack was penalized by the cramped conditions of the wagon and wasn't able to charge, but he still got +6 SL on his attack after Gang Up is considered (+20), for a total of winning with +5 SL. Damage is +5 SL +2 weapon +4 Strength -2 Snotling Toughness = 9 Wounds, which is enough to take out snotling #5. Ludger gains +1 Advantage.

At this point, all of the remaining snotlings are inside the wagon with Ludger. To engage in combat with them, you'll either need to enter the wagon or draw them outside.

***

Inside the wagon, the three snotlings that were attacking Ludger continue to press their assault. Two of them cut him with their daggers, dealing serious injuries to the Stevedore.

Snotling #1 gets +3 SL on its attack while Ludger got -1 SL on his defense after the cramped penalty is applied and Ludger's advantage. The snotling hits him in the right leg for +4 SL +4 weapon -4 Toughness = 4 Wounds on Ludger's right leg. Snotling #1 has +1 Advantage and Ludger loses his Advantage.

Snotling #2 gets -2 SL compared to Ludger's defense of +0 SL and misses. Ludger gains +1 Advantage.

Snotling #3 gets +3 SL compared to Ludger's defense of +0 SL after advantage and hits him in the right arm for +3 SL +4 weapon -4 Toughness = 3 Wounds. Snotling #3 goes up from +1 Advantage to +2 Advantage.

Those snotlings are attacking him 3 against 1 and are enjoying a +40 bonus to their Weapon Skill, or they wouldn't be doing nearly as well. Fortunately no critical hits on him yet, but he's lost 11 Wounds at this point if my math is correct.

Snotling #4 is busy setting fire to the wagon and does not attack Ludger.

***

The situation outside the wagon is troubled as well. The panicking crowd is likely to trample some of its members and the horses still appear likely to bolt. There aren't any greenskins readily apparent there, however.

Remaining Initiative for Turn #2:
Axel
Horses
Magda
Bystanders

Axel was talking about attacking Snotling #5 and then about a Charm check on the crowd, but hasn't rolled or taken any other action that I can see.

Magda, if you are still interested in using Charm Animal on the horses you can do so, but you'll need to act before they start running to have much success. You can do so by spending a Fortune to get +1 SL on your the Initiative check I rolled for you, which would let you win against them instead of losing a tie.

There is also a wagon fire to deal with.


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'll use 1 fortune point to act before the horses, and will try to calm them

Charm animal 45: 1d100 ⇒ 47

Magda does her best to calm the horses, but between the snortlings, the crowd, and the fire, it's a losing battle


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

Id already rolled the dice as an attack... I thought you'd just use that roll. moving forward I'll roll separately if things change

Charm 33: 1d100 ⇒ 3Axel tries to organise the crowd to tip the wagon!

SL +3 - wow


Warhammer Game Notes & Maps

That is a great roll, Axel. Friendly GM will remind you that Ludger is still inside the burning wagon you want the crowd to tip over.


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 is a great roll, Axel. Friendly GM will remind you that Ludger is still inside the burning wagon you want the crowd to tip over.

Yep, it spills out the goblins where the mob can get at them. If we try to fight them in the back of a cramped wagon where they have numbers and size advantage? Well we're screwed... on the cobbles, we get rid of the fighting in tight quarters thing and can all get at them


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:

Let's resolve some things to clear up the board, going in initiative order.

Snotling #1 gets +3 SL on its attack while Ludger got -1 SL on his defense after the cramped penalty is applied and Ludger's advantage. The snotling hits him in the right leg for +4 SL +4 weapon -4 Toughness = 4 Wounds on Ludger's right leg. Snotling #1 has +1 Advantage and Ludger loses his Advantage.

Snotling #2 gets -2 SL compared to Ludger's defense of +0 SL and misses. Ludger gains +1 Advantage.

Snotling #3 gets +3 SL compared to Ludger's defense of +0 SL after advantage and hits him in the right arm for +3 SL +4 weapon -4 Toughness = 3 Wounds. Snotling #3 goes up from +1 Advantage to +2 Advantage....

Those snotlings are attacking him 3 against 1 and are enjoying a +40 bonus to their Weapon Skill, or they wouldn't be doing nearly as well. Fortunately no critical hits on him yet, but he's lost 11 Wounds at this point if my math is correct.

I believe it is 9 points of damage: 2 Wounds from Snotling #3 in Round 1, 4 Wounds from Snotling #1 in Round 2 and 3 Wounds from Snotling #3 in Round 2.


Warhammer Game Notes & Maps

Axel stops some of the members of the crowd, who are persuaded to help tip the wagon over on its side. Magda tries to calm the horses but is unable to overcome their fear.

Incidentally, now that I'm thinking about it more, Axel's test would have been better as a Leadership roll. His Charm is 3 higher, but the result wouldn't change at all so we're good.

No longer restrained, the horses lurch in their harnesses, giving the wagon a hard lurch as its wheels grind against the blocks holding it in place. Six men line up to help push the wagon over, but are hindered by its movement.

I'm going to call this a Very Hard Strength check to push the wagon over in the first place, and impose a -10 penalty because the wagon is starting to move. On the other side of the ledger, the first Bystander gets 30 for his Strength and adds +10 for the first three Bystanders assisting. That leaves two Bystanders whose efforts go unrewarded, but Assistance is limited by the bonus of the relevant ability score. Still, they have a chance.
Bystander Strength 30 +30 -30 -10: 1d100 ⇒ 16

With a great heave and assisted by the jarring motion the wagon was making from the horses, the wagon lists and then topples to the ground.

Ludger: make a Challenging Athletics Test to escape from the wagon before it crashes. The snotlings will need to do the same. Their advantage doesn't apply since this isn't a combat or psychology check.
Snotling #1 30: 1d100 ⇒ 93
Snotling #2 30: 1d100 ⇒ 76
Snotling #3 30: 1d100 ⇒ 45
Snotling #4 30: 1d100 ⇒ 62

Well, they all failed. Aubster, do you have any ideas how I should resolve this? The book doesn't say much about environmental or trap damage I could liken this to.


GM Netherpongo wrote:

Axel stops some of the members of the crowd, who are persuaded to help tip the wagon over on its side. Magda tries to calm the horses but is unable to overcome their fear.

Incidentally, now that I'm thinking about it more, Axel's test would have been better as a Leadership roll. His Charm is 3 higher, but the result wouldn't change at all so we're good.

No longer restrained, the horses lurch in their harnesses, giving the wagon a hard lurch as its wheels grind against the blocks holding it in place. Six men line up to help push the wagon over, but are hindered by its movement.

I'm going to call this a Very Hard Strength check to push the wagon over in the first place, and impose a -10 penalty because the wagon is starting to move. On the other side of the ledger, the first Bystander gets 30 for his Strength and adds +10 for the first three Bystanders assisting. That leaves two Bystanders whose efforts go unrewarded, but Assistance is limited by the bonus of the relevant ability score. Still, they have a chance.
[dice=Bystander Strength 30 +30 -30 -10]1d100

With a great heave and assisted by the jarring motion the wagon was making from the horses, the wagon lists and then topples to the ground.

Ludger: make a Challenging Athletics Test to escape from the wagon before it crashes. The snotlings will need to do the same. Their advantage doesn't apply since this isn't a combat or psychology check.
[dice=Snotling #1 30]1d100
[dice=Snotling #2 30]1d100
[dice=Snotling #3 30]1d100
[dice=Snotling #4 30]1d100

Well, they all failed. Aubster, do you have any ideas how I should resolve this? The book doesn't say much about environmental or trap damage I could liken this to.

I'd give everyone that failed the Stunned Condition and the Prone Condition and not give any Wounds.


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

Challenging (+0) Athletics Test (40): 1d100 ⇒ 6

An aside - I just made 30 Gambling skill rolls for the game I am GM'ing that were mostly quite horrible (the average was probably a 75) so that paid off now as I've got those rolls out of the system ;)

Working on the docks, moving crates and barrel that could shift and topple at any time has given Ludger a better than typical ability to act quickly and land on his feet. As Ludger felt the wagon rock to the side he leaped out, landing upright, dagger in hand in time to watch the partially burning wagon topple over. Hah, take that you stupid Snotlings, Ludger thinks with joy as his opponents all go tumbling.


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

Yaaaay! I did something good!

Dagger 30: 1d100 ⇒ 70 - 4 SL.

He tries stabbing one of the snotlings while screaming for the mob to tear them apart!


Warhammer Game Notes & Maps

GM Dice:
Snotling #1 Agility vs Ablaze 30: 1d100 ⇒ 82
Snotling #2 Agility vs Ablaze 30: 1d100 ⇒ 93
Snotling #3 Agility vs Ablaze 30: 1d100 ⇒ 39
Snotling #4 Agility vs Ablaze 30: 1d100 ⇒ 92

Snotling #1 Cool vs Fire Fear 30: 1d100 ⇒ 50
Snotling #2 Cool vs Fire Fear 30: 1d100 ⇒ 70
Snotling #3 Cool vs Fire Fear 30: 1d100 ⇒ 8
Snotling #4 Cool vs Fire Fear 30: 1d100 ⇒ 10

Decided against applying Stunned to the snotlings in part because that condition is much more harsh than I would have expected, but also because they have something else going on. Mostly that the wagon is on fire.

The wagon is toppled, but the horses are still trying to bolt. The result is something of a farce as the wagon is being pulled along the ground, grinding along as the flames continue to grow.

"No...I'll lose everything," Marven moans as he witnesses his life's work going up in smoke.

The panicking portion of the crowd is now dispersed enough that they aren't causing any immediate threat. It doesn't look like anyone got trampled too badly. Because the wagon is still sort-of moving, everyone will need to move up to it or the horses if they wish to interact with it, but the crowd no longer hinders movement. There are still snotlings inside the wagon, but until someone moves up closer it's hard to tell what condition they're in.

Bolka and Magda are no longer taking their -10 penalty.

Simple Hard (-20) Perception Test:
You hear an unusual sizzling interspersed with a series of cracks and pops. It's hard to make out against the background chaos.

Axel Initiative 30: 1d100 ⇒ 40 -1 SL
Bolka Initiative 36: 1d100 ⇒ 81 -5 SL
Magda Initiative 32: 1d100 ⇒ 47 -1 SL
Ludger Initiative 36: 1d100 ⇒ 55 -2 SL
Greenskins Initiative 20: 1d100 ⇒ 31 -1 SL
Horses Initiative 15: 1d100 ⇒ 39 -2 SL

Axel Initiative Roll-Off: 1d100 ⇒ 80
Greenskins Initiative Roll-Off: 1d100 ⇒ 54

Initiative Order:
Magda
Axel
Greenskins
Ludger
Horses
Bolka
Bystanders

I'm not liking what I've done for initiative here, but I'll choose what seems like the least disruptive option from where we're at. The greenskins don't actually go before Magda & Axel, but I'll declare their actions now.

More GM Dice:
Ablaze Damage vs Snotling #1: 1d10 - 2 ⇒ (4) - 2 = 2
Ablaze Damage vs Snotling #2: 1d10 - 2 ⇒ (10) - 2 = 8
Ablaze Damage vs Snotling #3: 1d10 - 2 ⇒ (3) - 2 = 1
Ablaze Damage vs Snotling #4: 1d10 - 2 ⇒ (8) - 2 = 6

Greenskin #3 Athletics 30 vs Ablaze: 1d100 ⇒ 53
Greenskin #4 Athletics 30 +20 Water vs Ablaze: 1d100 ⇒ 32

"What is the meaning of this!" a woman's voice calls out above the din of the crowd and coming from that direction. Whoever this woman is obviously is accustomed to being obeyed.

All four of the remaining snotlings run from the wreckage of the wagon, fully caught on fire. Two of them seem to be in a state of complete panic as they race about screaming incoherently, but one quickly falls over, burnt to a crisp. The third throws itself on the ground and flails about in an apparent attempt to rid itself of the flames. The last seems to have spotted a water trough nearby and is sprinting toward it.

As above, that happens after Magda & Axel act. All snotlings have lost any Advantage they had due to taking Wounds. Axel declared this turn above, but can reconsider based on new information if he wants. Getting bystanders to attack snotlings on fire would be a new Leadership test, though.


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

Once again, Magda is trying to calm the horses, before someone got even more badly hurt.

She does feel bad about the wagon being toppled too, but she had no hand in this. No one in his or her right frame of mind would accuse a frail halfling girl to do that, hopefully. But crowds almost never react with their brains...

Charm animal 45: 1d100 ⇒ 41


Warhammer Game Notes & Maps

I didn't think of it earlier, but I'll note that while calming the horses is helpful, it won't last unless someone gets them free from their harnesses as well. The wagon is on fire, after all.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

As the horses and crowd conspire to prevent her from killing a Snotling, Bolka screams at the closer of the two horses and then smashes her fist into it's temple.

I'd ideally like to knock it out.

Weapon Skill (45): 1d100 ⇒ 35


Ludger stares in bemusement as the dwarf slayer attacks the horses instead of the Snotlings. Maybe she knows something about evil horses I don't.

Then Ludger sees Magda try to calm down the same horses. Well then, maybe the Slayer is just crazy.

Finally Ludger watches in amazement as the remaining Snotlings catch fire and run out of the tipped over wagon, some of them screaming incoherently. This is the weirdest day ever!

How badly is the wagon on fire? It has only been a couple of rounds, correct? Ludger's action depends on if the wagon is ablaze or just part of it is burning.

Wagon is ablaze option
"Come back here you stupid Snotling," Ludger bellows as he chases after the Snotling headed for the water trough. His longer legs may give him an edge in running down the Snotling. If Ludger catches up to the Snotling he will attack thinking that then he can try to bring water from the trough to fight the fire.
Attack Roll (56): 1d100 ⇒ 95 Depending on how many pluses the Attack has could be anything from SL -4 to SL -2 as Ludger maybe gets a Charge Advantage +1 Bonus and maybe a Surprised Advantage +1 Bonus as the Snotling is probably both Distracted and Unprepared.

Only part of the Wagon is burning option
Ludger understands moving cargo of all kind in all types of conditions as he's been doing it for practically his whole life, so falling back on what he knows he concentrates on getting the cargo to safety. Ludger starts throwing crates and boxes out of the wagon to get them away from the fire and since he wants to get paid he makes sure to get his box out of the wagon first. If Ludger sees the fire is close to any black powder kegs he will run away from the Wagon as he shouts a warning to everyone, "GET BACK IT'S ABOUT TO BLOW"


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

Ill stick with s~$@ty attempt to knife a gobbo


Warhammer Game Notes & Maps

Axel's Snotling Target (leaving Ludger's Snotling out of it): 1d2 ⇒ 2
Snotling #3 Dodge vs Axel: 1d100 ⇒ 82
Since the snotling threw itself prone in an attempt to put out the fire, Axel gains +20 on the attack. His final result is -2 SL but the greenskin rolled -5 SL, so Axel wins with a difference of +3 SL. Damage is +3 SL +2 weapon +3 strength -2 Toughness for 6 Wounds.

***

Axel runs over to the snotling that is trying to put out the fire on its body by rolling over to the ground and stabs downward at it viciously. Blood spurts from the wound, but the snotling continues to move. Axel gains 1 advantage. If he wishes, he can spend that advantage immediately to perform a Stomp attack on the snotling. For the record, it is still burning.

***

Magda starts to calm the horses down, but the still-frightened animals continue to try to escape the flames, pulling the wagon further despite the lack of wheels and grinding part of the roof off. Some of the contents spill out the former roof, scattering flaming material toward a nearby building.

***

Ludger: The wagon is pretty solidly on fire now. Going inside would risk Ablaze conditions. I'll assume you choose to attack the snotling. While the snotling is distracted, this one managed to make its check vs Broken, so I'm going to say it isn't surprised.
Snotling Fear vs Lots of Humans 30: 1d100 ⇒ 65
Snotling #4 Dodge vs Ludger 30: 1d100 ⇒ 97 -6 SL. I...really thought he'd make it through that attack. I could figure out the math, but this snotling only had one wound left anyway.
Body Critical: 1d100 ⇒ 30

In a parody of errors, Ludger stabs at the snotling, striking it in the back as it dives toward the water. The blow somehow twists its back. At your option, Ludger can end up in the trough with the snotling's body.

***

Bolka: The by-the-rules answer is no. By default there isn't a quick knock-them-unconscious option I'm aware of other than the Strike to Stun talent that Bolka doesn't have. Even if she did, unarmed attacks don't normally have the Pummel quality needed to make it work. This isn't a real combatant though, and it would just add to the crazy if you pulled this off. So I'll treat Bolka as though she's activating Strike to Stun for this attack only.
Horse Dodge 30 -10 in harness?: 1d100 ⇒ 74
Horse Toughness (Endurance) 35: 1d100 ⇒ 68 -3 SL

Make an opposed Strength test against the horse to see if you can knock it out.


Ludger fatally stabs the fleeing Snotling but the twisting of the Snotling's body threatens to rip Ludger's dagger out of his grip. Instead of letting go of his weapon, Ludger falls along with the dead Snotling into the trough. At least the water will put out the Snotling, Ludger thinks as he falls into the trough.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

Thanks!

Strength (43): 1d100 ⇒ 88


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

Stomp!! Melee 30: 1d100 ⇒ 6 SL +2


Warhammer Game Notes & Maps

Bolka slugs the horse hard, but fails to fully subdue the larger creature. Being attacked again does not help the horse's mood. Bolka had -4 SL vs the horses's -3 SL on the opposed Strength/Endurance. Too bad.

Snotling #3 Dodge vs Axel Stomp 30: 1d100 ⇒ 100 - yeesh. Axel actually got +3 SL and the snotling got -7 SL for a total of +10 SL on the hit. +3 Strength +10 SL -2 Toughness = 11 Wounds when the snotling had 0 remaining. Don't try this at home, kids.
Body Critical: 1d100 ⇒ 69

A fountain of blood gushes out of the snotling as Axel stomps on its chest with surprising force and the snotling fails to dodge out of the way at all.

Faced with not just greenskins, but greenskins on fire, the townsfolk mostly scatter about, running in the direction they feel most safe.

GM Dice:
Marven Dodge vs Ablaze 37 -10: 1d100 ⇒ 59
Noble Leadership 54 -10: 1d100 ⇒ 58

Shaking off his despair, Marven rushes toward the wagon and runs inside. "I must have it!" he exclaims before diving into the fires.

"Everyone stop this nonsense!" shouts a well-dressed noblewoman over the ruckus as she emerges from a group of stalls with a small group of attending guards and a servant. She begins giving orders to try to rally a response vs the flames, but to no avail.

Axel Initiative 30: 1d100 ⇒ 39 +0 SL
Bolka Initiative 36: 1d100 ⇒ 69 -3 SL
Magda Initiative 32: 1d100 ⇒ 67 -3 SL
Ludger Initiative 36: 1d100 ⇒ 7 +3 SL
Greenskins Initiative 20: 1d100 ⇒ 53 -3 SL
Horses Initiative 15: 1d100 ⇒ 70 -6 SL

Initiative Order:
Ludger
Axel
Bolka
Magda
Greenskins
Horses
Bystanders

Which is when the fireworks stored in Ludger's crate of goods cook off. Brightly colored streams of gunpowder and fire begin scattering in all directions, shooting into the crowd.

Since the fireworks are essentially undirected (but there are a lot of them), we'll have everyone make opposed checks vs the ranged attacks. (Normally you don't get to make those vs ranged). These happen before your round begins.

Fireworks Ballistic Skill vs Axel 15: 1d100 ⇒ 28 -1 SL
Fireworks Ballistic Skill vs Bolka 15: 1d100 ⇒ 100 -9 SL
Fireworks Ballistic Skill vs Magda 15: 1d100 ⇒ 62 -5 SL
Fireworks Ballistic Skill vs Ludger 15 -20: 1d100 ⇒ 72 -8 SL (includes cover & dampness from the water trough)
Fireworks Ballistic Skill vs Greenskin #1 15: 1d100 ⇒ 76 -6 SL
Fireworks Ballistic Skill vs Greenskin #2 15: 1d100 ⇒ 94 -8 SL
Fireworks Ballistic Skill vs Horses 15: 1d100 ⇒ 18 +0 SL
Fireworks Ballistic Skill vs Marven 15: 1d100 ⇒ 10 +0 SL
Fireworks Ballistic Skill vs Sandra (Marven's Assistant) 15: 1d100 ⇒ 90 -8 SL

These qualify as Blackpowder weapons and are scary. So even if the attack misses you, make an Average (+20) Simple Cool test or become Broken. Bolka gets her extra Fearless test to avoid even having to make the Cool test.


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

Dodge (43): 1d100 ⇒ 45 SL+0
Cool+20 (75): 1d100 ⇒ 47 SL +3

Magda manages to keep her calm despite the explosive situation


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

Dodge (40): 1d100 ⇒ 34 SL +1
Cool (35+20): 1d100 ⇒ 16 SL +4

Are there any Greenskins left?

Ludger watches the fireworks shoot off in all directions, feeling quite safe inside the trough. Once the show is done, Ludger clambers out of the trough and takes a look around for any Greenskins. If he spots any he’ll go charging them to attack otherwise he heads over to the little Halfling Doktor and asks her to look at his wounds as they are starting to hurt quite a bit as the adrenaline rush fades.

Attack Roll (56) in case there are any Greenskins to attack: 1d100 ⇒ 58


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

Agility/Dodge 30: 1d100 ⇒ 56 SL- 2

Cool 50 + 20: 1d100 ⇒ 100 SL - 3 AND I need a new pair of pants!

The dice gods are fickle indeed...


Warhammer Game Notes & Maps

Ludger: there are two burning & broken snotlings remaining. I got lazy this morning & didn't resolve their burning conditions, fear checks or dodges yet. They go after you guys though. They are a bit scattered about though, so I don't think Ludger would be able to chase one down this round. He needs to get out of the trough anyway.


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:
Ludger: there are two burning & broken snotlings remaining. I got lazy this morning & didn't resolve their burning conditions, fear checks or dodges yet. They go after you guys though. They are a bit scattered about though, so I don't think Ludger would be able to chase one down this round. He needs to get out of the trough anyway.

Dripping wet, Ludger climbs out of the trough and looks around for more Snotlings. Not seeing any close enough to reach he decides to go ask Magda if she can help him with his injuries.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

Fearless Test (Cool +20): 86: 1d100 ⇒ 54

Bolka seems completely unfazed by the explosions around her, and instead focuses on the still-burning Snotlings. She moves to attack the closest one.

Melee (WS): 55: 1d100 ⇒ 71


Warhammer Game Notes & Maps

GM Stuff:
Marven Ablaze Damage: 1d10 - 4 ⇒ (1) - 4 = -3 – 1 Wound
Snotling #1 Ablaze Damage: 1d10 - 2 ⇒ (8) - 2 = 6 – 6 Wounds & goes down
Snotling #2 Ablaze Damage: 1d10 - 2 ⇒ (1) - 2 = -1 – whoops, they were already dead

Snotling #1 Cool vs Broken (Fire) 30: 1d100 ⇒ 16
Snotling #2 Cool vs Broken (Fire) 30: 1d100 ⇒ 14

Snotling #1 Dodge vs Firework 30 (-6 SL): 1d100 ⇒ 88 - miss
Snotling #2 Dodge vs Firework 30 (-8 SL): 1d100 ⇒ 62
Horses Dodge vs Firework 30 -10 restrained (+0 SL): 1d100 ⇒ 54 -3 SL
Marven Dodge vs Firework 37 (+0 SL): 1d100 ⇒ 93 – takes 8 Wounds
Sandra Dodge vs Firework 32 (-8 SL): 1d100 ⇒ 60 - miss

Firework Ballistic Skill vs Noblewoman 15: 1d100 ⇒ 58
Noblewoman Dodge vs Firework 30: 1d100 ⇒ 53

Snotling #1 Cool vs Broken (Firework) 30 +20: 1d100 ⇒ 78
Snotling #2 Cool vs Broken (Firework) 30 +20: 1d100 ⇒ 97
Horses have Skittish and auto-fail vs the Fireworks
Marven Cool vs Broken (Firework) 35 +20: 1d100 ⇒ 91
Sandra Cool vs Broken (Firework) 31 +20: 1d100 ⇒ 16
Noblewoman Cool vs Broken (Firework) 30 +20: 1d100 ⇒ 94

[dice=Snotling #1 Dodge vs Bolka 30 -10 broken][/dice]

Marven Wounds: 9
Sandra Wounds: 0

I made a mistake earlier: Snotling #2 had already succumbed to its Ablaze condition on the first round, so there was only one Snotling left

* Axel takes +6 weapon +1 SL -4 Toughness = 3 Wounds and gains the Broken condition. He can remove it by spending Resolve if desired.
* The horses are struck by the fireworks and have the Skittish trait, so they automatically gain 3 Broken conditions.

Ludger pulls himself out of the water trough while Bolka charges the last remaining snotling. Her attack comes up short, but the snotling falls over anyway, burnt to death.

Magda & Axel can both still declare their actions for the round. No greenskins remain. Marven is still inside the wagon.


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 a little stubborn, or desperately trying to do anything useful, Magda opts for calming the horses

Charm animal (45): 1d100 ⇒ 15 SL+3


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

what does the Broken condition inflict? Edit: Run and hide? I'll take the condition... I'm pushing uphill as it is. I never expected to kill a snotling with a knife


Warhammer Game Notes & Maps

GM Dice:
Marven Ablaze Damage: 1d10 - 4 ⇒ (7) - 4 = 3
Marven Cool vs Broken 35 +20 (lack of threat): 1d100 ⇒ 28
Sandra Pray (Fortune on Marven) 47: 1d100 ⇒ 21

Magda: +3 SL is a good roll, but still doesn't rise to an Impressive Success on the table. The horses are completely broken at this point and have been attacked multiple times, so +3 SL isn't going to be enough. If you want to spend Fortune to get +1 SL more, you'll be able to calm the horses though.

Routed by the unexpected attack from the fireworks, Axel joins the general panic. Axel gets to test against his Broken condition at the end of this round. Since the fireworks have stopped, he has a +20 bonus to the roll. He can act next round if he succeeds but he'll be a full round's movement away from anything at the wagon scene. Actions that can be done at range may be plausible.

Marven races from the wagon, his clothes caught on fire and panicked. A small box is clutched in his arms.

Dramatic Challenging (+0) Perception Test (successful test):
You notice Marven's assistant saying something as they watch Marven's plight. They seem remarkably calm given the situation.

Same Test but +2 SL or higher:
Over the sound of screams and crackling fire, you make out a few of Sandra's words. She's imploring Ranald for aid.

With no hostiles remaining, we can ignore initiative order, but we're still in combat rounds because things are still happening.

The scene has quieted considerably after the fireworks stopped, but remains generally chaotic. Several nearby buildings near the ruined wagon are threatening to catch fire and Marven is racing about while on fire.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

Perception (I: 36): 1d100 ⇒ 45


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

Perception Test (30): 1d100 ⇒ 72

Ludger looks around him in amazement at the destruction and then see Marven come running from the wagon on fire. Ludger rushes forward and knocks Marven to the ground and starts beating out the flames with his own soaking wet shirt while yelling at Marven to roll on the ground.

Appropriate Test to put out the fire?: 1d100 ⇒ 59


Warhammer Game Notes & Maps

Probably just an assist to his own efforts to put the fire out since that is a cleaner solution by the rules. Luckily, Marven just came out of Broken. If he wasn't going to make his own check, I'd have to think about it more.

As Ludger tackles Marven, the ground causes the pedlar to fumble to box he was carrying. The singed top pops open and a fist-sized metallic object with a fine-linked chain attached spills out.


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

Cool 50 + 20: 1d100 ⇒ 9

Suitably distant from the explosions Axel is able to come to his senses... looking at his possible benefactor throw the crowd he decides to head back in, holding his snotling blood stained dagger as a trophy.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

Bolka moves over and picks up the object and gives it a good looking-at.


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

Too busy with the horses to pay attention elsewhere, Magda draws in the experience accumulated in the her younger years of her life in the farm of her dad, forcing herself to be as calm as possible to soothe the horses emotions

Spend another Fortune point to get+1 SL


Warhammer Game Notes & Maps

GM Dice:
Marven Agility (Athletics) 37 +10 assist: 1d100 ⇒ 61
Marven Agility (Athletics) 37 +10 assist reroll: 1d100 ⇒ 84
Marven Ablaze Damage: 1d10 - 4 ⇒ (10) - 4 = 6
Critical Location: 1d100 ⇒ 49
Marven Body Critical: 1d100 ⇒ 8

Despite Ludger's assistance, Marven continues to burn and the pedlar loses consciousness. Dousing him thoroughly in water would be the simplest solution, but now that he's unconscious I'm thinking an Athletics check can be made for him. He's taken a critical wound needs immediate medical attention to stop a Bleeding condition from killing him, although I can't imagine that can be done while he's still Ablaze.

Magda finally frees the horses from their harness and leads them away from the burning wagon. The horses are still extremely stressed, but they don't seem likely to bolt unless they become threatened again.

Bolka:
The metallic device seems to be a compass. It seems quite old and the glass casing is cracked. The needle seems listless. It's otherwise quite well made for umgi craftsmanship, and its defects are likely due to age.


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:

** spoiler omitted **

Despite Ludger's assistance, Marven continues to burn and the pedlar loses consciousness. Dousing him thoroughly in water would be the simplest solution, but now that he's unconscious I'm thinking an Athletics check can be made for him. He's taken a critical wound needs immediate medical attention to stop a Bleeding condition from killing him, although I can't imagine that can be done while he's still Ablaze.

Magda finally frees the horses from their harness and leads them away from the burning wagon. The horses are still extremely stressed, but they don't seem likely to bolt unless they become threatened again.

** spoiler omitted **

"HELP! HELP!! WE NEED A DOKTOR!!" Ludger screams out at the top of his lungs as he continues trying to put out the fire that's burning Marven.

Athletics Test (40): 1d100 ⇒ 16


Warhammer Game Notes & Maps

After a great deal of struggle, Ludger is able to put out some of the fires and frees Marven of his vest that was hopelessly aflame, tossing it aside.

Marven's assistant comes closer and begins tending to his wounds. Sandra will assist a PC if they make a Heal test. Otherwise she will make her own. There's probably only room for two assists on this Heal test.


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

I don't think I'll be getting that letter any time soon..., he says before looking at the burning remains of the wagon, perhaps needing a new pair of pants,


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:

After a great deal of struggle, Ludger is able to put out some of the fires and frees Marven of his vest that was hopelessly aflame, tossing it aside.

Marven's assistant comes closer and begins tending to his wounds. Sandra will assist a PC if they make a Heal test. Otherwise she will make her own. There's probably only room for two assists on this Heal test.

Ludger has no training in Healing so is unable to assist

Ludger moves out of the way as Marven's assistant works to help him. Seeing the Slayer examining whatever was in the box that Marven dropped he moves over to her. "What is that? Do you know what it's for?," Ludger asks Bolka.


Warhammer Game Notes & Maps

"That belongs to Master Fermahn. I would ask you to return it before someone mistakes you for a thief," says Marven's assistant as she continues to work on his wounds. Her voice is strained with worry.


WS: 45 | BS: 25 | S: 43 | T: 48 | I: 36 | Ag: 20 | Dex: 35 | Int: 30 | WP: 58 | Fel 15 | Wounds: 17 | Fate: 0 | Fortune: 0 | Resilience 4 | Resolve: 5 | Movement: 3

"Manling, you should watch your words." warned Bolka.

Given that it was made by her people, she gentle returned the thing to it's box.

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