GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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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)

Sorry, looks like I missed the bold on my quotation there.

As far as asking the Flatbottom to wait, if we think they are going to participate with us in this, then I would ask them to wait until dark and we'll meet back up with them and go to the island. However, if we think that they might just leave without us, we might need to make sure we're carrying everything we own... which isn't much, so perhaps we already are.

Zarine says

Thank you. We will do as you ask.

She walks over to talk to the captain before returning.

We'll meet you back here at nightfall. We should be able to see the island at that point.

She listens to what he has to say, then returns and enters the barricaded settlement with her group, leaving her weapons where they can pick them up again before exiting.


Warhammer Game Notes & Maps

Wieland is a hard man, old and worn with the scars that come from living to his age in the Reikwald. He goes through introductions for the whirl of people setting the meal, though it is hard to track them as everyone moves about. One of them is a dwarven woman. One of the younger women is obviously pregnant and Wilhard is easy to pick out with his missing arm.

Lots of People:
Elders:
Wieland Oberhauser
Alrun Buchholz
Zande Cliffbrewer (dwarf)

Adults (under 45)
Elric Oberhauser
Franka Oberhauser
Loreley Buchholz
Hunfried Buchholz

Young Adults (under 25)
Ortwin Finke
Gerlinde Finke
Wilhard Hopf
Cressida Hopf
Veerle Stockhausen
Leonarda Kroeger

Children (under 15)
Gaston Oberhauser
Bernard Oberhauser
Ernest Oberhauser

Young Children (under 4)
Ortrun Finke
Bernard Kroeger

Tables are moved about to accommodate the guests of the evening, with places set for you at the table with the elders of the household. Wieland Oberhauser, his sister Alrun Buchholz & the dwarf Zande Cliffbrewer. Two more tables are set up for the adults and the youngest children with a small table for the remaining children old enough to eat without too many mishaps.

The atmosphere is friendly in a forced sort of way. These people are not accustomed to outsiders. Food preparation lingers in the kitchen while more is made to feed your group.

They don't force you to sit with Wieland, Alrun & Zande but that's how they set up the seating.

Done with his attempt at introductions, Wieland addresses you again. "So these bandits you are hunting...you figure they are in these parts? The river is long. What brings you to our door?"


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)

Does the boat that we were on have any trade goods that the captain might be interested in trading/selling? No big deal if Zarine doesn't know that, but just trying to see what options there are with regard to helping these people out.

Just to be safe, Zarine only eats and drinks things that she has seen other people eat and drink from the same serving plate or container. These people felt honest, but she also felt exposed without her sword, and she still didn't always know what would trigger the violent emotionality of random groups of humans.

Zarine sits with the elders and enjoys the meal, complimenting the food and the preparation, no matter what quality it actually is.

When asked about the bandits, Zarine thinks about it a moment, unsure whether the people here have any knowledge of the island, or how they will react to a ghost story, but decides to tell the events as they happened.

Ah, well that is quite a tale. I am not sure that I can do it justice, but if I leave something out, perhaps my companions will be so kind as to assist me.

It all began while I was asleep. We had been traveling for quite a while on other business and I awoke to a strange tapping sound.

She thumped the table. Then again, in the same strange pattern.

It sounded like that. It was as though someone was trying to get into the ship, but from below, through the hull. As you might suppose, we were somewhat concerned, not really wanting to drown...

She told them the story of trying to figure out what it was, of someone realizing it was supernatural, of attempting to talk to them through yes or no answers...

Then I asked if they were seeking peace, and the answer was yes. That was promising, but I wasn't sure how to help with that. Then I asked if they were seeking revenge, and got another yes. ... It continued on in this manner until someone, bolder than I was, for I didn't even know it was possible, asked them if they could come out of the river to speak to us directly....

And, well, I don't want to frighten anyone, so I will just summarize and say that we did speak with them, and they told us about how they had been tricked and killed by people that were hunting along the river, and begged us to put a stop to it. It seems there is an island near here, hidden with an enchantment which they gave us the means to overcome. And we intend to go in and take care of them and stop them preying upon others.


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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)

Hans sat next to Zarine, glad that she was doing the talking. He listened along and ate, making sure that he ate and drank before her, to ensure that it was safe. He tried to be circumvent about it, but he was taking his job seriously. At the talk of ghosts though, he shuddered, though he really didn't want to. The thought of the supernatural made his insides go cold...


Warhammer Game Notes & Maps

I really didn't expect you guys to bring up the ghosts. It's not a major disruption though.

As Zarine's tale ventures into the supernatural, Wieland motions for her to keep the conversation down, with a glance toward the children's table. He doesn't stop her from continuing though. As the elven noble continues, the three elders of the farming community share some meaningful glances, particularly when mention is made of the island.

"You are a strange lot, taking such a big risk for others," Zande Cliffbrewer observes as Zarine finishes her story. She gives a long, meaningful look at Wieland before she stands up. "I'm going to go refill my drink."

Wieland sighs at Zande's behavior. "So melodramatic for a dwarf," he grumbles.

"You've come to the right place though," Wieland states. "I know nothing of ghosts and have no way of knowing if your murderers are the same that attacked my farm. But we've been living here for generations. We have indeed had a missing island around these parts. Wasn't much to look at. Mostly rocks and some scrub. A handful of goats were its landlords. Used to go over there once a year or so to go hunting. Some fool built a church to Morr on the island, but it was abandoned since long before I was born. Then last winter it was just gone. Haven't seen a peep of it since."

"If you are looking for the murdering bastards that took Hildegard from us, you seem 'em dead right quick. If it's someone else's murdering bastards, all the same. We've got a dinghy we can let you tonight. Just don't spread this around. No sense frightening the children."

The food starts to come out of the kitchen, and the farmers take their places in the old taproom. It isn't fine fare, but the vegetables are fresh enough and the soup is passable. There is little in the way of dried meat to go with the bread.

The test below is about goings on not related to Zarine's discussion.

Difficult (-10) Perception Test (Challenging +0 for those not focused on the table discussion):
You notice that three children take their seats at the children's table, although four places were set. When one of the young women setting food on the table comes by to serve the children, she takes up the unused dinnerware.


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 talks more softly when prompted, and nods again about not spreading it around.

Perception (55-10=45): 1d100 ⇒ 75 (fail)


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 ⇒ 20

Hans kept his eyes open, watching all that was going on. He didn't fully trust these people, given that a crossbow had been pointed at them not long ago. Discreetly, he said under his breath as they ate, to Zarine:

"Three children eat, but four places were set." Was it an important detail? He had a feeling that it was relevant. Or at the very least it would catch the elf's attention.


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 thinks about what Hans has told her and whispers back

Perhaps a place was set for the child that was lost? That wound is still fresh, and it is easy to forget in grief.

Louder, she expresses appreciation to Weiland for his hospitality and his trust. After, she adds

I do not know what wares the captain has, but it may be he has something to trade for you. If you would like to talk to him, I can vouch for his trustworthiness. He has honored his word even when it was difficult. Or, if you are not in need of trade, perhaps I could sing for you, though I am out of practice. I'm better at playing the lute, but alas I did not bring one with me.

She's trying to find something she can do to lighten up the lives of these people who seem like they've been living in fear for a while now.


Warhammer Game Notes & Maps

Mostly spinning my wheels over the weekend to allow people a chance to catch up if they want. Absent pending developments, I'll plan to move us toward the island early next week.

What are your plans? It's not far past noon right now. You could rest here for the remainder of the day and then use the proffered rowboat to go to the island when night falls, as an option. Do you want the Flatbottom to wait for you?

If Wieland and Alrun caught any of Zarine's whisper, they don't show much sign of it. The room is fairly noisy now that the meal has started.

Alrun tries to search for a new, less weighty topic as it seems that the main conversation has died down. "What brings you to these parts? By your story I can't imagine that you came looking for...what you found."

This is Alrun Buchholz. She's been at the table through the ghost story. She's the sister of Wieland Oberhauser and is probably at least ten years younger than he is, by the look of things. (Still pretty old)


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

Thanks for everyone's patience, give me a bit to take this all in and I'll post


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)

No, indeed. That is not how we started out.

Zarine tells Alrun her story since coming here, leaving out her exact elven position, and omitting anything that is someone else's story (significantly not bringing up Axel's nature), but includes the rest... fighting and running away and mentioning that they are taking passage down the river.

I imagine that we do want the Flatbottom to wait, because we have passage on it and don't want that to go to waste, as well as the captain perhaps wanting to know what the outcome of all of this is. Now, if the captain wants to move on without us, that's another matter, but right now we don't have another way down the river, which is the quickest way to our destination. ... Unless we feel like we're safer on our own and the crew is going to report us. Thoughts from others?

By the way, if they do want a song, as mentioned above, here is the roll.

Entertain (sing) 35: 1d100 ⇒ 20


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

And then I went to bed for 12 hrs...

Axel sort of knew these people in a round about way. He too had grown up on the river in a small village and he knew the fear of river pirates and bandits, to say nothing of the paranoia of he and grandfather being burned for being witches. That he kept to himself.

I am grateful for your trust and hospitality, he said. And doubly so for the meal.

We are travelling to find a lost merchant boat and try to recover its cargo. Maybe you know something? We will help you no matter what so whatever you know is not attached to helping. I for one just hate river scum like the lot who attacked you. I grew up on the river myself, though without this trial.

He shares what he remembers about the missing cargo ship they are trying to find..


Warhammer Game Notes & Maps

Alrun and Wieland listen carefully to Zarine's story. When she begins to sing, the whole room quiets down to listen. The children seem particularly entraptured and Zarine receives many compliments on her singing when she is done.

The farmers haven't heard of any lost cargo ships, but Alrun Buchholz does offer to tell a story in return for Zarine's performance.

"I'm no performer to follow up a song like that, but the young man's question did remind me of a tale I can tell that you've like as not heard before. It comes from my grandmother's grandmother's grandmother who saw what I am about to tell you in a dream. My ancestor was a woman with the Sight, and she dreamed no ordinary dreams. If you'll permit my humble tale, this is what my grandmother told me:"

"The tale is of an ancient king from these parts. He was a mighty and a just king who ruled this part of the land and drove back the darkness. Like unto Sigmar one might say, though surely not as great. While he was away from his land campaigning against the goblins, he received a messenger that told him that the land itself was sick and dying. The king consulted with his companions, and all agreed that they knew of no way to restore the land. He could not smite the land with his hammer as Sigmar did the great orcs of the past and break their armies."

"While he was gone, a young maid rose up in his kingdom. Though of humble birth she was beautiful and a devout follower of Rhya. The god of harvests heard her plea for aid and showed her a vision of the witch-beasts that were fouling the land in the swamps. The young woman gathered those who would fight for the land, but the barons did not believe her stories and sent no soldiers to help."

"The struggle against the witch-beasts was long, but with the blessings of the goddess the young woman finally prevailed. The land was healed, and the people praised her as a great hero the equal of their king."

"The king meanwhile returned from smiting the goblins in a far land. He had received messengers from his nobles that were jealous of the woman, and they claimed that she was a witch and that it was she who had fouled the land. With all the wrath of Sigmar, the king fell upon those who were celebrating their victory over the witch-beasts and slew them. Only when the last of them had fallen and the king had dealt the woman a mortal blow did he realize his mistake. Throwing his crown to the ground, he named this woman his queen and begged his god to spare her life. But she died, and he laid the queen to rest in the river."

Average (+20) Lore (Reikland, History or Religion):
There are many problems with the woman's story, and depending on how it is interpreted, some might even find parts of it heretical. If there is truth to any of it, the tale is laced with historical nonsense. The common folk of Reikland likely have no way of separating out fact from fiction, however, and tales with such problems are common enough in rural areas.

About getting the Flatbottom and her crew to wait for you: on one hand the captain was hired to take your group on as passengers, but that task didn't assume that the passengers would cause unusual delays along the journey. The situation on the ship has been tense ever since the crew found out that a witch was on board, and they would probably like to be rid of you. If you played on the captain's obligation to see you to Grunberg, you might be able to negotiate a solution: moreso if he was compensated for the delay. If you did have them leave, there's always the possibility of flagging down some other ship going north to take you the rest of the way. You'd be expected to pay for passage in such an event, of course.

However things sort out with the Flatbottom, I'll assume that things progress as expected into the nighttime.

*

You spend the remainder of the day at the Oberhauser farm and take up their offer to provide a rowboat when night falls. Some of the men bring the boat down from a loft and set it in the water ahead of time, checking to make sure that the boat is still river-worthy after being in storage. It is, though the vessel has seen better days.

When night falls, the farmers leave you to your task. True to the word of the ghosts, those who have received Deadsight see the outline of an island appear in the lake where none had been before. It's a rocky outcropping with fairly steep sides and is hundreds of yards across from your current perspective. Though still far off, Zarine is able to make out small huts on the islands and glimmers of dim light from the occupied buildings.

The task of getting to the island is simple enough and you aren't in a special hurry, so you don't need a Row test to get there.

As you set off, Klara and Shade appear again, floating above the water ahead of your rowboat toward the island, along with the vestige of a ghost that is barely visible to those with Deadsight. As you near the shores Klara says, "We can progress no further. Destroy the darkness that binds us and keeps us from entering the island's bounds. If you do this, we will see to the pirates ourselves."

You are approaching the island from its southeast shore. If you approach directly, you'd need to climb up the steep rocky slopes. It looks difficult (-10).

Second Sight:
As you get near, you can see a defined boundary of Dhar and Shyish surrounding the island. This is likely what is preventing the approach of the ghosts. Crossing it would be uncomfortable, but it likely surrounds the entire land mass.

Added a picture for Kara von Holgau and Shade to Notes and Maps, along with another piece of art from the book.


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, how did this become just our mission though? The captain was there through the whole thing. Does he just not want to participate, or what? You'd think with their superstition they would want to appease the spirits. If he didn't want to do any of this, why didn't he say so before we came here? I thought this was a thing where we were helping, not going off on our own.


Warhammer Game Notes & Maps

I was working off my memory of your agreement here. If you want, you could offer the crew a cut of any treasure you find as an enticement rather than just paying them money. It's an opportunity for you to ditch them (if you want) rather than the other way around.


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

Moving to Discussion


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)

Based on discussion, retcon:

Before they head off to the island, Zarine talks to the captain of the Flatbottom and says

Thank you for the passage and the assistance, Captain. I sense that we are delaying you, so I release you from your obligation to get us to our destination. We'll find our own way from here, whatever comes.

_________________

Approaching the island in the rowboat, Zarine sees through her second sight that the island is surrounded by a magical boundary that will likely be uncomfortable to cross, so she warns her friends.

When they land, she secures the boat, either tying it off to something or dragging it far enough on shore so that it won't wash back down into the river, and then attempts to climb the steep, rocky slope.

Climb (35-10=25): 1d100 ⇒ 78

but she is unable to, so she searches to see if there is a way to approach that would be easier.

Perception (55): 1d100 ⇒ 99

Hmm. I don't see a way to get inland. Anyone else?


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

Axel follows his... patron? As good a word as any, and to be fair, without her he'd have been a burnt corpse on the riverbank back there a few miles.

Perception 33: 1d100 ⇒ 59


Warhammer Game Notes & Maps

I thought of this after my last post about the ship.

Captain Gotthard thanks Zarine for her understanding and gives you each 2 shillings to help pay for passage from another ship later on.

--

Zarine's effort to climb the ledge gets her wet as she falls into the river.

Zarine and Axel aren't able to see any break in the steep slope. If you want, you can continue circling the island to the north or west. Or someone can try climbing again.


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

Lets circle north... but you know, quiet likeM'lady.


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)

Her trusty night vision and acute sight had rarely let her down before. Perhaps it was all the magic surrounding the island.

She nods at Axel, still dripping from her dunk in the river, and starts to circle north, trying to blink the water out of her eyes and focus. They had already let the Flatbottom go, and she didn't want to be stopped by something as silly as a steep bank.

Perception (55): 1d100 ⇒ 20

She spots what looks like an easier place to climb up, and does so. Once at the top, she reaches down to help Axel up as well.

Climb (35-10=25): 1d100 ⇒ 8

Stealth: Rural (43): 1d100 ⇒ 34


Warhammer Game Notes & Maps

Reaching the top of the ledge, you can more clearly see occupied huts in the distance. ~200 yards away at this point

The ground on the island is uneven, with mossy hollows and grassy hummocks interspersed over the landscape. Large bramble patches and scattered thickets of trees are common. The shadows are deep and dark. You can taste a hint of rust in the air.

Zarine and Axel help the others come on shore from the rowboat.

Average (+20) Perception (-10 if you don't have Night Vision):
A pack of wild goats is to the south. The largest of their number is approaching you. It seems displeased with your presence.

Zarine:
You can make out a path from the collection of huts down to the shore of the island further to the north. Traces of Dhar and Shyish are all leading further into the village. The nearest cabin to you is windowless.

I'd intended to get a map of the island going, but it pulled out of the .pdf poorly. I'll see if I can get something working later.


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 (Night vision)(62): 1d100 ⇒ 68

Magda wasnt sure if she saw something or not, so she prefers to remain silent


Am I inside a building? Held outside so I can see the goings on?

assuming held outside or where I can see

Would I have noticed the party?

I did not see any stealth rolls, I am not sure if the party is carrying any sort of lights. However the camp does seem to be pretty well lit. I assume that is the over confidence in their magic that keeps the island hidden from normal view. (night vision?)

Having been drooling on myself watching day in and day out the herd of goats that would make a quite tasty dinner indeed. Would I notice their sudden change of posture from passive to wary? (sixth sense?)


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 (night vision) 55+20=75: 1d100 ⇒ 19

Zarine looks at the closest cabin. No windows? That seemed more like a prison than a home. As she is deciding to investigate however, she notices a pack of wild goats to the south, and a large one is approaching, looking displeased. She doesn't see any magical energies around it, so it looks like it is driven solely by its own unpleasant nature.

Ware. she says softly to the others, pointing out the goat.

I can't decide what to do at this point because I don't know how close the goat is. We could throw rocks to discourage it, then butcher if it isn't dissuaded and gets close... with the risk of course that the noise will wake whoever is down there. If it is further away, we could just proceed down to the cabins and hope the goats are scared of that area / satisfied with us leaving. Thoughts?


Warhammer Game Notes & Maps

The goat is pretty obviously protecting its territory. You could use a combination of Charm Animal & moving away to try to prevent a fight. Throwing rocks would only provoke it at this point.

Goat Opposed Willpower vs Charm Animal:
Goat Willpower vs Axel 25: 1d100 ⇒ 6
Goat Willpower vs Hans 25: 1d100 ⇒ 84
Goat Willpower vs Magda 25: 1d100 ⇒ 35
Goat Willpower vs Zarine 25: 1d100 ⇒ 41

If someone succeeds at that test, everyone can also roll an Easy (+40) Perception test as they proceed further inland.

Calph:
Captives are kept in a windowless log cabin that you'd know is barred from the outside. There are two humans in the cabin with you, more recent arrivals who are still in shock from their abduction. Night Vision requires some light, and any glimmers that escape from their cabins through any gaps in the walls or doors to your cabin aren't sufficient to help you see right now. You do somewhat better during the day, but things are still quite dark in the lockup. You have two Fatigued Conditions from lack of sufficient food & water as well as miscellaneous rough treatment (see page 169). You have Clothing, but no other trappings.

Calph would be aware of the goats outside, but they are a distant concern inside the lockup.


GM.

Spoiler:
..i assume that the door swings outward as well? Log cabin, I assume that the floors are also wood? or are they dirt floors and the logs are a framework style country house?

Calph will continue to try the same thing he has done every night thus far. Picking and scratching at the wood with his nails to try and gather up some splinters. Along with using his teeth to make fabric shreds from his shirt sleeve to create kindling. Then unlacing his boots and using the laces along the leather bottoms to create enough friction to set the kindling on fire. with the hopes to create a method of getting out of here. Probably futile, but what else are you going to do when you have nothing better to do than try to escape.

Calph will have kindling in a corner and use the kindling to hopefully catch the pitch or whatever makes the walls waterproof along with the wood itself on fire. Worst case.. create smoke. Anything to grab attention and get someone to open the door in a confused and rushed state in the hopes that they aren't careful and make a mistake allowing him to make a break for it. Praying to Shallya for mercy (does not have praying trained...but any mercy will be appreciated at this moment. or so Da used to say.)

I do not have outdoor survival trained but do have a 35 int


gm:
.Calph will not bother the others yet. let them come to terms with where they are and what is happening. Their clothes and such are still in good repair so if he fails he may need to borrow theirs at a later time and for that he will need trust. Taking things from them or harassing them now would only complicate that.

int 35-20=15: 1d100 ⇒ 46

Calph will continue regardless of his failure. Sweat from his brow and the blood from the blisters on his hands. Obviously the exhaustion is wearing him down, that and not being able to see in this blackness. The mindless focus and determination of desperation and frustration is his only solace.

Come on.. come on!.. faster!, more!, harder!.. keep pulling!. Shallya, show me mercy, give me the strength... <desperate breathy whisper> please....

The mantra of his words keeping him from tearing out his hair and doing something he might regret later.


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

M'lady... if you don't object to a use of my talent, I could get that goat to back off and maybe be useful even.


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 motions to the goat to stop, and to stay calm as they move out of its way.

Charm Animal (40): 1d100 ⇒ 8

Please feel free to try if it continues to chase us, Axel. For now though, let's move forward and see if it is appeased that we are moving on.

She motions everyone forward, towards the cabins.

Perception (55+40=95): 1d100 ⇒ 13

--If the goat continues to give chase, she will move quickly to get everyone under cover behind a hummock or in a hollow in case Axel's attempt goes awry, and draw her weapon, ready to back him up.

--If the goat seems appeased, she will instead focus on stealth.

Stealth: Rural (43): 1d100 ⇒ 26


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

Stealth (Rural) 33: 1d100 ⇒ 65

Miss by 3 SL


Warhammer Game Notes & Maps

Not Calph:
Zarine manages to appease the goat long enough for you to back out of what it must perceive as its territory. It follows you for a time, baying challenges, but you don't seem to draw any attention from the settlement ahead.

She also spies the nest of some wild geese early enough to avoid alarming the animals. Axel stumbles a few times on the rough terrain, but you don't seem to draw notice.

You make your way through the briar-covered island and are now somewhere close to 50 yards from the buildings. You can hear the sounds of revelry coming from deeper within. The nearest buildings are a windowless log cabin and a smaller building that has windows. You can't see a door to either from this direction.

Further in, there are more buildings, a garden of Morr (otherwise known as a graveyard) and its associated chapel.

It will change as you get closer in, but the difficulty of the Stealth checks that far out would have been Very Easy (+60) just due to distance. How would you like to proceed?

Calph:
Calph's efforts to start a fire fail...again. The wood is pretty damp here. Also, the gods in the Core book are all or nearly all human gods. It might not be completely crazy for a high elf to pray to Shallya, but it would be unusual. I'll have to look up what the high elf pantheon is like.


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 moves closer, trying to be stealthy. She is a little worried about being observed from the windowed building, so she keeps the windowless one between her and it for now, looking around the corner of the windowless one to see if the door looks passable. And hopefully from here it is more clear about where the sounds of revelry are coming from... the windowed house, the unwindowed house, or elsewhere.

Stealth: Rural (43): 1d100 ⇒ 53


the exhaustion overtakes him. slumping against the wall. his hair matted and a mess. he blinks absently in the dark. the sweat and grime in his hand the sickly smell of unwashed boatman.

"all this sludge, sweat an grimes. i cant make a fire to save m'life."

calph looks in the direction he hears the others.

"hey friend. your new. your clothes are dry. would you mind helping me so that we can test our luck outside these walls?"

going to roll fellowship. not taking -20 as im not sure exhaustion would influence a roll like this. besides if they can see me i probably look pathetic

Fellowship 40: 1d100 ⇒ 2


Warhammer Game Notes & Maps

Not Calph:
Moving around the windowless cabin, you reach the edge of the building. Something in the area smells spoiled & rotten. Buildings on this side are somewhat further away, and the commotion from inside the small village is a bit further away. Further to the north & west, you can see a trail leading out of the village toward the north shore.The windowless cabin has a door facing into the village. It is barred with a sturdy-looking board but doesn't appear to be locked.

You can make out some voices coming from inside the windowless cabin, though not what is being said.

Calph:
Fatigued Conditions would apply to the roll.

The woman of the pair seems to register your presence & looks in your direction. "Who? Where am I?"


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)

Barred from the outside? So we can tell that anyone in there is trapped? Assuming that is the case, Zarine will go remove the board, quietly.

Stealth: Rural (43): 1d100 ⇒ 48


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

Axel holds his breath as her scabbard clacks against a surface as she works over the board, and prepares to summon arcane energy.


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Warhammer Game Notes & Maps

You probably don't need to roll a Stealth test with every post. I'll call for them when needed.

Zarine slides the bar up and opens the door. Despite Axel's concern, the noise doesn't seem to draw any notice. Inside are two humans, a man and a woman, that are both cowering in fear. An elf is also inside. All are dressed in rags and are malnourished and are suffering from their confinement.


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 motions the prisoners to silence, and then has Hans take them out and behind the building (away from the windows of the other building). She re-bars the door, hoping that no one will notice that they are no longer there.

After, she joins them. She whispers I'm Zarine. We're here to rescue you, but we also have to take down the magical boundary. Does anyone know how that is controlled?


Calph looks to the other prisoner and begins to speak when the door opens. "we are prison...ers?.." in hushed tones he motions for Zarine and nods. "Help these people to your ship first. they Are still in shock. I am pretty beat up but I can keep an eye open for the cultists. he spits on the ground "murdering bastards have some sort of altar" Calph points lethargically toward the torch light further up the village path. He slides down the wall a little. hair matted and greasy. bruised and battered it looks like he has attempted escape several times only to fail with terrible results.

"Im Calph, these two have not given me their names though they seem to have had a terrible ordeal just getting here"


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)

Shut up and move Zarine whispers.

We can be seen here. Get out and behind the building where we can talk. Nothing else until then.

Retcon for talking before moving, the team gives them any assistance they need to move, then back to my previous post.


He looks up through bruised blackened eyes, his intense citrine eyes watching for treachery and giving no hint that he hasn't much fight left at this point to take a well armed party. His split, puffy, cracked lips starting to reopen wounds, Crimson teasing at the surface as he speaks. Looking her up and down, wondering what a woman of such bearing is doing on a backwater island. He resists the urge to ask too many questions at this moment. dragging conversation too much further is dangerous. Since the cultists rotations to check on them are sporadic so as not to give a hint as to time tables or routine. He bets on rescue being true and relaxes a little.

"Zarine is it? Names Calph. If'in yull help me get some payback, and save these good people. I'd be much abliged to you. Ill even hire on to yer ship if ye want."

Assuming she is some sort of officer or someone important. He straightens a bit and attempts to clean up his language to be more proper. Sweeping his red blonde unkempt locks back over his shoulders as he tries to appear as upstanding as he can in this situation. His river dialect is a strange mish mash of upbringing and education in conflict with each other.

Once they are in the shadows of the lea side of the building. He gesticulates again toward the town center as he speaks with effort.

He stops often, taking short breaths between bouts of words. Cracked ribs, bruised muscles. Whoever these jerks are, they really worked him over time and again.

"Cultists of some kind. Murdered m'mates. They took me and m'crew about a month ago I think. These two just arrived. Dunno who they are"

As if noticing for the first time the others with her. He blinks against the new light of the island. A sharp contrast from the pitch vacuum that they were held in previously.

"Can someone take these folk to yer ship? Ill try to take the rest of ya's to the altar so we can get off this forsaken place. This whole island feels cursed. Like it leaches the life from yer bones."


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)

Keeping her voice low, Zarine shakes her head and responds

We don't have a ship. Just a borrowed rowboat.

She wonders why they kept this man alive, but doesn't ask. Perhaps because he was an elf, but questions like that could wait for later.

She looks at the other two cowering in fear, wondering how they could have possibly "just arrived" when they were also in tattered clothing and clearly malnourished. She wonders if they were moved from some other area on the island and tries to be reassuring.

Don't worry, we'll get you out of here. What are your names?

Then, thinking of the little girl, she asks.

Have you seen any other prisoners on the island?


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

Axel does his best to help the prisoners stay quiet and assess them, looking over them with an untrained eye for injuries and so on.

Once a sufficient distance away he asks,

Send these guys back to the village? It's safe, it shows SOME success and finally it gives them some reenforcements if there is a raid before we get back.


Looking at the group then to the prisoners with a sad heart.

"Other prisoners? Sure." He trails off as he looks toward the village center not wanting to say what he knows to be the most likely scenario.

"M' mates, several others I didnah recognize." He shudders "Men, Women, Children. From the surrounding area I assume. We were a cargo ship. Not meant for war. They took us by surprise. Pretending to be passengers they over took us in the night." He looks imploringly.

"Not to be ungrateful but we cannah sit here much longer. They do not have regular rotations. Its very random so we never could figure out when they were gonna shows up. Please, please get these people to safety and Ill tell you everything"

He trails off then looks at Axel suddenly alarmed.

"Raid? What raid? You do nah intend to send these people from one dangerous situation to another do ye?"His pain addled mind jumps to the worst possible conclusion and his eyes narrow.

Using the what seems immense effort for him he stands up to his full height and looks down upon the (human?)man. Then back to Zarine

"Ifin this is some sort of trick I swear I've seen enough death of these innocent people. Imma nah sure what ye people want with me, but leave them outta this. Whatever sort of ritual you folk have going on down there. THIS, is a new low..pretendin to be rescue tah get information...low, dirty, dispickable" He balls his fists gritting his teeth

"I dun tol ye once. I dunno where the captain was going. I am just a SAILOR.. git it through yer damn skulls. When you burnt the ship the capt'ns log went with it. We were a MERCHANT CARGO ship. We didna have any art facts, books, or priests on board.!" He speaks loudly assuming this to be a ruse with the assumption that these 'rescuers' are just part of another act like when he was taken prisoner in the first place

He readies his fists for a fight and glares at the party "I may get 'nother beatin. But, this time Ill make ye kill me. Ima dun watchin and hearin these good people die"


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)

I was trying to wait for the DM to add in what was up with the other prisoners so we could proceed to the main mission. I think endangering our mission and threatening a party vs. party fight is a super bad idea right here, but I suppose you have to play your character. I hope we survive it.

Zarine looks disbelievingly at the obviously crazy elf and draws her foil.

Silence! she says as loudly as she dares... definitely not as loudly as the elf has been talking.

Hans, this elf is clearly insane and endangering our mission. We don't have time for this, and he is going to get us all killed along with the other prisoners. Please tie and gag him so that we can get all of these poor prisoners to safety.

If he shuts up and they are able to subdue him, then she says

Yeah, Axel, I guess that is the best idea. I was really, really hoping they could wait and hide quietly while we got the boundary down, but I suppose someone is going to have to row them back across, which is unfortunate because getting up that bank is tough already. Having to do it multiple times in the same night is going to be challenging. But it is what it is. I don't see any other choice but to get the loudmouth out of here... row him across, have the village hold him somewhere safely for now. I guess we'll have to deal with him later, and see if there is any sanity left. Be careful of the goats. We'll have to proceed without you, but we'll meet you back on the shore as soon as we can.

If the man attacks them, she will defend the party and the other prisoners, trying to leave him alive, but silencing him so that he doesn't get them all killed is her top priority.


while i completely agree. he sadly has no context to what is going on.. insane or not its been along few months for our 'clearly insane' elf :)

eyeing the weapon. he quiets a bit and stands his ground. obviously it doesnt take much to have someone declare a person insane and actually worth killing. he sighs and holds out his hands wrists together

"fine.. ye win. i cannah fight you even if i wanted to. but i ask you this? who is insane enough to have four people in a rowboat to save goddess knows how many prisoners?"

he points to magda. "were ye going to have the lass sit on someones lap like a wee child?"

he drops to his knees allowing them to bind him."might i also point out. as for sanity... who is holding the weapons against an unarmed prisoner? yer story makes no sense. so, either your a liar.. or a fool. i guess though, my life is yers either way."


sorry in advance for the double post. phone died

He closes his eyes and sighs deeply. concentrating ln his breath.

"ok.. so let me try again to get through to you. first ignoring me and disregarding my words will get us all killed. do NOT try to leave the island. i repeat. there is an evil here that MUST be destroyed. they dont care if you escape the huts. the fog swallows you up and you end up right back here. Hespeth succeeded and was beaten and thrown back in with us. told us he even got to the waters edge. then the fog ate him up and spat him back out near a guard. they killed him next day. so im stuck here on an island that nobody can leave. no one seems to be able to find. you found us just fine in that rowboat of yours. perhaps you have a wizard or priest with you on your magic rowboat? he looks at you all seriously

"you mentioned raids. they bring 2-4 new people here every week. strip us down and 'issue' us these rags. Notice they are all the same? white? tattered? torn? i assume these are important to the sacrifice in some way. i heard some talk of saving the best for last. i assume they need elven blood to finish whatever they are doing here."

he stares deep into Zarines eyes.

"now. insanity? yeah maybe a bit. being left to rot for a few months while they kill and feed your friends to you will do that. dont believe me? notice ive been here for months but there are still goats? beaten every time j try to escape and reminded that its because im pretty that they keep me. then you show up to an island that nobody else can seem go find. in a row boat while looking for survivors of the local raids. which i assume is the raids you were referring to. seven of us right now. yesterday it would have been 12. day before it would have been 20. then your going to tell me we are just going to sneak off? seems a little easy doesnt it? now its your turn. tell me i have no reason to think this all suspicious?


hey guys. can we kick over to discussion before you answer this post please?


Warhammer Game Notes & Maps

The two other captives are in shock at first, but come around as they begin to realize that they are being rescued. They are both adult humans, a male & female and both say that they only arrived in the lockup recently.

They don't know anything about the boundary magic.

I'm not sure where the malnourished bit came from. I might have described them that way to Calph at one point, but you are right that they probably haven't been there long enough for that particular malady to set in. They have been handled roughly and went through a traumatic experience.

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