GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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Warhammer Game Notes & Maps

As Zarine laid out her demands of the ghosts, Klara's eyes begin to deepen to an alarming, dark red and for just a moment you imagine that she is on the edge of unleashing a murderous scream. The moment passes however, and she abruptly returns to form. "I shall see to the safety of those you freed myself," she assures you. "If there are others to save in this place, you must find them yourself."

She quickly flies away, seeming to wave or perhaps swim through the air to the east. Shade chuckles as she goes. "That was magnificent! That's the closest Our Proper Lady has come to losing her composure I've ever seen! Grand stuff. She must be on edge, so close to the blood of those who robbed us of our own. Ah, but the songs of the dying are enough for me." Shade seems very happy.

The ghostly figure shrugs as he watches her go. "We're all broken. Deeply so. Missing something important. She'll do as she says, though, that one. Can't say I'd do the same..."

As you converse, you see the first of the skeletons and zombies shambling up from the river in the direction of the pirate settlement. The ghosts that arrived first are largely terrorizing the pirates. When their more corporeal allies arrive, the slaughter will begin in earnest.

There is time to get involved if you want. I can imagine something like chasing after Klara, searching the buildings for other survivors or attacking the pirates yourself. Or you can stay where you are and allow the dead to see to their own work.


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

We must move quickly M’lady!, he says darting towards the village in a mad dash search for prisoners, trying to weave in and out of the mobs of the walking dead.


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 goes with Axel, searching for any prisoners that need to be saved from the undead swarm.


Warhammer Game Notes & Maps

You rush back into the village, which has fallen into chaos. Some pirates attempt to swing their swords uselessly at the ghosts while others rush about screaming in terror.

Just to the north of the desecrated chapel of Morr, you see a group of around ten pirates that are rallying to their apparent leader. "To me! We make for the ship!" he cries.

Added a picture of the pirate leader to the maps & notes section. Likely, only our elves can make out that much detail at this distance.

Another group of pirates is attempting to hole up in one of the barrack buildings. Among buildings you haven't yet explored, there are the two barracks buildings (one of which is occupied by pirate defenders right now), an oval-ish building that you saw a light in earlier and a variety of small shacks scattered around the settlement, likely living spaces for individual pirates. You don't see any buildings that look like the lockup that you found prisoners in before.

Simple Very Difficult (-30) Perception:
Interspersed with the screaming and shouts, you hear the sound of crying coming from buildings to the east of the settlement, either from the oval-ish cabin or one of the small shacks.


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 (55-30 for very difficult=25): 1d100 ⇒ 14

Zarine turns to Axel (and anyone else that is coming with them) and tells them

I hear crying. Can't tell if it is coming from that oval-ish cabin or from one of those small shacks. We need to find out. This way!

Then she dashes off to get closer to the ovalish building, which seems like the most likely option. Her goal is to find out where the crying is coming from, and to hopefully render aid to any non-pirates (or I guess even to one of them depending on the situation, but most likely we are letting them die).


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

Yes M’lady!, he yells, too filled with adrenaline to be the pissing himself scared that he should be.


Warhammer Game Notes & Maps

Zarine and Axel (and maybe others) rush toward the oval-ish building, skirting around the edges of sporadic conflict between the ghosts and pirates as they go. As you do, the gathered pirates to the north begin to rush toward the path toward the riverside, seeking to break through the approaching cordon of undead.

The southern door to the building is open, and you rush in to a room that is cozily set up by the standards of such a rural settlement. A rocking chair covered by a worn, tasseled quilt sits next to a desk and chair covered with books as well as a quill and pen. A small fire crackles merrily in the room's hearth. A short hallway to the north bears doors to the north and east. The sound of crying is more audible here, coming from the hallway.

Moving further into the building, the eastern door opens into a comfortable bedroom with a single shuttered window to the east of the room. Through the northern door you find another bedroom, much smaller in size with a northern window. The sound of crying leads you to find a young boy beneath the bed, crying under the bed. "Daddy, where are you?"


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 crouches down to talk to the boy.

Hi. I'm Zarine. Why don't you come with me, and maybe we can find your dad, okay?

She isn't sure if the kid's father is a pirate or if he was stolen from another settlement, but either way, it's a child, and she isn't going to let him be killed by the 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 will take him M’lady… if he will come to find Daddy that is, and am used to toting burdens around… he would be light in my arms, he says, also on the same page. But let us make haste, time is short and there are other buildings.


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 nods at Axel, not concerned about who the boy will come to, only worried about whether he will come at all so they can save his life.

(If he is willing to come with them without coercion, then she keeps searching for more people to save. If not, they might have to take a little more time trying to calm him down, because she isn't willing to leave him behind to be killed.)


sorry im late to this one.

Calph would have regarded the ghosts with curiosity since there was dialogue almost immediately. That, and while uncommon, you do see all sorts of weirdness along the river, spirts, strange lights, the occasional undead. This is where ghost stories come from after all. while afraid and tentatively holding his own. This Zarine and her companions is quite extraordinary and he would wait to see if conflict ensued.

Calph follows behind the others muttering prayers to the gods while keeping his eyes down. The ghostly lady boring her eyes into his skull unnerves him and he wants to not anger them (further).

perception 44 (hard-30): 1d100 - 30 ⇒ (44) - 30 = 14

(NICE!! BOUT TIME!)

Hearing the crying also he nods to Zarine as he follows behind. As he looks up and hears the rallying cry he grits his teeth angry.

Not on me watch matey.. not today you dont.

He mutters under his breath then stands and points to the rallying cry as he moves away from the others slightly letting them deal with the child while he glares at the pirate commander. keeping an eye on them so that they aren't lost to him in the chaos.

Pointing and seething with anger not having more than a dagger at this range, but fully willing to let the undead and their fury be his own in this moment.

Spirits! THERE! THERE IS YOUR HATED RIVAL!! after directing the undead to the rallying cries of the captain he will return to Zarines side. Patiently waiting for the child to be taken care of before speaking to her and explain his actions.

"sorry m'lady, I need closure on this chapter. I am better now and willing to serve." he bows low. I am but a sailer upon these waters, my name is Calph, my surname is na important but i will serve alongside you as promised.

Seeing the child and the trepidation in his eyes he tears a bit of his shirt and using the boot laces he had from earlier he will make a poppet and hand it to axel.

its not the finest toy, but perhaps a poppet?


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

Great to see ya back

Axel takes the trinket, hoping it helps.


Warhammer Game Notes & Maps

It takes some time to coax the boy out from under his bed. The sounds of the marauding undead outside aren't helpful. At one point, a pair of skeletons burst through the door but withdraw after seeing you. You manage to get the boy to tell you his name, Konrad Links.

You don't have a way to gauge whether the boy is truly a blood relation of the seeming pirate captain, but the boy clearly believes that the man is his father.

Making some assumptions here to move things along. Does anyone stay behind with Konrad when you exit? You could take him with you I guess...

Leaving the oval-ish building, you see the skeletons and zombies departing the village, their bloody work done. A few of them give you a single, unsteady nod as you go. The ghosts perform a brightly multi-colored circuit around you before swarming up into the night sky, and then back down as they pass through the entrance and exit of the temple of Morr, completing their cycle in life as they fade into the darkness.

Soon, only Klara and Shade remain. The pair of prisoners you rescued earlier stumble into the village, looking thoroughly dazed.

Klara speaks first. "I will not stay long. It is a wondrous thing to be free again. I offer you my thanks and the thanks of all those you have saved this night."


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

Main thing is seeing if we can find that missing girl from the village! I don’t care about the sins of the father but I do want to get that girl if possible


Warhammer Game Notes & Maps

Her name was Hildegard. Do you want to revise Axel's actions to have him continue looking for her instead of working with Konrad?


Reiklander Male Fate 3 | Fortune 2 | Resilience 1 | Resolve 1 Wounds 19/(19) Rogue. Career: Witch/Hexer Moving to Apprentice Wizard
GM Netherpongo wrote:
Her name was Hildegard. Do you want to revise Axel's actions to have him continue looking for her instead of working with Konrad?

Can’t I grab the son of the dread pirate roberts and with Calph and Zarine, go running hut to hut and house to house yelling for Hildegard? If Luffy doesn’t want to come, I can’t force him, I’m which case I am going door to door like a missionary on meth with a deadline


Warhammer Game Notes & Maps

Coaxing him out takes longer than that. To accomplish what you are trying to do, you could either forcibly haul Konrad out of his hole & haul him around the village with you or split up, leaving others to work with Konrad while you look for Hildegard (or others). So long as the undead aren't a threat, it isn't too dangerous in the village now as all the pirates not yet dead are focused on themselves.


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

Will give it a day for the others to chime in


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

I wonder if we have done a good thing. Of course, freeing the captives was the thing to be done, but using vengeful ghosts might weight on our souls.

She shakes her head, as if to shake off the memories of the night

?othing I studied in the medical school prepared me for that


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)

Agree that we need to find the girl if at all possible. Let's take Konrad with us and keep looking. The other thing I am curious about that wasn't in the writeup... did any of the pirates get away to their ship, or were they all defeated? If they were defeated, then perhaps we have a ship to recover as well. And there is probably some loot around here as well.

I want to respond to Klara as well, but we should probably resolve the Hildegard question first... I'll just put in a question to her below and respond to Magda, but agree with Axel that we should find any other survivors. I didn't mean to say I would just sit there with Konrad all day, only that I wanted to treat him gently rather than making him scared of us.

Zarine runs with Axel (and any others) yelling for Hildegard and any other of the pirates' victims.

____

To Klara, Zarine says Thank you for letting us know of the horrible predations and murders that were happening, and allowing us to help. I further greatly thank you for sparing the innocent, though it seemed difficult for you. One last question. Do you know whether any of them got to their ship and got away? I know I saw some of them rallying to try that.

To Magda, Zarine responds

I doubt that the gods will blame us for helping the offended ruin those that harmed them, and thus prevent it from happening to others. It was simple justice. I only worry that we might have missed some prisoners. If we did, it is ultimately the fault of the pirates that took them in the first place, but still I worry that we could have done more.


Warhammer Game Notes & Maps

Despite your efforts, you find no trace of Hildegard or other survivors. If there were other innocents on the island, they were swept up in the massacre.

Klara frowns as she answers Zarine's question. "There were some pirates that escaped from the island, taking their ship with them. It is strange...earlier that idea would have enraged me but now I feel nothing. It seems their fate must remain a matter for the living."

"Now I must go to find my betrothed. I think his name was...well, I will find out. If you ever visit my home, place a flower for me."

With that, Klara drifts into the distance. As she does, the sun peeks over the horizon just above her path and the ghost is gone.

Shade grins at you. Perhaps. It's hard to tell. "Not too bad for a night's work! I'm feeling much better about everything now. Not so tied down, either. You know, I might just stick around for a bit. Have some fun. Had enough of this river, though. Time to see the sights! Never know, I might bump into you all again sometimes!"

He turns around, but looks over his shoulder before departing. "Give my regards to our ancient friend. I don't see them around just now but I expect you haven't seen the last of them."

He zig-zags into the darkness. You are left alone with those you rescued on the island as the sun slowly continues to rise. Your sense of time seems addled. Have you really been on the island long enough for the entire night to pass? If not, that is perhaps the least strange event that transpired.


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

Axel breathes a sad sigh of relief in the aftermath.

In a real way, despite not having used magic in the affair, he had seen it, albeit of a dark and vengeful sort. He would remember the power of necromancy until the day he died.

He was saddened by the lack of other survivors. It was the futility of it all that drove him to nearly weep. They’d risked much, lost their earlier passage and still the only thing gained was the peace of those who were kept briefly from Morr.

M’lady we still need a boat to stop by here for passage down river. And I’m afraid that will require money. Dare we search the now empty pirate camp in the light of day for some coin and such? I don’t really care that much for money but I believe we are going to need it… and maybe this small outpost will as well. A 50-50 split will help us both.


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 bids farewell to Klara, and is worried about Slade's last words, but her heart slows to a more normal pace as the ghosts move away.

She was disappointed that they hadn't found any other survivors, and it was possible that the boy's father had escaped, although leaving your boy behind and the fact that he was a pirate and worshipped an evil deity didn't make him much of a father, but it was for the boy to learn to deal with that as he grew.

When Axel speaks, she shakes herself, knowing that they couldn't just stand there, and she responds:

Yes, Axel, good idea. Now that we know there are no other survivors and the ghosts have retired, let's do some looting. The dead don't need the trappings of life, and I doubt that the few living will be back anytime soon; nor do they deserve the wealth that they gained from murder. Gather up anything useful that you see, and anything that we don't need we can take to the small settlement that we visited yesterday.

We can also make the overland journey. We don't necessarily need a boat. I worry that the crew of the last one may have spread rumors about you. Be careful of the boy.

Zarine starts searching the little huts and any bodies they come across (are there bodies?) for cash, weapons, jewelry, and other valuables. She also takes clothing and other necessities for Calph and the other recently freed prisoners and for the small boy if they are to be had.


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Warhammer Game Notes & Maps

GM Stuff:
Brass Pennies: 96d10 ⇒ (2, 8, 10, 10, 8, 6, 1, 1, 8, 6, 2, 7, 8, 2, 10, 10, 6, 3, 9, 10, 3, 5, 7, 2, 5, 9, 5, 7, 2, 1, 2, 7, 9, 8, 5, 7, 3, 10, 5, 7, 7, 2, 3, 3, 6, 1, 9, 2, 8, 10, 7, 7, 5, 1, 3, 8, 2, 6, 8, 2, 5, 9, 5, 6, 4, 2, 1, 9, 5, 4, 9, 10, 9, 9, 8, 1, 9, 2, 5, 5, 4, 5, 3, 1, 2, 7, 1, 6, 6, 3, 1, 7, 8, 6, 5, 4) = 522

The bodies of the slain, both pirate and a small number of the undead, are scattered around the island where they fell. On the bodies of the pirates you find twenty-four hand weapons and leather jacks, many of which are in poor condition. The combined total of loose coin held by the dead pirates is 9 silver shillings & 414 brass pennies. The former shrine of Morr also has a large number of knives, daggers and other cutting instruments hanging on the walls, but most of these are in even worse conditions than the weapons the pirates used. You can likely sell them for something.

You also find some food in the living quarters of the pirates. It seems that they largely lived off what they took, and they have no long term storage.

It's enough to share with the Oberhauser farmstead & provision you while you are on the island as well as your journey back to Grunberg, if you find river passage.

In the Links cabin you find a diary, a locked strongbox, a compass, a dose of faxtoryll, two vitality draughts and five books, two of which are of particular interest. One book is titled Under the Knife by Egmont Lissauer & Hugo Goldfeld and is an examination of surgical techniques. The other is titled Arts and Principles of the Amber Wind by Roald Staffel. The book appears to be only mostly complete and details the author's understanding of the wind of Ghur.

* I haven't detailed the diary yet and will try to get to that.
* Under the Knife can grant +1 SL to successful tests with the Surgery talent
* Arts and Principles of the Amber Wind can be used to grant access to one instance of the talent Witch! (for Ghur spells only - no Resilience needed) or one instance of the talents Aethyric Attunement or Detect Artefact. The appropriate wizard college would likely be interested in the book if you wanted to turn it into them.
* the remaining books are a religious book for the Cult of Sigmar, another for the Cult of Rhya and a book on engineering

Make a Difficult (-10) Perception test. Also, we have two locks that you can try to work on, though it might be hopeless without the appropriate tools. The first is the lock on the storage room. The second is for the strongbox you found in the Links cabin. Breaking the storage building lock with a big rock is likely possible. Doing the same with the lockbox would likely require smashing the chest itself, which might not be a good idea depending on the contents.

Finishing your journey to Grunberg by land is likely not impossible, but there aren't any roads here and the forests surrounding the area are dangerous. The captain of the Flatbottom did give you some money to help pay for passage the rest of the way. Rumors aren't likely to be a cause of concern until you return to town, unless the crew went out of their way to stop ships passing upstream.


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

Moving to discussion


Warhammer Game Notes & Maps

Working off the plans in Discussion

After battering away at the chain & lock on the single remaining unexplored building in the settlement, you manage to knock the lock off and obtain entrance.

Inside, you find some firewood as well as a collection of the pirate gang's ill-gotten gains. There are twelve unmarked barrels filled with coal, 4 barrels containing rifle ammunition and powder that are marked for delivery to the Ubersreik State Army (care of the First Kemperbad Grain Exchange) and nine large bags of wheat that are marked & owned by the First Kemperbad Grain Exchange. A tenth sack of grain took on too much moisture and spoiled. You also locate a set of tools for carpentry, a storm lantern (filled with oil) and a finely made rapier.

In the light of day, you can also explore the island more thoroughly. Aside from some scrub plants along with wild geese & goats, you find the docks the pirates must have tied their ship at the end of the path descending north of the settlement to the shore. A healthy length of rope remains on the dock, though it is severely frayed from the pirates' frantic escape.

Gathering your findings (there is too much to take with you right now), you find your boat still resting against the shoreline where you beached it earlier. You row the boat back to the Oberhauser farm, where you find Wieland sitting on the short dock, seemingly waiting for you. He waves as you approach.

"Figured you'd done something out there now that the island is back. Did you get your pirates?" he asks?

The rowboat also doesn't hold everyone now, and the captives you've rescued don't look eager to be left alone on the island. It isn't terribly important who goes and who stays behind at first, though.


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

I’m willing to stay behind M’lady. I have seen things… that need much thought, and to steel myself for future studies. I think our villagers will see a fatter season with much of the foodstuffs,


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 Check (55-10 Difficult=45): 1d100 ⇒ 23

(That's from the previous DM post which I hadn't responded to yet because we were discussing what to do.)

Sounds good Axel. Gather up some other things for our next trip. Maybe see if you can salvage some of that rope.

Zarine claims the fine rapier. She takes the former prisoners over to the small village.

She responds to Wieland We did, at least mostly. This group are the only people we could find that they were holding prisoner, and this boy was left behind as well. His father was one of the pirates, and was possibly one of the ones who got away, escaping from the Northern dock. We also found some good trade goods over there... not sure if you want to risk the wrath of the remaining pirates by accepting some of it in return for your help, but there are several barrels of coal that might be useful, all number of poor weapons that might be able to be sold or repaired, and several bags with ammunition and grain marked as belonging to the First Kemperbad Grain Exchange, which you could either use, or perhaps return for a possible reward if you prefer. Not sure if they have been looking for it, or have written it off as lost to piracy.

We'd also be obliged if we could borrow a crowbar to get into a lockbox that we found. There might be more that we could share in there.

... I also need to borrow the rowboat for just a bit longer to bring back the rest of my people. I am not sure how long it will be safe over there, as the few pirates that escaped might come back to assess the damage and try to re-establish themselves.


Warhammer Game Notes & Maps

Perception test results

As you search through the Links cabin, Zarine notices a false wall on one side of the building, and inside a panel you locate a wadded-up wedding dress made with extremely fine materials, an outfit of courtly garb, a silver hair spike set with two emeralds and a silver brooch in the shape of a flower, set with a large moonstone.

----

Later with Wieland

"I've got plenty of wrath for these folk of my own. We've no need to worry about them if you've thinned the herd. Folk like that aren't likely to return anytime soon if they've been routed off like you suggest."

"Why don't I join you on your return trip and we'll see what we can figure out?"

As a reminder, you told Wieland about the ghostly angle of the expedition earlier. He's very likely to figure that you didn't kill all the pirates yourselves. I'd assume there's no argument with taking Wieland over, so he accompanies you with one of the men from his farmstead.

After taking a look around, Wieland states matter-of-factly that they'll have to do something with all of the corpses on the island before carrion becomes too much of a problem. He looks at the strongbox but decides that any tools he has wouldn't be appropriate for it. He'd be happy to share some of the trade goods, but there's too much of it for his farmstead and suggests that you flag down a barge and take the majority of the trade goods with you for sale (or returning to the owners) elsewhere.

After examining the ruined temple of Morr, Wieland looks over the area with a thoughtful gaze. "It's a shame what's happened here. The bones of the place look solid enough, though. It'd take a lot of work, but I could see someone setting up a nice home in this spot."

* It's completely at your option rather than a plan for the campaign, but this island could be turned into a base of sorts for the party.
* The strongbox is small enough that it could be carried as an item of 3 Encumbrance. I believe Calph has the Pick Locks. He'd have a hard time of opening the chest right now, but if you get some lockpicks for him, opening the box shouldn't be a big problem.
* Added a map of the island to the maps & notes section. I shifted the buildings around to suit my purpose during your original exploration, so there will be some discrepencies.


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)

As Zarine finds the treasure behind the false wall, she admires the wedding dress, but wonders where it came from. Had this perhaps been Klara's? She takes the items and writes a note to herself to find out the rest of the story if possible.

In talking to Weiland, she says

That's an excellent idea. Perhaps we will set up a base here. I have some ideas.

She takes some time to get the trade goods to the northern dock where they can hail a riverboat when they are ready, she talks to Weiland about helping to take care of the corpses and also about whether he has the time to help cleanse the temple before they come back, and if there is something his community needs that they can attempt to obtain in return for their help.

She also sits down with the former prisoners, including Calph and the boy, to find out what they want to do. I assume that Calph wants to come with us, and I think he has expressed that previously, but this is a chance to explain your future needs if you like. The other two former prisoners and the boy are a different matter though, and she wants to know what their desires are, to see if it is something she can grant. She specifically asks the boy about his mother, hoping that she is alive somewhere and he can be returned to her rather than trying to chase down and perhaps end up killing his father.

Taking the lockbox with us.
Noting that Zarine intends to take time to read the diary and the other books as she has time throughout the campaign. She isn't claiming them, but unless someone else keeps her from one of them, she just assumes that they are shared resources and she can read them too.


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

Assuming Zarine tells me what the books are

That such a thing exists? This book is a treasure above all to one such as I who wishes to study the ’Mysteries’! I wish I could read! It’s so frustrating!

He pauses and thinks.

I don’t know how to put this M’lady. I have not the words so I will just speak the words in my heart. Such a treasure might buy my entry into one of the Empires magical academies, otherwise I hear the favours needed and funds needed are punishingly expensive and heavy to be bourne. I know the others also get a voice, and I respect such but…. When the time comes, could we trade that book for my training?


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)

If we must, Axel, but perhaps it is a book that you could learn from, and if so we don't want to lose it before giving you a chance to learn from it. When we camp later, let's work on teaching you to read, using that book. That seems like sufficient motivation, does it not?

Also, what if we stopped here long enough to cleanse that church and make sure some of the cabins were livable? This could be our base of operations, and we could teach each other a few things... perhaps I could teach all of you some noble etiquette in case we end up in a situation that requires it, and you could teach me how to more effectively interface in human society... and anyone who wants to learn to read and write any languages that I know, I could help with that as well.

We couldn't stop completely for too long, both because we all have other goals, and because my mother expects me to be seen, but she also wants me to learn how to get along with other peoples, and you could teach me much of that. I mean, you have already, but there is much more I probably don't know of humans... and I am concerned that the school will expect you to be able to read.


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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

Axel looks around the site dubiously.

Its not much of a spot… and quite out of the way, he hedges before brightening. But it is on the river and we could set it up as a rest waypoint!.

He looks around again.

Gonna take a lot of time and work through… much like my learning to read I expect.


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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

Magda was already caught of in the book of surgery.

Some place to rest in, study and learn would be welcome. I agree. This book is fascinating, I've heard about it but never got the chance to read it.


Calph very much wants to go with you all. He feels a measure of indebtedness at being rescued. He doesn't just want to assume you all will take him on as a part of your party though.

Calph looks about at the carnage.

Aye, we could set up shop here. Goats, housing, a dock, a temple of Moor. Good bones says he, Small serfdom says I. Eh Zarine? I can stay behind for this trip, and you can come back for me. Ill clean up a bit. Burn the bodies, pray to the gods, maybe even get that barracks repaired using some of the other buildings in the area so that we have a right proper lodge to start with. That is of course assuming you will have me along with yas for the long term? What say ye?

he says with a good natured smile.

As fer the treasure... He taps Axel and hands him back his knife. Thank ye fer this. Ill see if I can find any serviceable daggers from the pirates gear. Ifn Yall doonah mind Id like to take a leather jack as well. Some armor might be useful iffn we continue to see combat. Zarine, that rapier we found in the closet is of good quality. Might be an upgrade to your foil? He looks over the dock area.

Tis ashame they got away with the ship. Perhaps oneday we might own our own. He sighs as he looks over the horizon.

if no one minds, Id like to get a couple of serviceable daggers, a leather armor (i assume thats what a leather jack is), some reasonably intact clothing and the carpenters tools if I can? I also suggest turning the spoiled grain into compost. There are goats so there must be fertile soil. We could grow food to help ease our costs of rations. Potatoes, carrots and other root veg dont take much babysitting.


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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

Axel will help the elf sailor with his refitting efforts, figuring there isn’t any difference between Zarine and Calph apart from social class and his patron would like him to help one of her own.


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 already claimed the rapier in a post above, so not redoing that here, but if anyone can use a foil, happy to pass that on.

That's fine, Calph, there is plenty of armor for everyone that wants some, and you are welcome to come along with us. Once we get everyone ferried over to the mainland that wants to go, I think we will stay here and get some things done... at least enough that we have a place to come back to. ... There are also other hand weapons here, if you find something else you can use. Just check the quality carefully, a lot of the weapons seem to be poor quality.

Zarine searches through the leather garb for undamaged pieces that she can use as armor as well. She probably isn't going to wear it normally, since it isn't high quality although I don't see anything in the book about high quality elven armor, even though theoretically it has to exist--?, but if they get into a situation where they are specifically going monster hunting (like that aborted attempt a while back where we all ran), then she might want some extra protection.

Since there are 24 leather jacks, probably enough to let everyone have some, if anyone doesn't have some and wants it.


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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

Leather jacks for the villagers too. Wouldn’t hurt to have the core of a village militia outfitted from this. At the moment it’s every villager is a militia member is all


Warhammer Game Notes & Maps

Some miscellany first:

Is the idea to stay on the island for a few days, straightening things up? I can imagine doing what you can to sort out the temple, burying or burning the bodies (or just dumping them in the river) and taking stock of the gardens & livestock as general tasks. My assumption is that you'll eventually want to fetch a river ride back to Grunberg. The captain of the Flatbottom left you with enough coin for that.

I don't think I mentioned it before, but the pirates were maintaining some vegetable patches.

After you sort through them, you find that you have seventeen Hand Weapons in decent condition, six with one Flaw (it likely doesn't matter which) and one with three Flaws that is likely better as scrap metal. The leather armors are worse for wear, but ten are in normal condition, while twelve others have one Flaw and two have two Flaws. That's more than enough to outfit yourselves and share tack with the Oberhausers, with some left over to sell. Leather Jacks are armor for the arms and body locations (see page 300).

There's no specific elven armors, but if you want higher quality 'elven' armor, you can add on some Qualities and search for that. The rarity would increase as well & be harder to find, but that's normal for specialty goods.

I didn't include a knife/dagger in the treasure, but Calph can have one.


Warhammer Game Notes & Maps

Zarine and Magda eventually find some time to settle in and go over the pirate captain's diary.

There are far more entries than I list here, but the most notable ones are below.

First selection:
I am a fool. All my life, I have killed for the emptiness of reasons. A crust of bread, a bit of wine, a silent tongue, a soft bed, a bit of coin. None of it gave my heart any solace. Not once have I felt satisfied in my life. But now, for the first time I feel whole! Praise be to Khaine the Bloody-Handed for His gaze is upon me!

Second selection:
My name is Meinard Links. I am the son of Bloody Klaas, by the word of my mother and the first of my consecrations to Khaine. I left home at the age of fifteen and saw after myself since that time. I supported myself with the blade, as killing is both easy and profitable along the river if one is careful to pick their marks. In my hubris, I thought myself invincible in those early days.

That was when the Lord of the Skull found me--the fool never told me his name--and introduced me to Khaine's mighty blessings. I had killed before, but never had I felt so alive as when I plunged my knife into the heart of the soldier and dedicated his soul and mine to our god.

I served under the Lord of the Skull for months. Given our devotion it should not come as a surprised that our thoughts soon turned to the murder of the other. He was a timid man, never truly ready to commit--there is a clear line between prudence and cowardice. In a bid to tame me, the Lord of the Skull revealed his secrets to me. He likely thought I would be awed by his story of taking the head of Bloody Klaas and converting it to a holy relic of Khaine. This was his final mistake, for he remained unaware that I am the true heir of the powers he laid claim to. The irony is almost as pleasing as the sight of the old man's blood was on my hands.

Having taken on the mantle of Khaine's chosen, I followed omens until I came to the island of my present home. There I found a shrine of Morr, abandoned and overgrown. I knew then that Khaine was demanding that I take possession of the shrine, for my lord is the true master of death.

Third selection:
Having spent the last months delving into the secrets of my father's skull, I feel now that I have grasped the full extent of the Bloody-handed blessings bestowed on my family line. In order to retain Khaine's favor, the skull must be anointed in the blood of the innocent every day. I will need help if I am to gather the number of souls that the relic demands as sacrifice--surely there are wreckers about who could be persuaded with a sufficient show of my power. Once blessed, the skull's protection extends to the boundaries demarked by further lettings of blood from the sacrifice. I have clearly seen ships sailing through my island, once blessed so it must be no matter as simple as obscuring the warded area from observation.

The jawbone of the skull has power as well, though not as great as father's skull. The area it can ward is smaller, though large enough to bless a proper vessel, and it only wards from observation. A small boat I blessed was able to collide with another ship which I approached unseen. The blessings bestowed on my family are truly great, as this will facilitate my plans to further Khaine's glory in this land. A surly crew of wreckers will easily slaughter even river patrols if they are able to collide with their ship while yet unseen. I expect a harvest unlike any I have yet seen.

Fourth selection:
My men have brought me word that a whore from Wissenland claims to have fathered my child and demands that I take responsibility for herself and her spawn. Such a farce is obviously not worthy of attention.

Fifth selection:
It should come as no surprise that men pledged to Khaine should plot upon the life of those above them--I did no less to the Lord of the Skull. One of my crew convinced some of his fellow swamp rats to join him in taking my life. After I carved a line through the fool's throat, I sacrificed the others in mighty thanks to our god and invoked his seventeen names. There is truly no comparison between a pretender and the true line of the Skull.

I've told the rest that the Skull's power lies only with those of the blood of Bloody Klaas running in their veins. 'Tis untrue, as the Lord of the Skull made use of it before I, but it should keep mutiny further from the minds of the men.

Sixth selection:
When I returned from a raid today, I found a messenger waiting for me at the door of my cabin. I still don't understand how he passed through Khaine's warding. He claimed to call from a river gang I'd not heard of--the Redblades—and proposed an alliance. I received an omen from the Lord of Murder warning me not to treat with the creature and sent him away. I hope I never see his like again.


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

Given we aren’t on a schedule, I’m all for taking a week to help the villagers and bury pirate bodies… makes good fertiliser, and move the villagers from their dock locale to the better village. We might even want to think about bringing in 2-3 new families as “settlers” with the promise of a free house etc, but that’s big picture and probably should be discussed with the villagers before we go giving away land… after that we can flag down a ride. I’m all for taking the crappy flawed stuff to sell living the good stuff for the party and villagers. It won’t be worth much BUT coin is coin. Speaking of which, is anyone writing down the metric crap load of coins we found? Axel never has seen that many coins in the one place before


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)

Responses to comments:

You did include knives and daggers. I searched for it when Calph mentioned it, because I didn't remember us having those, but they were on the wall of the foul temple I believe. This is the part I copied: "A large number of knives, daggers, and other cutting instruments, but most of these are in even worse conditions than the weapons the pirates used. You can likely sell them for something." ... by saying "most" I was assuming there would be a couple that were worth salvaging, but it could all just be scrap metal.

Re: Elven armor... that sounds appropriate. My only goal with asking about that is that I would like some armor without giving up being recognized as a noble. If that isn't an issue, no worries, but if it could be an issue, then I will make a goal to get some fancy armor like my people wear. :)

Yes, we want to stay on the island for a few days cleaning things up.

I did write down the coins on my sheet under "Party Loot" ... for coinage that brings us to 6 gold, 13 shillings, 414 brass pennies. If I didn't incorporate it all, let me know (that includes past amounts, but I think it was 9 shillings and 414 pennies from the pirates? I only remember seeing the amount we found on the bodies. Was there more? We haven't opened the lockbox yet.) Also, if I didn't copy down something else, let me know.

After reading the diary, Zarine is concerned that the leader is out there with an *invisible* boat and will be able to go on with his evil ways. She is also concerned about the Redblades and wonders if they are going to have to deal with them as well at some point.

Those weren't immediate concerns however, and for now she works with her group and the villagers to clean up the island, get rid of the bodies, and make sure that the place is habitable, for she intends to lay claim to the island and return here after they solve some other problems.

In the evenings she works with Axel and anyone else who cares to join, teaching him how to read.


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Warhammer Game Notes & Maps

Bookkeeping Discussion:
The coinage bit sounds right. You only found loose change in pockets & such. If you shake the lockbox, it does make some pleasant clinking sounds though. A lot of the treasure value from here is tied up in things that will take a bit of effort to convert into cash or other resources, like weapons & armor to sell as well as the coal/grain/ammunition you found.

Wieland shakes his head when Axel offers to move the farmstead to the island. "This place isn't big enough for a group like ours to farm, even if we were able to use the whole plot. No...the farm will stay where it is. If you lot settle some roots here, though, we'd be happy to have neighbors."

Difficult (-10) Insight:
You gather that Wieland has other reasons for not wanting to leave the farmstead & you can sense he is uncomfortable with the idea.

Some days pass peaceably as you clear away the remains of the pirate occupation, make some repairs, tend the gardens & otherwise straighten out the island settlement. The villagers from the Oberhauser farm row over to help when they can and offer to put you up for the nights in the farmstead. The building was formerly used as a river inn, so there are plenty of bedrooms available even with the large number of people. The farmstead has a flag they can run up on a pole to call for passing barges to stop. Any ships that come to them will want business, but should have cargo space available on their ship. No one asks about Hildegard.

The farmers do turn a cold shoulder on Konrad Links, however. While not mistreating the child, they obviously consider him connected with the pirate attack and Hildegard's death. At one point over the week, Wieland tells you to take the boy with you when you leave. "I don't trust myself with him," he grumbles.

You also get to know the pair you rescued from the pirates as well. The woman introduces herself as Margarite de la Rochelle, a Brettonian. She has golden blonde hair and hazel eyes and tells you that she was bound northward for Kalegen where she had secured a position as an actress when her ship was attacked. She seems resigned to having lost her position due to the delays involved in the pirate attack, as her work was to start immediately and she was already late in arriving.

The man is Wolfhard Rothenstein, a middle-aged man with a Nuln accent with grey eyes and light brown hair. His ship was bound northward as well, heading to Middenheim on business. His cargo went down with the ship he and Margarite were on when they were attacked by Meinard Links. He seems obviously nervous about something and admits that without his cargo he won't be able to repay his creditors.

The night before you leave, the Oberhausers offer to hold a lavish (for their circumstances) dinner for everyone.


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

The young man is happy to feast on the fruits of the river pirates illgotten gains before moving on.

The last week had been… well, restful. He was under no concern of being burned as a witch, and his Lady had been reading the books to him when she could. Thoughts and concepts that were scattered before are drawing together and somebody making sense, at least in abstract terms. He felt he was on the edge of seeing or understanding something that he should have grasped all along. And he felt hope. That book would serve, hopefully, as a way to get into training under a wizard someday soon, and without the need to sell himself into a lifetime of servitude because of crushing debt.

By the gods, he could even read a few words. He’d never felt so blessed.


Warhammer Game Notes & Maps

I had some big plan of what to do at the Oberhauser dinner at one point, but I can't think of what it would be now. So, let's move on instead...

Wolfhard asks to speak with you that evening. "I've noticed that you have some cargo to sell when you return to civilization. I would like to offer my services in selling your goods. It would help me greatly if I had even a small sum to start rebuilding my own fortunes. Would a twenty percent commission be acceptable?" he asks. "I regret that in my destitution I must beg your favor for passage to the city in either case."

"I'd ask the same, at least for passage," Margarite adds in. "I am too late for my work in Kalegen, but my family's name should carry some weight for me when I return to the city."

The next morning, the Oberhausers run up a flag on a rickety pole to call passing ships over that have an interest in doing business with them. A few hours later and two ships heading south (the wrong way) later, an Estalian captain pulls his barge over to the dock. After introductions, he tells you that he'll be able to take your party to Grunberg with him for 1/10 per head and 0/5 for each barrel or bag.

I don't think we said how much money you were left with from Captain Gotthard of the Flatbottom, but I'll say 2/4 each for Axel, Magda, Zarine and Hans (who, since he is still interested in coming back I'll assume is still here). Your group now includes those four along with Calph. Wolfhard & Margarite are asking if you can take them as far as Grunberg & you likely should bring Konrad Links with you as well. That would give you a total of eight passengers & 25 barrels & bags of cargo. You can Haggle the price if you wish (it would be normal for him to ask higher than his real price to begin with but note that a bad Haggle test can set you back), but the asked for rate would be 14/8 for the passengers (14/8) and 12/5 for cargo (12/5). The funds from Captain Gotthard are 9/4 to offset some of that.


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'd like to haggle the price, but if Hans is still with us, then he is still my bodyguard and servant, so I'll roll for him to do it instead of me since he is better at it, but I will stand there with him, so that it is clear that he is working for me.

Haggle (Hans: 45): 1d100 ⇒ 49

Hmm, that misses, but only by a little... I think it is an opposed test though, and not sure if there is anything else involved.

Zarine tells Wolfhard that she is happy to pay his way back to the city, but that fifteen percent commission on the sale of the goods seems more equitable under the circumstances.

(Is that okay?... she isn't planning to haggle since she has the upper hand here. She is just going to tell him how it is. However, I don't know what a normal percentage would be. She doesn't want to cheat him, but they just saved his life, and so she expects a highly favored/friend rate, not a normal one.)

From the profit from the sale of the items, Zarine would also want to give Margarite some money to help her get back on her feet as well, even though she didn't ask for it, and she would also hold back a share for Konrad, but not actually give it to him yet, until she figures out what to do with him. Once we know how much this costs and how much we can sell for, I would distribute to everyone in the group equally, but with those two included in the distribution (of the sold goods only, not necessarily the rest of our treasure/what is in the lockbox.) I just don't want the people we rescued to be destitute... they need something to get by on for a bit.


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Warhammer Game Notes & Maps

Wolfhard happily accepts the offer of the fifteen percent commission. He takes a look at the cargo as he takes stock of its value. "This coal is high quality," he comments as he looks it over. "I'd say you should get somewhat over a gold crown for each barrel. The going rate for the ammunition is a crown and four silver. I wouldn't expect to get much out of the wheat though. Maybe half a crown for each bag if you are lucky."

Were you intending to sell the ammunition and wheat or make an effort to return it to the owners/merchant? As a reminder, you have 12 unarmed barrels of coal, 4 marked barrels of ammunition & powder and 9 marked bags of wheat.

Let's revise how you generated your Haggle score slightly, with Zarine doing the Haggle test & Hans assisting her. That would get you to Zarine Fellowship 40 +10 assist = 50 for +1 SL. The success doesn't matter since it's opposed & no one here has talents for it, but the SL is still better.

Tacito Ramos Haggle 34: 1d100 ⇒ 37 - +0 SL and a win for the party.

The captain shrugs and his men chuckle as Zarine takes note of the empty decks of his barge. There is plenty of room for him to take new cargo and passengers on.

"Twenty and four then," he concedes. "Is the least I can do for such a lovely woman."

He's giving the price in pennies, so that reduces the price to 1/8 per passenger and 0/4 per unit of cargo. The totals then are 13/4 for the passengers and 8/4 for the cargo. Something was wrong with my math for the total cargo price earlier, which is why it dropped a lot more. So the total would be 21/8 for passage (12/4 if we adjust for the funds Captain Gotthard left you with instead).

Rules tangent:
Sidenote: I had for a long time been under the impression that losing a Haggle test raised the prices by the same amount that you would get for a win (+/-10% outside of large success or failure values). I think that's how my original GM played it. That isn't how it reads at all though. I think I got it much closer here. The merchant is expected to inflate their base price "a little" & doesn't get anything for winning the test itself--a 'win' for them is baked into the base price. The only cost for failure noted in the rules is if you fail "badly" and they distrust your coinage. That means that Haggling is a lot safer than I'd assumed before. I'll still probably go with base prices for miscellaneous purchases. Assume that larger orders will be inflated though (probably less than 10% so a party win is actually winning rather than just getting back to even).


Warhammer Game Notes & Maps

The journey back to Grunberg is slow, with Captain Ramos stopping his ship at several minor docks along the way as he seeks more cargo for his barge. Despite this, he seems to be mindful of his current passengers and never lingers long at any stop.

The weather has turned sour with a light but steady rain, and the bargemen work under sodden cloaks without talking much.

Choose one test to attempt for each player (or succeed with in the case of the final entry).

Challenging (+0) Intuition:
During the evening of the first night, you notice Margarite humming to herself. The song is a bawdy tavern tune. The words to the song would definitely not be proper for a Brettonian lady.

Hard (-20) Perception:
Around midday on the second day of travel, you notice a shape emerging from the water. Some river creature is following you.

Difficult (-10) Perception:
You wake up in the early morning hours of the first night. You can hear faint howling in the distance, though it doesn't sound like wolves and sends a shiver down your spine.

No test:
Konrad approaches you tearfully after he is supposed to be asleep during the first night. "I want my da'. When is he going to be 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)

Zarine addresses Wolfhard

We can sell the coal straight out, but maybe not the ammunition and wheat. Do you know the marking on those containers? It looks like it belongs to someone, so this will be more like restoring stolen goods.

Perhaps we can negotiate a finder's fee for recovering and returning the goods to whoever they belong to? They may already have offered a reward, and there might also be open offers out there for tracking down river pirates. If you hear anything during your negotiations, let me know. No harm in being paid, even though that isn't why we did it. Same commission rate if you find the offer and bring it to us first.
___

After being complimented so nicely, Zarine smiles at the captain and pays him.

Pretty sure I didn't add Captain Gotthart's funds to our total, so just deducting the smaller amount from group funds.

_____

Hans will try intuition

Hans Intuition (40): 1d100 ⇒ 93

Zarine will try the hard Perception, because she probably has the best chance at it.

Zarine Hard Perception (55-20=35): 1d100 ⇒ 21

Zarine notices that a river creature is following them, and she points it out to the captain.

Since that last one doesn't require a test, can we have one of the NPCs notice it for us, or could Hans test for that one after failing his first attempt?


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Warhammer Game Notes & Maps

I meant those to be flavor for the river voyage. It's not a big deal if some are missed. You can learn a bit from them, but not a big deal either way. We'll keep it to just active players. And just one per player, so no defaulting to automatic on a failed test.

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