GM Netherpongo's Warhammer Fantasy

Game Master Nathan Goodrich


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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

LMAO

Gah!, Axel exclaimed as he reeled away from the table and oncoming dwarf.


Warhammer Game Notes & Maps

Yeah, he failed a lot of Consume Alcohol tests....


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

** spoiler omitted **

The dwarf lurches out of his chair unsteadily, knocking over the chair to a table nearby as he rises to his feet. Now that you are facing him, the dwarf is obviously very drunk. "Whas...dis...Get out here!" the dwarf bellows as he staggers in your direction, waving his arms about wildly.

Ludger yells "BAR FIGHT" at the top of his lung as he stands and faces the staggering dwarf. He takes his best brawling stance assuming that there's no point in trying to calm the dwarf. Ludger does his best to look intimidating though...

Intimidate Skill (43): 1d100 ⇒ 44


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

Out for a day or two. Apologies.


Warhammer Game Notes & Maps

Better to post that in Discussion, but no problem.

"No fighting!" shouts the wench as Ludger jumps eagerly to the dwarf's ale-sodden challenge.

Dwarf Cool vs Ludger Intimidate 50: 1d100 ⇒ 41

Undeterred by either the wench or Ludger's heroic stance, the dwarf approaches, looking for a fight.

Still experimenting with initiatives. This time let's try the 1d10 +Initiative bonus +Agility bonus (not score) method.

Dwarf Initiative: 1d10 + 3 - 1 ⇒ (7) + 3 - 1 = 9


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 tries to defuse the situation before it escalate, keeping her distance from the two would-be brawlers

There is no reason to fight! except for your male vanity and too much alcohol!

Which are two usual reasons to fight, come to think about it..

initiative: 1d10 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Charm 43: 1d100 ⇒ 56


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

Ludger is joyful as the dwarf keeps coming. Nothing better than a bar brawl to make life interesting. ”Careful Doc, don’t get squished!”

Initiative: 1d10 + 3 + 3 ⇒ (9) + 3 + 3 = 15


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

Here’s an attack roll and a defense roll if needed. Ludger’s not using a weapon unless the dwarf pulls one and is Pulling His Punches so as not to cause any permanent injury even on a critical.

Attack (56): 1d100 ⇒ 28 SL +3

Defense (56): 1d100 ⇒ 19 SL +4


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

Init: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Axel seizes up the stool he is sitting on as a shield, and possibly an improvised weapon, his face a rictus of panic.


Warhammer Game Notes & Maps

Dwarf Weapon Skill 40 -30 drunk: 1d100 ⇒ 75 -6 SL

Ludger gets +9 SL on his attack, dealing 13 Wounds -4 for Toughness. Unarmed attacks are Undamaging, but the target isn't wearing armor.

The ale-sodden dwarf staggers forward, lending even more power to Ludger's punch as it lands in the dwarf's thick side. The dwarf swings back at Ludger, but the blow is robbed of any real force and the able dock worker is easily able to avoid it. He couldn't beat +4 SL no matter what he rolled, even if he got 5 or less for an auto-success.

Dwarf Willpower 50: 1d100 ⇒ 14

The force of the dwarf's swing throws him to one knee, and he seems to come out of his drunken fury.

This doesn't seem much like the bar fight Ludger was hoping for.

The tavern wench runs to the dwarf's side. "Khedrun!" she calls out as she checks him over briefly before turning on Ludger. "You! Get out! And take your filthy friends with you! We don't have fighting here..."

Her anger seems to slough away as she falls to her knees and begins wailing profusely.

Easy Intuition (+40) Test:
You haven't seen a barkeep yet, or anyone managing the tavern other than this woman. If anyone else was helping to manage the place, this commotion would have gotten their attention.

Average Intuition (+20) Test (separate from the Easy test above):
The tavern wench isn't crying over the recent 'bar fight'. He reaction is far overblown for that.

The older man at the corner of the room is gathering his books off the table.


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

Intuition (36) +40: 1d100 ⇒ 31

Intuition (36) +20: 1d100 ⇒ 99

”Hey Doc, see if you can help the dwarf...I’ve got something to do,” Ludger says as he moves towards the older man as he motions Axel to block the door.

”Hey Timon, wait a moment!” Ludger calls to the older man, making sure to get between the man and the door. Ludger is hoping that calling out the name that way will trigger a reaction in the man. He figures if it’s not the right guy, no harm done.


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

Axel, forgetting he is still holding the barstool, hustles to the door.

Intiuition 30
1d100 ⇒ 31 + 40 = SL +3
1d100 ⇒ 3 + 20 = SL +4

He's distracted by the events as well as the bar maids show of tears.


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

Intuition+40 (72): 1d100 ⇒ 92

Intuition+20 (52): 1d100 ⇒ 44

The dwarf's pride is probably more wounded than his skin, and for what it's worth, Magda thinks he got what he deserved.

Her motherly compassion draws her to the sobbing wench, and she tries to soothe her, stroking her hair and hushing her

Charm? (43): 1d100 ⇒ 28 SL +2


Warhammer Game Notes & Maps

That's a good, calming check for Magda! I'll be mostly ignoring it for now just because that effort would take far longer than Ludger's pursuit of 'Timon', even if successful.

The older man cringes as Ludger calls out to him, dropping two of his books.

"Timon?" he says in confusion. "I'm not...wait, do you know him? Please, tell me what has happened! Where is he?"


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

Axel puts the stool down awkwardly.

Wait? You're not Timon?


Warhammer Game Notes & Maps

"No, I'm not," the older man says. He seems to relax a bit since it seems like he won't be immediately set upon. "I'm his reading partner, Achill Kayserling. Who are you people?"


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

Axel puts the stool down awkwardly.

Wait? You're not Timon?

In a loud stage whisper Ludger says to Axel, ”I still say we should beat him until he admits he knows where Timon is hiding.” Ludger then glares at Achill.


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

Didnt get the update I think...

No no... I'd love a reading partner. I'd love to read in fact. Well sir, we are hear to help Timon out with a trade, but no Timon, no trade and everyone is poorer... what can you tell us? Maybe he's at home?

Fellowship 30: 1d100 ⇒ 98 SL - 5

Instead of conciliatory he comes off... creepy.


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

I'm Fraulein Kupferaugen, a student in the medical arts. And what are you reading?


Warhammer Game Notes & Maps

Achill is confronted with an assortment of intimidation, inquisitiveness and … probable deviancy but somehow he holds his ground.

”I'm afraid I couldn't say where Timon has gone. I left town for a month to meet with some old colleagues and when I came back everyone was like...this,” he says as he gestures to the rest of the tavern. ”It wasn't like this before. I haven't seen the proprietor since I got back, and this is the second time I've come to meet with Timon. The first time I assumed it was just a slow night here.”


Warhammer Game Notes & Maps

After looking at it again, my last post probably gave you enough to be able to respond to but it's just dragging things out unnecessarily. So we'll go further.

The tavern wench called the dwarf Khedrun at one point, which would've been easy to miss.

After hearing Aschill's story, the ale-sodden dwarf on the other corner of the room begins grumbling. ”Can't leave well enough...alone...aye.” He struggles to take an unsteady stance before staggering back to his table. ”If'n ye keep asking questions...just hurt the lass more. Bring me water. Still enough of a dwarf that I can't see that.”

Timon grabs a pitcher and fills it with water in the kitchen before returning. Khedrun doesn't get far through the drink before vomiting into it, but seems slightly recovered after the exchange.

He points over to Nicola before starting. ”First, get her out of here. Her 'da is dead over this and I wouldn't tell you this myself just to hurt her more.”

Finally after Nicola is escorted away, he begins. ”Weren't a fortnight ago. Big fella came into the Porter asking for Timon, just like you lot. Wore a hood, couldn't see much of him. Stank like the sewers or worse. Whole room seemed chilly, just with him standing there. Herr Haeussuer told him to jump in the Teufel. Stood right up to him, he did.”

The dwarf trembles in his chair as he struggles to continue, obviously reliving a memory he'd been trying to drown. ”Got a stick through his throat for the trouble. Then he grabs the next person that came to reach and asked him the same. Didn't take long before the whole tavern was in a rout. We had a few big guys in that night...some of them Altdorfers even. No one wanted a piece of 'im.”

”More or less, that's the story. Five folk later, the big guy got what he was asking for & left. High time you lot did the same.” Khedrun glares at you with ale-rimmed eyes but makes no move to follow up on his words.


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

Best we leave... we can find his home, though I shudder to think what we'll find. Best come along Achill, he's your friend.


Warhammer Game Notes & Maps

Achill looks decidedly nervous about the prospect of following after known killers, even to see after his friend.

If you'd like Achill to tag along, we'll need a successful Average (+20) Simple Charm Test.


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

Charm 33 + 20: 1d100 ⇒ 49

The great rolls just continue... I think that's SL +0. Simple test? Hope that's enough...


Warhammer Game Notes & Maps

Success Levels don't technically exist on Simple Tests, just success or failure. You succeeded on this one! For the record, a 49 on a Dramatic Test with a target of 53 would be +1 Success Level. (5-4)

"A...Alright then. It's for Timon. Lead the way," Achill says, while looking very worried about all of this.

Evening sits heavily over the city by the time you reach the Swordfish House, and shadows glare at you menacingly. Is it just a trick of the light and your unsettled mood?

"I've never actually been to his home before," Achill says. "Timon was always very private. That's why we met at the Porter for our readings." He continues to prattle on every few seconds as he tries to clear his nerves, but he isn't saying much of consequence.

There's a sign on Timon's door.

Literacy:
The note is barely legible, but it states that the occupant will be evicted if nonpayment continues.

It is dark enough now that all Perception checks without Dark Vision will take a penalty of one degree of difficulty. If you come up with a light source, have Dark Vision or some equivalent, you can boost the difficulty one step (see page 153 for the difficulty table)

Challenging (+0) Perception Test:
You notice that the wood around the door handle is splintered, as though someone tried to force their way in.


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

Axel frowns at the notice, illiterate AF.

Can you read this Achill?


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

Timidly, Magda says

I can read, if you need. As far as I can tell, the inhabitant has a few rents too late


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

Perception Check (30): 1d100 ⇒ 20

Ludger pokes around the door for a moment. "Looks like someone tried to force their way inside. I guess it be considered bad manners to try to bash the door open ourselves?"


Warhammer Game Notes & Maps

Ludger's qyestion hangs in the air, unanswered for the moment. This lower level of the Swordfish House is recessed into the ground partway, and you don't see any windows on this side of the building. The 'road' leading to where you are standing is still busy with passersby, but will likely settle down for the night in a few hours.

A separate set of stairs leads to a larger set of tenements. Some of windows above are lit.

I've been forgetting her, but Sandra is with you so your party is four plus Achill.


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

As no one dares to act, the little woman sighs

Maybe it's open?

She tries to push or pull the door


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

The farmer looks around, anxious about the local law pinning him with a robbery charge. If lucky? That was a flogging charge, a possibly crushing the hands or fingers... if lucky.

Still... maybe he could think through it,

Achill... I think I can hear some one inside... maybe it's your friend! He may be hurt!

Fast Talk 30: 1d100 ⇒ 1

He's so convincing he's sure he heard it himself!

Lets get that door open to help him!


Warhammer Game Notes & Maps

Magda pushes on the door and it opens after some brief resistance. The scent of decay washes out into the street, overpowering the normal unpleasantness of the city streets. Just beyond, you can make out a short entryway with an open passage to the right. Further ahead is darkness.

Achill Cool 40 vs Axel Charm: 1d100 ⇒ 61

Achill starts to dash forward to help his friend, but is stymied by the darkness & stench of the room.

"Please, help him!" he urges you.

If you don't have a light source handy, you can probably fumble around to find one inside, swipe something off the street or even go ask a local.


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

Cool 50: 1d100 ⇒ 51

Alex lies is shaken but tries lighting a candle...


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

Night vision

Magda sees better than the human despite the lack of light, and tries ot navigate in the room, seeking for some lamp, or even some windows to open

She sniffs around, as her medical training helped her to recognize the scent of death and decaying flesh

perception 42: 1d100 ⇒ 18


Warhammer Game Notes & Maps

With the darkness dispelled by a dimly glowing candle, the group enters the Swordfish House. Magda is able to find and light a lamp fairly quickly, and the right-side chamber confirms her worst suspicions. Dead bodies lie strewn about the room in pools of blood not yet completely dry.

Stacks of papers, bookshelves filled with codices & desks piled haphazardly fill the remainder of the cramped space. The room was obviously ransacked.

Three bodies are immediately visible, but there may be more with all the clutter. The foot of a fourth sticks out from behind a bookcase to the left of the entryway to the room.

As a reminder, this isn't the whole house. The scene here describes the room to the immediate right after entering & the entry hall continues on through the darkness to another, smaller door opening to the right.


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

*gulp*

I feared this... how about I stay outside with the lady till you tell me it's safe?

Just playing up the failed Cool test


Warhammer Game Notes & Maps

I keep forgetting about Sandra. This is a decent spot to bring her back in.

Sandra Abicht moves past Axel into the dimly-lit room. "The ladies are in here, Axel. Get it together. We need to find what we came for."

Keeping her boat hook ready, she pauses to look at the closest corpse.


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

He gulps and moves in, trying to find windows to open and lamps to light.


Warhammer Game Notes & Maps

GM Dice:
Zombie 1 (Near Sandra): 1d10 + 0 + 1 ⇒ (4) + 0 + 1 = 5
Zombie 2 (Around Corner): 1d10 + 0 + 1 ⇒ (8) + 0 + 1 = 9
Zombie 3 (Past Zombie 1): 1d10 + 0 + 1 ⇒ (2) + 0 + 1 = 3
Zombie 4 (Also Past Zombie 1): 1d10 + 0 + 1 ⇒ (10) + 0 + 1 = 11
Zombie 5: 1d10 + 0 + 1 ⇒ (2) + 0 + 1 = 3

Going to assume that Ludger & Magda trailed along inside as well.

As Sandra kneels beside the nearest corpse, all of the bodies begin to jerk into motion together. In horror you watch as they stand. The dead rise!

My experiments with initiative order continue. This time I'll try 1d10 + Agi bonus + Init bonus.

Axel Initiative: 1d10 + 3 + 3 ⇒ (9) + 3 + 3 = 15
Ludger Initiative: 1d10 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Magda Initiative: 1d10 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Sandra Initiative: 1d10 + 2 + 3 ⇒ (10) + 2 + 3 = 15
Achill Initiative: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5 - please don't take this to mean that Achill is a combatant.

Initiative Order:
All the PCs & Sandra
Zombies
Achill
Zombies

There is one Zombie near Sandra that she was about to check on. She isn't Engaged with it yet. Another Zombie stood up behind the bookshelf to your left (accessible without going around Sandra) and two more are past the Zombie near Sandra.

Otherwise, the clutter of the room is going to limit combatants teaming up to 2 on 1. There are pathways through the mess & I haven't described the room very well so you can maneuver around a combat you otherwise can't join to reach another Zombie if that helps you out (and Fear isn't preventing you from doing so).

All Zombies have a Fear rating of 2. Begin your turn with a Cool check to see how your fight or flight response is doing. See Discussion for a more extended conversation about what Fear means.


Warhammer Game Notes & Maps

Sandra Extended Cool Test vs Fear 40: 1d100 ⇒ 89

Shocked by the corpse's sudden movements, Sandra finds herself unable to confront the undead monster. She waves her boat hook at it ineffectually while falling back. "They are zombies!" she wails, loud enough to possibly be heard on the second floor of the Swordfish House. "The dead are upon us!"

"Ranald, I've never needed you like I do now. Please help us in our time of need!" she implores the fickle god.

Pray 50: 1d100 ⇒ 92
Ranald doesn't answer, but is Sandra Lucky? 50: 1d100 ⇒ 75 - 2/3 Fortune remaining

It shouldn't come as any great surprise that Ranald fails to answer her plea.

Just to be clear on how Sandra's turn went: Sandra didn't have to fall back due to Fear, but she chose to do so. She isn't behind the rest of the group, but is with them instead.


Warhammer Game Notes & Maps

I forgot to put up defense spoilers for the enemy to help hurry things along earlier.

Do NOT look in your spoiler until you have decided on your action. Each zombie will have a different defense check, and it isn't fair to know which enemy is easy to hit before you decide which one you are swinging at.

The reason it helps to hurry the game along is that once you have decided on your action and rolled your attack check, you'll be able to pretty easily figure out whether you won or whether you need to spend Fortune or something like that.

Defenses vs Axel:
Zombie 1 Melee (Basic) vs Axel 15: 1d100 ⇒ 28 (-1 SL)
Zombie 2 Melee (Basic) vs Axel 15: 1d100 ⇒ 10 (+0 SL)
Zombie 3 Melee (Basic) vs Axel 15: 1d100 ⇒ 60 (-5 SL)
Zombie 4 Melee (Basic) vs Axel 15: 1d100 ⇒ 57 (-4 SL)

Defenses vs Ludger:
Zombie 1 Melee (Basic) vs Ludger 15: 1d100 ⇒ 14 (+0 SL)
Zombie 2 Melee (Basic) vs Ludger 15: 1d100 ⇒ 53 (-4 SL)
Zombie 3 Melee (Basic) vs Ludger 15: 1d100 ⇒ 95 (-8 SL)
Zombie 4 Melee (Basic) vs Ludger 15: 1d100 ⇒ 23 (-1 SL)

Defenses vs Magda:
Zombie 1 Melee (Basic) vs Magda 15: 1d100 ⇒ 47 (-3 SL)
Zombie 2 Melee (Basic) vs Magda 15: 1d100 ⇒ 51 (-4 SL)
Zombie 3 Melee (Basic) vs Magda 15: 1d100 ⇒ 22 (-1 SL)
Zombie 4 Melee (Basic) vs Magda 15: 1d100 ⇒ 69 (-5 SL)


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

cool 50: 1d100 ⇒ 90

Axel breaks and runs out of the room...


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

Cool 55: 1d100 ⇒ 8

Magda keeps her calm, but choose to retreat, via a reasonable and quick path


Warhammer Game Notes & Maps

For Axel: your character is welcome to run from the room if they like. A failure on this check doesn't mean they have to do so, though. That would be the result of a Broken condition, which you don't have yet.


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

This is not a fight we can win... but there are 'alternatives' to fighting... like using the town guard. Guys with pikes and armour or other clueless civilians as ablative body shields :)


Warhammer Game Notes & Maps

I still haven't heard from Ludger, so I'll have him go along with what the party is doing for now.

Ludger Cool 35 vs Fear 2 Extended Test: 1d100 ⇒ 94 - he can reroll that when he gets back if he wants to

Ludger falls back to form a haphazard line of battle with Sandra. - takes a defensive action for +20 melee skill

Shambling forward, the zombies press on them.

Zombie #1 Target: 1=Ludger 2=Sandra: 1d2 ⇒ 2
Zombie #1 Weapon Skill 15 +10 Advantage (charge): 1d100 ⇒ 49 -2 SL vs Right Leg (attack dice reversed for 94)

Zombie #2 Target: 1=Ludger 2=Sandra: 1d2 ⇒ 1
Zombie #2 Weapon Skill 15 +10 Advantage (charge): 1d100 ⇒ 2 - +2 SL vs Left Arm (attack dice reversed for 20)

Sandra attempts to defend herself.

Sandra Melee (Basic) vs Zombie #1 45: 1d100 ⇒ 89
Zombie got -2 SL but Sandra got -4 SL. The zombie wins by 2 SL. Its base Weapon damage is +7 (includes Strength). 7 weapon +2 SL -4 (Sandra Toughness) -0 Armor = 5 Wounds.
Zombie #1 has 2 Advantage

Achill Cool 30 vs Fear Extended Test: 1d100 ⇒ 100
Achill Cool 30 vs Broken: 1d100 ⇒ 34
"That's Timon!" Achill wails as the zombies attack. "He's dead!" The old man loses his composure completely as the Zombies come closer and runs back out into the street, screaming.

Because Sandra & Ludger each have one zombie attacking them already and I ruled earlier that only 2v1 conditions were possible in this room of the Swordfish House, they will each be attacked by one of the two remaining zombies.

Zombie #3 Weapon Skill 15 +10 Advantage (charge) +20 gang up vs Sandra: 1d100 ⇒ 29 +2 SL vs Right Leg

Sandra Melee (Basic) vs Zombie #3 45: 1d100 ⇒ 29 - that's a tie on SL & units digit of the opposed skills & even the roll. So we'll have them roll off.

1: Zombie 2: Sandra: 1d2 ⇒ 2

Sandra barely manages to fend off the attack of Zombie #3, regaining her footing in the fight. Sandra gains +1 Advantage & Zombie #3 loses its Advantage.

Zombie #3 Weapon Skill 15 +10 Advantage (charge) +20 gang up vs Ludger: 1d100 ⇒ 100 - that's a result of -6 SL. If it somehow hits, the hit location is Head.

Sandra Cool 40 vs Broken: 1d100 ⇒ 18
Sandra End of Round Cool 40 vs Fear Extended Test: 1d100 ⇒ 11

Despite the onslaught, Ludger & Sandra manage to hold the line. The zombies are very scary but Sandra manages to keep her wits about her.

I haven't resolved any of Ludger's defensive rolls yet, giving their player another chance to do so. If we don't hear from them, I won't keep us at this spot for long.

Ludger List of Tests to Resolve:
1. Fear Extended Test
2. Defense vs Zombie #2 (+20 defensive, Attack +2 SL)
3. Defense vs Zombie #4 (+20 defensive, Attack -6 SL)
4. Cool vs Broken
5. End of Round Extended Test vs Fear

In the meantime, feel free to go over the mess I just made above & ask any questions you have about how I resolved all of that.


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

Sorry all, real-life has been messing with me. Rolling all the tests...

Landolf Cool (35) Extended Fear Test: 1d100 ⇒ 85 Still at Fear (2) so spending a Resolve point (2 left) to Ignore the Fear until the end of the next round. Since Ludger isn’t afraid, he’s not going to take a defensive action and will instead attack after the zombies.

Defense (56): 1d100 ⇒ 88Failure with SL -3 so Zombie does 7 + 3 - 4 - 1 = 5 wounds
Defense (56): 1d100 ⇒ 80Failure with SL -3 which is way better than the Zombie’s -6 so gain Advantage +1

Ludger attacks the Zombie that hit him (Zombie 2). Zombie 2 had a SL -4 for defense
Attack (56): 1d100 ⇒ 11And that’s a critical. First of all it’s a success with a SL +5 including Advantage which is a difference of 9 so damage is 9 + 4 (Weapon Bonus) + 4 (Strength). Hit location is 1d100 ⇒ 80 which is left leg. Critical Effect is 1d100 ⇒ 84 is Broken Knee which is 4 more wounds and a bunch of other conditions which I imagine is moot because that zombie is surely dead again otherwise known as deaddead versus undead. Ludger now has Advantage +2 and feels sure that the zombies are killable.

Using all of willpower Ludger ignores the fear that the undead ones are causing him. As the zombies attack Ludger shouts, ”Don’t run from these things, they’ve been killed once so how hard can it be to kill them again.”

One of the shambling undead slashes Ludger in his left arm leaving a bloody gash causing Ludger to involuntarily blurt out some ungentleman like words that he learned growing up on the docks.

Another zombie lashes out at him and even being hurt by the other zombie, Ludger manages to use his axe to turn that attack aside.

Ignoring the pain in his arm, Ludger blasts through the laughable defense of his foe that had hurt him and essentially destroys its leg and its undead life with one swing of the axe.

”Fight them! Fight them!They fall!!” Ludger shouts at his friends.

Ludger tries to conquer his fear instead of temporarily ignoring it.
End of Round Extended Cool Test: 1d100 ⇒ 71Still at SL 0 for overcoming fear but can ignore until the end of Round 2
I think that wraps up Ludger for Round 1


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

Nice


Warhammer Game Notes & Maps

The first zombie attack on Ludger was +2 SL and your defense was -3 SL, so I think the Wound damage is 7+5-4-1 = 7 Wounds. Not a major difference.

Other than that, I think Round 1 is done now. I'm not 100% that everything happened correctly, but it should at least be close.

Ludger cuts down one of the zombies attacking him as he struggles against the dread running through his veins.

Situation Review:
* two zombies attacking Sandra & 1 attacking Ludger
* both mini-battles are inside the Swordfish House, so no greater than 2v1 odds against anyone in there
* Achill is panicking in the streets
* Axel & Magda are both outside the Swordfish House, but are close enough to re-engage if they want to

Achill Cool to recover from Broken Condition 30: 1d100 ⇒ 67 - Yep, still panicking
Achill Cool vs Fear 30: 1d100 ⇒ 42

The entire party can go! I'll have Sandra go right before the Zombies.


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

Cool 50: 1d100 ⇒ 92

What in the name of f~$@!? When danger rises I can't roll well to save my life OR anyone else's. How's this resolve thing work again? Just 1 pt and my fear is ignored? Or just one step?

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