Roads and streets of the Empire

Game Master Escharid Blackrose

A Warhammer 4th edition adventure

Konrad Wounds 14/14 Fate 3 Fort 3/3 Resil 2 Resolve 3
Brunhilde Wounds 11 / 11 Fate 3 Fort 3 /3 Resil 3 Resolve 3
Felver Wounds 15/15 Fate Fort Resil Resolve
Gottfried Wounds 12/12 Fate 3 Fort 3/3 Resil 3 Resol 3
Imrik Wounds 14/14 Fate 1 Fort 1 Resil 1 Resol 1
Udo wounds 15/15 Fate 3 Fort 3 Resil 3 Resolve 3

STA-Short Term Ambitions
Imrik:Succesfully use magic to defeat a foe or overcome a challenge

Udo: Meet the Master Mason and show your worth as apprentice (a +1 Sl on a skill roll) DONE

Gottfried:stay legit: Win money by honest work, and spend it honestly

Brunhilde: get in the good graces of someone in power (at least Silver status) (Charm SL+2)

Felver :Out perform your foe in single fight (deliver more damage than your foe-it doesn't have to be a fight to the death, a fist fight might do)

Konrad Show your skills as a duellist (defeat an opponent in a public fight)

[dice=Konrad ( )]1d100[/dice]
[dice=Udo ( )]1d100[/dice]
[dice=Felver( )]1d100[/dice]
[dice=Imrik( )]1d100[/dice]
[dice=Brunhilde( )]1d100[/dice]
[dice=Gottfried ( )]1d100[/dice]

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Hi there!

Having played Warhammer for a while now with a great team (some of them might join here), I want to try my hand at GMing.

Plans are for a one shoot adventure, which might evolve, if time allows, in a small campaign, but I cant make too much promises.

I will recruit 4-5 players, which can be more easily created with this excellent summary

The action will takes place near the Grey mountains region, which separates the Reikland from Bretonnia, on a cold winter night...

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Ha! Glad that I was on, so I can formally be the first person to express interest. Valghaz/Hans here. :) (Grumbaki)

Edit: Always want to roll on the first post made, so...

Race: 1d100 ⇒ 74 Human (20xp)
Class: 3d100 ⇒ (53, 30, 57) = 140 Duelist (25xp)

20 + 2d10 ⇒ 20 + (4, 2) = 26
20 + 2d10 ⇒ 20 + (6, 5) = 31
20 + 2d10 ⇒ 20 + (10, 1) = 31
20 + 2d10 ⇒ 20 + (7, 6) = 33
20 + 2d10 ⇒ 20 + (10, 10) = 40
20 + 2d10 ⇒ 20 + (9, 1) = 30
20 + 2d10 ⇒ 20 + (1, 2) = 23
20 + 2d10 ⇒ 20 + (9, 9) = 38
20 + 2d10 ⇒ 20 + (2, 1) = 23
20 + 2d10 ⇒ 20 + (6, 2) = 28

Rearrange: 25xp


A good spread, feel fortunate even with 2x 23s

3d100 ⇒ (86, 6, 79) = 171
Talents: Doomed (Die in a duel), Savvy (+5 int), Beat Blade (You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per
SL you score. This Test is not Opposed. This Talent is of no use
if your opponent has no weapon, or has a larger Size than you ), Suave (+5 fel), Ambidextrous (-10 offhand, not -20), Strong Legs (+1 SL to jumping)

Silver 3: 3d10 ⇒ (2, 9, 1) = 12

Fencer: WS/I/Ag
Skills: Athletics, Dodge, Endurance, Heal, Intuition,
Language (Classical), Melee (Any), Perception
Talents: Beat Blade, Distract, Feint, Step Aside
Trappings: Basic Weapon or Rapier, Sling
Bag containing Clothing and 1d10 ⇒ 3

Welcome Brother!

Scarab Sages

Pathfinder Lost Omens Subscriber

I would also be interested.

I too really love the Warhammer fantasy vibe and would love to get a chance at it.

race: 1d100 ⇒ 18 +20 xp human

class: 1d100 ⇒ 94 class: 1d100 ⇒ 24 class: 1d100 ⇒ 51 +25 xp pitfighter, townsman, bounty hunter

rearrange +25 xp
2d10 ⇒ (8, 5) = 13 33

2d10 ⇒ (3, 7) = 10 30

2d10 ⇒ (4, 1) = 5 25

2d10 ⇒ (1, 1) = 2 22

2d10 ⇒ (10, 5) = 15 35

2d10 ⇒ (8, 7) = 15 35

2d10 ⇒ (10, 6) = 16 36

2d10 ⇒ (6, 7) = 13 33

2d10 ⇒ (6, 8) = 14 34

I actually don't have the 4e book for the careers as the last time I was kicking dice for this game was 2e.

Crunch is done. Came together quite well. One question...before the game starts, can Konrad sell his dagger and use the funds to pick up a buckler?


Townsmen are part of a growing class of citizen with both time and
money at their disposal. Many take one or two days off a week and
can easily fit in a life of adventure between shifts or after closing time.
Some may wish to go even further afield, and if the Townsman has
some money put aside, it should be simple to negotiate some time
off with an employer. It’s very common for citizens of the Empire to
go on pilgrimages for weeks or months at a time. Skilled workers are
always in demand, and there will likely be a role waiting when they
come home.

Career Path (Agi,Int, Fel)
h Clerk — Silver 1
Skills: Charm, Climb, Consume Alcohol, Drive, Dodge,
Gamble, Gossip, Haggle
Talents: Alley Cat, Beneath Notice, Etiquette (Servants),
Trappings: Lodgings, Sturdy Boots


Bounty Hunters: In their pursuit of wanted criminals, Bounty Hunters often stumble into unplanned adventures. As independent operatives, Bounty Hunters are perfectly suited to dropping their day job to pursue
whatever business is afoot. Further, given their broad base of skills
are always in demand, it is not uncommon to see Bounty Hunters
turning their hand to adventuring full-time, hiring their skills out in
return for payments. Bounty Hunters are a perfect starting career as
they present a solid mixture of social and combat skills allowing you
to contribute no matter the circumstances.

Career Path
h Thief-taker — Silver 1 (WS, Tou, Agi)
Skills: Bribery, Charm, Gossip, Haggle, Intuition, Melee
(Basic), Outdoor Survival, Perception
Talents: Break and Enter, Shadow, Strike to Stun, Suave
Trappings: Hand Weapon, Leather Jerkin, Rope


Pit Fighters
Many Pit Fighters fall into their sport because they have the talent
and they simply need the money. Some would jump at the chance to
leave their seedy world behind and put their talents to a slightly better use. Fortunately, Pit fighters are generally free to use their time as they will, provided they turn up on time for the next big fight, and even if they don’t, there is always another pit

Career Path (WS, Str, Tou)
h Pugilist — Brass 4
Skills: Athletics, Cool, Dodge, Endurance, Gamble,
Intimidate, Melee (Any), Melee (Brawling)
Talents: Dirty Fighting, In-fighter, Iron Jaw, Reversal
Trappings: Bandages, Knuckledusters, Leather Jack

Species Skills and Talents:
Consult the “Species Skill and Talents Table”
Select 3 skills listed for your species and gain 5 advances in each.
Select 3 other skills listed for your species and gain 3 advances in
Gain each talent listed for your species. If a choice is given, choose
one talent (ie. “Savvy or Suave”, choose either Savvy or Suave). If
“Random Talent” is listed, roll on the “Random Talents Table”.

Humans, Reiklander skills (choose 3 at 5 and 3 at 3)
Animal Care, Charm, Leadership, Cool, Evaluate, Gossip, Haggle,
Language (Bretonnian), Language (Wastelander), Lore (Reikland),
Melee (Basic), Ranged (Bow)

Human talents
Doomed, Savvy or Suave, 3 Random Talents

(Doomed is an obligatory human talent, a prophecy of the way you MIGHT die)

Career Skills and Talents:
Look at the page describing your class/career (Chapter 3 in the
rulebook). From the first Tier:
▪ Allocate 40 advances between the 8 skills listed, with a
maximum of 10 advances in any one skill.
▪ Choose a single talent.

Scarab Sages

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Pathfinder Lost Omens Subscriber

Oh, I guess we're creating characters. I thought it was just an "Interest Check". Here we go:

Species: 1d100 ⇒ 14 = Human (+20 xp)
Class and Career: 1d100 ⇒ 76 = Rogue/Bawd (+50 xp)
Weapon skill: 2d10 + 20 ⇒ (3, 7) + 20 = 30
Ballistic skill: 2d10 + 20 ⇒ (2, 5) + 20 = 27
Strength: 2d10 + 20 ⇒ (1, 4) + 20 = 25
Toughness: 2d10 + 20 ⇒ (7, 7) + 20 = 34
Initiative: 2d10 + 20 ⇒ (8, 7) + 20 = 35
Agility: 2d10 + 20 ⇒ (6, 8) + 20 = 34
Dexterity: 2d10 + 20 ⇒ (9, 8) + 20 = 37
Intelligence: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Willpower: 2d10 + 20 ⇒ (5, 10) + 20 = 35
Fellowship: 2d10 + 20 ⇒ (7, 6) + 20 = 33
I'll keep those, so that's Step 1 of determining characterstics (+50 xp)

Wounds = SB+(2xTB)+WPB = 2+(2x3=6)+3 = 11
Fate: 2
Resilience: 1
Resolve: 1
Motivation: Survive, no matter the cost
Movement: 4

Species Skill Advances: 5-point: Charm, Gossip, Haggle; 3-point: Cool, Evaluate, Language (Bretonnian)
Talents: Suave, Random1: 1d100 ⇒ 43 = Mimic, Random2: 1d100 ⇒ 47 = Night Vision, Random3: 1d100 ⇒ 1 = Acute Sense
Career Advances: I'll take a +5 in each of the Career Path skills for Bawd, so Bribery, Charm, Consume Alcohol, Entertain (Any), Gamble, Gossip, Haggle, Intimidate
Career Talent: Attractive
Class Trappings: Clothing, Dagger, Pouch, Sling Bag w/2 candles, Matches: 1d10 ⇒ 6, a Hood
Status: Brass 1
Career Trappings: Flask of Spirits, Wealth: 2d10 ⇒ (8, 7) = 15 brass pennies

Age: 15 + 1d10 ⇒ 15 + (8) = 23
Eye Colour: 2d10 ⇒ (3, 2) = 5 = Blue
Hair Colour: 2d10 ⇒ (9, 9) = 18 = Auburn
Height: 2d10 ⇒ (1, 1) = 2 = 5'1"

Short-term Ambitions: Buy back my daughter out of indentured servitde at my old brothel
Long-term Ambition: Attend a University

Total Bonus XP: 120 xp

Name: Brunhilde das Flittchen

Three random 1: 1d100 ⇒ 81 2: 1d100 ⇒ 84 3: 1d100 ⇒ 25

Dotting for interest :)

@DM Lil" Eschie: October last year I did a step-by-step character build on the boards Blood for the Blood God (WFRP 4E Run Thru) where I created Udo Steinspalter; an Artisan (apprentice stonemason) and follower of Morr.

If permissible would like to have him considered (will look over the build and fine tune details etc)

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@Black Dow: interesting character, and Darkest Doomed link explain very well the character creation steps. I'll read your sheet

@Konrad: no problem with switching a dagger for a buckler before game, just check the costs (selling at half price, buying at normal price, Haggle possible but not required)

@Edelsmirge: which career did you choose?

@Branding Opp: welcome! Nice character!

@All: start thinking about a reason to go in the vicinity of the Grey Mountains. Don't forget to choose a motivation, and a short term ambition (long term for flavor, as I'm not sure yet this will be a campaign or a one shot)

@Edelsmirge: your talents are Strong Minded (no check for insanity before 8 insanity points), Sturdy (no penalty to Movement while wearing heavy armor)and Hardy (+1 Wounds)

quite a resilient character, both physically and mentally

(note to all: there is no "strong legs" (results 79-81) talents on the random talents table, just "strong minded")

DM Lil" Eschie wrote:
@Black Dow: interesting character, and Darkest Doomed link explain very well the character creation steps. I'll read your sheet

Perfect - profile is WIP as I'm inputting based on another character I generated, but guts of Udo is there.

Coin (Brass Tier 2): 4d10 ⇒ (8, 7, 6, 8) = 29 Pennies

Talent 1: 1d100 ⇒ 62 Pure Soul
Talent 1: 1d100 ⇒ 44 Mimic
Talent 1: 1d100 ⇒ 22 Flee!

Species: 1d100 ⇒ 49 - Human +20 xp
Career #1: 1d100 ⇒ 87 - Thief - +50 xp

Weapon Skill: 2d10 + 20 ⇒ (6, 6) + 20 = 32
Ballistic Skill: 2d10 + 20 ⇒ (5, 1) + 20 = 26
Strength: 2d10 + 20 ⇒ (4, 6) + 20 = 30
Toughness: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Initiative: 2d10 + 20 ⇒ (7, 9) + 20 = 36
Agility: 2d10 + 20 ⇒ (2, 4) + 20 = 26
Dexterity: 2d10 + 20 ⇒ (2, 5) + 20 = 27
Intelligence: 2d10 + 20 ⇒ (2, 5) + 20 = 27
Willpower: 2d10 + 20 ⇒ (6, 3) + 20 = 29
Fellowship: 2d10 + 20 ⇒ (7, 10) + 20 = 37

Random Talent #1: 1d100 ⇒ 37 - Luck
Random Talent #2: 1d100 ⇒ 73 - Sharp
Random Talent #3: 1d100 ⇒ 66 - Resistance - I'll choose Disease
Human Choice: Suave
Career Talent: Alley Cat

That Characteristic array is not amazing but it isn't crazy far off from acceptable. I'll drop all the xp for that step and do the 100 point buy thing, using the rolls as a base.

32/26/30/28/36/26/27/27/29/37 -> 32/26/30/30/36/25/27/27/30/37

Starting Characteristics
Weapon Skill 32
Ballistic Skill 26
Strength 30
Toughness 30
Initiative 36
Agility 37
Dexterity 27
Intelligence 25
Willpower 30
Fellowship 27

With Talents & Creation Advances
Weapon Skill 32
Ballistic Skill 26
Strength 30
Toughness 30
Initiative 41 - +5 Sharp
Agility 42 - +5 advances
Dexterity 27
Intelligence 25
Willpower 30
Fellowship 32 - +5 Suave

More to work on but this gets most of the rolling out of the way.

I am going to go with Pitfighter

eye color 2d10 ⇒ (4, 10) = 14 pale blue eyes

hair color 2d10 ⇒ (10, 4) = 14 dark brown hair

height 2d10 ⇒ (4, 8) = 12 5'9"

age 1d10 ⇒ 9 19 yrs old

career Brass 4 8d10 ⇒ (3, 10, 7, 1, 7, 10, 7, 8) = 53

I also missed one more 2d10 stat roll somehow:

2d10 ⇒ (10, 5) = 15

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Wow! So the party thus far...

(1) Duellist
(2) Rogue/Bawd
(3) Thief
(4) Pitfighter
(5) Artisan (tombstone maker)

Would everyone here like to do some kind of joint background? Given how rogue-ish everyone's careers are, I could very well see all of us being ni the mountains together.

For Konrad, my basic idea is this: (Based off of having a very fortunate WS45 with 10 skill points in melee basic and fencing:

* Konrad Brandt is the second son of Ludwig Brandt, a merchant from Naffdorf. With Konrad's older brother being groomed for taking over the family's business of transporting and selling apples and cider, Konrad was to be given an education. Seen as a wastrel who only knew how to chase women and spend his father's money, he was sent to Stimmigen so that he might learn how to read and write. Unfortunately, within the first week of his lessons he and another student both claimed the love of the same women and entered into a duel. It was supposed to be to first blood. While Kornad technically drew first blood, the problem was that no physician was present, and the other youth bled out. He was subsequently expelled and charged with murder. A healthy bribe from his father had the charge reduced to the point where he spent but a year in prison, as the judge ruled that as the murder was unintentional and accepted his father's offer to disown his son. It was his father's last gift and last straw. From that moment on, Konrad was on his own.
* What he learned, though, was that he had more talent with a blade than with anything else he had attempted. With naught else going for him, he sought out the blademaster Joseph von Stimmigen, a retired duellist who had once had a name for being a duellist worth the gold of any noble from Altdorf to Talabheim. Three times Konrad asked to be taken as a student and three times he was denied. In the end, he knelt outside of the blademaster's home on a hunger strike, which ended when he finally passed out in the street. Joseph, moved by the young man's desire, had him brought in and took him as an apprentice.
* Konrad proved to have natural talent in the way of the blade, quickly coming up so speed with the use of several weapons. Daggers, shortswords, rapiers, foils...even axes and hammers. However, a natural talent can only go so far, for his bad habits of gambling, drinking and general laziness could not be kept down. After but a few months, Jospeh came to the conclusion that while Konrad could very well become a true duellist, keeping him as a student would do no benefits for his reputation. He also knew that kicking Konrad out could easily lead to a scandal in and of itself, for he had taken the man in and to throw him out so quickly would lead to no end of talk amongst his detractors.
* So, he came up with a plan! To send Konrad away on a task. This would have the dual purpose of sharpening Konrad's skills, and potentially removing him as an annoyance permanently. He was told that to earn further instruction, he must return to Stimmigen with a letter from a former student of his, by the name of Lars, stating that Konrad was capable of landing at least three hits in a duel. That student lived in Ubersreik. Konrad made haste, challenged to a duel...and was left with a scar on the right cheek and the order to not return until he was worthy.
* This left Konrad in a bind. He could not return to Stimmigen until he could defeat Lars in a duel, and he could not defeat Lars in a duel unless he increased his own skills. To return in defeat would mean being dropped as a student and complete ruin of his reputation. All that he could do was seek out opportunities to improve...


Short Term Ambition:
* To defeat a worthy opponent in single combat, thus proving to himself that he is worthy of the path he is on.

Long Term Ambition:
* To return to Ubersreik and defeat Lars in a duel. I see Lars as being an end-level Duellist. If we ever get to that point, we could work out the details together. I have some ideas, but who knows if it will ever come up.


For all of us coming together...any ideas on how we might know each other? Looking forward to reading other backstories.



Haggle 39: 1d100 ⇒ 42

Current Silver: 12
Selling Dagger: 16/2=8 for 20 silver
Buying Buckler: 18/2

1 silver and 10 copper left

* Now, to make sure I understand this right. With a weapon or shield in the offhand, Konrad can have 1 parry per round and 1 dodge per round, rather than either/or.
* Off-hand usually means -20. He has ambidextrous, making is -10. Defensive means +1 SL, which overall means that it all evens out.
* Because it is Shield 1, it gives Konrad 1 armor for any location. As he doesn't have any armor (yet) that just means armor 1 when he is actively defending himself with the shield.

So we have

Edelsmirge: Human Pit Fighter
Darkest Doomed: Human Thief
Black Dow Dwarf? Artisan
Branding Opp: Human Bawd
Konrad: Human Duelist

It seems a good, interesting team. Should we try to get a sixth character?

DM Lil" Eschie wrote:

So we have

Edelsmirge: Human Pit Fighter
Darkest Doomed: Human Thief
Black Dow Dwarf? Artisan
Branding Opp: Human Bawd
Konrad: Human Duelist

It seems a good, interesting team. Should we try to get a sixth character?

I think that the artisan is human.

we could use a priest for all those healing needs. Also I have 70 xp. it says raising it 0-5 costs 25 xp for a characteristic? Is that per point?

It wouldn't hurt. Konrad has heal as a skill, but it's only at 30. That's not much to rely on.

For the "coming together part": you'll all be at the same place, as travelers- a coach on the Empire roads in the winter

Konrad Brandt wrote:
DM Lil" Eschie wrote:

So we have

Edelsmirge: Human Pit Fighter
Darkest Doomed: Human Thief
Black Dow Dwarf? Artisan
Branding Opp: Human Bawd
Konrad: Human Duelist

It seems a good, interesting team. Should we try to get a sixth character?

I think that the artisan is human.

Udo is indeed a proud Reiklander :)

Eye Colour: 2d10 ⇒ (2, 2) = 4 Pale Blue

Hair Colour: 2d10 ⇒ (10, 9) = 19 Red

Starting Age: 1d10 + 15 ⇒ (9) + 15 = 24

Height: 2d10 ⇒ (9, 3) = 12 + 4'9" = 5'9"

Scarab Sages

Pathfinder Lost Omens Subscriber

I highly recommend using a Google Sheets-based character sheet like this one, as it's easy to share online and does a lot of the math for you. Warhammer has a lot of math involved with character creation.

I ended up with 120 xp at the end of character creation, so I spent it on four characteristics advances toward Agility (4 X 25xp = 100xp, which takes me from 0 to 4 Advances), and 2 skill advances in Cool (2 X 10xp = 20 xp, which takes me from 3 to 5 Advances).

Scarab Sages

Pathfinder Lost Omens Subscriber

Eschie, do you have an idea of what the adventure will be about? I'd like to see how I can tie my background into it.

Without giving too much (hopefully!) of the plot, you will be trapped in a small town near the Grey Mountains, with a murderer on the loose, at a dangerous time of the year.

@DM: Rationale for Udo being on the road is his Master Mason; Abner Stoischmann has been stricken with a dose of Galloping Trots, so has sent Udo as his proxy to broker a deal for supply of good stone.

He'd be on his return from that meeting, or if there are any Masons in the town the adventure is set in, could be enroute to meet with them?

Him being on the road also explains why he has no masonry tools at hand, but instead has been provided with a dagger to safeguard his personage :)

Would it be possible for his starting trappings to also include a Legal Document (3/-)? Essentially a formal letter that he is carrying which states the terms and conditions of his Master's deal for sign-off by parties interested in the venture. Flavour item I know, but beyond my starting budget!

More final housekeeping :)

Rags: 1d10 ⇒ 9

Again without giving anything away DM, is there a particular town or city that we are travelling from? Just want to nail down some of the finer details of Udo's background etc (and also explore potential of knowing Konrad and the rest of the crew).

As an aside Udo's long-term ambition is to serve the Cult of Morr in some capacity. As such if the game moves beyond a one-shot I'd be mulling a career change for him to Nun (Friar), Priest or War Priest...

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The town you are going to is nearly mid way between Bogenhafen and Marienburg (a little closer to Marienburg), in Reikland territory.

You can all have your own agendas.

There is indeed a mason in the town-even if you have never meet him. His name is Herr Auffarth

DM Lil" Eschie wrote:

The town you are going to is nearly mid way between Bogenhafen and Marienburg (a little closer to Marienburg), in Reikland territory.

You can all have your own agendas.

There is indeed a mason in the town-even if you have never meet him. His name is Herr Auffarth

Perfect - much appreciated.

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Loved the formatting for Udo. Have copied most of it for my profile.

Scarab Sages

Pathfinder Lost Omens Subscriber

Brunhilde could be traveling with one of the other PCs as a servant or perhaps a friend. She's very poor, so it would have to be with someone who has a bit more money.

Don't forget your motivation, and short terms ambitions

Don't forget either to spend your creation XP

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Grumbaki wrote:
Loved the formatting for Udo. Have copied most of it for my profile.

Cheers chief - I am unashamedly OCD about my profiles and have spent waaaaay too long trying to "perfect" them! :S

@DM: Any thoughts about my request for the Legal Document as an additional "flavour" trapping?

@Brunhilde: Udo has plenty of brass but little else. Konrad seems to be the flashiest with his fancy Silver coin burning a hole in his purse lol.

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Konrad only has 1 silver 10 copper due to the buckler purchase. But he has silver 3. If you like she could be traveling with him, using her face skills to act as a second, to help find business, and generally talk their way out of problems. His face skills aren’t bad, but her's are much better.

Could also bring in some other PCs. Edelsmirge has a pit fighter who could take jobs where the other side refuses a duel and the aggrieved party still demands violence. Darkest Doomed has a thief who could run with us, for jobs where violence is out of our league and the party wants something back. A group who solves problems, legally or illegally. If you want some dead, hurt, robbed or tricked, we can probably find a way! And if we can’t…well there is always the next town.

The only issue is how to bring in a Morrian Artisan. An idea could be that it’s fairly steady work following us around, because it leads to jobs making tomb stones. Or, as Morr is the God of dreams, he could have had a dream about death hanging over us, which could lead to his career change into being a priest of Morr.

Thinking as I type, but overall I think it could work.

@Grumbaki: Am playing off that Udo is just an apprentice, so doesn't even own his own chisel and hammer (yet). Am cool with him travelling for his own purposes - the broker a deal between his Master and the town's mason Herr Auffarth. Ill fate merely throws us together?

Think the rationale of him falling in with the rest of you n'er-do-wells as a source of steady work or indeed the focus of a divine vision is one that would explain why he ends up keeping your company tho'.

Scarab Sages

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Pathfinder Lost Omens Subscriber

Warhammer is a pretty gritty setting with many people living on the verge of starvation a good deal of the time (no modern safety nets). It's not unusual for people to leave their homes and travel in order to make some money, so Brunhilde leaving home to "make her fortune" would make sense, since she has no other sources of income.

Grumbaki, I think that's a great idea. Perhaps Konrad could have visited her previous place of employment (a brothel), and gotten to know Brunhilde there. She is after all, a very attractive, convincing person, who can talk herself into a whole mess of trouble.

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That works for me. It's as reasonable a reason as any.

Also, it'll be good to have Udo around. If nothing else, every group needs the 'straight man' who isn't as bad as everyone else. If he joins the group at campaign start, rather than before, it works.

Cool - rationale for him travelling is his master's dooming; "The Road Will Take Ye" means the old man refuses to travel outwit locally. So any business he does, Meister Stoischmann sends his dependable (and expendable) apprentice as his proxy.

Udo will be on one of those journeys and at some point has ended up travelling alongside you all.

@Grumbaki: Will make a refreshing change for me to play the straight man and not prime agent provocateur lol. Looking forward to the challenge as there's some very interesting characters being presented :)

My character will be seeking his next pit match to make some coin and a name for himself. He decided to hire on with the coach to help provide protection and pay his way to his next stop so short term goal is to protect the coach and it's inhabitants and arrive to his next match.

Gameplay should start next week (Monday or more probably Tuesday), so you still have some time to think about your characters

@DM: Apologies for hammering this nail but any thoughts about my request for the Legal Document as an additional "flavour" trapping for Udo?

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@Black Dow: Sorry for not answering your request earlier. You can get a your flavor document

@Branding Opp: that excel sheet looks great!

@Y'll: Don't forget to create your character profile so I can read them quickly before we start the game. For those who don't know me, I'm french,so European timezone, and probably a few mistakes here and there as English isn't my first langage.

@Konrad: shouldn't you get 2 Fortune for 2 Fate, or did I miss something? Your resolve should be 4 , same as your resilience

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Good eyes. Just as English is your second language, this is my second language in game systems. Thanks for catching that mistake.

(Also my first actual language is gibberish, with my second being English)

Dark Archive

Is there room for one more? I would be interested if there is!

@DM: Thanks, apologies for badgering. Was on a creative roll and wanted to confirm he'd have his document. As an in-game hook it will be for the Mason you mentioned previously - Herr Auffarth.

As an aside - one of the things I've done over the last few years with characters is created them in Heroforge to help me get an feel for their physical representation etc.

Anyhoo here's Udo as represented as a "fresh out of the box" Apprentice Tombstone Maker you'll be adventuring with!

Plan to update him with new gear, scars etc as the game commences :)

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Malinor. wrote:
Is there room for one more? I would be interested if there is!

Can’t speak for the GM, but doesn’t hurt to roll up a character.

And Black Dow, that’s awesome! Great idea.

Edit: Just did the same for Konrad Brandt

Dark Archive

I didn't spot it. Which edition are we rolling with?

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