I'm out for a while at least, which is too bad, because I do enjoy the PBP messaging, but between Pivendor's remarks and the rediculousness of the situation, I cant take it anymore. I dont want to feel hate and anger with something as simple as a forum.
Gabe, I think you need to reign in some things. I usually dont say anything, but this time was just too much.
1) Bog Octopi coming through a crack in the wall in waist deep water in a forgotten tunnel? crazy, but ok, dealt with it.
2) a HORDE of Kurgen sleeping RIGHT where we were going to sneak into with only one little opening? One of the reasons I descided to be rediculous and through a smoke granade. At that point, why not make things super silly?
2) blowing up the frigging tower where we were going to stage our attack? started the whole crazy thing. Still didnt say aything.
3) Then empirial arty decides to shell our area on top of onrushing DEMONS? STILL didnt say anything.
Giving me a 10% chance which is a 90% chance I lose a FP for no fault of my own? I had it.
I did start to do previous posts but my rolls were crap for perception, so I just took the beating you gave out. Can I describe things differently after using a FP? Sure, but you already killed my moral with what seemed like a rediculous situation.
Had you buiried the entire group in the tunnel, I am sure they would think different. Besides, the tunnel was apparently already sealed.
Even so, the arty shell still prevents them from going on. You stopped them cold and now they have to go back.
You're a great GM and a great story teller, but you want to know the sources of my ultimate frustration, there it is.
What is the point now? Got hit by an arty shell and Gabe said the atomic snotball bombs played a factor plus our own ordinance.
Done deal.
Do you honestly think anything would survive that? Equipment included?
And if I were in that position and somehow miraculously "survived", what would I do? Continue on with what is a horrendous mission to being with with no equipment? F that! I would get the hell out of there and go somewhere to recoop.
as you said...pretty grim. I dont see any way out of it. Got hit with a stray arty shell and I had a 10% chance to escape death. No go. Everything blowing up will result in the dwarves flying through the sky like rag dolls to awake some time later in the rubble with nothing but shredded clothes and smokijng hair amazed that they are still "alive". They pick what's left of themselves up and decide that that's it. They're done. No point now stripped of everything. They try and make it back to their own lines. For the future though, I would advise that perhaps you think carefully about how perilous you want the situation to be. For me, I see this one as a "no chance" situation. Dagon out.
Krak fate with a measly 10% chance: 1d100 ⇒ 73
Boom fate with a measly 10% chance: 1d100 ⇒ 19
No fortune roll, I'll go ahead an wipe out a FP for each.
Since most of their equipment is probably gone as well, the dwarves will abandon the Hell cannon mission and try to make their way back to friendly lines.
Pivendor....I am going to set aside being "insulted". While you seem to be a person that likes to calculate everything to its most infinite parts....well, I wont go there. You made a mistake..period.
Stay at the tower. I will enjoy seeing your demise through my binoculars. :)
The dwarves are officially freezing their actions until either:
a) They themselves are attack (which is probably what will happen now that I have put a spot light on Pivendor) or...
b) the group gets themselves together and starts to emerge from their death pit. IF that happens, Krak and Boom will begin their rocket assault on the chaos warriors that are heading to the group's positions.
The discussion thread is not really my cup of tea. I like that you guys are enjoying it as a forum to chat, but I usually dont have much to say about the intricacies of this or that.
Point the direction and I'll make my way.
But I will say this of out following situation:
S*@$!!!!!
I was going to add the gas canister as a fun way of being involved and bringing comedic fun to the scene.(which I think it did), but I really was trying to get it to the second floor. Next time I will actually GET to an opening and toss it through to minimize misses. :)
lesson learned.
Blowing up the tower was BAD!!!
Talking with Gabe on the side, I was hoping we would use it to stage our operation on the hell cannon...using the second floor to assess the area around us.
The situation now calls for SUPER quick action.
You are in the middle of enemy lines.
There has been a HUGE explosion alerting everyone.
(even though we dont know this) our side is going to fire cannons into the explosion.
And now there are Chaos troops advancing.
If I were you, I would get the hell out of there.
I know Gabe will try to give everyone chances, but there's also so much he can do for bad decisions.
I am willing to draw fire and make some noise and give you a chance to escape, but I might change that decision and go after the cannon myself.
I've set things up with my last post. Depending on what the rest of the team does, I will react.
After gathering himself, Boom races over to Krak and pulls him from the rubble.
Coughing and sputtering Krak looks for his mask.
1d100 ⇒ 84...nowhere to be found.
Boom guides him and starts handing him gear..
"Quick! Take dis unt dis unt dis unt dis...."
A dazed and wobbling Krak is soon overloaded with quipment while Boom oddly looks to be lightly geared.
Using rubble that now creates a ramp up to the surface, the Dwarves clamber up into the smoke.
Boom looks about frantically.
1d100 ⇒ 50 ....too much dust and confusion.
One thing is for certain are the sounds of angry voices and combat.
"VE HAVE TO GET OUT OF HERE!!!"Boom screams to the rest of the group.
Grabbing Krak by the hand, Boom attempts to run the opposite direction of the nearing noises looking for the nearest building or structure to hide in.
1d100 ⇒ 7 vs Fate
SUCCESS!! FINALLY!!!
Leading Krak who is blinded by a mountain of gear in his arms, Boom finally emerges from the smoke and dust and sees a 2 story manor which is mostly ruins.
Quickly the dwarves scurry into it and race up to the ruined second floor, finding a defendable spot. Pushing Krak down along with everything he is carrying, a still masked Boom peers over ruined bricks back to where the tower collapsed.
I thought Sven was AWESOME!!! (the avatar remind me of Nicholas Cage!..very funny stuff even though you think..."?" Lemme know when I can act soez I can continue with Krak n Boom
Krak and Boom hesitant to step into the water...not for it's depths and obvious problems for beings of their size, but......"Because owe explosive canna get wet!"
Their faces light up with glee when they see Lackey arrive with the dingy.
"U sir are Vunderba!" exclaims Boom as he shoots a "thumb's up" at Lackey.
The dwarves load their more delicate equipment on the dingy along with the tube in the white fur. Pulling out his pick, Krak moves to one side to hold the dingy in one hand and the pick in the other while Boom holds the other side....A pistol in the other hand.
Krak and Boom are there..grim faced and surprising sober.
You have not seem them for days, but had heard tales about barrooms being cleared by 2 mad dwarves and a wild donkey.
Donkey? Looking around, you see that Donkey did not come with the dwarves.
"Is too bleedin dangerous fo em. Anna hes too loud. Better he stays ere." then he mumbles..."dinna wanna go anyway...
The Dwarves wear proper heavy leather armor, thick leather gloves and are clearly dressed for combat as they both have various weaponry slung from their backpacks and belts.
They also carry a long cylindrical object wrapped in white fur. While fairly large, it sits evenly between them on their left shoulders and it seems they carry it with ease.
Both wear smoked goggles on their heads and hand bombs can be seen from satchels at their hips.
Krak's familiar pick is slung across his back, while across Boom's back is slung their modified long rifle.
Looking at the rifle, you notice something has been added to the barrel. It seems it has been extended with a heavy black tube that is far wider than the barrel it is attached to.
"VELL, zeems like ve vill have an easy time of it, ja?" Boom smiles up at the hulking brute that is Lackey
Both Krak and Boom are lying in a mass of debris...with eyes wide open, gaping mouths and a childish look of being caught while stealing cookies, they stare in disbelief at the damage.
Krak, shakes his head, looks over at Boom and then at the commander as he is getting up.
In Dwarvish: "Boom, QUICK, you're hurt. Throw debris on you!!"
As fast as he can Krak lies back down, throwing some pieces of broken timber over him and acting unconcious.
Boom quickly follows suite.
Krak 1d100 ⇒ 71 -20 failed bluff
Boom 1d100 ⇒ 90 -20 failed bluff.
The commander is not fooled. Afterall, he saw everything.
Krak opens one eye at the sound of a tapping foot near him to see the commander looming over him with a SEVERE look of disaproval.
".....ERRRRRRRR We fixed dem fo ya? Yer welcome." Still lying on the floow, a horrific crooked fake smile passes over his soot covered face in a terrible attempt at appeasement.
After draining the last dregs out of their tankards, Krak and Boom follow the commander to the guns.
They are led into a warehouse which is a bustle of noise as hammers hit steel and chains rattle as pulleys squeek with the weight of heavy seige engine parts.
There are long tables cluttered with pieces of armor and weaponry in various states of repair and assembly while women, old men and children struggle to keep up with the spoken demands of the enlisted men assisting them.
The commander leads the dwarves to an area of the warehouse away from the mass of activity where 2 mighty imperial cannon barrels hang horizontally suspended from ropes..their bases dissassembled beneath them.
Both the Cannons and their bases are carved with ornate depictions of the Empire's cities, past battles and seals of noble houses of the empire and emporer. They are huge brass tubes measuring over ten feet in length and nearly 3 feet in width.
Still stumbling a bit, Krak walks over to them stroking his beard.
"Ahhhhh a fine Nuln make dey are for sure."
Looking back at the commander with a wink.. "Ya know dat it wer dah Dwarves datten show dah men owe tah forge steel dinnya?" "Well, dis issa fynnuf job anna ah willin tah bet dah Master engineer is a dwarf, dunna yah say Boom? ........Boom?
Turning around he sees that Boom is sitting slumped over on a crate fast asleep. Walking over to him, Krak grabs a bucket of cleaning water and promptly douses Boom
Boom: "AAACCKKKKKK!!!! *SPUTTER**SPUTTER*...."JA! JA! ve vill soak ze fungus for a lubricant!!!!!!" spitting water and blinking several times...
Krak: "Ya bleedin sod! Neer canna yah handle deh ol kings! Yah ready tah look at dah cannons nowe! Dah soonah we fix it dah soonah we can drink anna rest proper!"
Still havent updated my characters (240xp), but thise works out...
KRAK: 1d100 ⇒ 46 -10 for being drunk INT test failed
Boom: 1d100 ⇒ 5 -10 for being drunk INT test passed
Krak walks under and around the cannons, he looks at the sites closely, he grabs a Cerionotronix ranger and measures the gap space filer between the strike plate and the strike hammer as well as the elevator winch and seating pins.
He pulls the turning crank several grommets and pulls on the blaster chain. Looking down the rifling he see that the handwidth spacing has been properly calibrated and that the front retention correction pin is not damaged. "Could be a grommet or two lower anna left triangulated, bah itssa common mistake with dah humans." He thinks.
Rubbing a finger under his chin, he stands staring at the cannons.
"Well, it looks tah me like deyve donna ah fine nuff job at fixin anna cleanin dem up, but I canna see dah problem. What do yah dink Boom? Boom?"
Again, Boom is asleep, this time while sitting on a barrel.
Krak leans over and up to his ear.....
"I SAID, WHAT DO YA DINK O DAH CANNONS????!!!!!!!"
As if someone had hit Boom with a cattle prod, he jerks into motion. Still not fully awake, his eyes process the cannons and his legs instintively propell him forward.
With mechanical precision stikes the automatic flinter and pulls the blaster cord.
Nothing.
"HAHAH YA bleedin snotling suckler, Its sodding broken AH told ya!!"
Boom blinks several times and then frowns looking over at the back of the cannon. He scans his immediate surroundings.... "JA!
Moving to grab a hammer and a small piece of metal he bangs it into flat semicicular shape with an upturned hook.
Walking back to the cannon, Boom fumbles with the piece of metal and pulls until there is a click.
SSSSSSSSTTTTTTTTTTTT
"It Vas ze ignition lifter arm. It is broken, but it can be fixed. I "Goblin-rigged" it. It should......FIRE! WATCH OUT!!!!"
Revision: It had been some time before the dawrves were sent for to see the commander and they had used that time drinking the very last of their "Old King's Poison". By the time the messenger fetched them, they had been "4 stars away from Morsleib" (as the saying goes).
Demanding Donkey come with them, the mule had been escorted as far as the HQs door and then no more. With some grumbling Krak had left the ALSO drunk mule behind and he and Boom had found a table at which Boom promptly passed out on.
This was one of the VERY last taverns and now it too is gone...a another victim of the current war at Wolfenburg. The weary bartenders and wenches had finally been given relief to their strife, but to their alarm it had been a relief of much of their earnings.
"For the Empire.." is what is commonly told to those unfortunate enough to be in its way in times of "need".
Krak: "Right, well ya kinda found us for we ave had ah chance tah get propaly situated, ya yarbol. Werra justa getn stated anna now yer wanna I drop everatin anna work fo ya?" Ainna dat right Boom?"
".......mumblemumblemumble......zzzzzzzzz" Says Boom from his facedown position on the table...a hand still grapsing an empty tankard
Krak: ......."Right, wellnna nowe zeems like mah collueg will right take ya up on de offa. ON ONE CONDITION!!! We gat ah room anna tapped keg."
The commander cocks his head as he hears an unsually loud braying donkey from outside.
Lackey kicking the skull through the window was awesome. I saw it in my mind and heard the crowd roar. LOL Not for nothing, but Cody had a Snotball player too remember? He used to wear a helmet everywhere and didnt he get some dwarven made "spring boots" that he fumbled on one time?
I'm also glad to see that everyone is posting more and enjoying the game more. I guess my segway helped get everyone back on track and help Gabe "take it away" again. Good because I would have been REALLY disappointed if this PBP ended in its infancy. I think its a GREAT way to play and I'm enjoying it thoroughly.
ALSO: I have not been focusing nearly ANYTHING on my character advancements...maybe because I just seem them as storybook characters and not actual RPG characters. I'm going to use the weekend to go back through all the post (back until I started) and gather up my XP and spend during the weekend.
Lastly: I have to say that though Gabes new combat rules kind of confused me (dont understand why...maybe because it was a bunch of stuff in one post)...I think they work really well and are a great alternative to our former rules. I think they speed up combat significantly AND I like that it is just as deadly as our other rules (maybe more so :-/)
The light that spills in from outside shows you that this tunnel is indeed constructed.
The walls, and ceiling are of the giant boulder inwhich a hole was blown and extends for some 50 yards.
The floor however is made up of medium sized slabs of granite neatly placed and despite its obvious age still perfectly retain the positions inwhich they were laid long ago.
As you move on you can notice that there are various etching of Runes evenly spaced that look to be of Dwarven make. They are intricate and some ornate and though they stood the test of time, they have not been able to survive unscathed as haphazard paintin and chalk drawings indescriminately are scribbled along the walls and cieling.
"Heinz Gunterman was here"
"King Malcom sucks rotten apples."
"Bloodbowl VI: HUMANS RULE!"
"For a good time, visit Gretta 54 Altdorf way"
The rock eventually ends and the rest of the tunnel is made up of unremarkable but sturdy arches and columns regularly placed. Even-set stones make up the walls, ceiling and floors, but here the earth has been more successful in its erosion as evident in the hanging moss and damp rocks as water drips from places in the ceiling and cracks in the walls.
The next part is in case we just want to continue without encounter (which is fine by me)
Several hundred yards the tunnel finally ends at a large stone door. Empty sconces on either side of it as well as 2 man-sized "murder holes".
Krak, Boom and Donkey were probably the only ones crazy enough to have kept looking. All three of them wearing their smoked goggles did not want to miss seeing their handy work.
As the smoke clears, all three are now blackfaced with soot and their hair is swept back and smoking.
Donkey's goggles are cracked and askew.
"AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA" Krak and Boom laugh at eachother.
"HEEEEEEEEHAAAAAWWWWWWH EEHAAWWHEEHAWHEEHAW!" Donkey joins in.
I guess I am not understanding it. If we are doing super quick combat rules then I beat the Shaman by 1 success. I thought that means that I "win" and so resolve combat....
Also I beat the Kurgen with my bomb by 1 success. NOw if each Kurgen gets a roll, thats fine. I agree with that. I left it "open"...
4d100 ⇒ (98, 46, 50, 61) = 255 -10 for Gretta's "influence" NO SUCCESSES.
A glazed look comes over the Kurgen as Gretta speaks to him.
The rough-hewn face and scarred features turn to a eerie smile as the Kurgen attempts a facial expression he is not familiar with.
He nods his head and says (Njord can translate), "Yes, yes....I will follow you and tell you whatever you would like. You are....are beautiful and LARGYN will follow you to the underworld itself if you wish it!"
Albrecht begins to lay out to the Kurgen where they are needing to go and the Kurgen knows the landscape well. Nodding his head in recognition, he says, "Yes, that rock is not far from here. I will guide you, but beware for many of my tribe scout these woods."
With that, the Kurgen leads your group through the woodland. At times he halts the group and you wait for a patrol to walk or ride by. Thankfully you have not spotted any Mutants or green skins, but after spying through his scope, Boom had assured you that they do in fact make up a portion of the army at the battlefield.
Some moments later you look down from a small hill at a grove in front of the face of a huge boulder, the body of which must be buried in the earth that makes up a rising landscape.
This is the location of the secret entrance. Unluckily though there are 3 Kurgen warriors and their horses taking a break for food as they roast a rabbit at a small campfire.
Just to get things rolling a bit with the prisoner..whoever wants to take 1st crack at him roll a Fel roll -10% + any skills that may help. Post the results. If a fail, next person wants to try go ahead and so on...
Combat: I think the survivability is way too high. I like the concept, but I dont like the damage. I dont think it fully takes care of our time resolving issue. The way your fight with the Kurgen turned out, he took very little wounds. Who's to say what happens to who? By one roll? I dont know. I think it needs a bit more meat, but I cant think of a complete resolution right now. :(
You all gather your gear and leave the warmth of the cave for the cold outside once more.
Donkey is loaded with gear as well as njord and he and Krak exchange banter back and forth in a duel of compliants and wise cracks (though it seems only Krak understands Donkey's whineyings and snorts.)
Boom is up ahead of the party. He carries and long barreled blunderbuss with what seems to be a telescope haphazardly strapped to the top of it.
Krak, Boom and Donkey all wear smoked goggles.
Your group passes the wreckage of the wagon and the now frozen dead mutant Kurgen and a chill creeps up your spine as irrationally you keep thinking that they may rise and begin what was a nightmare all over again.
Krak spits his disgust... flemy and tobacco stained.
Getting to the village in which you 1st spotted the rider, you quickly realize that there is nothing there for you as most of the homes have been ransacked a long time ago. The remains of Kurgen prescence is apparent from the snow covered piles of bones and the burnt remains of frozen meat hangin from trees which upon closer inspection reveal gutted and limbless torsos.
You pass from barren hills to rolling winter forests. The landscape still rises and falls but descends steadily..enevitably to come to rest in the valley inwhich Wolfenburg resides.
The better part of the day passes and the sky darkens with the smear of dusk in the heavens when Albrecht stops the group and tells you all that over the next wooded ridge will give the group a view of Wolfenburg and the direction of the hidden passage that the rider mentioned.
Challenge: describe the scene at Wolfenburg that one may see when able to see over the ridge.
Gabe, go ahead and keep playing Gretta. It'll be more fun for you and less work for me. Go ahead and roll for Lutke as well. He is in the cave.
Albrecht: "COugh, cough...yes trolls...even some greenskins form the looks of it, but the Captain has more intel."
The scroll is an official letter requesting armed help from the Tsarina in Kislev. The official words are a summary of a desperate cry for help.
You are about a day's travel to Wolfenburg and even though you do not understand the land well, you do know that Kislev is MANY days march in the other direction.
You are all worse for the wear, but Gretta's touch helps to make you feel a great deal better. You think it a bit odd that her abilities are so quick to effect, the the sudden releif of pain helps you forget those questions.
Looking about, you can see that everyone is in the cave, except for one person....Mud. There is no sign of his except his boots and the sling he was so found of.
Rider: "COUGH COUGH, PLEASE!!! You HAVE to get word to the captain that the riders are not getting through. They must think of something else and SOON cough cough. There is a secret tunnel that leads to a hidden passage in the city cough cough...on of several, but the rest are either trapped or inaccessible at the moment." (he proceeds to give you directions of where to find it. And the password as well as his necklace which marks him.)
Gretta tends to him "shhhhh, it's time to rest." and attempts to move him into a better position when his entrails spill out of a deep gash in his abdomen and slide wetly across her shoes.
The rider looks up at Gretta with a look of "Why?????" and then his eyes roll back into his head and lies lifeless.
Lackey!! AWESOME avatar. The character looks good. Let these guys roleplay a bit in the cave. I would like Albrecht to talk to the rider a bit more, have everyone do a head count (looks like we lost Lutke sadly enough) and for everyone to realize Mud is dead.
"cough, cough, cough" Sirs....cough...Wolfenburg is in great danger. Cough. The Kurgen appeared without warning. I mean...how cough, does a whole cough army just suddenly appear?! Captain Henzelbeck of the Wolfenburg Grey Wolves has been sending for cough help, but none has come cough cough. I was to ride for Kislev when I was cough attacked. You must either complete my mission or cough cough, return to Wolfenburg to alert them of what has happened to their messengers... cough cough cough....."
With that they yound wounded Grey Wolf messenger pulls out a scroll case from his tunic and hands it to Albrecht...
"....and yes.....Trolls...amoung other things. As if the Kurgen were not bad enough cough cough..."
ok, well whoever takes over GMing to include if I continue then perhaps its the AMOUNT of people involved in the combat.
For instance, had I maybe made that 3-4 instead of 6, it might have gone quicker. But then it was 5 since 1 was on Lutke.
I dont know. I guess it will just take some experimenting.
And I am glad you guys are injoying it regardless of the ranting, raving and dark warhammer ass kicking. If I continue then I will be more patient. Maybe we'll set a 2 post a day minimum. Things might take longer but it wont hold to anyone to anything above 2.
Let's all go ahead and take 30xp for the combat. Unfortunately if Lutke still wants to play (Which is perfectly fine by me), I cant give him the same xp.
I never kicked Pivendor out. His charcter disapeared....his fate to be later determined. We didnt hear a peep from him since early Friday.
This combat shows EXACTLY why we cant use real rules for this. Can you imagine?!!!
We were using "fast" rules and it STILL took over 2 days of posts and that's with me really trying to get through it.
There are 2 MAJOR problems with PBP:
1) Character interaction
2) Combat
And those two things basically make up the fun of Roleplaying.
It may be that combat needs to be even MORE "lite"...though I PERSONALLY am not a fan of it being more "tuned down" than it already is.
I thought this combat scene with the Mutated Kurgen went extremely well, but Caspar and Mud were doing badly and are not fighters. The wizard had back luck, Lutke was gone, and Njord just got overwhelmed.
I do think that the Kurgen's WP was a bit high and I apologize for that. I was hoping for better results. That was my fault, but as you can see, no one died (unless Mud decided to). Even Donkey got saved. I think some of you may have lost hope early and that's understandable. Warhammer sucks the hope right out of you. :)
Anyway, speed at posting is a major problem at this point. It's just the way it is.
You're trying to create a flowing story that is not only dynamic but constantly moving.
I garuntee that if a GM just waits for everyone in certain circumstances, the game is going to peeter out due to boredom.
That being said, I am going to take a break GMing and hand the next part over to Gabe again.
My idea is that the horseman was a messenger from Wolfenburg (Grey Wolf to be exact.) He was sent from the city to try and get help from Kislev, but the woods around the city are full of Kurgen looking for just such messengers.
I was going to keep him alive long enough to give you guys the way to the "backdoor" and the message he carried as evidence for your passage.
Sadly his horse is dead. :-P
Krak and Boom and Gretta brought the team to a nearby cave in the same foothills you were traveling through. In fact the remanents of the wagon and the dead Kurgen are not very far from your camp.
There is not alot of worry about the Kurgen going missing as these mutant scouts are left to roam in packs for days at a time.
So if Gabe wants to take over at that point, I am all for handing the reigns over until he decides he wants to hand the reigns back or someone else takes over.
see above post. As well as anyone else who wakes up
It is snowing again outside, but not heavily. Krak is going through a pile of gear and weapons...seperating them in piles, wiping off some and wrapping others in furs and cloth.
You all awake...unsure of how long you have been asleep, but after looking about a bit, you do see you are in a medium sized cave. A small fire is roaring and your other comrades are laying about wrapped in blankets or their bedrolls.
Gretta is by a pot over the fire stirring.
"Snuffle" Comes from Donkey who's head is wrapped in bandages looking as if he had just visited Araby and did not find it to his liking.
The wagon cannot be seen but a small pile of gear, and weapons is off to a corner.
Albrecht....you had 3 wounds. The Kurgen did 2. That means you have 1 wound left... Even if you hot 0 you roll a T check. Miss and you're unconscious. After that you roll on crit chart.