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Thread: WFRP The Enemy Within
29-10-2012, 08:30 PM #521
Nah I wanted to see if you would go back and talk to them, also I like the idea of them just chilling and playing chess
29-10-2012, 08:41 PM #522
I got the strong impression that every single player except Egg was thinking "what is Egg doing? These guys are obviously going to try to kill us" and Egg was thinking "well, they were very polite, I think I shall go and converse with them further. What lovely, non-murderous fellows".
04-11-2012, 01:57 AM #523
- Join Date
- Dec 2011
- Bellingham, WA
So, same chaos-time, same chaos-channel?
04-11-2012, 12:29 PM #524
04-11-2012, 03:17 PM #525
Hell yeah. I want to find out what's in the pit (by letting Gorm poke it with a stick while I cover him from a safe distance) plus find the evil wizard grandad (and chop off his head) plus get the boat back. Plus, another 300XP and I get to be a champion (the wonder horse).
04-11-2012, 05:07 PM #526
I have decided PW has taken a munchkin career path, damn your hide
04-11-2012, 05:21 PM #527
another couple of thousand XP and I get to be an inquisitor, with a hat that causes fear :)
04-11-2012, 06:40 PM #528
- Join Date
- Dec 2011
- Bellingham, WA
Hopefully no one locks you in a room with a swarm of cats...I hear that drastically lowers one's life expectancy, much more than fighting a sorceress and her zombie minion.
04-11-2012, 11:59 PM #529
Heh, I had not seen this thread, sounds like you guys are having a great time :D
Looking forward to reading more of your adventures.
05-11-2012, 12:20 PM #530
Cheers Choca, apologies for my abrupt departure last night chaps my internet decided to die for a bit.
I will do an old fashioned AAR at some point this week but in the mean time as discussed everyone gets 200xp and 1 fate point for a job well done, also let me know what trappings you are looking at for your next career and you may be rewarded them within reason, so unfortunately harlander I cant give you 1000GC, maybe look at another career in the mean time?
I am away next weekend, thought I was back in time but apparently I am not in until 10pm, sorry! However to get you in the mood the next campaign is known as -
05-11-2012, 12:48 PM #531
I'll probably see if I can sweep up some more social classes in the meanwhile
05-11-2012, 01:14 PM #532
- Join Date
- Jun 2011
I need a Flail or Sword-breaker, a unit of troops and a Destrier with a Saddle and harness. I cant even ride the horse yet so whats the point in that one? I'd be interested in getting a group of dudes even if they were just crappy, could i start them as like Militiamen and level them all up as one or two characters? Or would that be too broken?
Also the horse is going to break the bank i think so i might reconsider my career path to see if i can hit this one up later. Could go Knight and be a knight of Morr. Which doesnt solve the buying the horse before i can ride it problem.
05-11-2012, 01:28 PM #533
Hmm I think you can ride without the skill, that only comes into play if you need to make a test on it (i.e. stop the horse from freaking out), for captain we could do what you did for sergeant and have you lead some men for a time which can count, if you fancy that I have a few ideas
05-11-2012, 02:07 PM #534
I could swear we had the option of picking up some half-decent flails a couple of adventures ago, but we either didn't bother or sold them off. I'm sure we can get one made by any village blacksmith if we need to: handle, a decent bit of chain, heavy weight (preferably a bit spiky), join 'em together and hey presto: flail. Sword breaker would take a proper weaponsmith.
I'm all good for trappings (and have been for ages, since I've been collecting them since I started targeteer)
However I'd like to visit a decent bowyer and swap my repeating crossbow (rare, 100GP) with a best-quality bow (uncommon, 100GP) - I'm pretty sure I can do it, according to the swap rules in the book. Not a shortbow, because they're a bit crap; a bow with a standard draw, preferably one sized to halfling stature, but I'd settle for one that looks a bit like a longbow on me.
I'd love to use a longbow (they get armour piercing), especially as I am forced to learn longbow spec before I can leave targeteer, but I don't think I can possibly justify using one that's twice as tall as the character. Elfbows are ten kinds of awesome and come in all sizes, but they're vanishingly rare (I think you have to run into some elves in the forest, NOT murder them, and then get invited to their grand archery competition, and then still not murder any of them, and then win the competition. I'm pretty sure I can win the competition, it's the not murdering I have my doubts about)
I also think we should try and swing by the capital and give our friend the wizard an update (and also coincidentally ask him if this knife is magical, since it's a bit sinister and asking the inquisitor seems like a spectacularly poor idea).
If we can reach the capital or an area where the breed warhorses, I am pretty sure we could find a war-pony or war mule for the Egg - a horse with the muscle and temperament of a war horse, which I think he is supposed to ride, but with shorter legs. I'm sure the horse breeders sometimes have failures like that.
Also the horses from the stables of the castle may not have been killed in the collapse or eaten afterwards, so maybe we can pick up a destrier there for Gorm?
06-11-2012, 12:16 AM #535
The Amazing Heroic Adventures of Ludo the Weasel and Some Other Guys
We do what we must because we can
For the good of all of us
except the ones who are dead
But there's no sense crying over every mistake
You just keep on trying 'till you run out of cake
And the adventure gets done and you might get some loot,
For the people who are still alive.
Chapter 1: Mistaken Identity
In which we meet our hero Ludo, and he meets some guys
Ludo the Weasel does not fit in well with the halflings of the Moot. They like cooking and eating and chatting and socialising and drinking and eating. He likes lurking and backshooting and looting (and eating and drinking). Bounty hunting offered a way to use his murderous temperament to make money and not get hanged, but lately he's tired of the bounty-hunting life. At the very best, you get Imperial officers saying "bounty hunters? We don't need their scum!", while most of the time you're lucky if the worst you get in your food is spit. Having to say "bring me some clean food or I'll kill you and burn down your inn" gets pretty boring pretty fast, and lately Ludo's thoughts have turned to ways of killing people for a living while being actually popular, or at least tolerated.
Bounty hunting's lost its sheen, but what about the life of a heroic adventurer? The taverns are full of songs about small bands of intrepid heroes, saving towns and villages and getting rewarded for it. This handbill says some noble's arranging an expedition to the Grey Mountains, something something pay something treasure, something. He's bound to need someone who's good with a crossbow and not too bothered by morals, and maybe Ludo can start making a reputation as an adventurer (also something pay something treasure sounds pretty good).
So our story starts with Ludo travelling towards Altdorf to join up with Prince Whatsisname's expedition, together with a small band of disparate individuals (it's dangerous to go alone): a guardsman called Christof Gorm, a dwarf called Hargin "the Egg" Belegolson, Gottfried Von Harlander, a somewhat down-at-heel noble, and (to Ludo's disquiet) an elf called Farnoth, who may be a magic user and is likely to get us all lynched if he's not careful. Still, they're a dangerous-enough looking party that smaller bandit and mutant bands are likely to go looking for easier targets. They'll do.
In which our hero meets a Frenchman, and shoots his arm clean off.
Arriving in the coaching inn, perturbed and grumpy by seeing Farnoth the Elf do magic in public where any passing lynch mob could see him, Ludo settles down for an evening of eating and being antisocial. However, a Bretonnian hoves into view and challenges the party members to some games of cards.
It is fairly obvious that this fellow is a card sharp, but when the party challenge him about this things escalate pretty fast. Startled by the noise of Gorm drawing his sword, the perfidious frenchy fires his pistol and the shot hits Gorm in the chest! Ludo responds by firing his crossbow at the Frenchman, the close-range shot with the broad-headed bolt causing a brutal wound and tearing the crook's arm clean off his body.
Ludo quickly loots him, finding 20 gold and a pistol and sharing the 10 gold equally amongst the party. the Frenchman is carried off to face justice, but with a wound like that his chances of survival are surely miniscule - we won't see him again!
Christof Gorm's chest wound turns out not to be life-threating, which is quite surprising as, if you can persuade them to fire and then manage to hit the target, pistols are usually extremely effective. Gorm is clearly either surprisingly tough or surprisingly lucky, and either way Ludo is impressed.
The coach trip
In which our party meet the diverse and interesting denizens of the deep forests. And kill them.
The following morning the party force the hungover coachmen to set off for the capital and their planned date with destiny (or at least with something pay something treasure). However things do not go to plan (that plan being "do not get ambushed by beastmen"). Stopping the coach in response to wierd noises from up ahead, the party scout the road and find mutants ransacking an overturned coach, and quickly kill them. Noises from behind them send them running back to their coach, to find it under attack by beastmen! Sneaky buggers, the mutants were clearly just a distraction!
With the coachmen dead the party leap into action and engage the mutants, with Ludo disdaining melee in favour of backshooting and hurling a surprisingly deadly bolas at the biggest beastman. Despite having been recently shot in the chest, Christof Gorm goes toe-to-hoof with the huge beastman leader in single combat (if it counts as "single combat" when a murderous halfling is also trying to shoot your opponent while he's distracted), and with the aid of the bolas defeats him, although not without further wounds of his own.
The rest of the party down the remaining beastman, and the thoughts of Ludo and Gottfried turn to looting, err investigating, the remains of the other coach. Amongst the dead they find a man with an uncanny resemblance to Gottfried, making Gottfried turn white as a ghost and Ludo look at him suspiciously, although Ludo soon decides he doesn't give a stuff; if a man will stand slightly in front of you and distract beastmen so you can backshoot them, who cares if he has a deceased doppelganger?
The twin-brother-from-another-mother has a letter in his pocket which mentions something about an inheritance - perhaps worth checking out, but not right now because we must make haste to the capital, something something expedition something pay something treasure. Ludo's not much of a reader, but he remembers the high points when someone reads a handbill out for him.
The Capital City
in which our heroes experience a sudden desire to visit the exciting Bogenhafen Sheep Festival
Reaching Altdorf the party take advantage of the largest concentration of shops and market stalls in the known world to buy some useful things for their expedition. They also run into Christof Gorm's old friend, a riverboat captain.
Unfortunately, Prince Whatsisname's expedition to the Grey Mountains has already left, and with only vague information as to its destination it will be impossible for Ludo and his new friends (and the elf) to join up with. Bugger.
It also becomes apparent that some, somewhat suspicious, people are convinced Gottfried von Harlander is some character called 'Klaus' or 'Karlos' or 'Kugelschreiber' or something. Anyway, definitely not 'Gottfried'. Ludo and Gottfried suspect this is due to the existence of the strangely identical-looking man who was killed, but Ludo's not going to share this with the rest of the party if Harlander wants to keep it to himself. Not my doppleganger, not my business.
Someone worryingly good with a crossbow appears to want these suspicious people dead though - either that or they've developed a mysterious medical condition that makes them sprout crossbow bolts and die just after running towards Gottfried and shouting "Koopa Troopa, why are you avoiding us?"
Visiting a disreputable tavern with the party of an evening, Harlander spots a couple of slumming nobles and decides, as a fellow nobleman, to strike up a conversation. Unfortunately they're a couple of drunken wankers and first patronise this country bumpkin noble, then insult him, and finally one of them throws up on him.
Ludo is convinced the party can probably take their bodyguards, and that they should do so immediately and then kick the shit out of the nobles, but Harlander shows them true nobility by declining to take offence and simply walking away. Ludo offers to follow them and then shoot one of them in the kidneys when nobody's looking, but it turns out Harlander is serious about this being the bigger man stuff and genuinely doesn't want to cause trouble.
He may have a point, although, given his stature and temperament, Ludo has long decided that the best way to be the bigger man is to be the last man standing in a room full of corpses. Still, Harlander's the one insulted, and Harlander wants to turn the other cheek. Also, murdered nobles really stir the watch up, so not killing them may be the wisest course.
A drunken protagonist (i.e. professional troublemaker) offers, drunkenly, to go mess with the two nobles for a reduced fee. Ludo is ready to take offence (after all, he offered to go backshoot one of them for nothing) but von Harlander is really taking this nobility thing seriously and declines.
It is hard to tell whether the protagonist has understood this part of the conversation what with being so drunk. (Hint: this turns out to be important in slightly less than a paragraph).
The following day the party wake up on Christof Gorm's friend's boat. This friend of Christof seems a very likeable fellow and has an awesome beard, but he is somewhat disconcerted by Ludo's offer to "give me a shout if you ever need anyone murdering". The boat is due to leave soon for the town of Bogenhafen, where there is a Sheep Festival scheduled to be held. (This necessitates a great deal of booze, some of which Captain Awesomebeard is contracted to ship). The party are soon intensely interested in passage to Bogenhafen, which has three things going for it: a sheep festival; something something potential inheritance (but most of the party aren't aware of this part); and perhaps most importantly nobody in the party is wanted for murder there. It comes as rather an unpleasant surprise to Harlander to discover that unlike Bogenhafen (sounding better every minute), Altdorf is a place where he very much is wanted for murder. The protagonist, drunkenly misinterpreting Gottfried's words like some combination of drunken idiot and useful plot device, has accidentally killed one of the nobles and is now claiming Harlander hired him for the job. The rest of the party are at the very least wanted for "strenuous questioning" regarding the incident.
What's that you say? Sheep festival? Sounds lovely! And Captain Awesomebeard is happy to take us, in return for fighting off any bandits or river grumkins?
Let's go to Bogenhafen!
(to be continued)
Last edited by President Weasel; 06-11-2012 at 09:02 PM.
06-11-2012, 07:39 AM #536
- Join Date
- Dec 2011
- Bellingham, WA
Truly an epic retelling, PW! Have you been keeping notes as you go, or is this a spontaneous composition?
In related news, I believe that Magnus will be ending his adventures here; he's rather unhinged by everything he's seen and would rather settle down somewhere nice. I've got an idea for a physician character instead.
In unrelated news, I've made some preparations for a Shadowrun session this weekend, seeing as Lowkey will be away. It promises to be an interesting mission...
06-11-2012, 10:13 AM #537
PW, don't forget that Bogenhafen is Gottfried's home town (though I can't remember if we made much hay out of that)
06-11-2012, 10:51 AM #538
Using the after action reports and posts in the thread where I can, and using memory (and a steam chat with Gorm) to fill in the rather large chunks with no documented history - the entire chunk from "you get back in the coach" to "I really wish I'd used the bolas on that kidnapper and THEN shot him with the crossbow, because I ended up with a really angry and not dead kidnapper chasing after me" was from memory.
06-11-2012, 08:33 PM #539
Bravo President, very good, may have to put it in the first post for new readers.
Aww I'll miss Magnus servant/castle door breacher but I suppose a physician is always handy, now is a good time as you are just approaching third career but how does the party see replacing characters in general? Say if someone dies I am happy for them to have a new character with equal XP but it does take out a bit of the risk and could mean you start a new character with trappings that would be difficult to find, I am not sure how to play it really, what do you think?
Also I am glad you can fill in with shadowrun but I am jealous I will be missing it.
06-11-2012, 08:47 PM #540
I think Magnus is just approaching his second career - servant to spy, right? Or did he do peasant to servant to spy? The thing about WFRP is that anyone can be useful, even a sewerage technician third class; you don't have to play a munchkin, and Magnus has been the biggest contributor in several sessions so far.
My own feelings on the matter is that I'd be happy for Magnus to start a new character with roughly the same XP as he has accrued so far (Xkot has paid his dues and earned that XP) but if a brand new player wanted to join to replace someone who left I'd be happier if they started a new character from the beginning (although maybe got some bonus catch-up XP after each session to slowly reduce the difference). As for trappings, people have trappings.
If we were, for instance, to visit Hieronymous Blitzen to update him on the warpstone situation, and he suggested an acquaintance of his, Doctor Xkotymous Watson, was a good stout fellow to have along with a party of adventurous types, and had an interest in seeing [insert our next destination], we'd expect him to have a full set of doctorin' implements.
Whereas if we were to run into Random McSmithington on the road, we'd expect him to be a peddlar and have maybe a couple of rocks and a stick.