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  1. - Top - End - #61
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "before i sign my own death warrant on traipsing into the unknown, may i ask a few questions?" jorunn inquires.

    "one, how many beastmen travel in raiding packs, and what is their general level of armament?"

    "two, do you perhaps have any idea when this started, and a general layout of where the attacks occured?"

    "three, are there any dangers out of the ordinary on that mountain that i should know of?"

    after those questions are wrapped up to his liking. he'll confer with byjan and the bounty hunter, get healing from the initiate, and move out assuming daylight lasts

  2. - Top - End - #62
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    Arnuuk, who seems smug enough to be believing you're on the hook, is only too happy to answer.

    "Well, certainly. The attacks have been happening up and down the way from here back to Truskholm, and then some beyond that. Small attacks; groups of three or four beastmen at a time, usually with one of them having horns, being their leader. The have small packs of mutants doing the same; carrying off bludgeoned captives to the mountain. The Split Hoof warherd has hundreds of warriors, but they're concerned mostly with the other herds north deeper into the woods; Whitefang, Ironfoe, Plaguetalon, so forth. This little effort, I'm convinced, is something else - maybe a party of defectors. But it's not like beastmen to split from their herd like that; not to join as a smaller group. It's been going on for at least a month, targeting freeholders and isolated hunting parties and trappers. Sometimes they get desperate enough to attack armed men. One report of a few of the little bands joining together to attack a small warparty of Aeslings on their way here; though the Aeslings thrashed them and drove them off. As far as special dangers up there... Well, it's a mountain; you should expect the normal fauna. Crag wolves, ice bears maybe. Nothing a man like you can't chase off with a torch in hand. Oh - and the beasts are the same wretched dogs you all know, wherever they crop up. Dirty bastards come with their sharpened sticks and stone weapons. Some will have iron they've stolen from Norscans, but not the skill to whet any of it."

  3. - Top - End - #63
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "i accept" jorunn says, and clasps hands with the dwarf. he will have discussions with the bounty hunter about that mountain, and see if he can get healing from the initiate before they traipse off into the direction of the mountain.

    when they make camp for the night, he will send the bounty hunter on watch, with the bow, three arrows and one of the skinning knives. "you are my right arm while i sleep" he says, pressing the stuff into her hands. "byjan, you're on the second watch" he says, pushing the wood axe into his palm. "keep an eye on her yeh?" he murmurs, motioning with his head towards marlene

  4. - Top - End - #64
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    You aim to make it to the foot of the mountain, camping at the edge of a clearing where a trickle of water offers something to drink. Byjan understands, and arranges the fire while you confer with Marlene - who seems surprised you are trusting her with weapons but, true to your instinct, does not turn them on you, atleast right away.

    Spoiler: Marlene's Hunting Roll...
    Show
    vs48 - (1d100)[97], including a plus 10 for favorable conditions, to not require rations tonight.

    Yuck! Bad roll. You had a few days of personal ration left over, so i'll say that's consumed supplementing the needs of the group for the rest of the day. Now, 7 of 7 days of ration remaining for the party.


    "Just as well that blizzard burned out a couple of days ago. If we were caught on the mountain side in such a storm, we'd all be dead. All of us, anyway." She looks back at the other thralls; making do with their clothes, crowding to the fire - a luckless lot, but still better off in your hands than those of the Chaos Dwarves for example.

    "Tomorrow I'll try to find some sign of passage the beasts are using up the mountain. Old tracks will be long lost to snowfall, but they have to be using some kind of regular path up. They're not just running down the side of the cliffs and dragging prisoners back up. Did you... want me to scout with you tomorrow, then?" Her question highlights the unspoken implication - that to skulk around as a pair looking for clues, you're leaving the other three thralls behind - which might help you move faster and quieter, though it carries the natural disadvantage of leaving slaves unattended... as far as she knows.
    Last edited by MrAbdiel; 2023-01-23 at 07:01 AM.

  5. - Top - End - #65
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "lets go together" jorunn says. raising his voice, he calls to the rest of his thralls "alright, here is the deal. work with me, and you'll go far. hinder me, and i can assure you that it won't go well"

    intimidate roll

    (1d100)[53]

  6. - Top - End - #66
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    Your underlings are cowed by your threat; and the next few days pass without incident. Almost frustratingly so; Marlene manages to find trails for a scrawny deer that spares your party some rations for two days, but you spend the better part of four searching for sign of the beastmen as you wind around the mountain's foot. It may be a blessing in disguise; the extra days permit you time to recover, and for Ortel to address your wounds. "Good thing you've stayed off the use of that arm, for a bit. The scars should knit up nicely. You're lucky these claws didn't ruin your tattoos. Perhaps... if you intend me to tend you this way often, getting your hands on some medical tools would help. Not that there is much, out here in the frozen north..."

    Spoiler: Recovery:
    Show
    Ortel failed two heal rolls and passed two more, and the ones he passed were for 9 wounds and 7 wounds. So I think you're back to full!

    You also spend two more days of rations with two successful hunts, so your party is down to 5/7 days of rations.


    Finally, on the fourth day, some luck.

    "Here - you see this? Beast sign. They use it to mark passage for themselves. I can't read it, but we're on the right track now. From here, we just need to find the way they head up the mountain; a way that is easy enough going to bring captives." Marlene indicates a cluster of scratches on a high bough of a pine that you would easily have missed.

    But not twenty minutes past this good sign, not long before you would be ready to camp for another night, you run into a new problem. Marlene spots something ahead, and crouches low; a sign you and your thralls have come to know means to do the same. She slides on her belly along the snow behind a log and you do the same to catch up to her, and through the snow-dusted branches of a shrub, she indicates what she sees.

    Three creatures, feminine in form but clearly not human. Not even animal. Shapely forms covered in hard, creaking bark with coronae of fine twisted branches drawn back from their brows like hair covered in frost. No eyeballs, but eye sockets filled with soft blue light; no teeth, but a jagged gap for a mouth where fractured smiles of wood seem more capable of rending flesh than furnishing speech. You cannot hear them from this far back, but they confer with each other in languid, unhurried cadence.

    "Dryads. Tree spirits. They loathe beastmen. But... they often aren't fond of mankind, either. We ought to go around, and leave them be. I don't know if... asking them about the beastmen or mountain is worth the risk."

    Spoiler: OOC: Decision point.
    Show
    You have a chance to parley with these creatures, and perhaps learn about the mountain and your quarry; but anger them, and you may have a vicious fight on your hands.
    Is it worth the risk?
    Last edited by MrAbdiel; 2023-01-24 at 06:13 AM.

  7. - Top - End - #67
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "i would say we avoid them" jorunn says. "no reason to endanger ourselves, unless you think its smart to get some intel" he looks at her, gauging her reaction

  8. - Top - End - #68
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    Marlene shakes her head. She's already a thrall - she has no intention of downgrading her fortune to dead.

    "I don't trust spirits, woodland or otherwise."

    With that declination, you slink back to your thralls and give the chattering dryads a wide berth; then spend much of this next day following the scattered beast sign up the lower slope of the mountain.

    Spoiler: OOC:
    Show
    Give me a perception check. +20, because of assistance from your thralls. Feel free to just roll it in the OOC, and I'll set up a scene depending on the outcome.

  9. - Top - End - #69
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn keeps a wary eye for anything out of the ordinary on the way up the mountain, trusting the tracking to marlene, and the watching of the thralls to byjan

  10. - Top - End - #70
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    You spot them early - or rather, you hear them, which permits you and Marlene to scrabble through the snow and get eyes on them as they carry on up the mountain. Not a small group like you'd hoped, but a decent little warparty. Ten grey and white furred beastmen with bulky torsos, primative but effective weapons, spiral horns. With them are two more beastmen not like them in appearance; one smaller and weaker, no stronger than an average man; one larger and more fierce, with one broken horn at the other larger and jagged as if to compensate, leader by right of might. In their midst they tow a miserable, bloody, battered woman in her middle age; her clothes ragged and shredded, her wrists tied in rough rope towed by the weak, small beastman who has been clearly tasked as her keeper.

    The beasts are having an argument; neither you nor Marlene know their awful grating tongue, but it seems to be a division in the rows of the main creatures (you know these to be gors) are bickering and shoving each other. The small one (the ungor with his pathetic little horns) can only look on, clutching the rope of the prisoner and keeping a wary eye back on her so she does not think to make a mischief of the situation. Soon though, the large one (the bestigor) lets out a basso bray that is almost a roar, and his lessers fall silent as the sound echoes through the woods and quiets the chitter and hush of wildlife. Three of the gors are dispatched back down the way they came; two are left standing where they are looking awkward and shamed; and the remaining party of three gors, one ungor and the bestigor carry on up the mountain. In the quiet that follows the outburst, you dare not make noise; but after a minute the parties going up and down the slope are far enough away that you cannot hear them. The two left on the road bray and converse, and they produce javelins from the sloppy constructions they use as quivers and move into the woods on the other side of the scrubby trail. You fear instinctively they are hunting you; but Marlene whispers:

    "...One captive isn't worth a dozen escorts. Looks like the ones sent down are looking for more; and these with the javelin are probably hunting game to take up to where the beasts will make camp. Or... what passes for camp. What do you want to do?"

  11. - Top - End - #71
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn grins. its not a pretty sight "lets see if we cant take one captive and do a little interrogation to find out what he knows"

    he will set off silently towards the beastmen going hunting, intending on capturing one in good enough condition to talk. if that dont happen, well tough noogies
    Last edited by bramblefoot; 2023-01-27 at 10:33 PM.

  12. - Top - End - #72
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    The hunt begins. You give the two gors a chance to get further off the road and their companions to get well beyond earshot, before you creep up on them. With Byjan and the other two thralls lagging behind so they don't blow your cover, you and Marlene skulk up at close as you dare. Fortunately, this is exactly the kind of thing Marlene is trained to do; and the opportunity to do so, to do something, rather than be a powerless prisoner seems to agree with her.

    "They're likely to spot us, if we sneak up. But they're hunting - let me distract them, and you take them. I'll join you when they turn to fight you."

    This also opens up an opportunity for Marlene to run while you're fighting - but she seems to be honoring her place in your retinue so far, at you know you will not long succeed out here if you are devoting yourself to herding your thralls. Marlene slinks off ahead, you follow the gors; and they halt when they spot a rutle in a snow-leaden bush ahead. You watch their ears flatten back as they approach a little closer, within ten yards of the shrub, and then hurl their javelins into it, striking nothing. From your angle, you see the ploy - Marlene behind a tree ten feet beyond that shrub, having tugged the fishing line which she had snagged in its branches.

    Your blood heats, as the moment to strike arrives.

    Spoiler: OOC: Battle!
    Show
    Give me an initiative roll, and you can charge in this opening surprise round!
    There are two gors; both have spears, but neither of them have weapons in hand right now, so each is as good as the other for attacking.

    If you can beat both a InitiativeGor1 - (1d10+3)[10] and InitiativeGor2 - (1d10+3)[7], you can charge in and make your surprise attack (at +20) and then take a normal turn on top, because you're first!



  13. - Top - End - #73
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn will roar a challenge and charge into the fray. his axe hits the gor, but does minimal damage due to catching the gors javelin strap

    initiative
    (1d10+4)[12]

    (1d100)[11]

    (1d10+4)[5]
    Last edited by bramblefoot; 2023-01-28 at 09:23 PM.

  14. - Top - End - #74
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    the second round, jorunn will move to attack the wounded gor twice, hoping to drop it, and then move to intimidate the second gor to surrender

    (2d100)[24][20](44)

    (1d10+4)[10]
    (1d10+4)[14]


    parry

    (1d100)[38]

    dodge
    (1d100)[13]

  15. - Top - End - #75
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    You roar into combat, your first blow chopping at the shoudler and only scoring the fur and the quiver strap as the shocked gor stumbles back; but your second blow hacks into it arm as it reaches for the spear threaded into a rough loop on that quiver, badly gouging it. But your third strike drives your father's axe right down between its horns, and you pull it, and a splattering wad of brains and dark blood, free with a grisly crack as the gor slumps to the snow.

    Its compatriot bleats in fear, draws its spear, and stabs out at you wildly; but then finds it is surrounded with you above it and Marlene with the skinning knife in hand, menacing it from behind.

    Spoiler: OOC:
    Show
    The Gor gets a wild swing before you get a chance to try to force it to surrender.

    (1d100)[70]; with a (1d10+3)[13]

    Oh, I guess you prerolled a successful parry even it it hit. Hah! New turn, Marlene is assisting you in an intimidate check, and having made such a gory display, I'll give you a +20 to your roll, contesting his WP roll of vs25 - (1d100)[15]

  16. - Top - End - #76
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn will place the axe to the gor's neck and growls "drop the weapon, or the head comes off, just like that" he gives his best rictus grin to the gor, pearl circles boring into its piggish eyes as he stares it down

    (1d100)[65]

  17. - Top - End - #77
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    The gor freezes, its hooves constantly shuffling, trying not to let either of you out of its sights. Your display seems to have shocked it into a pause, atleast, and it has halted its attack. But its pitiful bray back at you suggests that it does not seem to know your tongue - nor do you know it's. If there's any interrogation to come from this, it will have to be in a medium understood in all langauges.

    Spoiler: Baaa! Baaa!
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    You got 1 degree of success with your Menacing feat; and it got 1 because of a fantastic roll. That's a draw - so instead of continuing fighting, or submitting immediately, you're locked in a stalemate with him.

    But also, this chump doesn't seem to speak Norscan; or any human tongue, since it appears to be bleating at you in their clumsy Dark Tongue. If you decide to just finish the job, you can attack - if you have a plan to try to ask it questions you think you can communicate with violence, you can try that too!

  18. - Top - End - #78
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn will put the gor outta its misery. "fugging waste of time" he hisses.

    (2d100)[84][50](134)

    (1d10+4)[8]
    (1d10+4)[5]
    Last edited by bramblefoot; 2023-01-28 at 10:19 PM.

  19. - Top - End - #79
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    The gor bleats in fear and anger as you lash at it, one blow wide, one blow cutting a slit in his fur; and thrusts viciously out at you with his spear! You see the hate in the creature's eyes; hatred for humans, all, focused on you specifically as their representative for this moment. Some sages say the beasts worship the same gods as the tribes; but they are fools if they do. What god would exalt such wretched things?

    Spoiler: OOC:
    Show
    That's a 12 damage hit you're gonna want to dodge, and reply to!

  20. - Top - End - #80
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn barely dodges the spear, feeling it whistle past his ribs. he will attempt to end the fight quickly

    (2d100)[61][20](81)

    (1d10+4)[6]
    (1d10+4)[13]

    parry and dodge

    (1d100)[69]

    (1d100)[50]

  21. - Top - End - #81
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    You avoid the beastman's strike, and swing back with a blow that smashes one of his horns free of his head and black the creature out in the snow. After that, it's a simple matter to follow through on your promise - a blow to the back of the neck parts head from shoulders, and Marlene looks on at the dead beastmen with.. satisfaction, maybe. She shivers in the cold, and looks to you.

    "What now? Did you want to hunt the rest of them? Those three will be down near the road by now watching it waiting for an ambush target. The other seven will be up the slope somewhere, waiting for these fools to bring back something to eat. We could... try to tease them apart into small groups. You seem very capable at killing them."
    Last edited by MrAbdiel; 2023-01-29 at 12:13 AM.

  22. - Top - End - #82
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "sounds like a good idea" jorunn says. "i think we should wipe out the bottom ones first, and deny them any reinforcements"

  23. - Top - End - #83
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    Down the slope you go, seeking the hunting party laying ambush on the road. You have been traipsing around on this mountain for the better part of a week now; but that was when you didn't know where to go. Now the terrain is familiar to you and you have definite directions; within a couple of hours, you and your thralls are near to your prey; and you peel off Marlene into your typical work arrangement. You confer with her, and she agrees with your instinct. If you were capturing people on the road, you'd have one of the three minding the ideal ambush spot, and one up and down that road to spot travellers so they could dash off and get the ambush ready for them to pass buy. It's just a matter of finding the isolated elements of these beastmen so you can take them out...

    Spoiler: OOC:
    Show
    Give me a perception check. You can have a +20 because you're approaching from the mountain side, while they're largely watching the path below.

    While you're rolling, give me a silent move. That's flat, because even though you're in a good position and can afford to move slowly, it's hard to be quiet in snow.

  24. - Top - End - #84
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn scans the place with a practiced eye. "i see the lone one" he says. unfortunately, he steps on a branch, making a cracking sound and alerting the beastman to his presence

    perception
    (1d100)[12]

    silent move
    (1d100)[74]
    Last edited by bramblefoot; 2023-01-30 at 07:37 PM.

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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    You approach, but your unfortunate step alerts the beastman; and it startles, bleats, and dashes; loping through the trees toward in you expect the direction of one of its comrades. You have one chance to intercept it, using your descent down the slope and position to reach it; but you note already that the hooved creatures are quite fleet of foot, and not prone to remain in fights where they do not hold the advantage of numbers.

    As you close, Marlene sprints further up the path just inside the treeline, trying to prepare to be a backstop of the beast gets past you.

    Spoiler: OOC: If you had one shot; one opportunity...
    Show
    Let's get this goat. Give me a flat agility roll; if you succeed, you'll be able to charge it; but you're not catching it by surprise. If you don't succeed, it's out of your grasp; and we'll see if Marlene can get the tackle.

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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn pounds through the snow, easily tackling the beastman off its feet. the axe buries itself in the beastmans chest, doing minor damage

    (1d100)[18]

    (1d10+4)[8]
    Last edited by bramblefoot; 2023-01-31 at 12:17 PM.

  27. - Top - End - #87
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    The beastman bleats desperately - but faced with the option of turning its back to your blade and confronting you to fight, it takes the option that could conceivably result in victory... and strikes.

    Spoiler: OOC: Attack!
    Show
    Vs25 - (1d100)[23] vs Unsettling
    (1d100)[14] to hit.
    (1d10+3)[12] damage.

    That's a big hit and he's not even unsettled - you're gonna wanna parry it! He takes parry stance with his second half action.


    ...As Marlene slings away her bow and draws her knife, preparing soon to join you in the melee.
    Last edited by MrAbdiel; 2023-02-01 at 04:07 AM.

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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    "hound protect me!" jorunn hisses as he desperately parries the incoming spear attack. after that, he'll make two attacks against the beastman

    (2d100)[37][91](128)


    (1d10+4)[9]
    (1d10+4)[9]

  29. - Top - End - #89
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    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    Your blow cracks into the beastman's side, spilling dark blood onto the snow and eliciting a pathetic bleat. The wolf who has followed you has fallen into the loose care of your mediator and initiate, Liebwen and Ortel. The former has some rural experience caring for animals, the latter serves some kind of wolf-god and has affinity for the creature. And when you bark for his attendance, you find that this time rather than quailing and hestiating, the scruffy lupine carves through the snow and launches at the beastman like a furry missile; seizing one wrist in its jaws and bearing him to the ground with weight, where Marlene is quick to seize her moment and stab through the beastman's heart. She spits on it; and the wolf spends a little while growling at tugging the dead gor's wrist, before letting go.

    The bounty hunter-turned-thrall Marlene puffs frosted air, and looks to you with expectation. "That's one of three. If we can get the last two, there will be none behind us if you're planning to pursue the others up the mountain tomorrow."

    Spoiler: OOC: What now, warrior?
    Show
    You've been quite good so far! You're down to one FP for the day, but you've killed foes.. .But there are two more down here near the road, and if you intend to camp without whacking them tonight, you'll run the risk of them coming back up the mountain at night finding your camp. On the other hand, maybe you want that - you have turned ambushes handilly before, so maybe letting them come to you will save you some leg work. What's the move?

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    Oct 2021

    Default Re: [WFRP2e] The Saga of Jorunn - Part 1 - "That Which Remains"

    jorunn will crack off one of the beastmens horns, for experimentation with the mark later. "push on, see if we cant find where they went" he says, and leads. he'll pass out a spear to marlene if she wants one, and keep the other in reserve

    Spoiler: ooc
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    how much daylight do we have left? i have night vision, but my thralls dont

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