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  1. - Top - End - #511
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    Default Re: [WFRP] The Bloody Crown OOC XI

    A few things I forgot there:

    2nd attack for Volunteer #2: (1d100)[94], (1d10+4)[12]

    2nd attack for Volunteer #1: (1d100)[35], (1d10+4)[14] - stop making me double post you ragamuffins

    Confirm fury for Halberdier #10 and Volunteer #2:
    (1d100)[34], (1d10)[5]
    (1d100)[22], (1d10)[9]

    Crits:
    +1 on Zombie #18: (1d100)[24] - not dead
    Zombie #2 has a +5 (or more if the fury is confirmed) so can't survive
    Zombie #19 might have 2 has just 1 but it's a furious +9: (1d100)[19], (1d100)[90] definitely dead
    Zombie #17 might also have 2: (1d100)[60] - first crit kills, 2nd rolls over to #13, (1d100)[65]
    And a +2 +7 crit on Zombie #13 to finish off: (1d100)[76] - deid
    Last edited by LCP; 2019-09-22 at 07:12 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

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  2. - Top - End - #512
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Confirming that excess Fury: (1d100)[84], (1d10)[1]

    Well that was a hell of a turn for the militia.
    Last edited by LCP; 2019-09-22 at 07:13 PM.
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    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
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  3. - Top - End - #513
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    Default Re: [WFRP] The Bloody Crown OOC XI

    ZOMBIES

    #24 and 14 make aimed attacks on Volunteer #7:
    (1d100)[93], (1d10-1)[7] - miss
    (1d100)[30], (1d10-1)[5] - hit, 2 wounds
    Dodge - (1d100)[63] - failed

    #18 shambles forwards and tries to bite Thorn #4:
    (1d100)[33], (1d10-1)[3] - hit, soaked
    Dodge - (1d100)[75] - failed

    #15 and #29 take half moves out of contact with the curtain of flame, remaining in contact with Volunteer #3, and attack him.
    (1d100)[61], (1d10-1)[1] - miss
    (1d100)[29], (1d10-1)[4] - hit, dodged
    #5 also takes a half move and attacks Volunteer #3, but cannot get out of contact with the fire
    (1d100)[10], (1d10-1)[0] - hit... for 0 damage
    #1 makes an aimed attack on Volunteer #3
    (1d100)[29], (1d10-1)[1] - hit, soaked.
    Dodge - (1d100)[11]

    #26 tries to Grapple Sieghard:
    (1d100)[5], Evade - (1d100)[85]
    Dodge - (1d100)[81]
    ZOMBIEGRAPPLE FOR THE SIEGMAN

    At the end of the turn, #1, 5 and 26 take damage from the fire:
    (1d10+3)[9] - +4 crit
    (1d10+3)[8] - 5 wounds
    (1d10+3)[10] - +2 crit

    Up by the east gate, #32, 33 and 34 all pile onto Halberdier #4 (or #3 if he goes down early):
    (1d100)[84], (1d10-1)[3]
    (1d100)[94], (1d10-1)[2]
    (1d100)[59], (1d10-1)[8]
    No hits.
    Dodge - (1d100)[22]
    Last edited by LCP; 2019-09-22 at 07:23 PM.
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    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
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    WFRP 2E - The Bloody Crown
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  4. - Top - End - #514
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Curtain of flame crits: (1d100)[76], (1d100)[3]

    Both dead. At least Zombie #26 got his moment of glory before he got roasted.
    Last edited by LCP; 2019-09-22 at 07:24 PM.
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    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
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  5. - Top - End - #515
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Top of the next turn: Nahorek casts Skywalk again.

    (3d10)[3][10][2](15)
    Dark Magic - (1d100)[80] - wrong roll code but let's call this an 8.

    Urgrim gets a free attack as he floats away:
    (1d100)[57], (1d10+4)[5] - missed

    It's a new turn so the halberd boys get a new test to try to hit him too:
    WP - (1d100)[44], (1d100)[75], best of (2d10)[2][7](9)+4
    WP - (1d100)[66], (1d100)[42], best of (2d10)[3][5](8)+4

    Dodge - (1d100)[47]
    Last edited by LCP; 2019-09-22 at 07:34 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
    Threads: I, II, III, IV, V, VI, VII, VIII, IX, X

  6. - Top - End - #516
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Well, that's one horse very definitely dead and one I'd guess is possibly but not guaranteed to be dead. Fingers crossed that's enough to force them to choose between the book and escape. Sieghard couldn't see the zombies, but what about the coach itself? Surely that's taller than the wall and he can see the top of it poking over (or could see it before he dismounted if nothing else). And Nahorek flew so it's reasonable for Sieghard to have spotted him, right?

    Another random thought that's probably too late to matter, but an even better target for shackling than even Klammenberg would've been the coach itself. Or perhaps the horses if inanimate objects aren't valid for shackling.

    Quote Originally Posted by -Sentinel- View Post
    The Channeling test to dispel will be at a -50 penalty given Nahorek's power, and then Nahorek can just cast his magic armor again the next round. Not to say it shouldn't be attempted, but most of the time, there are more useful, more urgent and less long-shot things Elsa can do with her magic during a fight with Nahorek and his minions.

    Also, both Elsa and Adelbert are at 0 FP, so it's best not to put too much long-term hope into them.
    I'm not making any plans that hinge on PC death. The dispel odds aren't great, but Elsa channels against 88 currently. Another point of mastery gives her 48% chance to dispel. Nearly even odds. When she hits Wizard Lord, she'll be able to pump 10 more points into her WP for a 58% chance. If success is absolutely critical, she also has rerolls at her disposal. You're right that it's not always going to be the best use of her actions, but I'd argue that it's a very useful option to have and the investment put into it is one that would remain useful elsewhere. And any round Nahorek spends recasting Magic Armor is a round spent not dealing D10 damage that ignores armor and toughness and not raising a small army of zombies.
    Last edited by TheSummoner; 2019-09-22 at 10:51 PM.

  7. - Top - End - #517
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    Default Re: [WFRP] The Bloody Crown OOC XI

    I think I've said a few times now that the temple sits on an artificial hill. I said when I first put the map up that it got higher than the wall when you got about 4 squares in: here's a version of the map annotated with the rough boundary of that area.



    Sieghard can't draw a sightline to the coach without going through the foundation of the temple, i.e. the summit of the mound. He's got about 32 yards of solid earth blocking his view.
    Last edited by LCP; 2019-09-22 at 11:18 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
    Threads: I, II, III, IV, V, VI, VII, VIII, IX, X

  8. - Top - End - #518
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Ah, I didn't realize the hill was higher than the walls. Got it.

  9. - Top - End - #519
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    Default Re: [WFRP] The Bloody Crown OOC XI

    I really don't think Morrslieb should fly that far away. I just don't trust that killing the horses will stop the coach (or stop Nahorek flying away with the book or whatever) and Elsa-As-Morrslieb is the only one with the speed, damage, and positioning to counter whatever they do next: that's no good if he keeps retreating as far as possible.
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  10. - Top - End - #520
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    Default Re: [WFRP] The Bloody Crown OOC XI

    I'm hoping that Black Coaches obey the same levitative process as Santa Claus's sleigh: the draught animals do have to pull it, they're just capable of running on air as well as solid ground.
    Last edited by Thragka; 2019-09-23 at 06:58 AM.
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  11. - Top - End - #521
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Rudolf with your eyes so bright/won't you guide my coach tonight.

    Ludo is going to Run again (really getting his cardio on.) I think his route will take him through Urgi and have him jump over a gravestone, so an agility check: (1d100)[66] vs 59.

    Nope, we're going full slapstick again. Ludo ends up - presumably - prone in the square northwest of Zombie #34.
    Last edited by LeSwordfish; 2019-09-23 at 07:10 AM.
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  12. - Top - End - #522
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    Default Re: [WFRP] The Bloody Crown OOC XI

    well why did you think the coachman was called Udolf
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  13. - Top - End - #523
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    Default Re: [WFRP] The Bloody Crown OOC XI

    I don't think I want to know what sort of presents the jolly old man delivers. So what about Klammenberg? Does that make him a filthy elf or something?

  14. - Top - End - #524
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Bad children get sand. Good children get sand. Everybody gets sand.
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  15. - Top - End - #525
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by TheSummoner View Post
    Sieghard couldn't see the zombies, but what about the coach itself? Surely that's taller than the wall and he can see the top of it poking over (or could see it before he dismounted if nothing else). And Nahorek flew so it's reasonable for Sieghard to have spotted him, right?
    Sieghard may not see the coach right now, but we're being joined by friendly NPCs who were in sight of it. Let's hope they deem it worth mentioning.


    The dispel odds aren't great, but Elsa channels against 88 currently. Another point of mastery gives her 48% chance to dispel. Nearly even odds. When she hits Wizard Lord, she'll be able to pump 10 more points into her WP for a 58% chance. If success is absolutely critical, she also has rerolls at her disposal. You're right that it's not always going to be the best use of her actions, but I'd argue that it's a very useful option to have and the investment put into it is one that would remain useful elsewhere. And any round Nahorek spends recasting Magic Armor is a round spent not dealing D10 damage that ignores armor and toughness and not raising a small army of zombies.
    I guess so. And I do like the idea of Elsa having a proper wizard fight. It will depend on circumstances, such as how many friendly characters are in position to attack Nahorek immediately after his protection is removed.

    Not sure Elsa will ever make it to Wizard Lord, though. In practical terms, the requirements are very steep (12 grimoires!), and I won't gain much from the upgrade except for an extra point of Magic characteristic (which I can also gain via a familiar advance). In IC terms, it seems odd for a runaway apprentice to become as powerful as a Wizard Lord in a span of about 2-3 years, even by taking dangerous and corruption-inducing shortcuts... unless we assume for this game only that actual Wizard Lords are on another level entirely, far above the small scale of WFRP.

    LCP once suggested a career path for Elsa via Noble and then Border Courtier, which would both fit Elsa's character progression and make her a bit more versatile. Not sure how far down that path she can get before she meets her doom, but she has already survived far longer than I expected her to when I first rolled her stats, in 2013.


    Quote Originally Posted by LeSwordfish View Post
    I really don't think Morrslieb should fly that far away. I just don't trust that killing the horses will stop the coach (or stop Nahorek flying away with the book or whatever) and Elsa-As-Morrslieb is the only one with the speed, damage, and positioning to counter whatever they do next: that's no good if he keeps retreating as far as possible.
    I'm just extremely wary of Nahorek. He has no trouble spotting Morrslieb, likely has many ways to kill him without a hit roll, and we don't know what's his "danger range". I figure that if (Sigmar forbid) the coach can fly without horses, the likelihood of Elsa-as-Morrslieb blasting it from the sky seems too low to risk losing such a useful asset as Morrslieb.

    I just really wish I'd had a good shot at Klammenberg this round, but he's a tricky one.
    Last edited by -Sentinel-; 2019-09-23 at 10:17 AM.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  16. - Top - End - #526
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by TheSummoner View Post
    I don't think I want to know what sort of presents the jolly old man delivers.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
    Threads: I, II, III, IV, V, VI, VII, VIII, IX, X

  17. - Top - End - #527
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    Default Re: [WFRP] The Bloody Crown OOC XI

    From the top of the initiative order:

    Klammenberg Runs into the coach (before Morrslieb lets rip)

    Elsa scores a +4 crit on the wounded horse: (1d100)[77] - it's dead
    And lots of crits that are unavoidable Sudden Death on the unwounded one.

    Sieghard takes out Zombies #14 and 18 with unavoidable Sudden Death crits.

    Militia:

    Halberdiers 9 and 10 pile onto Zombie #24.
    #9 charges: (1d100)[10], best of (2d10)[2][9](11)+4 - 10 wounds
    #10 can only half move and standard attack: (1d100)[52], best of (2d10)[10][4](14)+4 - narrow miss
    If the zombie is still standing, the previously cornered Halberdier #11 will try to finish it off with an aimed attack:
    (1d100)[30], best of (2d10)[3][3](6)+4 - 4 wounds, +2 crit

    Volunteer #1 charges Zombie #15:
    (1d100)[80], (1d10+4)[6]; (1d100)[25], (1d10+4)[7] - 1 hit for 4 wounds, a +1 crit

    Halberdier #5 charges Zombie #29:
    (1d100)[6], best of (2d10)[10][4](14)+4 - possible fury

    Halberdier #6 charges Zombie #5:
    (1d100)[77], best of (2d10)[3][6](9)+4 - miss

    Volunteer #3 Swift Attacks whatever zombies are still standing around him:
    (1d100)[23], (1d10+4)[6]; (1d100)[9], (1d10+4)[10] - chops down #5

    Up by the east gate, Halberdier #3 turns and aim-attacks Zombie #33:
    (1d100)[31], best of (2d10)[9][7](16)+4 - hit for a big crit, definitely dead.

    Halberdier #4 finishes off Zombie #33 if its still standing, or else goes for #32:
    (1d100)[23], best of (2d10)[1][6](7)+4 - hit, 7 wounds
    Last edited by LCP; 2019-09-23 at 09:05 PM.
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    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
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  18. - Top - End - #528
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    Default Re: [WFRP] The Bloody Crown OOC XI

    +2 crit on Zombie #24: (1d100)[92] - not dead

    +1 crit on Zombie #15: can't trigger sudden death

    Confirming fury on Zombie #29: (1d100)[19], (1d10)[8] - oof
    Crit roll: (1d100)[95] - dead regardless of roll
    Last edited by LCP; 2019-09-23 at 09:08 PM.
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    WFRP 2E - Tales of Perilous Adventure
    The Hour After Midnight
    The Lord of Lost Heart
    Ill Met By Morrslieb

    Dark Heresy 1E - Wake of the Byzantium
    Episodes: I, II, III, IV, V

    WFRP 2E - The Bloody Crown
    Threads: I, II, III, IV, V, VI, VII, VIII, IX, X

  19. - Top - End - #529
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Zombies:

    #24 aim-attacks Halberdier #7
    (1d100)[77], (1d10-1)[5] - miss
    Dodge - (1d100)[31]

    #15 aim-attacks Volunteer #3:
    (1d100)[35], (1d10-1)[8] - dodged
    Dodge - (1d100)[6]

    #32 aim-attacks Halberdier #4:
    (1d100)[99], (1d10-1)[9] - miss
    Dodge - (1d100)[35]

    #34 aim-attacks Urgrim:
    (1d100)[90], (1d10-1)[9] - miss
    Parry - (1d100)[7]
    Last edited by LCP; 2019-09-23 at 09:13 PM.
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    The Lord of Lost Heart
    Ill Met By Morrslieb

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    WFRP 2E - The Bloody Crown
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  20. - Top - End - #530
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Would Sieghard have gotten 2:1 advantage from Halberdier #7 against Zombie #24 since his first two hits killed the other enemies in the combat?

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Sure. Let's say the halberdiers' attacks killed it then.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    There's not much in the rules about using stealth in combat time. What I want to do is have Ludo use the cover of the storm to go after Nahorek sneakily: how doyou want that to work mechanically?
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    Default Re: [WFRP] The Bloody Crown OOC XI

    I think just roll Concealment vs. his Perception to accompany whatever move actions you take. +30 for the storm; -20 (for a net +10) if you Run.

    EDIT: and I guess wherever your move takes you, it should finish somewhere behind cover.
    Last edited by LCP; 2019-09-24 at 07:56 AM.
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    The Lord of Lost Heart
    Ill Met By Morrslieb

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    Default Re: [WFRP] The Bloody Crown OOC XI

    Alright, let's try that. Ludo stands and makes a half move vampire-wards. Concealment (1d100)[33] vs only-fail-on-a-100 (AG 59 Concealment+10, Storm +30)

    Also, i'm not sure if the zombie gets an attack at me as I leave: (1d100)[26] dodge blow.

    EDIT: Ludo is going here. I assume I can see Nahorek from here, and depending on his final position might even be able to see through the gate.

    Last edited by LeSwordfish; 2019-09-24 at 08:11 AM.
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Alright, so Nahorek's gotta beat 6 degrees of success. No big deal! (1d100)[4] - hoHO!

    Also Thragka, a +4 crit is (remotely) survivable but a +5 isn't - all the results from a +5 are Sudden Death. Urgrim's zombie is down.

    EDIT:
    I assume I can see Nahorek from here, and depending on his final position might even be able to see through the gate.
    You can see Nahorek, but the gate is too far away in the murk of the storm.
    Last edited by LCP; 2019-09-24 at 08:20 AM.
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    The Lord of Lost Heart
    Ill Met By Morrslieb

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    WFRP 2E - The Bloody Crown
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    Default Re: [WFRP] The Bloody Crown OOC XI

    It would be amazing if Ludo, of all people, managed to hit Nahorek hard enough to put him to flight.

    But with that Perception roll, it doesn't seem likely.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  27. - Top - End - #537
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Yes, derp, of course you're not tracking critical effects for three dozen zombies.
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  28. - Top - End - #538
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by -Sentinel- View Post
    It would be amazing if Ludo, of all people, managed to hit Nahorek hard enough to put him to flight.

    But with that Perception roll, it doesn't seem likely.
    It might end up helping, if Nahorek does something to try and kill Ludo that fails instead of fleeing. (I assume the next step for Klammenberg is reanimating the horses, now the fire is out, so we might have a single turn.)
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  29. - Top - End - #539
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Quote Originally Posted by LeSwordfish View Post
    (I assume the next step for Klammenberg is reanimating the horses,
    I don't believe this has come up yet, but I feel like there should be a limit to how many times a corpse can get reanimated.
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    Quote Originally Posted by TheSummoner View Post
    Oh wow. I will never again underestimate [our characters'] ability to turn friendly conversation into a possible life or death situation.
    Quote Originally Posted by LeSwordfish View Post
    Ludo has a crowbar, if that helps.

  30. - Top - End - #540
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    Default Re: [WFRP] The Bloody Crown OOC XI

    Even so, there's every chance this is only the second time for these horses - or the first, if they were magical instead of undead per se.
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