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bramblefoot
2023-01-29, 09:16 PM
ominous title innit? put your characters here

https://forums.giantitp.com/showthread.php?638449-tomboys-and-troublemakers-a-wfrp-2e-game

wilphe
2023-01-30, 01:19 AM
Wighard Rauschenberg

Wighard is of middling height and unremarkable appearance with neat brown hair.

He is clad in near black leathers that have seen a lot of use - and no doubt much staining but his choice of colour means that doesn't show up so well.

He carries a new looking battleaxe that Glod will recognise as dwarfcraft and wears holy symbols of both Shallya and Morr - as well a broach bearing the image of a burning slug.

He also has the pouches and pockets of seemingly random stuff that one associates with a spellcaster or kleptomanic hoarder.

As outerwear he has a light slate grey uniform coat of a Stabsarzt, but without rank insignia. The cloak has been cunningly sewn within and whilst the coat itself is plain and unadorned except for the lining and asklepian embraided in dark blue Waffenfarbe by the shoulders it is made of excellent cloth and with exquisite workmanship and should serve him equally well in the deserts of Araby and the cold of Norsca.

Brevet Surgeon-at-large of the Order of Aetius the Bright

Human Male

Apprentice Wizard / Barber Surgeon / Agent of the Shroud

Age 24


Main Profile



WS

BS

S

T

Ag

Int

WP

Fel



29+5

34

34

40+5

44

36+5

32+5

41+5



15/15

0/10

10/10

5/10

10/20

15/20

30/30

10/10



49

34

44

50

54

56*

67*

56**



*Wighard recieves a 10% bonus on INT and WP so long as both he and Kwolf or Schlapp are cooperative and conscious

** Wighard is at -5 to Fel when dealing with non-magic users. After casting his eyes glow, if from his Lore they have be sometimes white and cloudy and sometimes gold and glowing. Also if he has been talking to Deities his eyes reflect that - Morr may turn them purple for instant. This can lead to people thinking he has been dabbling in Amethyst magic in defiance of regulations.

Secondary Profile



A

W

SB

TB

M

Mag

IP

FP



1

11

4

4

4

0

0

3+1



1/1

2/4

-

-

-

2/1

-

-1



2

13

3

5

4

2*

8

3



*Wighard receives +1 Magic from Kwolf


Summary:

Attack x2 54 for 1d10+4 (Impact) - BQ Axe

Parry 64 - BQ Shield

Parry 77 - Radiant Shield

Perception 96 / 106 Visual


Talents:

Aethyric Attunement (+10 Channelling and Magical Sense)

Arcane Lore (Order of Aetius the Bright)

Coolheaded +5 WP

Excellent Vision (+10 Perception and Lip Reading)

Extra Spell (Banish)

Extra Spell (Illuminate the Edifice)

Extra Spell (Radiant Gaze)

Keen Senses (+20 Perception)

Petty Magic (Arcane)

Petty Magic (Hedge)

Resistance to Disease (+10 v Disease)

Savvy +5 INT

Sixth Sense (WP Test)

Stouthearted +10 v Fear, Terror and Intimidate

Suave +5 Fel

Surgery +10 Heal, Heavily wounded recover 2 not 1, +20% to avoid limb loss

Very Resilient +5 Tough

Warrior Born +5 WS



Skills:

Academic Knowledge (Law) INT 66

Academic Knowledge (Magic) INT 66

Academic Knowledge (Necromancy) INT 66

Academic Knowledge (Theology) INT 66

Animal Care INT 66

Channelling WP 87

Charm FEL 51/56

Command FEL 51/56

Common Knowledge - [Empire] INT 66

Common Knowledge - [Skaven] INT 66

Disguise FEL 51/56

Drive STR 44

Gossip FEL 51/56

Haggle FEL 51/56

Heal+10 INT 86

Intimidate STR 44

Magical Sense WP 77

Perception +10INT 96/106 Visual

Read/Write INT 66

Search INT 66

Speak Arcane Language (Magick) INT 66

Speak Language (Breton) INT 66

Speak Language (Classical) INT 66

Speak Language (Queekish) INT 66

Speak Language - (Riekspeil) INT 66

Speak Language (Tilean) INT 66

Swim STR 44

Trade - (Apothecary) INT 66


Insanity

Red Hand of Khaine - cured for now, but he will never be entirely free of Khaine's hold

Arcane Marks


Eerie Eyes:Wighard is at -5 to Fel when dealing with non-magic users. After casting his eyes glow, if from his Lore they have be sometimes white and cloudy and sometimes gold and glowing. Also if he has been talking to Deities his eyes reflect that - Morr may turn them purple for instant. This can lead to people thinking he has been dabbling in Amethyst magic in defiance of regulations.


Equipment



Backpack

Printed Book

Trade Tools (Barber Surgeon)

Leather Armour

Apothecary's Tools

Good quality riding boots

Good quality Apron

Restocked medical kit

His copy of Siobhan's apprenticeship

Best quality axe (+5% Impact)

BQ Shield with Company logo on it

Good quality religious symbols (Shallya, Morr)

A rabbit pelt discarded by the hawk symbolic of Khaine

A few sealed samples of grass with Skaven fear musk (to be reverse engineered once he finds a perfumier)

First ever pistol ball Wighard stopped via Shimmering Cloak (base of future magic item)



Articles of the Company of the Burning Slug


Lucky Charm of the Burning Slug

4 Healing Draughts (Company)

Wand of Magus Trakore - when held, grants a +1 to the magic characteristic

The cloak of destiny gives one free reroll on a spell per day - knee-length cape of deepest purple, and it seems reactive in the magic field (sewn inside BQ Uniform overcoat)

Bow

50 arrows

Large Best Quality Tube Case (Wallet)

5 x Marblesets

Whistle

Animal Call

10 Sheets Parchment

Sealing Wax

4 x Spikes

20 x BQ Matches

Twine

3 x Large Fire Grenades

Blunderbuss

8 Powder

32 shot



That magic eye thing - taken by Maga Ollyn

The decapitated head of Lord Armata - Given to the Temple of Morr in Altdorf

a book on ancient nekeharan ruins written in a dialect of classical. it may take weeks to study the book, but it may provide loot and wealth - left in his suite in the College of Light

Two fangs from the chaos snake - arranged tastefully on the wall of his suite

Letter of Recommendation from the town elders of Trundheim for clearing the mine

Shield (Original) https://lh4.googleusercontent.com/eEaXCCjQ3KdIkV0vFwXyUc47UAtYrHAvh_cXU0VqCn8W4lCU__ gYLP36tAwxdUMvZiaeNQ3YYx124TdDILVa5wLbqpeiZoFU1Y7v HHmrhBoaLUi8kzqV2iBZTlQdB4vhEA=w1280



Balance:

37gc 3s 2pc

Owed to College:

42.5 gc - paid to his order directly 15/10/22

Wounds:





To Take:

Common K: Tilea
Concealment
Follow Trail
Silent Move
Shadowing


Schemer


Can take:

Charm
Common K: Empire
Gossip
Heal

Perception
Read.Write
Search
Speak Language x1


Light's Demand
Radiant Gaze
Radiant Weapon

Cross Class want list:
Charm Animal
Train Animal
Dodge Blow





Possible Exits: (Red need to complete current career)

Grave Robber, Interrogator, Journeyman Wizard, Killer of the Dead, Physician, Priest of Morr Scholar, Scribe, Spy, Vampire Hunter, Witch Hunter, Tradesman, Vagabond

1000 XP spent so far
9 on advances
1 on talent

100 to Barber Surgeon

200 on WS and AG

300 Resistance to Disease
Suave
Surgery

400 left

Charm
Haggle
Heal
T (Apothecary)

Earned 150
Drive
50 left

+250

Perception
Speak Language (Breton
Swim

+75 8/3/22 = 75

+200 9/22/4 = 75

Speak Language (Tilean)
Agent of the Shroud

+200 9/29/4 = 75

Coolheaded
+5 Toughness

+300 18/5/10
Academic K: Necromancy
Heal
Stouthearted

+100 27/5/22

Unspent 175 remaining

+200 30/5/22
+15 to WP

75 remaining

+50 8/6/22
Unspent

125 remaining

+200 21/6/22

Arcane Lore (Order of Aetius the Bright) CC

125 remaining

+400 20/7/22

Animal Care CC
A/K: Law
Fel +5
Sixth Sense

25 balance

+500 16/9/22

Academic Knowledge (Theology)
+1 Magic CC
+1 Attack
+5 WS

+100 24/10/22

Balance 125

+200 31/10/22

Command CC
+5 STR

23/11/22
Common Knowledge - [Skaven] (https://forums.giantitp.com/showsinglepost.php?p=25640935&postcount=402)

Balance 25

18/12/22
WS+5
INT+5
Keen Senses
SL/ Queekish
Petty Magic Hedge CC
Intimidate

Balance 25

15/3/23
Banish
Illuminate the Edifice

Balance 25

23/3/23
50 earned balance 75

23/5/23
Disguise
Str+5
Lesser magic (Bind)





Original kit: 110 gc 15p spent of 117



Wighard is the product of a minor provincial offshoot of the Light College that seeks to emphasise practical healing, giving wizards the understanding of the body to avoid the use of magic in all but the most desperate cases and to be more effective when they do.

So far this concept has proven valid on the first part and much less so on the second.

As such he had a less than typical apprenticeship focusing on hands on medical training in the real word rather than /menial labouring in the bounds of a wizard college.

He first came to the attention of the professor when his magister was on an expedition with him and Wighard was attached as an assistant. The two have remained in contact ever since, the professor being interested in the combination of mild magic and academic knowledge.

Wighard is an affable and charming young man who would be quite good as a rouge should he ever make the effort.

He also has a darker tendency towards violence that he usually supresses, so it is uncertain whether his experiences at the mine are a genuine revelation or just pushed down a path that was always within him.

He is almost ready to move onto the next stage of his studies, and was considered a shoe in to chose Hysh as his chosen wind, he is keen to do so to advance to journeyman but he may be side-tracked into conventional medicine until he can satisfy the magisters.

Now it seems Morr (and possibly the rest of his family) have other plans for him and maybe the Raven King will get around to telling him what they are.

However his theoretical studies have been somewhat interrupted by him having spent the storm of chaos doing field medicine - his practical skills have really advanced though

He isn't a soldier, having spent his time in the equivalent of a MASH unit, but he's spent enough time in that environment to have a fairly good idea about who is worth following and who is a waste of space.

Now he's been promoted to full-magister-but-not-really - in what he can only view as a political move, but against whom, by whom and why are still a mystery to him.

He's also pretty sure ever since the Magus Trakore gave him the wand that he's being given ever increasing amounts of power and responsibility without the tools to deal with it - so he is either being tested somehow or being set up to fail.

He confided in Siobhan and Gimgroth that he left home at 15 after beating a young soldier
named Isven (https://forums.giantitp.com/showsinglepost.php?p=25490188&postcount=904) near to death, an event that so disturbed him he turned to healing



Will talk in Teal


Glowing Light
Casting Number: 3
Casting Time: Half action
Ingredient: A drop of lamp oil (+1)
Description: You can cause any item in your grasp to glow with the
light of a lantern for one hour or until you let it go.

Sounds
Casting Number: 4
Casting Time: Half action
Ingredient: A tiny bell (+1)
Description: You can create a phantom noise with this spell, with
volume ranging from a whisper to a roar. You can choose the
type of noise and the volume; the spell can reproduce any type
of noise but speech. The noise can last for up to one round.

Drop
Casting Number: 4
Casting Time: Half action
Ingredient: A dab of butter (+1)
Description: You compel a target character within 24 yards (12
squares) to drop whatever he is holding. The subject of this
spell can resist it with a successful Will Power Test.

Marsh Lights
Casting Number: 6
Casting Time: Full action
Ingredient: A firefly (+1)
Description: You create the appearance of a number of distant lights
that suggest torches or lanterns. They appear within 100 yards
(50 squares) of you and can then be sent off in any direction.
They naturally follow corridors or paths and do not need to be
controlled or overseen in any way. You can control them more
closely if desired, but only as long as they remain in line of sight.
You can’t perform any other actions while controlling the lights.
The lights travel at various speeds, but never slower than 8 yards (4
squares) per round or faster than 16 yards (8 squares) per round.

Magic Dart
Casting Number: 6
Casting Time: Half actionIngredient: A small dart (+1)
Description: You throw a dart of magical force at an opponent
within 16 yards (8 squares). Although small, the magic dart
strikes with considerable force. A magic dart is magic missile
with Damage 3.

Sleep
Casting Number: 6
Casting Time: Half action
Ingredient: A piece of down (+1)
Description: Your touch causes one opponent to fall into a slumber
for 1d10 rounds unless a successful Will Power Test is made.
Sleeping characters are considered to be helpless. Sleep is a
touch spell.



Protection from rain
Casting Number: 3
Casting Time: Full action
Ingredient: A freshly picked leaf (+1)
Description: This spell protects you from the rain and other types of
precipitation. Even in the heaviest downpour, you and your
belongings remain perfectly dry. The spell lasts for 1 hour,
though you may dismiss it any before that at your option.

+5 others dependent on Siobhan





Banish
Casting Number: 13
Casting Time: Full action
Ingredient: An oak wand (+2)
Description: You wrap a daemon within 24 yards (12 squares) of you in the tendrils of Hysh, using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment is resolved as an Opposed Will Power Test. If you win, the daemon disappears. If you lose, it remains. In the case of a stalemate, the two of you remain locked in mental combat. Neither of you can take any other actions (including dodge) while the struggle continues. Make Opposed Will Power Tests on each of your turns until one of you is victorious. Banish can also be used to exorcise the possessed.

Boon of Hysh
Casting Number: 27
Casting Time: 2 full actions
Ingredient: A lock of hair from the target, cut while he was well (+3)
Description: You wrap a single character in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all Wounds sustained, diseases currently being suffered, poisons currently in the system, and the like. You can also cast this spell on yourself. This is a touch spell


Cleansing Glow
Casting Number: 5
Casting Time: Half action
Ingredient: A bit of soap (+1)

Description: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was—by means of this magic. This is a touch spell


Healing of Hysh
Casting Number: 10
Casting Time: Full action
Ingredient: A clear glass bead (+2)
Description: Your touch heals an injured character a number of Wounds equal to your Magic Characteristic. You can also heal yourself. This is a touch spell.


Ill-bane
Casting Number: 16
Casting Time: Full action
Ingredient: A poultice (+2)
Description: You use the power of Hysh to aid one or more characters suffering from disease or poison. The spell affects up to a number of characters equal to your Magic Characteristic and all of them must be within 8 yards (4 squares) of you. If this spell is cast successfully, any diseases affecting the targets have their durations halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. You must decide if illbane will treat disease or poison when you cast the spell.

Illuminate the Edifice
Casting Number: 11
Casting Time: Full action
Ingredient: An unburned wax candle (+2)
Description: You cause the interior spaces of any single building to shine with daylight. With Magic 1 you can affect a hovel-sized building, with Magic 2 a moderate sized multi-roomed house or building, with Magic 3 a large manor house, and with Magic 4 any single contiguous building of any size whatsoever. The light shines in rooms, attics, closets, and any other spaces bounded by a man-made roof and walls on all sides. In addition to illuminating the interior of the building, light shines out through open doors, windows, and even the cracks between boards and shingles. This is a touch spell; you must touch a solid structural element (wall, beam, or the like) of the building to be affected. Duration of one hour per point of your Magic Characteristic.

Light of Purity
Casting Number: 12
Casting Time: 2 full actions
Ingredient: A wax candle blessed by a priest of Shallya (+2)
Description: In casting this spell, you light a fire of any size from candle to campfire. All those within the area illuminated by that flame (its Maximum Vision; see WFRP, page 117) automatically pass any Toughness Tests necessary to resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, “child” fires have the same full effects as their “parents,” and the effect lasts for all those illuminated by any of the fires until such time as they go out.


The Power of Truth
Casting Number: 18
Casting Time: 1 full action and 1 half action
Ingredient: A blank sheet of vellum (+2)
Description: A character you touch becomes more convincing to others but only if he speaks honestly. If he abides by that restriction, the character gains a +30% bonus on Charm Tests and can affect double the normal number of people (such doubling should be done after the effects of the Public Speaking or Master Orator Talents are factored in). The influence of this spell is not obvious (the target doesn’t have a glowing aura or the accompaniment of unearthly music), so there is no easy way to gauge the honesty of the recipient. You can also cast the power of truth on yourself. This is a touch spell.

Radiant Gaze
Casting Number: 7
Casting Time: Full action
Ingredient: A lens (+1)
Description: Your gaze focuses radiant power on one target within 16 yards (8 squares). This is a magic missile with Damage 6. Sometimes, looks really can kill.


Radiant Sentinel
Casting Number: 14
Casting Time: Full action
Ingredient: A buckler (+2)
Description: You create a ball of glowing light the size of a Human head that floats around your body, moving slowly or quickly as the situation demands. The ball deflects blows aimed against you, protecting you from harm. Once per round the radiant sentinel can parry a melee attack made against you, using your Will Power in place of Weapon Skill. This does not count towards your limit of one parry per round. The ball dissipates after a number of minutes equal to your Magic Characteristic ROS


Shimmering Cloak
Casting Number: 8
Casting Time: Half action
Ingredient: A candle (+1)
Description: You surround yourself with a field of light that protects you from ranged attacks. All non-magical missile attacks have their Damage rating reduced to 0 (in other words, damage is simply 1d10). Shimmering cloak lasts a number of minutes equal to your Magic Characteristic. You automatically fail any Concealment Tests you attempt while shimmering cloak is in effect. ROS


Pillar of Radiance
Casting Number: 28
Casting Time: Full action
Ingredient: A diamond worth at least 100 gc (+3)
Description: You focus and concentrate the energy of Hysh into a deadly column of burning light anywhere within 48 yards (24 squares). Use the large template. Those affected take a Damage 4 hit and must make a successful Agility Test or suffer the effects of dazzling brightness. As this is such a potent conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order ROS

Perfect Comprehension
Casting Number: 10
Casting Time: 2 Full actions
Ingredient: A wax candle blessed by a Priest of Verena (+2)
Duration: 1 minute per Magic characteristic
Description: While under the effects of this spell, you understand any language or method of communication, foreign or arcane, spoken or written, coded or confused, as clearly as possible.
Some ancient elvish, magick or Old One tongues may not translate (GMs Call).
You can only comprehend the language, not communicate with it (EtcEtc)


Tiny Bell (Sounds) x 5
Firefly (Marsh Lights) x 5
Small Dart (Magic Dart) x 10
Piece of Down (Sleep) x 10

Soap (Cleansing Glow) x 10
Clear Glass Bead (Healing of Hysh) x 10 n5
Sheet of Vellum (Power of Truth) x 10 n9
Tallow Candle (Shimmering Cloak) x 5
Wax Candle x10
4 blessed by Verena (Perfect Comprehension)
6 to be blessed by Shallya (Light of Purity)

2 locks of everyones hair including Siobhan and Schlapp and the other wolf







Human Female 17

Standard adventurer gear
Seax
Wighard's former sword
Leather Armour
Crossbow that used to belong to Wighard
BQ Dress
BQ Hairbrush
Noble silks

30 bolts



Main Profile



WS

BS

S

T

Ag

Int

WP

Fel



43

5

15

15

43

17

29

5



0/10

0

0/10

0/20



0/50

10/50

0/35



43

5

15

15

43

17*

39*

5



Kwolf recieves +10 to INT and WP so long as he and Wighard are both conscious and cooperative

Secondary Profile



A

W

SB

TB

M

Mag

IP

FP



2

6

1

1

2/8

0

0

*



0/1

0/2

-

-

-



-

-



2

6

1

1

2/8

0

0

0



Talons do SB-2 with Fast Quality

Familiar Abilities:


Link of Psyche

The familiar and master can communicate complex thoughts
and emotions to each other instantly, without speech, and over
any distance. This ability increases the ability of each to cogitate
and withstand mental stresses, raising the Intelligence and Will
Power of both by +10% for as long as both are conscious and
cooperative.

Magic Power
As long as the familiar lives and remains his familiar, the Wizard
gains a bonus of +1 to his Magic Characteristic.

Voice of Reason
The familiar dampens chaotic forces. When its master makes a
Casting Roll that contains doubles, triples, or quadruples, the
master may elect to re-roll the dice in order to avoid Tzeentch’s
Curse. (Of course, if the first roll is a success in casting, the
master may wish to keep it to be guaranteed of success. It’s up to
him.) If the master elects to re-roll, he must abide by the second
result, whatever it is. This effect is cumulative with the effects of
protective circles (see WFRP, page 144).


Talents:

Excellent Vision
Flier
Keen Senses
Morr's Shadow (Appear and disappear as he likes)
Not Actually Helpful

Skills:

Perception +20 (INT) 57 + 10 Visual
Sarcasm +20

Speak Language - [Riekspeil] INT

Speak Language (Tilean) INT




125XP Balance

Skills: Academic Knowledge (any), Common Knowledge (any), Dodge
Blow, Magical Sense, Read/Write, Speak Arcane
Language (Magick)

Talents: Acute Hearing, Aethyric Attunement, Alley Cat, Flee!,
, Resistance to Chaos, Resistant to Magic, Sixth Sense, Strong-minded, Unsettling







Main Profile



WS

BS

S

T

Ag

Int

WP

Fel



36

0

35

37

36

18

35

10



0/10

0

0/10

0/20



0/50

0/50

0/35



36

0

35

37

36

18*

35*

10



Schlapp recieves +10 to INT and WP so long as he and Wighard are both conscious and cooperative

Secondary Profile



A

W

SB

TB

M

Mag

IP

FP



1

12

3

3

9

0

0

*



0/1

0/2

-

-

-



-

-



1

12

3

3

9

0

0

0



Attack 36 for 1d10+3
Perception 58


Familiar Abilities:


Link of Psyche

The familiar and master can communicate complex thoughts
and emotions to each other instantly, without speech, and over
any distance. This ability increases the ability of each to cogitate
and withstand mental stresses, raising the Intelligence and Will
Power of both by +10% for as long as both are conscious and
cooperative.
-As this was the random roll for both Kwolf and Schlapp when first linked, the +10 does not stack with itself but the Link embraces Wighard, Siobhan, Kwolf, Schlapp and Catwulf


Talents:

Cuteness
Keen Senses
Natural Weapons
Night Vision



Skills:

Being a good boy
Concealment
Follow Trails
Perception +10%
Silent Move
Swim







Skills: Academic Knowledge (any), Common Knowledge (any), Dodge
Blow, Magical Sense, Read/Write, Speak Arcane
Language (Magick)

Talents: Acute Hearing, Aethyric Attunement, Alley Cat, Flee!,
, Resistance to Chaos, Resistant to Magic, Sixth Sense, Strong-minded, Unsettling

MrAbdiel
2023-01-30, 04:34 AM
Bam! New OOC, who dis?

Sir Bertelis Roche, Knight Errant of Bordeleaux, turned Cadet, turned Dilettante, turned Entertainer, turned Initiate of Manaan



WS
BS
S
T
Agi
Int
Wil
Fel
Wnds
Fate
Atk
Mvmt


Base.
46
37
45
36
42
41
44
42
13
3
1
4


Adv.
61
47
50
41
52
51
54
57
15
2(3)
2
4



Skills: Academic Knowledge (Genealogy/Heraldry, Strategy/Tactics, Geography), Common Knowledge (Bretonnia, The Empire, Tilea, Norsca, Araby), Speak Language (Breton, Reikspiel, Classical, Tilean, Norscan, Arabyan), Secret Language (Battle Tongue), Trade (Cartographer), Animal Care, Animal Training, Blather, Charm, Charm Animal, Command (+10), Dodge Blow, Gossip (+10), Navigation, Perception (+10), Performer (Musician, Singer), Read/Write, Ride, Outdoor Survival, Scale Sheer Surface, Swim.
Talents: Resistance (Magic), Hardy, Etiquette, Luck, Savvy, Schemer, Public Speaking, Specialist Weapon Group (Parrying, Fencing, Cavalry), Virtue of Chivalry, Strike Mighty Blow, Seasoned Traveller, Warrior Born, Disarm, Lightning Reflexes, Very Strong, Quick Draw, Trick Riding, Sauve.
Slow Mental Decay: 3 Insanity Points, 2 Madness (Fear of Death), (Imbalance of Humors).
- 1 from Rainbow Horrow Slug
- 1 from the Daemonette of the Altdorf Fiasco
- 1 from the Daemonette's Penultimate Blow
- 1 from horror roaches in the swamp tomb
- 1 from daemonic hallucinations on the road to Couronne
- 1 from spotting the dragon ogre on the road to Couronne
- 1 from clanrats in Axebite Pass, culminating in madness.
- 1 from Skaven Jezzail under Axebite pass.
- 1 from Shadow Hallucinations on the road back from Podeye
- 3 from the Dracoleech of L'Anguille
- 2 from the Vanishing of Deanna Roche
- 1 from the Shark-Man of the Dragon’s Maw Sarls


Fear of Death: Willpower Test upon becoming heavily wounded, or flee as if under the effects of terror.


Imbalance of Humors:

The character's mood becomes shifting and temperamental from day to day; spiking into agitation and anger one day, becoming slothfully indolent the next. Canny physicians - those who are aware of the somewhat outdated theory of four humors (rather than the in-vogue theory of three) may identify this as a pattern somewhat mappable to those four humors, and so may attempt to tread these excesses of humor with bleedings, expectorants or purgatives. None of these will offer true relief, even if the patient will confess a superficial sense of improvement, condemning themselves to needless repeat treatments.

At the start of a day (usually when waking up, or whenever appropriate in the GM's eyes in times of insomnia), roll a 1d100 and compare it to the chart below.

1-23 - Sanguine - Self-assured and excitable to the border of mania, the character is full of offputting forwardness and grating humor. He finds almost everything, especially his own jokes, very funny indeed. To all but the very drunk, he takes a -10 penalty to Charm and Gossip tests, and a -20 to Intimidate.

24-47 - Phlegmatic - Passive and self possessed to the point of foolishness, the character is incapable of feeling urgency and vigor. Unless forced to act otherwise, he will decline to engage in strenuous activity or volunteer for the easiest parts of it, and even then will pay half attention. He takes a -10 to Command and Willpower tests, and -20 to Perception.

48-52 - A Good Day - A rare good day when everything seems like it was...

53-76 - Melancholic - Shot through with despair and worry, the character dwells on past failures and personal weaknesses obsessively for the day, in defiance of consolation. He takes a -10 to Charm and Willpower tests, and -20 to Weapon Skill and Ballistic Skill until he is heavily wounded - at that point, pain and mortality reassert their value for the day.

77-100 - Choleric - Cantankerous and argumentative, the character begins and ends the day with a noticeably more hostile disposition. In addition to being an unwarranted scourge to his companions, he takes a -20 to Fellowship for the day in all circumstances that are not naturally hostile circumstances - he may suffer the penalty to try to organize troops for a drill in peacetime, but not to execute a manoeuvre in battle. Atleast in the heat of battle, soldiers anticipate a certain amount of choler being thrown around.

Fate Losses
- 1 Bled out after dueling the Daemonette in the dark.
- 1 Shot down by Skaven during the Under-Battle of Axebite Pass.

Fate Gains
- Freeing the slaves after the Under-Battle of Axebite Pass.

Ariadne,

I’ve met the most wonderful man. His name is Bertelis, and I like him very much. He is Bretonnian in the very best way: not a malodorous cheese merchant or ungroomed peasant, but a young knight, Ariadne. His hair is ash blonde, and cropped back to an inch upon his head; grading down into a short beard just a little darker in tone. He is a full foot taller than me - just under six feet - and fills out his mail with the very proportions I trust you can imagine with simple prompts like ‘gallant’ and ‘classical’. He has been travelling alongside our carriage on the road to Nuln, and I often lean out the window to speak with him as he rides alongside. His Reikspiel is very good, Ariadne; just the right amount of good that I can understand him perfectly, but he is driven to ask from time to time for my own words’ meaning, and thus extends most pleasingly the duration of our exchanges. He watches the road and the treeline when we are travelling, except when I am explaining some Talabecland idiom or what have you; in such moments I am afforded the full benefit of his sincere blue eyes that I might swear were dashed with purple.

And he is so kind, Ariadne! Nothing like the boys from Talabheim or Nuln, who seem to me to strut in profusion as if to obfuscate how little about which they have to strut. Yesterday evening, our carriage had slowed to a walking speed as the sun dipped low and we feared a roughness of the road to break a wheel. I seized the opportunity to disembark and hastened to the front of our group where Bertelis was riding. My thought was to walk alongside and ask him more about his father’s vineyards for just a few minutes before we reached the coaching inn. Yet he saw me hustling up to him, skirts gripped in my little fists so not to trip, and he slipped at once from the saddle, his countenance dismayed. I begged his pardon, that he need not fear for me and that I had only hoped to speak to him a little more and that I was in no danger. But he had not mistaken my manor for trouble, after all; he was merely crestfallen to be caught in the saddle while a lady's feet touched earth. I contested the point, but he would not be dissuaded; he would not ride while I walked, and for a half minute we walked quietly alongside his horses as I imagined how badly I had made a fool of myself and breached his honor. However, before I could begin conspiring in myself to repair my blunder, he suggested that we might solve the problem if he rode his warhorse, and I rode his courser. Needless to say, I permitted him the honor of helping me into the saddle of a proud white beast he calls Rainier, while the sable charger Adélard carried him beside me.

I fear I am very much in love, Ariadne. I must concoct a reason for him to stay with our carriage for the next leg of the journey and give him an opportunity to come to the matching conclusion. I will write again soon, hopefully with exciting developments. As always, I charge you with the utmost discretion with these matters, invoking the covenant of all women to their sisters.

I love you,

Sigrid.

P.S. I mean it, don’t tell mother. This is nothing like the Estalian but she will say that it is, and move to thwart my romance with her smothering rationalism.

https://i.pinimg.com/originals/5b/7c/92/5b7c922e5c9c6c634e7dcfe6a0f834f0.jpg




WS
BS
S
T
Agi
Int
Wil
Fel
Wnds
Fate
Atk
Mvmt


30
0
40
40
30
10
10
0
14
-
1
8


Skills: Perception, Swim
Talents: Acute Hearing, Keen Senses
Attack: Powerful Hooves, d10+5 Damage




WS
BS
S
T
Agi
Int
Wil
Fel
Wnds
Fate
Atk
Mvmt


25
0
38
38
30
10
10
0
12
-
0
8


Skills: Perception +10, Swim
Talents: Acute Hearing, Keen Senses


Rainier knows the following tricks:

SIMPLE: "Go to Bertelis"
SIMPLE: "Go to Adélard"
SIMPLE: "Throw Current Rider"

Adélard knows the following tricks:

SIMPLE: "Go to Bertelis"
SIMPLE: "Throw Current Rider"

During Character Creation: Begin as NOBLE.
200 - +10 WS
100 - +5 BS
100 - +5 Agi
100 - +5 Int
200 - +10 Fel
200 - +2 Wounds
Free - +5 WP
= 900xp to fill out Noble Stat Advances

100 - Public Speaking
100 - Specialist Weapon Group (Parrying)
100 - Specialist Weapon Group (Fencing)
= 300xp for Second-Choice Talents

1200xp Spent in Noble; 100xp Shift to Knight Errant

100 - +1 Atk
100 - +5 T
100 - Animal Training
100 - Animal Care
100 - Outdoor Survival
100 - Specialist Weapon Group (Cavalry)
100 - Virtue of Chivalry

700xp Spent in Knight Errant.
= 2000xp and Free Advance accounted for.

In Game Spends:

100 - Dodge Blow
100 - +15 WS
100 - Strike Mighty Blow
100 - Seasoned Traveller
100 - +5 S
100 - Academic Knowledge (Genealogy/Heraldry)
100 - Change from Knight Errant to Cadet

100 - Warrior Born
100 - +10 Int
100 - Perception
100 - Disarm
100 - AK: Strat/Tactics
100 - Command (+10)
100 - Secret Language (Battle Tongue)
100 - Speak Language (Classical)
100 - Common Knowledge: Tilea
100 - Speak Language: Tilean
100 - Change from Cadet to Dilettante

100 - CK: Norsca
100 - CK: Araby
100 - Trade: Cartographer
100 - AK: Geography
100 - Blather
100 - Navigation
100 - SL: Norscan
100 - SL: Arabyan
200 - Hard Change to Entertainer

100 - Lightning Reflexes
100 - +10 Agi
100 - Very Strong
100 - Quick Draw
100 - Scale Sheer Surface
100 - +10 Perception
100 - Charm Animal
100 - Performer (Singer)
100 - Swim
100 - Trick Riding
100 - +10 BS
100 - Change to Initiate of Manaan

100 - +10 WP
100 - Suave

Next Purchase: Change to Sergeant
Mandatory purchases from Sergeant: +20WS, +15BS, +10S, +10T, +10WP, +20Fel, +3 Wounds, +4 Wounds, Intimidate, Strike to Stun, Wrestling.
Sought after purchases from Seargeant: Common Knowledge (any two), Command +20, Dodge +10, Perception +20, AK: Strategy/Tactics +10, Menacing, Street Fighting.
Gravy: Gossip +20, Ride +10.
-----------------

XP Gained from Play: 4225
XP Spent from Play: 4200



Sell Saddle and Harness (+3gp)

Good Saddle and Harness (-18gc)
Wooden Flute (-5gc)
Good Waterskin (-24s)
Good Saddlebags*4 (-24gc)
Bow (-10gc)
Arrows*10 (-2s)
Good Pouch 'Quiver' (-15s)
Good Clothing 'Padded Armor and Fur Cloak' (-3gc)
Poor Spade (13s)
Best Pouch (50s)
Good Matches*20 (60p)
Purse (2s)
Cooking Pot (1gc)
Rope (1gc)
Gin Trap (2gc)
Snare (1s)
Tinderbox (30s)
Best 2-Man Tent (300s)
Throwing Axe 'Hatchet' (5gp)
Torch*2 (10p)
Shaving Kit (3gc)
Horse Grooming Kit (5gc)
Comb (15s)
Poor Writing Kit (5gc)
Whetstone (1gc)
2 Stakes (10p)
Best Fishing Line (30s)
Cologne (1gc)

Total Cost: 108gc, 8s, 8p.
Beginning Gold: 125gc
Coins Remaining: 16gc, 11s, 4p.




Item
Encumbrance


Good Clothes
15


Robes
25


Full Mail Armor
130


Best Full Leather Armor
40


Plate Helm
40


Handweapon (Flanged Mace)
50


Morning Star (Holy Relic of Manaac)
60


Main Gauche
15


Best Quality Shield
45


Fine Lapis Ring (25gc)
0


Best Pouch
21


The Company Blade
45





Item
Encumbrance


Pouch Bulk
1


Good Matches * 16
0


Best Candles * 3
15


Purse
5





Item
Encumbrance


Purse Bulk
1


31 Coins
4


15gc, 1s, 15p






Item
Encumbrance


Good Harness
10


Good Saddle
60


Good Saddlebag (Left)
141


Good Saddlebag (Right)
5


Lance
100


Best Quality Shield
45


Poor Spade
20





Item
Encumbrance


Saddlebag Bulk
5


Wooden Flute
5


Waterskin (Full)
30


Bow
80


Quiver (Good Pouch)
21





Item
Encumbrance


Quiver Bulk
1


Arrows * 10
20







Item
Encumbrance


Saddlebag Bulk
5







Item
Encumbrance


Harness
10


Saddle
60


Good Saddlebag (Left)
211


Good Saddlebag (Right)
330





Item
Encumbrance


Saddlebag Bulk
5


Dagger
10


Cartographer's Kit
20


Rope
50


Best 2 Man Tent
40


Blanket
10


Tinderbox
5


Snare
2


Gin Trap
20


Cooking Pot
20


Wooden Mug and Cutlery
7


Shaving Kit, Comb and Cologne
4


Poor Writing Kit
5


Whetstone
1


2 * Wooden Stake
10


Best Fishing Line
2






Item
Encumbrance


Saddlebag Bulk
5


Hatchet (Throwing Axe)
40


Torch * 2
10


Foil
40


Horse Grooming Kit
30


Broken Sword
50


Broken Leather Jack
50


-
-


Backpack
65





Item
Encumbrance


Backpack Bulk
20


Common Clothes
15


Noble Garb
30








1. Where Are You From?

Bertelis is from the province of Bordeleaux, in Bretonnia; a land of sparkling coasts, verdant hills, flourishing vineyards and rampant alcoholism. His father’s fief specifically is far enough inland to be quite idyllic; far from the haunted border with Mousillon, Beast-ridden forests and irreverent sailors.

2. What Is Your Family Like?

The oldest of four brothers born in rapid succession and a half-sister born much later, Bertelis is one of the rare individuals in the old world with little to complain about; and this applies to his family. His father, a knight of the realm with some regional clout, dotes on his children but not to their detriment. His step-mother, whose youth presents her with a little discomfort in the age bracket of an older sister, is endlessly encouraging and not so presumptuous as to expect to fill the role of the brother’s late mother. In return, they offer her sufficient respect and chivalrous deference that there is easy peace in this blended family.

3. What Is Your Social Class?

Landed Nobility by birth, and theoretically the inheritor of his father’s fief; though now voluntarily disinherited. He, like two of his brothers, is a Knight Errant roaming into the world to prove themselves worthy of being taken on as a house knight, likely not in their father’s own land lest his wealth be overtested.

4. What Did You Do Before You Became An Adventurer?

Bertelis spent his youth as a much admired scion, heir to his father’s vineyards and lands. Though he developed no taste for wine himself - The Duke of Bordeleaux is a famous advocate of discipline even if his subjects are often not - he appreciated the craft in growing the grapes and producing the world-renowned libation. Etiquette lessons, tutors, fencing and music all featured in an education that predicted that he would spend a very short Knight Errancy before being confirmed as his father’s successor, while his brothers would make their way in the world by their steel and chivalry.

5. Why Did You Become An Adventurer?

The second born brother, Andre, manifested a lingering weakness of constitution which made it difficult to imagine he would excel in the crucible of knighthood. Yet he ought to be given the opportunity to suffer through and surpass these expectations - this was the half-hearted wisdom of all those consulted. Andre’s keen mind and likable soul would need, somehow, to substitute for strength and hale lungs when he was to be sent into the world. Yet fate played a different hand.

A small beastman warparty having made its way inland had occasion to threaten the vineyards. The house knights, and Bertelis as the prospective inheritor, met them in what was to be a small and overwhelming engagement, putting the beasts to flight. This was so; but in a critical moment in the conflict, the house’s knights witnessed the beastman shaman fling a jagged bolt of mystical lightning at Bertelis, only for the energy to veer oddly around him and earth improbably into a nearby spade left upright in the arable earth. Bertelis, his father, and step-mother concluded this was a divine beckoning; and upon consultation with visiting damsel from the capital, an appropriate response was reached.

Bertelis, favored as he was, forfeited his inheritance so that right would pass to Andre. The four brothers embarked on their Errancy together, bearing their weaker brother up with their love for one another, and escorted him home to a better destiny than the likely violent one that otherwise awaited him. As for Bertelis - the mystery of that diverting bolt vexes him, and he often wonders if too much has been made of that freak occurrence. But there is no comfortable down of plenty waiting for him back at the vineyards, now; he must win his place in a Lord’s halls like all the greatest knights before him have done.

6. How Religious Are You?

Quite. He has a Bretonnion knight’s appreciation for the Lady of the Lake, as well as a healthy respect for the classical gods of humanity, particularly Morr, Manaan, and Myrmidia. Taal and Rhya have their appropriate deference from him, though he has not fully grappled with their natural aspect so as to fully appreciate it yet. Sigmar is a puzzle to him, but in the hammer wielding god of the Empire he sees a force of civilization that pulled the Unberogen and surrounding tribes out of the muck of barbarism - even if they go too far and forget the meaning of valor, often. Ulric is the greater challenge to his piety: the savage god of the Teutogens seems a total affront to all the virtues of chivalry. What can such a deity do except lead humanity back to their caves, and huts, and blood-slick steppes?

7. Who Are Your Best Friends And Worst Enemies?

Having travelled for two years through the fires of combat and adventure with his brothers Andre, Mahieu, and Dermand, Bertelis would consider them his best friends; and it aches his heart that they have returned to Bretonnia already to seek their recognition as house knights in other courts. Bertelis lingered in the Empire in solitude for a few months to reflect on the sacrifice he had made; but even then his horses Adélard and Rainier have made fine companions.

As for enemies, Bertelis would imagine he has none; or atleast, none he can name. But the shaman who once raided his family’s estate has not forgotten him; and should the opportunity come for that jagged-horned creature to seize upon the young knight, it is only the fickleness of the dark gods that might hold back a spiteful second attempt.

8. What Are Your Prized Possessions?

A lightning-scorched spade that marked a turning point in his life. The main gauche that his fencing instructor, Mateo, gave him as a gift. His horses. His helmet, given to him by his second-born brother Andre at their recent parting. His poor quality writing kit, its ink wells almost dry and its quills worn to nubs, given to him by his third-born brother Mahieu at their recent parting. His best quality fishing line, complete with polished yew bobber and glimmering lure, given to him by his youngest and fourth-born brother Dermand, at their recent parting. A bottle of cologne, rarely employed, given as a joke by Professor Lorrimor in a context that is amusing to Bertelis every time he recounts it.

9. Who Are You Loyal To?

Loyalty is one of the capital virtues of a Knight of Bretonnia. He is loyal to the crown; to the duke; and then, to anyone who has explicitly placed their trust in him. He earnestly seeks to be the kind of knight to whom he, perhaps one day as a lord himself, might trust his life.

10. Whom Do You Love/Hate?

Bertelis loves his family, even his step-mother and half-sister; he loves his horses; he very easily comes to love those he has fought beside, and especially bled alongside. He loves artisans and even laborers who perform their tasks with excellence. He loves seeing honest, responsible people in positions of power - a love that, sadly, is rarely given opportunity to be seen.

He hates highwaymen, charlatans, traitors, and willful fools. He hates cynics, and those who derive satisfaction from the dismay or disappointment of others. He hates degenerate nobility that grieve their subjects; and the greedy, envious brand of peasant that prefers barbarism and rebellion to honest work and the dignity of a low station honorably borne.


Two years prior, Bertelis and his brothers were scrounging around the Empire, seeking adventure and barely finding enough to justify their efforts. Reasonable distrust of roving foreign youths looking for sport was mostly to blame; but so wasa general immaturity in the lads, and an insufficient willingness to see the Empire as worth understanding. Professor Petrus took pity on the young men and employed them on and off for two years; here, being pleased to have four armed and ready guardians at the unearthing of an ancient caernstone; there, writing a letter of introduction for a noble widow in Hochland desperately in need of those who would fight the duels into which she had been illicitly maneuvered. By the end of those years, Bertelis felt not only that he had seen them Empire, but that, if circumstances dictated, he could stand to live there amongst its people, despite their often challenging arrangement of values. Contact with the professor and his entourage has significantly shaved down Bertelis' prejudices against elves, dwarves and wizards; though he still struggles with engineers, and rogues. Just beginning his solo journey back to Bretonnia when he received the news of the professor's passing, Bertelis was struck by the depth of his unrepaid favor from the man, and wrote home to alert his family that he would be a few more months still; he could not possibly return without finding some way to discharge that debt of honor to Professor Petrus; perhaps, in service to those he loved in life.
Like most young Bretonnian noblemen, Bertelis is captured by the romantic power of the travelling knight; a beacon of protection and civilization amidst a dark and hostile world. Unlike many other young Bretonnian noblemen, for Bertelis this isn’t just a springboard to courtly legitimacy or a joyful (if violent) adventure for young men to have. He is subtly haunted by a near death encounter with evil, and a providential survival which he suspects (or fears?) marks him for a greater destiny than to run a vineyard, or hold a fief. Does the dark forest in his dreams hold the beckoning to the grail quest, for now shrouded and far, but one day to fall on his shoulders? He had once thought his primary virtue was humility, and he might not expect to be selected to seek the Lady. But a conversation with Professor Lorrimer left him with a new perspective; one that showed him that humility, when it cloaks and smothers real potential, is a vice, not a virtue. Ever since, he has turned his hand to drawing the finest Knight of Bretonnia possible out of the well of his own heart. How far that will take him is up to the gods, so he need only walk by the light at his feet, one step towards virtue at a time.

The lance is a weapon of a knight devoted to a lord, ready to ride into battle amidst similarly sworn brothers; but the tales of knighthood that echo in Bertelis’ soul describe warriors who frequently fight on foot, in dungeons and caves, or after their lances have broken; and their reliable steel is invariably a trusted friend on the road of the virtuous. If he is to become a knight of any value, he will need a personal weapon of true craftsmanship and value; whether won from defeated foe, or commissioned and forged from strange and miraculous ores to which the gods have led him. (Desires a best quality weapon.)
Bertelis’ mail and leather were gifted to him by craftsmen in his father’s domain, and they have served him well; but a knight of Bretonnia must be ready to ride into the thickest battle and the most severe danger. Without a reasonable expectation that he will be swept up into the Duke’s own house knights and given a regalia, he has resolved to acquire a suit of armor that he would be proud to wear in a lance formation. (Desires a best quality suit of full plate armor.)
Adélard has been his companion for two years, and Rainier even longer; but Bertelis knows that a Bretonnian knight requires a destrier to fill out the silhouette and battle role that is expected of him. This may be a simple matter of amassing the wealth required to purchase a superior steed from the breeders back in his home country; but other knights have met their legends after adopting and raising more exotic mounts like pegasus foals, or hippogryph chicks. If the gods are to lead him to such an opportunity, he will take it as providence. (Desires a superior mount - either a purchased, best quality destrier of Bretonnian stock; or else a pegasus, hippogryph, or more exotic and glorious mount still.)
Yet all these things - sword, armor, and steed - are just the trappings of a knight. The essence of a knight is not what they have, but what they are for. For two years of his Errancy, Bertelis has roamed first Bretonnia, then the Empire, and has found no shortage of individuals in need of help. He is grateful to have helped, but longs for a more robust cause that permits him to grow in strength and virtue; one that can occupy his mind, energy and valor for more than a single adrenal dash. Until he finds one, he will always feel his errancy has been a little too mercenary for his convictions. (Desires a significant, non-simple cause that he can put his shoulder to for an extended period of time.)
Bertelis is strongly convicted that he will return to Bretonnia as a Knight of the Realm. This cannot be so, until he is selected by a Bretonnian Lord and offered a position as one of their house knights; or else he is given the greater honor of a fief of his own, carved from one of a Duke's own holdings. Without being in Bretonnia to court such invitations, he relies largely on his brothers’ efforts to recommend him in absentia - or else, he must accomplish some feat or feats of echoing nobility that the diplomats and spies of Bretonnia might hear, and relay, and plead his case based on those merits. (Desires to be either selected to join a worthy Bretonnian Lord’s house, or be given his own Bretonnian fief, and thus to become a Knight of the Realm. Typically, Knights of the Realm have duties closer to home than an adventuring life permits; but a sufficiently invested or trusting Lord may permit him to serve a term with the unusual but not unique latitude of a Knight of the Realm beyond the Realm. This will be especially true for a Lord who discerns something noble in sponsoring Bertelis’ development, not just acquiring his sword.)
Bertelis' Hand Weapon attacks do 1d10+5 Damage.

Bertelis, in optimal armor, has a damage reduction of 7 on the chest, legs and arms; and 9 on the head.

1. Odmar Marsnerberg. 19 year old farmer from the small pork-and-cheese town of Wendorf, Ostland. Fled contention with his brothers and boredom at his simple home only to be captured by the skaven and enslaved for over a year; freed by the Company of the Burning Slug, and working of a moral debt he feels to them by minding and training horses as he works up the courage to head home and face his shame. Paid up for a year of service, after which he intends to go home.

2. Aletta de Montoit. 17 year old noblewoman-turned-squire from the castle-city of Gisoreux.
Niece of the legendary Duke Hagen of Gisoreux. Talented swordswoman; adventurous, perhaps naïve. King Louen subtly exposed Bertelis obliquely to the idea of female knights before Duke Hagen asked Bertelis to take her on his travels. Bertelis has taken this as a de facto joint royal and ducal request for him to both squire her about the world as they travel, and also literally make a squire of her. At some point, this is likely to require a secret identity and a rebirth as a fictional male knight errant; and dual lives thereafter. There is no pay for this position; but Bertelis is expected to see she is looked after.


I will speak in a nice Bordeleaux Blue.

dojango
2023-01-30, 10:05 AM
Jasmine Featherblossom, Verenean Investigator:

"Oh, you're friends of Professor Lorrimor? I remember him, what a great guy. Used to take him on the Malmford ferry most every day when he was in town. Great tipper. Then when I was in the river wardens he helped me solve the New Carissa caper. Or maybe I helped him? I think he was the sidekick. Yeah I remember you from the funeral. Been busy though what with the shipwreck and all. Oh, you didn't hear? Our patrol boat "Duke of Volgen" got wrecked. Spent a month and a half tryin' to refloat it only for it to break apart in the current. All that damn drunk Ludwig von Sydow's fault but they can't blame him, he's the baron's son. So I got the blame. Got kicked out of the friggen' river wardens if you can believe it. Anyhow, I'm a private contractor now. What are you guys up to? Any friends of the professor are friends of mine. You looking into something? You got that look. You want some help? I could use some new sidekicks."


Ferryman -> Riverwarden -> Verenean Investigator -> Marine (detour)
WS: 36: 26 + 10
BS: 62: 52 + 10
S: 45: 35 + 10
T: 37: 27 + 10
Agi: 69: 49 + 20
Int: 56: 46 + 10
WP: 56: 41 + 15
Fel: 51: 46 + 5
Attack: 2
Wounds: 9/14 ****
FP: 2/3

Height: 3'9"
Weight: 90 pounds

IP: 6



Academic Knowledge (Genealogy/Heraldry)
Charm
Common Knowledge (the Empire) +10
Common Knowledge (Halflings)
Consume Alcohol
Dodge
Evaluate
Gamble
Gossip +10
Intimidate +10
Haggle
Navigation
Outdoor Survival
Perception +10
Pick Lock
Read/Write
Row +20
Sail
Search
Secret Language (Battle Tongue)
Secret Signs (Scout)
Shadowing
Silent Move
Speak Language (Bretonnian)
Speak Language (Halfling)
Speak Language (Kislevite)
Speak Language (Reikspiel)
Swim +10
Trade (Cook)


Alley Cat
Marksman
Night Vision
Orientation
Quick Draw
Resistance to Chaos
Savvy
Street fighting
Street-wise
Strong-Minded
Suave
Specialist Weapon Group (Gunpowder)
Specialist Weapon Group (Sling)
Strike Mighty Blow
Strike to Stun
Very Strong


Purse: 9gc 7s
Weapons:
2 x Pistol
Common quality Powder and Ammunition for 10 Shots
Poor quality powder and ammunition for 15 shots
dagger
Dagger Of Halflings
In the hands of a Halfling it counts as a normal sword, with an additional +10 bonus conferred to WS.
- That bonus does not count when fighting other halflings

The Nutcracker: Encumbrance: 27. Type: Gunpowder. Damage: 4. Range: 24/48. Reload: 2 Full. Qualities: Best Craftsmanship (+5% to hit), Impact.

Shield
Sling

Armor:
Light Armor (Leather Jack)
Leather Skullcap (3gc)
Leather Leggings (10gc)
Uniform

Gear:
grappling hook
10 Yards of Rope
1 set of clothes
backpack
blanket
mug & cutlery
Wide-brimmed hat (1gc)
Rations, 2 wks (12s)
Saddlebag (2gc)
Water Skin (8s)
Cooking Pot & Pan (2gc)
Kettle (30s)
Rope, 20 yards (1gc)
Manacles (5gc)
2 Homing Pigeons & cages (14gc)
Magnifying glass (75g)
Tinderbox (30s)
Lantern (5gc)
Oil, lamp (30s)
Lock Picks (10gc)
Fish Hook and Line (3s)
Mule (25gc)

Spent: 151 gc 13s
(116 start + sell Rowboat for 45g) - 151 g 13s



Ferryman:
(800+free)
WS: *
BS: *
S: **
T: *
Agi: *
Int: *
WP:
Fel:
Wounds: **

Marksman (100)
Street-fighting (100)

Riverwarden: (100)

Common Knowledge (The Empire) (100)
Speak Language (Kislevite) (100)
Navigation (100)
Outdoor Survival (100)
Sail (100)
Perception (100)
Row (100)
Search (100)
Secret Signs (Scout) (100)

Orientation (100)
Very Strong (100)

(300)
BS: *
Agi: *
WP: *

Verenean Investigator (100)
Pick Lock (100)
Read/Write (100)
Silent Move (100)
Attack +1 (100)
Wound +1 (100)
Shadowing (100)
Agi + 5 (100)
Alley Cat (100)
Savvy (100)
Streetwise (100)
Int + 5 (100)

Marine (200)
Dodge (100)
Quick Draw (100)
Consume Alcohol (100)
Gamble (100)
Strike Mighty Blow (100)
+ 5 WS (100)
+1 Wound (100)
Strike to Stun (100)
Intimidate (100)
Row (100)
Swim (100)
Secret Language (Battle Tongue) (100)

Back to VI (100)

Speak Language (Bretonnian) (100)
WP + 5 (100)
WP + 5 (100)
Agi + 5 (100)
Int + 5 (100)
50 XP

farothel
2023-01-30, 12:13 PM
Bruno, Baronet Richter
Roadwarden-Squire-Noble-Courtier-Duelist


https://i.pinimg.com/originals/13/a5/fd/13a5fd4444472f0bd69a9245356d2475.png


https://i.ibb.co/p2DsGfG/ifor-shield.jpg


Age: 25
Gender: Male
Hair: Light brown
Eyes: Brown
Right Handed
Height: 1m79
Weight: 70kg
Religion: Taal and Sigmar
Birthplace: Trautenau, Talabecland

Family
Father: deceased
mother: deceased
brother: farmer
brother: farmer

adopted uncle: Baron Franz Richter







M
WS
BS
S
T
Ag
Int
WP
Fel
A
W
FP
IP


Base
4
36
38
38
35
41
39
36
47
1
11
4
0


Advance

+20
+20
+10
+10
+20
+15
+15
+10

+4




Current
4
46
48
43
40
51
59
56
67
2
15/15
4
5



XP: 5800 total / 0 to spend


academic knowledge (genealogy/heraldry) (int)
academic knowledge (history) (int)
animal care (int)
animal training (fel)
blather (fel)
charm (fel) (+20%)
command
common knowledge (Bretonnia)
common knowledge (empire) (int)
consume alcohol (T)
dodge blow (ag)
drive (str)
evaluate (int)
follow trail (int)
gamble (int)
gossip (fel) (+20%)
navigation (int)
outdoor survival (int)
perception (int) (+10%)
performer (musician)
read/write (int)
ride (ag) (+10%)
search (int)
speak language (Breton)
speak language (reikspiel)



marksman: +5BS (in Base profile)
resistance to poison: +10% T vs poisons
quick draw: draw weapon free action
specialist weapon group (gunpowder): Can use weapons in group
specialist weapon group (cavalry): Can use weapons in group
specialist weapon group (parrying): Can use weapons in group
specialist weapon group (fencing): Can use weapons in group
etiquette: +10% on charm/gossip vs nobles
strike mighty blow: +1 dmg with melee weapons
luck: 1 extra fortune point/day
savvy: +5 Int (in Base profile)
schemer: +10% on intrigue charm tests and WP vs charm
Public speaking: Affect 10x the people with charm tests
suave: +5 Fel (in Base profile)
Dealmaker: +10 on haggle and evaluate skill tests



good clothing consisting of a shirt, breeches, boots and a heavy cloak
dagger
a backpack containing a blanket, a wooden tankard, a wooden cutlery set
Hand weapon (sword)
a purse
pistol with firearm balls and gunpowder (40/40 left ordinary, 10/10 good quality)
heavy armour (full plate, full chain, full leather)
shield (with his coat of arms)
shield (best quality, coat of the group, +5% WS for parry)
rope (10 yards)
warhorse with saddle and harness (still in training, gift from Bertelis)
riding horse (pack horse) with saddle and harness
demilance
tent
water skin
rations (1wk)
fish hook and line
noble's garb 5x (1 good quality, 1 in group colours, 1 Bretonnian)
jewelry (37 gc) (signet ring, necklace with heraldic symbol)
horse fodder (8 days)
Main Gauche

Gold: 21gc, 34s 0p remaining



Bruno was born in the small village of Trautenau in Talabecland. It was a small and poor village which had trouble growing enough food to feed themselves, let alone pay taxes. As the third son, his prospects weren't good at all and as soon as he was old enough, he had to help on the fields. The village was out of the way but sometimes a small trade caravan passed through, which was a huge event for the village. The year he turned 16 his father died and with his brother now in charge of the small farm, there was even less for him to look forward to, so when a caravan passed the village, he decided to join up. It was quite different from life in the village but soon he grew accustomed and he started following the roadwardens assigned to the caravan. They took in the young boy and started training him.

After a year or so he was appointed roadwarden himself and together with a more experienced man, assigned a stretch of road to patrol. He had been doing that for a few years, when they arrived at a caravan that was besieged by a group of beastmen. The roadwardens managed to surprise the beastmen and attack from behind, but they quickly recovered. It was a long and difficult fight and in the end only Bruno, Baronet Joseph Richter (younger brother to Baron Franz Richter) and two of his servants survived. They managed to get to the nearest coaching inn and raise the alarm about the beastmen. The Baronet was quite impressed with Bruno and asked him to become his squire.

This was a new experience for the young man and while Joseph wasn't all that rich and also more of a country noble than a city noble, he did have to adapt to his new situation, as for instance some etiquette was expected of him. A lot of these lessons came from a Professor Lorrimor, who had requested to stay at the Richter estate to research some ruins nearby. Joseph had his squire Bruno take care of the professor while he was there and in return, Lorrimor taught the young squire how to read and write and the knowledge of heraldry.

A couple of years later, Joseph had to represent his brother with a merchant's guild when a rival guild tried to poison him. Bruno, who wasn't affected by the poison, managed to save Joseph and the lead merchant. In recognition for this and the fact that he had managed to get some excellent terms in the agreement, Joseph formally adopted the young man and when he died a few months later, Bruno was now Baronet Richter. There wasn't much money nor an estate, so he continued to roam the empire and make his way in the world that way. His adopted family lets him do so, as long as he doesn't embarrass them (if he's away, they don't have to feed him). They didn't mind him becoming part of the family, but that doesn't mean they're going to just give him money.



Bruno still remembers his time on the small farm, so he's a lot kinder to the common people than most other nobles. Also his title is one of the lowest noble titles and it doesn't come with a lot of money, so he has to work for a living just like them. He's soft-spoken and will seldom raise his voice, although in combat he can be heard if he wants to.



Burno is a nice looking young man, although he has some scars from fights from earlier in his life. He's a bit above average height, but with his brown hair and eyes, he can be from just about anywhere in the Empire. He wears simple, sturdy adventurer's clothing while on the road, although he has a nicer outfit should the situation call for it.



all advances from roadwarden and squire (no mastery, only gossip as that comes standard from being human and roadwarden)
read/write, luck, savvy, schemer, specialist weapon group (parrying) and +5 FEL from Noble (all other advances are already from previous careers)
all from courtier

skills to get from duelist career:
dodge blow, gamble, perception, intimidate, sleight of hand

talents to get from duelist career:
Ambidextrous or disarm
master gunner
mighty shot
sharpshooter
strike mighty blow
strike to injure
swashbuckler




none



full plate (with full mail and full leather underneath)
head: 5
body: 5
arms: 5
legs: 5

Volthawk
2023-01-30, 01:53 PM
Meloth Greenfeather
Current Career: Scout
Career Progression: Rogue -> Vagabond -> Woodsman -> Hunter -> Bounty Hunter -> Scout
Race: Elf
Age: 65





WS
BS
S
T
Ag
Int
WP
Fel
A
W
M


Base
39
54
36
39
42
36
37
36
1
11
5


Advance
+10
+15
+10
+5
+10
+5
+10
+10
+0
+3



Talents

+5

+5
+5
+5



+1
+1


Current
49
74
46
49
57
46
47
46
1
15
6



Wounds: 15/15
Fate Points: 0/2
Insanity: 2



Blather
Charm
Common Knowledge (Elves)
Concealment +10
Evaluate
Follow Trail +10
Gamble
Gossip
Heal
Intimidate
Navigation
Outdoor Survival +10
Perception +20
Performer (Storyteller)
Scale Sheer Surface
Shadowing
Search +10
Set Trap +10
Silent Move +10
Secret Language (Thieves’ Tongue)
Secret Language (Ranger Tongue)
Secret Signs (Ranger)
Secret Signs (Thief)
Speak Language (Eltharin)
Speak Language (Reikspiel) +10
Swim



Excellent Vision +10 to Lip Reading and vision-based Perception tests
Fleet Footed +1 Movement
Hardy +1 Wound
Lightning Reflexes +5 Agility
Marksman +5 Ballistic Skill
Night Vision See up to 30 yards in natural darkness (requires at least starlight-level illumination)
Orientation +10 to Navigation tests
Public Speaking Charm tests can affect 10 times as many people
Rapid Reload Reduce reload time by a half action, if a free action swift attacks are possible
Rover +10 Concealment and Silent Move in natural surroundings
Savvy +5 Intelligence
Seasoned Traveller +10 to Common Knowledge and Speak Language tests
Sixth Sense GM can secretly roll Willpower to warn you about danger
Specialist Weapon Group (Entangling, Longbow) Can use weapons of these groups
Streetwise +10 to Charm and Gossip with the underworld
Strike to Stun On hit, can do no damage to make a Strength test, success forces enemy to make a Toughness test (+10 per AP in hit location) to avoid stunning for 1d10 rounds
Very Resilient +5 Toughness



Money 3 s, 5 p

Starting Money: 122 gc -> 116 gc, 115 s, 60 p
Money from Selling: 27 gc, 49 s, 6 p
- Antitoxin kit (1 gc, 10 s), leather jerkin (3 gc), crossbow (12 gc, 10 s), 10 bolts (2 s), great weapon (10 gc), wooden cultery (2 s 6 p), backpack (15 s), net (1 gc, 10 s)
Total Spending Money: 143 gc, 164 s, 60 p

Spending: 143 gc, 161 s, 55 p
- Leather Leggings (10 gc), 20 Arrows (4 s), 3 Bola (21 s), Pouch (5 s), Knuckle-duster (1 gp)
- Riding Horse (80 gc), Saddle & Harness (6 gc), Saddlebags (4 gc)
- Storm Lantern (12 gc), 4 Oil (20 s), 3 torches (15 p), 5 Good-Craftsmanship Matches (15 p), 10 Matches (10 p), Tinderbox (30 s)
- Waterskin (8 s), Keg of Ale (3 s), Metal Cutlery (3 gc), Cooking Pot (1 gc), Kettle (30 s)
- Rope (1 gc), Grappling Hook (4 gc), Fish Hook and Line (3 s), Spade (25 s), Pole (1 s), 5 Snares (5 s), Deck of Cards (1 gc), Bone Dice (6 s)
- Healing Draught (5 gc), 3 Healing Poulice (15 p)
- Lucky Charm (15 gc)
Remaining: 3s, 5 p

Encumbrance: 390/510

On Self (counts towards encumbrance)
Worn (total 112)
- Leather Jack [50], Leather Skullcap [10], Leather Leggings [20]
- Common Clothes [15], Cloak [10]
- Slingbag [5], Purse [1], Pouch [1]
- Lucky Charm x2 [-]
Carried (total 130)
Longbow [90], 10 Arrows [20], Dagger [10], Bola [20]
Slingbag (146/200 cap, worn)
- Hand Weapon [50]
- Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship), Torch, Tinderbox [10]
- Rope (10 yards), Grappling Hook [45]
- Manacles [20]
- Antitoxin Kit, 3 Healing Poulices [-]
- Blanket, Wooden Tankard, Metal Cutlery, Fish Hook and Line [21]
Pouch (2/2, worn)
Deck of Cards, Bone Dice, Knuckle-duster [2]
Purse (worn)
Money

Riding Horse (Saddle & Harness)
Stored in Left Saddlebag (250/250 capacity)
- 2 Bola, 10 Arrows [60]
- 2 Gin Traps, 5 Snares [50]
- Rope (20 yards) [50]
- Storm Lantern, Lamp Oil (4 vials), 2 Torches [60]
- Yard Pole [10]
Stored in Right Saddlebag (220/250 capacity)
- Best-Craftsmanship Clothes [20]
- Tent, Spade [40]
- Keg of Ale, Rations (1 week), Waterskin (Full) [110]
- Kettle, Cooking Pot [50]


Weapons
Longbow (10 arrows carried, 10 stored)
Bolas (1 carried, 2 stored)
Hand Weapon
Knuckle-duster
Dagger

Armour
Leather Jack
Leather Skullcap
Leather Leggings
Mail Shirt

Clothing
Clothes (1 plain, 1 Best-Craftsmanship)
Slingbag
Pouch
Purse
Lucky Charm x2

Mount
Riding Horse (Saddle & Harness, Saddlebag)

Healing
Antitoxin Kit
Healing Draught
3 Healing Poulices

Illumination
Storm Lantern
Lamp Oil (4 vials)
Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship)
3 Torches (1 carried, 2 stored)
Tinderbox

Food and Drink
Rations, 1 week
Keg of Ale
Waterskin (Full)

Traps
2 Gin Traps
5 Snares

Other
Rope (10 yards carried, 20 yards stored)
Grappling Hook
Manacles
Blanket
Wooden Tankard
Metal Cutlery
Fish Hook and Line
Deck of Cards
Bone Dice
Tent
Spade
Yard Pole
Kettle
Cooking Pot



Total: 5800
Spent: 5800

Rogue [900]
Free: +5 WS
100: +5 BS
100: +5 Ag
100: +5 Ag
100: +5 Int
100: +5 WP
100: +5 Fel
100: +5 Fel
100: +1 Wound
100: +1 Wound

Vagabond [1200]
100: Entry (discounted unrestricted change)
100: +5 BS
100: Secret Language (Thieves’ Tongue)
100: Swim
100: Heal
100: Navigation
100: Outdoor Survival
100: Secret Signs (Thief)
100: Silent Move
100: Fleet Footed
100: Orientation
100: Seasoned Traveller

Woodsman [1500]
100: Entry
100: +5 WS
100: +5 S
100: +5 S
100: +5 WP
100: +1 Wound
100: Concealment
100: Set Trap
100: Perception
100: Scale Sheer Surface
100: Secret Language (Ranger Tongue)
100: Secret Signs (Ranger)
100: Silent Move
100: Very Resilient
100: Rover

Hunter [1300]
100: Entry
100: +5 BS
100: +5 T
100: Concealment
100: Follow Trail
100: Outdoor Survival
100: Perception
100: Search
100: Set Trap
100: Hardy
100: Lightning Reflexes
100: Marksman
100: Rapid Reload

Bounty Hunter [600]
100: Entry
100: Specialist Weapon Group (Entangling)
100: Strike to Stun
100: Follow Trail
100: Sharpshooter
100: Shadowing
100: Intimidate
100: Search

Scout [100]

Advance Table



WS
BS
S
T
Ag
Int
WP
Fel
A
W


Total Advances
10/20
10/20
10/10
5/10
10/15
5/20
10/15
10/10
0/1
3/6


Current Career
10/20
10/20
10/10
5/10
10/15
5/20
10/15
-/-
0/1
3/6



Progression Options
Advance Table Status: Incomplete
Exits: Enforcer, Mercenary, Protagonist, Scout, Targeteer, Vampire Hunter, Verenean Investigator



1. Where Are You From?
If someone would ask Meloth that apparently simple question, odds are they'd get a shrug and a "long story". After all, he's been travelling for a long time, and when you're not allowed to return home someone either makes an effort to stop thinking about that place or becomes unable to escape it, and Meloth chose the former. Nonetheless, Laurelorn Forest is where he was born, and where he lived his early life.

2. What Is Your Family Like?
They're not in the picture any more. Arrelon, his older brother, was someone he was particularly close with, even if he didn't have his magical talent, but they started to drift apart before Meloth's exile and now they haven't seen each other for three decades. Sometimes, when Meloth allows himself to dwell on the past, he hopes that one day they could reconcile. As for his wider family...he hopes he doesn't have the misfortune to run into them again any time soon. Some slights are never forgiven or forgotten.

3. What Is Your Social Class?
In human society, Meloth still finds himself rather outside of it all - he never slipped into one of the usual strata of society, instead throwing his lot in with the wanderers of the world. He's still not exactly in a respected position among the people he's now surrounded by, even if his elven nature sometimes sways things one way or another - he was unusual, after all, but it was often a toss-up whether that distinction was a topic of interest, led to an assumption of importance, or led to rather more hostile reactions.

4. What Did You Do Before You Became An Adventurer?
Once upon a time, Meloth lived a life that hinged on charm and luck, making his way in Wood Elf society through less than legimate means. That fell apart after an enterprise too far, and since then he spent most of his time...surviving, pretty much. Travelling with vagabond companies picking up odd jobs, returning to the forests as a woodcutter (a strang kind of irony, although luckily those woods were free of his kin), and then finding hihmself increasingly surviving in the wilderness, living off the land.

5. Why Did You Become An Adventurer?
After a decade or two, both on the road and in the forests, of just surviving, Meloth has found himself wanting something...more. Not what he had, but something new and more substantial. Taking on more dangerous and potentially lucrative work may or may not be the way to whatever he's wanting to find, but it won't hurt to have the extra coin and expand his horizons.

6. How Religious Are You?
Not particularly - it's been a long time since he's properly revered the elven gods, it just not feeling right given what happened, and the way he sees it is that gods of man are not for him.

7. Who Are Your Best Friends And Worst Enemies?
Meloth's friends are scattered, fellow wanderers that he's made a connection with. Gustav is one of them, a human devoted to the idea of never settling down for his entire life who gave Meloth some pointers in the ways of humanity and who he's crossed paths with several times.

As for enemies...there was Yellow Eyes, of course. Meloth remembers the time he crossed paths with the beastman well, and how many of those he was travelling with died that day, and the small group he helped to get away - Gustav was one of them. It's part of the reason Meloth got into the bounty hunting game - if he was to ever settle things there, avenge those friends he lost, and deal with such a dangerous threat, he needed more experience dealing with dangerous people.

8. What Are Your Prized Possessions?
There's one outfit from the old days, finery in the elven style, that he's not been quite able to abandon after all these years - even now, he brings it with him as he travels, sequestered in a saddlebag, never worn but also never thrown away, some money occasionally going into combating wear and tear. Besides that, he has little in the way of prized possessions - his old dice and cards, maybe, but otherwise the years have ensured that what he brings with him are more practical than sentimental. It wasn't like he was able to bring much with him when he left his home, anyway.

9. Who Are You Loyal To?
Meloth hasn't been loyal to an organisation for...well, ever. Even in the old days, his less than legitimate lifestyle meant that he wasn't particularly loyal to elven rulers, and these days...it's not that he's loyal to nothing. He's loyal to people, and some

10. Whom Do You Love/Hate?

wilphe
2023-01-30, 05:40 PM
Current Balance of Company Funds:

141

A 200ton cog Liveship called "Trundheim"

Imperial Merchant Marine flag

Flag with the company logo





Stuff:

there is a ring with a large inset ruby in it - held by Wighard until it can be leveraged


Fancy Stuff:


Wighard - Wand of Magus Trakore

Cape of Destiny

Misericorde of Poisonous Malice - Held in his boot for the moment



Jasmine finds a raggedy notebook containing the exploits of an explorer named till krahl in norsca

The Nutcracker is a Best Quality Firearm. Thus, its profile:

The Nutcracker. Encumbrance: 27 (though 'caddied' by Bully, if you prefer). Type: Gunpowder. Damage: 4. Range: 24/48. Reload: 2 Full. Qualities: Best Craftsmanship (+5% to hit), Impact. Value: 3000GC~.

Dagger Of Halflings

The Dagger of Halflings will only display special magic properties in the hands of a Halfling; to other users, it simply counts as a magical weapon against creatures only affected by such. Although only the size of a dagger, when used by a Halfling, it counts as a normal sword, with an additional +10 bonus conferred to WS.

- That bonus does not count when fighting other halflings, because they can perceive its true nature and because Hin shall not kill Hin - or whatever the word is here

Bruno - One of lord Armata's noble outfits



Bertelis:

BQ Axe

Tapestry of El Syf ash-Shml - its prolly worth around 350 GC to the right noble,

Bone Flute of Soul Trapping

Meloth

Ilthmar mail shirt

Regine

Misericorde of Poisonous Malice - Held in his boot for the moment (Magic and +4 wounds from Black Lotus)

Communal:

the lambent purple gem that had been part of the ruse to pull their coach over on the road to Talabheim - is a dreaming stone

its basically astral projection, but fickle and prone to showing dark things

its a palantir from lotr


six large glass bowls with a gem inserted in the neck slot (like a fish bowl) - enable one to breath underwater

5 matching silk nobles outfits


To be dealt with:

Six 5 Magic Marbles - create smoke screen, suggest give most to Jasmine
- One used by Bertelis on the LiveShip

White and Black horses found by Bruno after the skaven encounter



Gimgroth - a rapier with a jewel in the pommel. the blade is razor-sharp and is inscribed with writing that seems a tad out of focus. the rapier is slightly magical, and the classical on the blade comes into focus. it reads demonbane, slayer of Vro'dros Ambergazer this blade has the impact quality against daemons. and glows red when they are nearby

Gift runic item - Best Quality Warhammer (Hand Weapon) perm rune of fury temp rune of might


Glod - Three bottles inscribed with khazalid runes - hodl the spirit of ancient dwarf runesmith thurfam longbellies, may ak 1d5 questions of each before he departs

Three ingots of Gomril

Destroyed the Trundheim Flambard

Gift runic item - Plate Helmet with Permanent Rune of Stone


2 matching silk nobles outfits

wilphe
2023-01-30, 05:41 PM
Notes and quest log:


Recurring nemeses

That yellow eyed one armed individual
-1 FP

Hunt Lord of the Foxwood
-1 FP

Long Rifle aka Sawalr Ksaw (Some ******* With A Long Rifle, Keeps Shooting At Wighard) - Wighard has twice been shot at by someone with a scoped rifle. Its not clear if this is the same person or not or if they are the same as the Liveship master working for Nurgle who kidnapped Deanna. Conservation of Emnity says yes
-1 FP

Notes:


Siobhan as heir to Padholds in Talabecheim

Jasmine has a bounty of 2500GP on her


Active quests:

Find and destroy this daemon sword in Mousillon for the nice witch hunter

Manaan is supposed to have sent a bodyguard for Wighard


Wighard: Kill Cecilia d'Orgremont for the Church of Shallya

Wighard: Red Knight also has a spear that Manaan wants back and taking to Bourdelaux

Wighard: Find this "becassine de la ouest" guy in Mousillon for aid against the Red Knight

Vermillion Flue in Bretonnia - Green Knight has promised to try to cure, Trader spread it in the de Roche lands


Medium Term:

Wighard has a dozen spell obligations to Verena and 21/24 to Shallya

Bertelis has to kill a servant of each of the lords of chaos

Manaan would like a better version of Protection from Rain developed


Long term:

Treasure

https://forums.giantitp.com/showsinglepost.php?p=25446610&postcount=856


XP Totals:

As of 20/7/22

Gimgroth 4135
Bertelis and Wighard 4125
Joiners 3750

16/9/22

Gimgroth 4635
Bertelis and Wighard 4625
Joiners 4250

24/10/22

Gimgroth 4735
Bertelis and Wighard 4725
Joiners 4350

31/10/22

Gimgroth 4935
Bertelis and Wighard 4925
Joiners 4550
Kwolf 100

18/12/22
Gimgroth 5635
Bertelis and Wighard 5625
Joiners 5250
Kwolf 450

28/2/23
Wighard 5675
Bertelis 5625
Bruno, Meloth 5300
Jasmine 5250
Kwolf 475

15/3/23
Wighard 5875
Bertelis 5825
Bruno, Meloth 5500
Jasmine 5450
Kwolf 575

23/3/23
Bertelis 5925
Wighard 5875
Bruno, Meloth 5500
Jasmine 5450
Kwolf 575


23/5/23
Bertelis 6225
Wighard 6175
Bruno, Meloth 5800
Jasmine 5750
Kwolf 725


Timeline:

As of arrival in Outer Montfort:

https://forums.giantitp.com/showsinglepost.php?p=25662513&postcount=502

9th Sigmartide/Sigmarzeit

Backertag/Bakeday


24th day of Pilgrimage


As of arrival in Couronne

31st Sigmartide

Konigstag/Kingday

Will mark Wighard down 46gc

https://forums.giantitp.com/showsinglepost.php?p=25676274&postcount=1059
Calc:
https://forums.giantitp.com/showsinglepost.php?p=25664937&postcount=991

wilphe
2023-02-07, 05:05 PM
Order of the Burning Slug:

Charter Members:

Bertelis de Roche
- Banerez de Saulx, Chevalier de Hérrison
Mounts: Adélard (Warhorse) and Rainier (Riding)


Wighard Rauschenberg
-Brevet Surgeon-at-large of the Order of Aetius the Bright
-Stabsarzt of his Imperial Majesty's Army


Full Members:

Bruno, Baronet Richter
Mount: Untrained warhorse

Jasmine Featherblossom
Mount: Mule

Meloth Greenfeather
Mount: Riding Horse

Regine Lacroix


Associates

Siobhan Padholder - Wighard's apprentice / adopted daughter


Kwolf - Larger-than-average Raven; emissary of Morr, acts as Wighard's familiar in most respects, but mostly his own bird


Schalpp the Giant Wolf - He and his sister Cathwulf are familiars for Wighard and Siobhan


Aletta / Maxime - Niece to Duke Hagen, Squire to Bertelis, horse called Maurice


Odmar - Company's ostler, was rescued from Skaven slavery during our Civil War
- Shield


Berthold - Bruno's valet, formerly worked for his chaos worshipping cousin. Under observation.
-Shield

Bullriadoc Honeyacre -Gun caddy to Jasmine; link to the lodge
Bully isn't a direct combatant (unless he has to be); but he does have the Master Gunner and Rapid Reload talents, allowing him to reload a pistol or firearm in 1 turn instead of 2; and a blunderbuss in 2 instead of 3. He also has the Quickdraw talent, enabling him to pick up a weapon from the ground for free once a turn; or to slip it away in someone's holster.

Also, as part of Ernald's operation, he can send and receive pigeons, guided and spurred by Ghur, to deliver and receive messages at extraordinary distances with extraordinary accuracy.


Attached:

Deanna de Roche - Bertelis step-mother who is only slightly older than him, being escorted home


Recurring NPCS:


Maga Onyll - Hard but fair Magister - proposed Wighard for promotion. Not a Light wizard but school otherwise unknown.


The Family (Morr, Verena, Shallya, Myrmidia, Khaine) - might initially have been a hallucination on Wighard's part, now more or less confirmed to be real. Have only appeared to Wighard and usually in the form of birds.

Captain Ludwig von Sydow - Riverwarden in Altdorf, sacked Jasmine, probably corrupt

zarinna - Circus performer, knife thrower, had a one night stand with Emil; showed up later on the road to Couronne claiming to be carrying his child


Have met them once:

Reiksmarshall Kurt Hellborg - honoured the group in the Cathedral of Sigmar in Altdorf after The Event

King Louen Leoncoeur -

Duke Hagen of Gisoreux

Damsel Elisia

Green Knight

Johnson the Hammer - Witchhunter who is trying to blackmail the group with Bruno's cousins history into destroying a demon sword in Mousillon

master smith dekagg stoutbelt - Dwarves returned Borri Greybeard's remains from the pyramid to him in Altdorf

Lord du moll at Lambord's rest - anxious to acquire firearms. Bruno and Wighard agreed to help in exchange for him succouring the others during Civil War4

sergeant gavarron - In the service of Lord du Moll, went into the Skaven warrens after Team Honour before Reason

damsel elisia - Grail Maiden. Asked Wighard about his use of magic in the battle where he immolated Xueek
Sealed shadow Daemon in Bruno's eye for later treatment

Emma - Daemon who was bound as the animating force for Trundheim for several hundred years. Freed by Wighard in Battle of Anguille Docks, currently thinking what she wants to do. May have been corrupted towards the side of light by her long presence in the physical world and her abhorrence of slavery. Takes the form of an enormous cephalopod with two heads, 9 really long tentacles and an angler fish lantern.




Only seen or mentioned offscreen

Isven - young soldier who was beaten to a pulp by Wighard for harassing some of the local girls, prompting him to leave home

Master Maher - Wighard's master

The Three - Yellow, Grey and Blue Wizards investigating "The Event", names unspoken, apparently it is impossible to scry on Wighard

Abraham Nostitz, Magister Vigilant of the Gold College - Maybe the Yellow in the above vision, wrote to the Temple of Morr asking about Wighard

Red Knight with Fangs - Chased Deanna, may or may not be THE Red Knight



Mentioned but dead

Professor Petrus Lorrimer - Friend, patron and mentor to the PCs. Historian and explorer affiliated with the Amethyst college. Campaign began at his funeral

Aetius the Bright - founder of Wighard's Order. Considered the entire College of Light to be sick through lack of exposure to natural light and seasons and perpetual bathing in Hysh, relations between the two are formal but strained

Xueek Grimfinger - Skaven leader immolated by Hysh and stuck in Wighard's head, now redeemed into Morr's realm

farothel
2023-02-12, 12:57 PM
The dice are not really on my side I have a feeling.

wilphe
2023-02-12, 03:44 PM
Battle Tongue is on Wighard's want list...

Fortunately the Cavalry has arrived

MrAbdiel
2023-02-12, 08:15 PM
Actually the cavalry just got back to Couronne and are chilling; the elven auxiliary has arrived!

bramblefoot
2023-02-13, 01:02 PM
rolling to confirm boney fury unconfirmed

[roll0]

[roll1]

wilphe
2023-02-13, 01:25 PM
Wighard scores two degrees of success on his "talk down the extradimensional abomination" roll

bramblefoot
2023-02-13, 01:50 PM
hey, did you want me to kill you? i can rewrite it and do so

rubs hands together

wilphe
2023-02-13, 02:38 PM
We are more fun alive and the Dancer knows that

farothel
2023-02-13, 02:39 PM
does the first of the skellie attacks hit? I guess the 1 does, but 6 damage is not enough to go through.

bramblefoot
2023-02-13, 02:40 PM
yes. it all-out attacked

farothel
2023-02-13, 02:55 PM
still not a lot of luck with the dice, although I do have one dodge for this round, so it's getting better.

bramblefoot
2023-02-13, 04:36 PM
its a pity lord tzeentch didnt curse your dice earlier

dojango
2023-02-13, 11:31 PM
Charm + 10 [roll0] v. 61

dojango
2023-02-13, 11:35 PM
Pretty good, probably don't get his PIN number or terrible secrets out of him, but maybe get some good info on what the crime boss is up to. Also maybe get some gossip about the shootings.

bramblefoot
2023-02-16, 06:37 PM
anyone seen mrabdiel in while? i think he got eaten by a drop bear

mrabdiel, if you dont get back to us soon. the cause of death is eaten by drop bear

wilphe
2023-02-17, 03:20 AM
Posted six hour ago elsewhere

I believe Bertelis is chilling outside the spotlight

MrAbdiel
2023-02-17, 05:21 AM
Yeah, I'm still around! I just keep getting hit with waves of failed ambition where I'm all "I'll post on all my things tonight" then for two nights in a row end up going "mrrrrrr tomorrow" and choosing the coward's way: sleep. I overcommit to threads because I'm dumb, but I'm not vanishing for weeks at a time or nothing and I give permission, if I haven't responded to a simple roll check within a couple of days, for someone to bot me as necessary. Momentum is key, etc etc!

wilphe
2023-02-17, 03:10 PM
Didn't you also say that a Cane Toad had eaten your internet or something?

bramblefoot
2023-02-17, 07:46 PM
Didn't you also say that a Cane Toad had eaten your internet or something?

ah yes, the good old australian jokes, they warm my heart

MrAbdiel
2023-02-18, 06:02 AM
Cane toads, drop bears, all that stuff. It's all very hazardous to my internet.

One time a hoop-snake knocked my cable!

farothel
2023-02-18, 09:33 AM
the rolls really aren't there. I've not hit once in the entire combat.

MrAbdiel
2023-02-18, 10:26 AM
Yeah, it's been... rough as guts for you, mate. Some real whiffing the likes of which I haven't seen since I tried to fight a daemonette in the dark.

Volthawk
2023-02-18, 11:50 AM
Gonna fate that attack roll, since that's the second in a row that's one or two above the TN and we can't both whiff every roll this battle: [roll0]

Bruno's bad luck is contagious.

bramblefoot
2023-02-18, 11:21 PM
ouchie! wighard just ate a boney fury

[roll0]

3d10p

wilphe
2023-02-19, 05:20 AM
Ah, you still resolving

I shall wait

bramblefoot
2023-02-19, 05:40 AM
im kinda buried in posts, like our dear bretonnian

wilphe
2023-02-19, 10:06 AM
Let's do this for you:

[roll0]

wilphe
2023-02-19, 10:10 AM
Well:

27 points to the head

-6 Toughness & armour

= 21

From 13 wounds

Level 8 crit to the head

[roll0]

wilphe
2023-02-19, 10:12 AM
Fate Points -1

Insanity Points +1

wilphe
2023-02-19, 10:16 AM
Farewell bonus fate point we barely knew you

farothel
2023-02-19, 10:26 AM
do I have to do something special for those grapples, or is that something that happens automatically?

wilphe
2023-02-19, 11:06 AM
Instead of inflicting damage, a character can attempt to grapple and
immobilize an opponent. A character can attempt a grapple with either
a charge attack or a standard attack. This is resolved as follows.

First,
the character must hit with an unarmed attack, then (if successful) the
opponent must take an Agility Test. If he fails, he is grappled. Both
characters are incapable of dodging or parrying for the duration of
the grapple, and any outside melee attacks against them gain a +20%
Weapon Skill bonus.

The only action a grappled character can attempt
is to break the grapple (a full action). This is an Opposed Strength
Test. If the grappled character wins, he breaks free. Otherwise, the
grapple is maintained. On the grappling character’s turn, he can take
a full action to simply maintain the grapple (this requires no roll) or
he can attempt to damage his opponent, which requires an Opposed
Strength Test. If the grappling character wins this, he inflicts normal
unarmed damage. If his opponent wins, no damage is inflicted but the
character is still grappled.

A grappling character can voluntarily end the grapple on any of his
turns. This is a free action.

Core 131

wilphe
2023-02-19, 11:09 AM
So the ones attacking you need to roll.

I think they are off base 34, so 44

And you get an Agility test against any that suceed


Here's their rolls:

[roll0]
[roll1]

wilphe
2023-02-19, 11:10 AM
Oh, now someone rolls well

Need two AG checks...

bramblefoot
2023-02-19, 11:15 AM
Oh, now someone rolls well

Need two AG checks...

thank you my wizard friend

farothel
2023-02-19, 12:18 PM
agility 1: [roll0] vs 41
agility 2: [roll1] vs 41

One success, one fail. I'll write up a post trying to get out soon.

wilphe
2023-02-19, 01:50 PM
In theory skeletons should be bad at grappling because bones are only about 15% of the body weight, so these things have the strength of an adult but the weight of a toddler

bramblefoot
2023-02-19, 02:05 PM
In theory skeletons should be bad at grappling because bones are only about 15% of the body weight, so these things have the strength of an adult but the weight of a toddler

remind me to break out the fire pigs next time. oh and the boomrats

wilphe
2023-02-19, 02:43 PM
And their leader Geldorf?


https://youtu.be/-Kobdb37Cwc

MrAbdiel
2023-02-20, 06:12 AM
NOOO Wighard! ;_; We should have gotten more Lucky Charms!

wilphe
2023-02-20, 06:32 AM
Oh yeah, I forgot I had that

MrAbdiel
2023-02-20, 08:02 AM
May I recommend expending it to deflect that CATASTROPHIC DEATH HIT O_O

wilphe
2023-02-20, 08:40 AM
That would be good yes

wilphe
2023-02-20, 08:46 AM
I had a mental note that Bertelis's needed recharging but Wighard has never had to use his before

bramblefoot
2023-02-21, 07:23 AM
drat. also sorry for not getting the game post up earlier.

im literally up to my ears in unanswered rpg games

wilphe
2023-02-21, 08:05 AM
drat. also sorry for not getting the game post up earlier.

No worries, also I think you might not have to wait too long before Wighard loses that Fate Point again

bramblefoot
2023-02-21, 08:05 AM
gooooooood

rubs hands together

MrAbdiel
2023-02-21, 09:50 AM
drat. also sorry for not getting the game post up earlier.

im literally up to my ears in unanswered rpg games

I know how it is man. You sign up to X number of games, and it's like "These all respond pretty slow so I'll sign up to 1 more to fill the time while I wait" and then when you're at X+1 Games it's like they're all popping off all the time. That's the paradox of PBP gaming, alas.

bramblefoot
2023-02-21, 09:52 AM
yeh. i better get away from mr wyrm in my other game

farothel
2023-02-21, 10:06 AM
The skeletons go down? Does that mean they´re all destroyed or is it a big pile with poor Bruno underneat?

bramblefoot
2023-02-21, 10:09 AM
there in piles of dust. this isnt a skeleton ogre where you get buried

dojango
2023-02-21, 11:32 PM
[roll0] v. 66 perception

farothel
2023-02-22, 12:10 PM
Wighard still seems to have skellies and as there's most likely still some mist, shouting seems logical. And it's not that they don't know we're there.

Or do I see the light he has just made?

bramblefoot
2023-02-25, 06:15 PM
you can see him now bruno


also, jasmine, ignore this roll

[roll0]

bramblefoot
2023-02-27, 05:54 PM
skeleton explosion for the three fighters in combat

meloth, you only take 1d3 wounds as your farther away

farothel
2023-02-28, 01:06 PM
I've added speak Bretonnian to my list of skills. After all that time, I'll probably can get away with it, of course with an atrocious accent.

wilphe
2023-02-28, 03:33 PM
Ta mere etait un hamster et ton pere avait les parfums des sureaux

farothel
2023-02-28, 03:40 PM
Mon aéroglisseur est plein d'anguilles

Yes, I'm not that bad at French either.

bramblefoot
2023-02-28, 03:51 PM
I think that was your mother was a hampster and your father smelt of elderberries

wilphe
2023-02-28, 04:37 PM
Now go-away or I will taunt you a second time.


I don't know if I have been trying to do it or not, but AlloAllo represents French far better

"It is under the bed of my wife's mother"

"Why are you dressed up like the dinner of a dog?"

dojango
2023-02-28, 07:30 PM
[roll0] v. 64
[roll1] v. 64
[roll2] v. 64

Let's see how we do

Haha nope

bramblefoot
2023-02-28, 07:37 PM
[roll0] v. 64
[roll1] v. 64
[roll2] v. 64

Let's see how we do

Haha nope

wahaha!

unless berty gets three sux, he gets away

bramblefoot
2023-03-01, 11:40 PM
also, i think mrabdiel has fallen off the posting wagon again!

anywhoo

MrAbdiel
2023-03-02, 04:43 AM
Hey, I missed like one day! Cut a guy some slack!

Also knightly agility hooooo:

[roll0]
[roll1]
[roll2]

...Yep, nothin' doin' there.

wilphe
2023-03-02, 08:06 AM
Right so the two stooges cannot chase for merdre

But that's what you get when you bring a halfling and a Bretonnian to a foot chase

MrAbdiel
2023-03-02, 10:50 AM
Well, fortunately you just made friends with Usain Bolt-thrower over there, so the next foot chase will go better!

bramblefoot
2023-03-02, 05:50 PM
remind me when we get to norsca that i should throw the chaos penguins of Madagascar at you!

wilphe
2023-03-03, 02:15 PM
They'd better be electric with stinging tentacles.

++++++++

Also:

Unstated cultural assumptions that I am working on

KotG states that the nobility are in Couronne for the winter and disperses to their estates in the summer. And that the King usually goes on progress with tournaments in various places.

Trying to find analogues for that is tricky, because it has elements from medieval culture (https://en.wikipedia.org/wiki/Itinerant_court) all the way through to Edwardian era. (https://en.wikipedia.org/wiki/Social_season_(United_Kingdom))

I assume therefore that the higher and wealthier nobility will all have a house in Couronne of some sort, as does anybody who travels there regularly. The rest will either rent somewhere if they need to go (at a very high rate) or stay with an ally or relative.

Also, if you are travelling you will where possible stay with a friend, relative or ally than at an inn - and are of course expected to reciprocate in one way or another.

Therefore that Bertelis and Deanna were not offered hospitality by anybody implies that they are not considered important and don't have friends in Couronne.

Wighard believes this will change once word gets around - and word will get around quickly because goings on at the Royal Court are what the Old World has instead of Reality TV and Celebrity Culture

dojango
2023-03-03, 08:11 PM
Yeah it's hard to say what the situation is like. I think it depends on the way we assume the government is set up. In a classic feudal sense, the source of a lord's wealth is his fief, and so very few would trouble themselves with the expense and hassle of setting up shop in the capital. Mainly the big boys and a few of the local lords. In the early modern sense, however, the source of a lord's wealth is his ability to extract it from the state (or prevent the state from extracting it from him) and so a home in the seat of power would be a requirement. And all this was by Louis XIV's design, if the nobility are forced to fight for the honor of watching him drop a deuce, if they are forced to spend all their income on the trappings of luxury, they are less able to plot against him and raise armies against him. Since at least in this scenario the lords are still nominally expected to be defending their lands, even more so in the face of a spreading peasant revolt, I would imagine that the capital is full of ladies, cowards, and professional hangers-on. Not the sort that Bertelis would want to associate with.

wilphe
2023-03-04, 05:23 AM
Yeah we don't really have a classic feudal setup when we have a fixed capital and a regular annual rhythm

I am sure there are lords who live the old way and move from manor to manor in their own domains, but attendance at court in winter - or being allied to someone who does - is a useful tool for the nobility to network, conduct business, sort out marriages and suck up to the King

Like how British nobility went to London when Parliament was sitting and not otherwise; and when Parliament sits every year, then they go every year and then leave

Outside the court season, there will be very few nobles in Couronne and I had the season as winding down to enable the King to be there, and as you say, those that are not may not have much in common with Bertelis, which is why it would be fun to interact with them

Although it will be local nobles, the elderly and second-stringers, as the true-hangers on will want to stay with their patrons lest they lose their position


Podoye as I imagined it might be a proto-Versailles; KotG says the King rarely speaks to anyone below Baronial rank, but I assume that means he just doesn't do so in formal court because there simply cannot be enough barons to enable that to function otherwise

MrAbdiel
2023-03-04, 08:39 AM
I am super keen to get into some Bretonnian chivalry shenanigans. I expect we may end up in some scenes at some point where Bertelis has to choose between his Bretonnian tradition and his wild foreign friends, etc. But right now we have so many ticking clocks going on behind us that Bertelis is just barely sane. His family is brothers are all MIA, his little step-sister is situation unknown at home as his father dies of the mysterious plague, and his whole home fief is about to get washed over by a wave of angry (and dare I say ungrateful) peasants! Also the Dancer in the Dark is promising to murder him there. Also there is the plague sword we have to find and snap in mousillon, and also he made a vow to the Green Knight to slay four chaos champions before he spends two nights under the same roof.

We gotta start kicking some goals or we will all be crushed under the weight of our unpruned quest log. But fortunately, we can basically set off down the river to L'Anguille right away now, and then get a boat from there around the horn. Waving at Lyonesse and its underwater treasures as we go, promising to come back and go scuba diving.

https://i.makeagif.com/media/9-16-2015/IjJta_.gif

wilphe
2023-03-04, 09:30 AM
From a practical perspective, if we don't get a ship tomorrow we have to move somewhere else because of Bertelis's vow...

bramblefoot
2023-03-04, 12:21 PM
lets cut ahead to the riverboat

wilphe
2023-03-04, 02:01 PM
Ok.

Wighard will refresh his and Bertelis broaches, get another for Meloth

45gc

wilphe
2023-03-04, 02:03 PM
Can we dispose of the tapestry?

bramblefoot
2023-03-04, 02:25 PM
only if you wanna take a significant gouging

bramblefoot
2023-03-04, 02:31 PM
its prolly worth around 350 GC to the right noble, but if you wanna sell it now, its gonna go for more like 125

wilphe
2023-03-04, 03:00 PM
Bertelis delivered the package

https://forums.giantitp.com/showsinglepost.php?p=25680328&postcount=554

https://forums.giantitp.com/showsinglepost.php?p=25680328&postcount=557

bramblefoot
2023-03-04, 03:12 PM
Bertelis delivered the package

https://forums.giantitp.com/showsinglepost.php?p=25680328&postcount=554

https://forums.giantitp.com/showsinglepost.php?p=25680328&postcount=557

thank you! i have many games going, so i could not remember

wilphe
2023-03-04, 03:29 PM
Whatever I can to help

MrAbdiel
2023-03-04, 10:05 PM
From a practical perspective, if we don't get a ship tomorrow we have to move somewhere else because of Bertelis's vow...

Hey, I have a tent! I can sleep outside! :D


Ok.

Wighard will refresh his and Bertelis broaches, get another for Meloth

45gc

Merci beaucoup, mon ami.


its prolly worth around 350 GC to the right noble, but if you wanna sell it now, its gonna go for more like 125

Yeah, I think we ought to hold it. Since it's got important historical significance to Aquitaine, I'm hoping we have a chance to swing by there and Bertelis can 'give' it to the duke and the duke can 'give' him a cash prize, which is a distinctly noble alternative to selling it with no real difference for our interests.


As for stuff left to do in Couronne, I think we're about done, given our urgency. My only thought is Glod. If we're going with "he has accepted an offer to settle down and teach some of the royal smiths how to make good steel", that's good. I figure Bertelis will check with him to see about his sword, though; he still has the remnants of Bertelis' blade that he is making into the Company Blade. Now that Glod's an NPC and his specific talents aren't as important as limiters, if you are taking submissions as to what it might end up like I can provide!

bramblefoot
2023-03-04, 10:09 PM
we are. lemme roll some dice and invent something outta my ass

[roll0]

bramblefoot
2023-03-04, 10:09 PM
please do berty. gimme your wfrp 2e advice!

MrAbdiel
2023-03-04, 10:32 PM
Hmm. Well, to be clear, Bertelis' intention with Glod was that the reforged blade would become the property of the company, not his personal prize (partly out of humility, partly out of the fact that it may become mechanically illegal for Bertelis to use magic weapons in the future). So it can be passed around the group as need permits. As for its specific composition.. Well, Glod never hit Master Runesmith, so the crazy good Master Runes like Skalf Blackhammer are probably not fair to beg (Impact and +3 Damage, LOLLLLL).

If it's not having a Master Rune, it can have 3 regular permenant runes.

First Rune: Given the company's "Burning Slug" imagery, I suggest the Rune of Fire. Activates to engulf the weapon in flame for the light of a torch, and +1 damage (and fire obviously when relevant, eg executing trolls?).

Second Rune: Given our history of racking up deadly persistant enemies, I think maybe the Rune of Grudges would come next. Once per combat, nominate an enemy, and the wielder can re-roll all missed attacks against them. It's a cool rune because it's arguably most useful for people with lower weapon skills, but also not a no-brainer 'give to the killing machine' rune like Fury.

Third Rune: I think I'd suggest Rune of Might. That adds the wielder's STR bonus again for damage against enemies but only enemies with a toughness higher that 50% - and Ogres are usually in the mid forties, for example.

So the sword would come out a elementally excellent when taken up against powerful foes; but also utility useful with its flaming quality. There are strictly better combat combinations: Fury, Striking and Cleaving is a straight up killing machine combo for example. But the fiery grudge blade of monster slaying feels like a better icon weapon for the company.

bramblefoot
2023-03-04, 10:34 PM
Hmm. Well, to be clear, Bertelis' intention with Glod was that the reforged blade would become the property of the company, not his personal prize (partly out of humility, partly out of the fact that it may become mechanically illegal for Bertelis to use magic weapons in the future). So it can be passed around the group as need permits. As for its specific composition.. Well, Glod never hit Master Runesmith, so the crazy good Master Runes like Skalf Blackhammer are probably not fair to beg (Impact and +3 Damage, LOLLLLL).

If it's not having a Master Rune, it can have 3 regular permenant runes.

First Rune: Given the company's "Burning Slug" imagery, I suggest the Rune of Fire. Activates to engulf the weapon in flame for the light of a torch, and +1 damage (and fire obviously when relevant, eg executing trolls?).

Second Rune: Given our history of racking up deadly persistant enemies, I think maybe the Rune of Grudges would come next. Once per combat, nominate an enemy, and the wielder can re-roll all missed attacks against them. It's a cool rune because it's arguably most useful for people with lower weapon skills, but also not a no-brainer 'give to the killing machine' rune like Fury.

Third Rune: I think I'd suggest Rune of Might. That adds the wielder's STR bonus again for damage against enemies but only enemies with a toughness higher that 50% - and Ogres are usually in the mid forties, for example.

So the sword would come out a elementally excellent when taken up against powerful foes; but also utility useful with its flaming quality. There are strictly better combat combinations: Fury, Striking and Cleaving is a straight up killing machine combo for example. But the fiery grudge blade of monster slaying feels like a better icon weapon for the company.

agreed. glod will present it to the party when they leave.

wilphe
2023-03-05, 06:26 AM
Hey, I have a tent! I can sleep outside! :D

Or on the roof.

+++++++++

Wighard isn't necessarily being playful with Aletta - except in the way cat plays with a mouse.

He's more sizing her up.



https://youtu.be/ainyK6fXku0


She came from Gisoreux,

She had a taste for swordplay,

She studied at her uncles court,

That's where I, caught her eye


She told me that her dad was loaded

I said in that case I'll have a wurst and some beer

She said fine

And in 30 seconds time, she said:

"I want to travel with common people"

"I want to do whatever knight errants do"

"Wanna wander with common people"

"Wanna wander with common people"

"Wanna wander with common people like you"


Well what else could I do?

I said I'll see what I can do


I took her to a market in the slums

I don't know why

But I had to start it somewhere

So it started there

I said pretend you've got no money

She just laughed and said

Oh you're so funny

I said; yeah

I can't see anyone else smiling out here


Are you sure?

"You want to travel with common people"

"You want to do whatever knight errants do"

"Wanna wander with common people"

"Wanna wander with common people"

"Wanna wander with common people like you"

But she didn't understand

She just smiled and held my hand


Read the notices for help

Risk your life for a few crowns

Sleep in mud and never wash

Lose your mind to something strange

But still you'll never get it right

'Cause when you're laid in bed at night

Watching skaven climb the wall

If you called your dad he could stop it all, yeah



You'll never travel with common people

You'll never do whatever knight errants do

You'll never fail like common people

You'll never watch your life bleed out of view

And you die alone and insane

Because there's nothing you can do

Volthawk
2023-03-05, 07:34 AM
Ok.

Wighard will refresh his and Bertelis broaches, get another for Meloth

45gc

Oh neat. That's a lucky charm mechanically speaking, right? Meloth had one already, but no harm having another.

wilphe
2023-03-05, 08:27 AM
Oh neat. That's a lucky charm mechanically speaking, right?

Yep

They are fluffed as bearing the company logo and re-blessed whenever we need to and are at a friendly temple.

Usually this mean one of the family, in descending order Shallya, Morr, Verena, Myrmidia. Khaine has shown up with them but I've characterised him as the Uncle you don't like* but have to invite to Sigmartide anyway. Whether that entity is the same as elven Khaine or they are different aspects has not been covered.

Bertelis pays respects to The Lady and has encountered the Green Knight personally - with us in tow.

Sigmar gets lip service and Wighard is careful to stay in the good graces of Sigmar's cult

Other deities like Ulric, Manaan, Taal and Ryha have not shown up


* I have speculated that Khaine feels much the same way about his own worshippers - the human ones anyway - because they are all graceless psychos into killing for its own sake. He himself prefers a bit more class, the challenge of a worthy target and a love of ironic retribution. Unfortunately gods are shaped by the beliefs of their followers and those are the only followers he has right now...

MrAbdiel
2023-03-05, 10:54 PM
Khaine is a very bad fellow indeed. He deserves to be beaten up and stuffed in his locker by Morr.

And yeah, just a lucky charm Meloth; though we have house ruled the limitation of using one Lucky Charm per encounter, to prevent the creation of ablative charm bracelets that can soak a dragon’s worth of fury.

bramblefoot
2023-03-05, 11:13 PM
Khaine is a very bad fellow indeed. He deserves to be beaten up and stuffed in his locker by Morr.

And yeah, just a lucky charm Meloth; though we have house ruled the limitation of using one Lucky Charm per encounter, to prevent the creation of ablative charm bracelets that can soak a dragon’s worth of fury.

hmm, khaine may have to stuff the mouthy brettonian knight in a locker as well

wilphe
2023-03-06, 06:22 AM
I don't think that Wighard has shared the knowledge that Khaine, or at least the version that appears to him, finds Bertelis amusing and chipped into save his mother

https://forums.giantitp.com/showsinglepost.php?p=25622559&postcount=267

I already own a little part of your soul Wigard and you will never be free of me.

But mostly because I find the Company of the Burning Slug amusing to watch, especially that Bretonnian who has had enough **** kicked out of him to require a whole company of dung sweepers and lost enough blood to make a boudin for every peasant in New Lyonesse and the extremely effective dwarf you hang out with who is like whirly death and disturbs even me

They are like the yin and yang of my cult.

That's it? No "you must slit a dozen other throats"

You wouldn't do it anyway, not til I've worked on your mind a bit more. It's for my selfish amusement, don't look a gift hawk in the beak

MrAbdiel
2023-03-06, 08:26 AM
I assume Wighard has not shared that he is having internal dialogues with gods! That's the kind of thing that gets you burned at the stake or shipped to the funny farm, and Wighard has a hard enough road as it is!

I think we're all done in Couronne (for now, until I return with a billion gold to buy the world's finest horse). Bramble, did you want to write up Glod's farewell and gift, or pass it to one of us? After that, we're ready to sail this riverboat to L'Anguille. I.. don't think the river is big enough that our sea vessel could be here, thus why it's a two-part operation (which you may feel free to truncate, I don't think any of us have business in L'Anguille).

Couronne is a walled city with no docks of its own, I think; so it probably has a riverport town (Port du Roi?) and a patrolled short road to Couronne from there. It doesn't seem unlikely to me that this ship captain both has a riverboat to go from Couronne to L'Anguille and a ship from there; if his business is taking people and cargo from Couronne to other places in Bretonnia, it makes sense to cut out the middleman if you can afford it. So 'short' river ride then big ship around - though I don't think we're going straight to the city Bordeleaux since we have to get into Mousillon right away.

I would suggest our destination is Turris Vigilans (https://warhammerfantasy.fandom.com/wiki/Turris_Vigilans); a Verenan Lighthouse at the north tip of Bordeleaux that keeps watch on Mousillon. We'd be able to ask if they'd seen any unusual comings or goings across the River Grismerie. After that, we'd have to hire passage from a sketchy ferryman across to Mousillon itself; because our Ship Captain is unlikely to take us directly into Mousillon's port, especially with all the plague rumors. And I am sure that river crossing will be fine (https://warhammerfantasy.fandom.com/wiki/Dracoleech).

farothel
2023-03-06, 01:47 PM
I assume Wighard has not shared that he is having internal dialogues with gods! That's the kind of thing that gets you burned at the stake or shipped to the funny farm, and Wighard has a hard enough road as it is!

I think we're all done in Couronne (for now, until I return with a billion gold to buy the world's finest horse). Bramble, did you want to write up Glod's farewell and gift, or pass it to one of us? After that, we're ready to sail this riverboat to L'Anguille. I.. don't think the river is big enough that our sea vessel could be here, thus why it's a two-part operation (which you may feel free to truncate, I don't think any of us have business in L'Anguille).

Couronne is a walled city with no docks of its own, I think; so it probably has a riverport town (Port du Roi?) and a patrolled short road to Couronne from there. It doesn't seem unlikely to me that this ship captain both has a riverboat to go from Couronne to L'Anguille and a ship from there; if his business is taking people and cargo from Couronne to other places in Bretonnia, it makes sense to cut out the middleman if you can afford it. So 'short' river ride then big ship around - though I don't think we're going straight to the city Bordeleaux since we have to get into Mousillon right away.

I would suggest our destination is Turris Vigilans (https://warhammerfantasy.fandom.com/wiki/Turris_Vigilans); a Verenan Lighthouse at the north tip of Bordeleaux that keeps watch on Mousillon. We'd be able to ask if they'd seen any unusual comings or goings across the River Grismerie. After that, we'd have to hire passage from a sketchy ferryman across to Mousillon itself; because our Ship Captain is unlikely to take us directly into Mousillon's port, especially with all the plague rumors. And I am sure that river crossing will be fine (https://warhammerfantasy.fandom.com/wiki/Dracoleech).

You can trade that carpet for a nice horse in the correct location. And I'm not all that familiar with Bretonian geography (either in or out game), so fine with me.

wilphe
2023-03-06, 05:06 PM
I assume Wighard has not shared that he is having internal dialogues with gods! That's the kind of thing that gets you burned at the stake or shipped to the funny farm, and Wighard has a hard enough road as it is!


Well Morr is god of dreams and prophecy and there are enough people that the gods do talk to that these things don't get dismissed out of hand. That said he is well aware what happens to people outside established hierarchies who start claiming to have messages from the Gods that those established hierarchies would rather not hear.

He himself doubted what was going on until Kwolf showed up at the Light College

He is perhaps fortunate that Morr's cult is very decentralised and Shallyans are focused on helping whoever is in need right now

And he doesn't push his luck and has been fairly open in discussing with the priests he meets, though Khaine he does not discuss directly

Currently he owes both Shallya and Verena a service, so he assumes that anyone who needs him, especially for the second part, will get sent a message, either via dream or more mundane messages and that any of Morrs followers he meets know he is coming

wilphe
2023-03-06, 05:09 PM
(which you may feel free to truncate, I don't think any of us have business in L'Anguille).

His Majesty did ask for a report on the place and their defences

Also, you wish to deal with Mousillon matters first and not immediately head to your family?

MrAbdiel
2023-03-06, 06:02 PM
Oh yes, that report, also!

And... well, I'm open to persuasion. My thoughts are based on looking at the map and imagining the efficiencies, though I might not have accounted for everything, or we might be entitled to a little more "don't think about it so hard" map navigation to make things go smoother.

But Mousillon is on the way to Bertelis' family holdings anyway; and we have atleast some reason to expect the plague sword in Mousillon is partially responsible for the plague in Bordeleaux, I think..? The stranger came from that way?

Bertelis is in desperate panic mode, that's all. His thinking is:

Mousillon (Sword) -> Bordeleaux (Home in distress, check on father and sister), find out anything possible about where 3 brothers are -> Intercept and neutralize peasant uprising.

bramblefoot
2023-03-06, 07:43 PM
Oh yes, that report, also!

And... well, I'm open to persuasion. My thoughts are based on looking at the map and imagining the efficiencies, though I might not have accounted for everything, or we might be entitled to a little more "don't think about it so hard" map navigation to make things go smoother.

But Mousillon is on the way to Bertelis' family holdings anyway; and we have atleast some reason to expect the plague sword in Mousillon is partially responsible for the plague in Bordeleaux, I think..? The stranger came from that way?

Bertelis is in desperate panic mode, that's all. His thinking is:

Mousillon (Sword) -> Bordeleaux (Home in distress, check on father and sister), find out anything possible about where 3 brothers are -> Intercept and neutralize peasant uprising.

alright, i guess its time for another dream sequence!

dojango
2023-03-06, 09:21 PM
Hmm, I thought getting to Bertelis's home and dealing with the peasants would be the first priority

bramblefoot
2023-03-06, 09:56 PM
Hmm, I thought getting to Bertelis's home and dealing with the peasants would be the first priority

he wouldnt be the first to have his keep sacked by peasants, and he wont be the last!

cackles evilly

MrAbdiel
2023-03-06, 10:41 PM
Well, am I crazy? I thought the nurgle sword in Mousillon was hinted to be the source of the plague that is killing his father and people? Did I pull that out of my butt or something?

bramblefoot
2023-03-06, 10:57 PM
Well, am I crazy? I thought the nurgle sword in Mousillon was hinted to be the source of the plague that is killing his father and people? Did I pull that out of my butt or something?

i will neither confirm nor deny this rumor

wilphe
2023-03-07, 03:45 AM
I didn't get that idea, just a bunch of stuff happening in the same general area

Not that there might be a connection

Though Saulx isn't linked to the revolt threatening Bertelis estate - the people there have not declared war on the nobility as a whole

Not to say that the wider revolt might not be interested in getting them on side, so between them, various plague cultists, herrimaults, possible bastard offspring of the late lord who have their own ideas who should be in charge...

Could get interesting


++++++++++++

From a practical perspective I don't think the Lighthouse has a harbour, so we'd be lightering the horses ashore - nor is there much reason for a ship to pass so we would have to make special arrangements


Bordeleaux itself is a major port and political centre - so that would be logistically easier


But, this is all Bertelis' country and Bertelis people so Wighard won't argue too much - just make suggestions

MrAbdiel
2023-03-07, 04:46 AM
I didn't get that idea, just a bunch of stuff happening in the same general area

Not that there might be a connection

Though Saulx isn't linked to the revolt threatening Bertelis estate - the people there have not declared war on the nobility as a whole

Not to say that the wider revolt might not be interested in getting them on side, so between them, various plague cultists, herrimaults, possible bastard offspring of the late lord who have their own ideas who should be in charge...

Could get interesting


++++++++++++

From a practical perspective I don't think the Lighthouse has a harbour, so we'd be lightering the horses ashore - nor is there much reason for a ship to pass so we would have to make special arrangements


Bordeleaux itself is a major port and political centre - so that would be logistically easier


But, this is all Bertelis' country and Bertelis people so Wighard won't argue too much - just make suggestions

Hmm. You're right. I had presupposed the lighthouse would have facility to dock ships, but I guess it doesn't say that. Still; it's days closer to Mousillon than Bordeleaux is, so the time and trouble spent getting the horses ashore will be paid off, I think. Or else we can send all our hangers-on ahead to Bordelaux and tell them to meet us somewhere after we're done in Mousillon.

Maybe I hallucinated the connection of the plague sword and the plague; it's a very plaguey world. But now that I (dreamed) know know my bro is in Mousillon in the hands of a vampire, and it's the closest objective, I think Bertelis would be pretty insistent. I appreciate the suggestions and clarifiers, as always.

Saulx... I am trusting to look after itself until we have all our other disasters under control. Fortunately, they're pretty good at that, from what I hear!

wilphe
2023-03-07, 07:01 AM
Yeah I posted OOC before I read your IC. Now I better understand why you want to do Mousillon first.

So get a ship going to Bordeleaux, drop us off at the Harbour, leave Deanna aboard to proceed to Bordeleaux, get intel from the priests, kill Vampires

MrAbdiel
2023-03-07, 07:47 AM
Yeah I posted OOC before I read your IC. Now I better understand why you want to do Mousillon first.

So get a ship going to Bordeleaux, drop us off at the Harbour, leave Deanna aboard to proceed to Bordeleaux, get intel from the priests, kill Vampires

Yeah, she will have family friends in the city to stay with, and I'll tip the captain extra to make sure she gets there safe, and leave unspoken the implication that I will kill him if she doesn't.

bramblefoot
2023-03-07, 12:29 PM
Yeah, she will have family friends in the city to stay with, and I'll tip the captain extra to make sure she gets there safe, and leave unspoken the implication that I will kill him if she doesn't.

remind me to not mess with sir bertelis roche

farothel
2023-03-07, 01:27 PM
question on the dream. My father is dead according to my background (well, my adoptive father, but my real father is just an old farmer a long way away, so not really important, if he's not dead as well).

bramblefoot
2023-03-07, 01:29 PM
question on the dream. My father is dead according to my background (well, my adoptive father, but my real father is just an old farmer a long way away, so not really important, if he's not dead as well).

fine, lets move to your uncle, the guy who escaped the sigmarites

farothel
2023-03-07, 01:54 PM
Sure, works for me. I'll have to think about a response though.

Whilphe and Dojango: I'm not sure if you've seen my message on MythWeavers on the warhammer game there, but I hope to have you guys in there at the latest by the end of the month. Sorry it took a bit longer, but fights take some time.

wilphe
2023-03-07, 05:38 PM
No stress, though I still don't see a message?

farothel
2023-03-08, 03:48 AM
No stress, though I still don't see a message?

I've just resend it, to be sure. We still have some time, so no worries.

bramblefoot
2023-03-08, 12:44 PM
hmm, who to send a lustful ogress after? and if she does capture the party, how many pelvic bones will be crushed?

wilphe
2023-03-08, 02:18 PM
I already said that was outside my comfort zone

Volthawk
2023-03-08, 05:22 PM
Potentially stupid question, but do horses go on the boat with us or are we leaving mounts behind and picking up new ones when we get off?

On another topic, are the dreams happening when we're resting in the inn or once we're on the boat?

bramblefoot
2023-03-08, 05:39 PM
Potentially stupid question, but do horses go on the boat with us or are we leaving mounts behind and picking up new ones when we get off?

On another topic, are the dreams happening when we're resting in the inn or once we're on the boat?

horses on boat. dreams happen on boat

ook ook

wilphe
2023-03-09, 03:10 AM
If your mount is on your character sheet it is on the boat

For those without that we make provision (ie for the pilgrimage we had separate carts)

wilphe
2023-03-09, 05:18 AM
I added mounts etc to the PC list.

The group currently consists of:

5 PCs

2 cohorts (Siobhan and Aletta)

2 servants (Berthold and Odmar)

1 passenger (Deanna)

5 horses

1 packmule

1 Larger than Average Raven

2 Adolescent Giant Wolves

++++++++++++

For the core group of 9 we are therefore short of transport for 3 or 4 depending on if Jasmine rides her beast

This is also why we have a dedicated ostler

MrAbdiel
2023-03-09, 05:19 AM
Lmao. We have like... Five horses and a mule. And two juvenile giant wolves. But Odmar is our hireling horse-handler, so it's managable. And now I have a squire who will also have that job.

EDIT: Wilphe, as always, is too quick and too slick. :D Got me again.

bramblefoot
2023-03-09, 07:15 AM
Lmao. We have like... Five horses and a mule. And two juvenile giant wolves. But Odmar is our hireling horse-handler, so it's managable. And now I have a squire who will also have that job.

EDIT: Wilphe, as always, is too quick and too slick. :D Got me again.

oh bretonnian knight of the pond, what is your wisdom?

dojango
2023-03-09, 11:39 PM
The pack mule is for carrying stuff. Jasmine was riding on a wagon during the pilgrimage, IIRC, and will be walking when not on a boat.

bramblefoot
2023-03-09, 11:50 PM
lemme poke volthawk.

Volthawk
2023-03-10, 06:58 AM
Yup yup, busy few days, got a little behind on posting.

wilphe
2023-03-10, 07:53 AM
Wighard will draw up night watch for the five

Jasmine and Meloth will get whenever it is going to be darkness depending on moon and clouds

bramblefoot
2023-03-10, 06:44 PM
will the night vision peeps gimme perception tests at -10?

bramblefoot
2023-03-10, 07:23 PM
bertelis: can i have the stats for the dracoleech?

MrAbdiel
2023-03-10, 08:11 PM
Well, I'd say "You can't do this to us, Dracoleeches only live in the river Grismerie, down between Bordeleaux and Mousillon; we're on the other side of the country, up by Couronne and L'Anguille"; but what I ACTUALLY mean is "AHHHHHHH".

I will DM you on the Dracoleech's stats - Old One Eye has clearly wandered abroad. Things are worse in Mousillon than even we feared!

But also, can I negotiate with you on the IP? Just because a -30% WP test is mad harsh and if we catch shovels of IP at such a rating frequently we're bee-lining for the funny farm. A hard test like that against a small number of points is like a significant disturbance that's hard to overcome; a flat fest against a big number of points feels like a heavy shock but one you have a chance of getting past. But a harsh test against a bunch of points (That's 2d4 keep best one, right? May I recommend a regular d5 if that's the ballpark you want, or a flat 2 or 3 if you feel 1 would be too few?) feels just like a hammer beyond reasonably expectation to dodge. With a -30, most of us are looking at the 10-20% success realm, that's all.

Also,

https://i.ibb.co/NyLZhxw/Dracoleech.jpg

Since our riverboat is taking atleast 10 people and a bunch of horses, it's certainly too big to capsize - unless this Leech is much bigger than they usually are. But it can still have it smash onto the deck with its bulk to damage the ship.

A riverboat usually has a Toughness Bonus of 5 and 70 wounds. That means when it slams, it does SB+2 (Which is 6+2+ the normal d10 you add to damage rolls) to the ship, so an average of about 13 damage minus the TB of 5. If it's slamming for 8 damage, the board can take maybe between 5 and 10 of those slams before breaking. The Rules as written there have that slam damaging the dracoleech as well, but that means he's going to kill himself long before he breaks the boat. If I were running it, I'd consider the following:

The Dracoleech is Frightening, so anyone who fails the fear check against it has to spend atleast one turn standing in paralyzed shock. What a great time for it to slam the deck. You can do damage to the ship once, and a whopping 8+d10 hit to players (I would ignore Fury on this roll, it's not a really precise number) who are paralyzed with shock and unable to automatically get out of the way. But I'd describe it cracking and splintering parts of the boat, maybe have the captain scream that the boat's not built for such hits; then the players know they have to kill this thing right away.

It only has 1 attack when it's not slamming and damaging itself; but it's huge enough that you can apply the old "-30% to parry because of hugeness" modifier without it feeling unfair. And I would probably, quietly, increase its toughness bonus to 6. With 6 toughness and 2 natural armor all over, that's a reduction of 8. With only a reduction of 5 as the profile reflects, a party will kill such a creature in two short rounds of swift attacks and Ulric's Furies.

bramblefoot
2023-03-10, 08:28 PM
Well, I'd say "You can't do this to us, Dracoleeches only live in the river Grismerie, down between Bordeleaux and Mousillon; we're on the other side of the country, up by Couronne and L'Anguille"; but what I ACTUALLY mean is "AHHHHHHH".

I will DM you on the Dracoleech's stats - Old One Eye has clearly wandered abroad. Things are worse in Mousillon than even we feared!

But also, can I negotiate with you on the IP? Just because a -30% WP test is mad harsh and if we catch shovels of IP at such a rating frequently we're bee-lining for the funny farm. A hard test like that against a small number of points is like a significant disturbance that's hard to overcome; a flat fest against a big number of points feels like a heavy shock but one you have a chance of getting past. But a harsh test against a bunch of points (That's 2d4 keep best one, right? May I recommend a regular d5 if that's the ballpark you want, or a flat 2 or 3 if you feel 1 would be too few?) feels just like a hammer beyond reasonably expectation to dodge. With a -30, most of us are looking at the 10-20% success realm, that's all.

Also,

https://i.ibb.co/NyLZhxw/Dracoleech.jpg

Since our riverboat is taking atleast 10 people and a bunch of horses, it's certainly too big to capsize - unless this Leech is much bigger than they usually are. But it can still have it smash onto the deck with its bulk to damage the ship.

A riverboat usually has a Toughness Bonus of 5 and 70 wounds. That means when it slams, it does SB+2 (Which is 6+2+ the normal d10 you add to damage rolls) to the ship, so an average of about 13 damage minus the TB of 5. If it's slamming for 8 damage, the board can take maybe between 5 and 10 of those slams before breaking. The Rules as written there have that slam damaging the dracoleech as well, but that means he's going to kill himself long before he breaks the boat. If I were running it, I'd consider the following:

The Dracoleech is Frightening, so anyone who fails the fear check against it has to spend atleast one turn standing in paralyzed shock. What a great time for it to slam the deck. You can do damage to the ship once, and a whopping 8+d10 hit to players (I would ignore Fury on this roll, it's not a really precise number) who are paralyzed with shock and unable to automatically get out of the way. But I'd describe it cracking and splintering parts of the boat, maybe have the captain scream that the boat's not built for such hits; then the players know they have to kill this thing right away.

It only has 1 attack when it's not slamming and damaging itself; but it's huge enough that you can apply the old "-30% to parry because of hugeness" modifier without it feeling unfair. And I would probably, quietly, increase its toughness bonus to 6. With 6 toughness and 2 natural armor all over, that's a reduction of 8. With only a reduction of 5 as the profile reflects, a party will kill such a creature in two short rounds of swift attacks and Ulric's Furies.

understood. lets call it 3 ip

MrAbdiel
2023-03-10, 08:41 PM
Alrighty. Well; let's see if we can't crank out some miracles.

-30% vs 3 IP (Looking for 19 or less): [roll0]; FP Reroll [roll1]
-10% vs Thanatophobia (Looking for 39 or less): [roll2]; FP Reroll [roll3]

Haha, look at those rolls, cool cool cool...

https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fmedia.giphy.com%2Fmedia%2F3ohhwF3 4cGDoFFhRfy%2Fgiphy.gif

bramblefoot
2023-03-10, 08:43 PM
Alrighty. Well; let's see if we can't crank out some miracles.

-30% vs 3 IP (Looking for 19 or less): [roll0]; FP Reroll [roll1]
-10% vs Thanatophobia (Looking for 39 or less): [roll2]; FP Reroll [roll3]

jesus h. christ. with that unluckiness, your likely to be taking a swim, or gibbering madly

MrAbdiel
2023-03-10, 08:48 PM
Well, I first take an immediate WP test or go double insane: [roll0]. I can't really afford to be double insane right now, so last FP reroll as required: [roll1].

Thank God for small mercies, I guess!

dojango
2023-03-10, 10:33 PM
Perception [roll0] v. 56
fear [roll1] v. 16

wilphe
2023-03-11, 04:07 AM
Wighard will draw up night watch for the five

Jasmine and Meloth will get whenever it is going to be darkness depending on moon and clouds

See this is why we post watches

Let us see who was on watch [roll0]

Bertelis
Bruno
Jasmine
Meloth
Wighard


Also if it is 40 foot long isn't going to be able to coil around the boat because the boat is more than 12 feet wide

wilphe
2023-03-11, 04:12 AM
We will be FPing that roll against fear

[roll0] 57

wilphe
2023-03-11, 04:15 AM
[roll0] Insanity? 77

wilphe
2023-03-11, 04:16 AM
So:

Jasmine was on watch

It must be a lot bigger than 40 feet

Wighard is not insane but going crazy for a bit

wilphe
2023-03-11, 04:23 AM
[roll0] 86

[roll1] Heal test for the exploding skellies

farothel
2023-03-11, 07:45 AM
Question: is this serpent thing before or after the dream? Just to know if Bruno has his armour (at least his chainmail) on or not? This is also important for my initiative.

Anyway:
[roll0] vs 26 (56WP -30)
FP if needed: [roll1] vs 26 (56WP -30)

initiative: [roll2] (+5 if no armour, +4 if chainmail or higher).

EDIT: thank Sigmar for fortune points.

bramblefoot
2023-03-11, 08:01 AM
Question: is this serpent thing before or after the dream? Just to know if Bruno has his armour (at least his chainmail) on or not? This is also important for my initiative.

Anyway:
[roll0] vs 26 (56WP -30)
FP if needed: [roll1] vs 26 (56WP -30)

initiative: [roll2] (+5 if no armour, +4 if chainmail or higher).

EDIT: thank Sigmar for fortune points.

mm. ill say your in leathers and nothing more

MrAbdiel
2023-03-11, 08:33 AM
Oh, yeah: Initiative [roll0]!

wilphe
2023-03-11, 08:53 AM
Wighard, Bertelis 12

Bruno 9


Meloth, Jasmine, One Eye ?

MrAbdiel
2023-03-11, 09:48 AM
Silly question, but.. when was the last time we (the whole group) got experience? Was it after the skaven adventures in Axebite pass?

wilphe
2023-03-11, 10:11 AM
Yes 18/12/22 when we reunited in Couronne

Not that this is not easily verifiable by checking my tracking at the top of the thread

Next you will be asking me who Sawar Ksaw is

bramblefoot
2023-03-11, 03:02 PM
init roll for old one eye

[roll0]

also, its coiled the short way around the boat

dojango
2023-03-11, 03:22 PM
[roll0] initiative
[roll1] v. 16 to snap out of fear

Volthawk
2023-03-11, 05:20 PM
Init: [roll0]
WP-30 Fear test, 3 IP on failure: [roll1]

Wait, does failing the WP test just give IPs, or does it do normal fear things too?

bramblefoot
2023-03-11, 05:32 PM
Init: [roll0]
WP-30 Fear test, 3 IP on failure: [roll1]

Wait, does failing the WP test just give IPs, or does it do normal fear things too?

i think it gives the natural fear things too

MrAbdiel
2023-03-11, 08:11 PM
Meloth 15
Bertelis 12
Wighard 12
One Eye 12
Jasmine 11
Bruno 9
Sundry NPCs it's not worth complicating the Initiative tracker with: last.

I think everyone has taken their turn of flipping their lid/cringing in fear/undulatingly slapping one's corpus destructively on the deck of the riverboat, except Meloth, who is entitled to act/cringe away in fear this turn... then we'll lap back around to Meloth's turn again!

Special congratulations to Bruno for being an absolute chad and not mentally dissolving.

Volthawk
2023-03-12, 04:06 AM
Yup, just wanted confirmation the fear thing and then sleep called. Found where in the book they mention fear stuff, so alright might as well roll Meloth's second fear test now for the second round.

TN 17 Fear test (still -30, right?): [roll0]

MrAbdiel
2023-03-12, 04:13 AM
I think we encountered this in earlier encounters and we settled on the ruling that, after the first test, the negative modifier fades to a flat test. Otherwise the brutality of a -20% test is just Fate Point Tax to anyone who isn't a wizard or witch hunter.

Volthawk
2023-03-12, 04:32 AM
Gotcha. Speaking of FP, guess I'll reroll that test.

TN 47: [roll0]

MrAbdiel
2023-03-12, 05:46 AM
Hey, there you go. Now put some wounds on that big blighter!

MrAbdiel
2023-03-12, 05:51 AM
Checking if Bertelis recovers from his terrible fear this round: [roll0] for the normal frightening, and [roll1] at -10% to overcome his particular pathology.

Huzzah! After Meloth, Bertelis will be able to get his crap together.

EDIT: Big Melodramatic post but Bertelis is back in action. I SUPPOSE the monster is entitled to defend itself against his cool attack.

After that, it's Wighard's turn; then the horror-noodle itself can act!

bramblefoot
2023-03-12, 08:51 AM
yes it will

[roll0]

woot! dodged

MrAbdiel
2023-03-12, 09:21 AM
Good. That means it fears me.

farothel
2023-03-12, 10:02 AM
old one eye will jump up and land on the boat with a thump. whatever it tried, it didnt really accomplish much

[roll0]

Was this the critter's turn, so I can go again?

bramblefoot
2023-03-12, 03:27 PM
yes you can go again, after i make sure berty ends up in its gullet

farothel
2023-03-12, 04:22 PM
okay, posting now. Did my shot actually do anything, or not much?

farothel
2023-03-12, 04:24 PM
I'll have to reroll my damage, accidentally put d20 instead of d10: [roll0]

bramblefoot
2023-03-12, 04:30 PM
okay, posting now. Did my shot actually do anything, or not much?

not a lot, also, my dice hate me

MrAbdiel
2023-03-12, 10:15 PM
'Tis a worm of much beef, and shall require our great concerted efforts.

wilphe
2023-03-13, 04:37 AM
also, its coiled the short way around the boat

Yes I get that, but 40 foot isn't that impressive if that is what he is doing


That is a 7 foot wide British narrowboat

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Bugsworth_058069.jpg/1200px-Bugsworth_058069.jpg?20060131215114

A 7 foot diameter circle has a circumference of 22 feet (the boat will actually have more than that because it is taller than it is wide) - he could coil around that once

And what we are on is substantially bigger than that

A Dutch Barge

https://upload.wikimedia.org/wikipedia/commons/7/74/Dutch_barge_at_Windsor.jpg

Which might be able to carry all of us, mounts and crew will have around twice the diameter, therefore a circumference of 50 foot or so

wilphe
2023-03-13, 04:45 AM
Volthawk:

*Are to-hit bonuses against big creatures a thing in this system?


I haven't seen anything - it might be represented in their stats; but if anything fighting big things is bad because they are more likely to have Unstoppable blows and be hard to parry

MrAbdiel
2023-03-13, 06:31 AM
I think we've been playing a little loose with the Initiative - though with one enemy, we may as well do Badguy-Goodguy. But so far:

Turn 1:

Meloth 15 (Afraid)
Bertelis 12 (Afraid and insane)
Wighard 12 (Insane)
One Eye 12 (Flapdoodle)
Jasmine 11 (Afraid)
Bruno 9 (Attack!)

Turn 2:

Meloth 15 (Attack!)
Bertelis 12 (Attack!)
Wighard 12 (Attack!)
One Eye 12 (Attack!)
Jasmine 11 (Attack!)
Bruno 9 (Attack!)

Turn 3:

Meloth 15
Bertelis 12
Wighard 12
One Eye 12 (Attack!)
Jasmine 11
Bruno 9



So Jasmine's entitle to try to save off her fear and get stuck in; then the we tick to turn three and Meloth, Berty and Wighard go again; and we hope to get some big hits so it doesn't wallop us with a hearty noodleflop.

EDIT: Also Wilphe can you remind me who Sawar Ksaw is

wilphe
2023-03-13, 07:00 AM
Recurring NPCS:

Sawar Ksaw (Some ******* With A Rifle, Keeps Shooting At Wighard) - Wighard has twice been shot at by someone with a scoped rifle. Its not clear if this is the same person or not.



I was proud of that acronym you will acknowledge it and laugh Sigmar damn it

MrAbdiel
2023-03-13, 08:27 AM
I sensibly chuckled. :) I know I could have scrolled up to find it, but I didn’t want to disrupt the prophecy!

dojango
2023-03-13, 09:23 AM
[roll0] v. 46

FP if needed [roll1] v. 46

bramblefoot
2023-03-13, 12:19 PM
flubbed the damage roll

[roll0]

MrAbdiel
2023-03-13, 01:29 PM
Ah, minimum damage. You love to see it.

Though sequentially that noodleflop happens after Jasmine, Wighard, Bruno and Bert go again. If we get some big whacks in, maybe we’ll chop it up?

wilphe
2023-03-13, 01:50 PM
Ah, minimum damage. You love to see it.


Wighard's a medic

He should know how to handle leeches...

MrAbdiel
2023-03-14, 04:33 AM
Turn 1:

Meloth 15 (Afraid)
Bertelis 12 (Afraid and insane)
Wighard 12 (Insane)
One Eye 12 (Flapdoodle)
Jasmine 11 (Afraid)
Bruno 9 (Attack!)

Turn 2:

Meloth 15 (Attack!)
Bertelis 12 (Attack!)
Wighard 12 (Attack!)
One Eye 12 (Attack!)
Jasmine 11 (Attack!)
Bruno 9 (Attack!)

Turn 3:

Meloth 15
Bertelis 12 (Attack!)
Wighard 12
One Eye 12 (Attack!)
Jasmine 11
Bruno 9

I think that's what the turn's spent look like. About to post mine now; I think One-Eye has to hold on for another blizzard of attacks before he is entitled to strike again. We're doing okay here, but we might have to fight his angry family later when we go to Mousillon.

EDIT: Two big hits. The big wiggler may attempt to dodge the first one if you care to, Bramble. If it's 50+ Toughness, those hits are 19 and 20; if it's less, it's 14 and 15.


We are back to our roots, burning another annelid.

Everyone but me has a turn 3 action, then Meloth and Wighard and Bertelis get turn 4 actions, then One Eye gets to strike again!

wilphe
2023-03-14, 06:09 AM
I think that's what the turn's spent look like. About to post mine now; I think One-Eye has to hold on for another blizzard of attacks before he is entitled to strike again. We're doing okay here, but we might have to fight his angry family later when we go to Mousillon.


Well with any luck the Vampires and Leeches will fight amongst themselves because they are competing for the same resource


Also Hedgehogs can eat leeches

MrAbdiel
2023-03-14, 06:17 AM
https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYmZiMzY0MzAxNzVkZjg5ZTFhMWU3ODQ 4Mzk0MGZhZjRmMzgwMjExNCZjdD1n/lYRFF6Voh4brq/giphy.gif

Volthawk
2023-03-14, 09:25 AM
Everyone but me has a turn 3 action, then Meloth and Wighard and Bertelis get turn 4 actions, then One Eye gets to strike again!

Thanks for that, was already starting to lose track.

wilphe
2023-03-14, 10:42 AM
Turn 1:

Meloth 15 (Afraid)
Bertelis 12 (Afraid and insane)
Wighard 12 (Insane) No just crazy
One Eye 12 (Flapdoodle)
Jasmine 11 (Afraid)
Bruno 9 (Attack!) Shoot HIT 12

Turn 2:

Meloth 15 (Attack!) HIT 7 AP
Bertelis 12 (Attack!) HIT 9/14
Wighard 12 (Attack!) HIT 4
One Eye 12 (Attack!) Miss Bertelis
Jasmine 11 (Attack!) Shoot HIT 9
Bruno 9 (Attack!) HIT 12

Turn 3:

Meloth 15 (Attack!) HIT 8 and 7 AP
Bertelis 12 (Attack!) HIT 14/19 and 15/20
Wighard 12 (Attack!) HIT 10
One Eye 12 (Attack!) Glance Wighard
Jasmine 11
Bruno 9

Everyone but me has a turn 3 action, then Meloth and Wighard and Bertelis get turn 4 actions, then One Eye gets to strike again!

Believe we need Jasmine and Bruno for T3

Turn 4

Meloth 15
Bertelis 12
Wighard 12
One Eye 12
Jasmine 11
Bruno 9

wilphe
2023-03-14, 10:49 AM
If Ol One Eye is TB 6 / AP2 then he has taken:

R1:

4 from Bruno

R2:

6 from Bertelis
1 from Jasmine
4 from Bruno

R3:
1 from Meloth
11 and 12 from Bertelis
2 from Wighard

Though in the interests of full disclosure Bramble has not been rolling his dodges

So let's do that:

100 Dodge 50 v 6 from Bertelis
100 Dodge 50 v 11 from Bertelis

wilphe
2023-03-14, 10:50 AM
Don't put rolls in a quote you berk

100 Dodge 50 v 6 from Bertelis
100 Dodge 50 v 11 from Bertelis

wilphe
2023-03-14, 10:50 AM
[roll0] Dodge 50 v 6 from Bertelis
[roll1] Dodge 50 v 11 from Bertelis

And that "1d" is kinda important

wilphe
2023-03-14, 10:53 AM
So he has taken 41 points of damage.

Plus whatever he gets from bashing his head against the mast when he keeps crit-failing his dodges.


Not the most noble way to win a battle but also hilarious

MrAbdiel
2023-03-14, 11:46 AM
Woo hoo!

Bramble did roll and succeed the first dodge for Bertelis, to be fair; ducked that 12/17, the bugger.

If he’s toughness five or six, Bertelis gets his Str bonus twice because of the Rune of Might.

wilphe
2023-03-14, 12:23 PM
Then he dodged Bertelis R2 attack and Bramble did not make a roll for R3

Taken 35 points of damage

wilphe
2023-03-14, 12:24 PM
If he’s toughness five or six, Bertelis gets his Str bonus twice because of the Rune of Might.

Took that into account and used the higher value

TB and Armour still subtract from damage yes?

bramblefoot
2023-03-14, 05:41 PM
Took that into account and used the higher value

TB and Armour still subtract from damage yes?

yes. he's now disengaging and slithering off into the river to lick his wounds

ill give 200 xp for the survival of old one eye

MrAbdiel
2023-03-14, 10:39 PM
Woo hoo! Time to pick up Trick Riding and Swim. Then I’m just two hundred XP away from going into Sergeant, huzzah!

dojango
2023-03-14, 11:00 PM
All this fighting made Jasmine realize she speaks Bretonnian

wilphe
2023-03-15, 02:46 AM
Wighard has been studying on expanding his spell list

Banish

and

Illuminate the Edifice

Volthawk
2023-03-15, 05:33 AM
Meloth's continuing to grab some odds and ends from Bounty Hunter. Got all the talents he can get now, just a matter now of picking up the remaining skills from that career I want, and then (after making sure trappings are sorted) it's into Scout for Meloth's first actual advanced career.

bramblefoot
2023-03-15, 09:16 AM
i have nothing else planned until l'anguille. are we ok to skip there?

wilphe
2023-03-15, 09:17 AM
Sure, though how is Aletta acting towards Siobhan?

bramblefoot
2023-03-15, 09:20 AM
i will put some sisterly squabbles into the next post

MrAbdiel
2023-03-15, 11:06 AM
i will put some sisterly squabbles into the next post

...This little sh-

bramblefoot
2023-03-15, 11:06 AM
Remind me to hit you with some halfling combustion berserkers

farothel
2023-03-15, 01:36 PM
All this fighting made Jasmine realize she speaks Bretonnian

and it made Bruno aware of the value of a lot of things as well as know a lot more history.

wilphe
2023-03-15, 02:22 PM
...This little sh-

I came up with a reason for Aletta to be a bitch

I can come up with something else if Abdiel doesn't like it

farothel
2023-03-15, 02:32 PM
it's possible that Aletta, the daughter of a high born noble, has never dressed herself in her life. Probably one of the reason she was pushed on Bertelis was to cure her from that high-born nonsense and actually teach her something about the world.

bramblefoot
2023-03-15, 02:39 PM
it's possible that Aletta, the daughter of a high born noble, has never dressed herself in her life. Probably one of the reason she was pushed on Bertelis was to cure her from that high-born nonsense and actually teach her something about the world.

i approve of this

wilphe
2023-03-15, 03:17 PM
I suspect that if you are a high-born lady it might be literally impossible to dress yourself* and that's the point, you can afford to pay other people to dress you and you don't have to work so your clothes can be impractical. To a lesser extent true of rich men and also why female adventurers often crossdress even outside Bretonnia

Deanna and Siobhan have helped each other up to now, Aletta has disrupted that.

And yes, Duke Hagen could have picked anyknight to mentor Aletta but chose Bertelis

* Brettonnia doesn't seem to have corsets however, being at least a century too early in general aesthetic

bramblefoot
2023-03-16, 11:59 PM
bertelis is scandalized by jasmines offer! a powder mill? on his fief? makes weird gargling noises as he almost swallows his tongue

farothel
2023-03-17, 02:07 PM
I'll be on vacation from the 18th until the 31st of March. While I do anticipate having Wifi (except for days traveling) my response might be slower. And if I drop out a few days, please just NPC me until I'm back.

bramblefoot
2023-03-17, 02:09 PM
I'll be on vacation from the 18th until the 31st of March. While I do anticipate having Wifi (except for days traveling) my response might be slower. And if I drop out a few days, please just NPC me until I'm back.

aye aye capn

wilphe
2023-03-17, 02:55 PM
Ok

Wighard will treat Bruno and leave him be

farothel
2023-03-17, 03:25 PM
ok, works for me. I'm off to bed, as I have to get up at 4am to go to the airport tomorrow.

wilphe
2023-03-18, 03:36 PM
Ok, Bruno now under bed rest until you are ready

bramblefoot
2023-03-18, 09:47 PM
sooo, did we lose our elf on the lighthouse? im just asking

volthawk, if you need any help, lemme know

Volthawk
2023-03-19, 09:10 PM
I'm good, just couldn't think of someone when I first saw the prompt and then my brain decided that because I wasn't looking at it, it must never have existed, and so I forgot until your reminder. And today was busy for IRL reasons so I couldn't sit down and figure it out until now.

Also didn't notice your IC post until after posting. Guess I should roll too, huh.

bramblefoot
2023-03-19, 09:26 PM
I'm good, just couldn't think of someone when I first saw the prompt and then my brain decided that because I wasn't looking at it, it must never have existed, and so I forgot until your reminder. And today was busy for IRL reasons so I couldn't sit down and figure it out until now.

Also didn't notice your IC post until after posting. Guess I should roll too, huh.

yes please! dont roll high

MrAbdiel
2023-03-19, 09:53 PM
Hedrathel! What did you doooo?!

Also, spying on ledgers and cargo manifests is the kind of thing that might be very helpful but which Bertelis is going to squeamishly decline to ask anyone specifically to do; so use your best judgement non-human crime team.

farothel
2023-03-20, 02:53 AM
I'm here and I have wifi that seems to be quite stable. I'm just quite jet-lagged and after my first dive today I had problems with dizziness and the like, so I might actually be online more than anticipated (depending on how much I will be able to dive here). But I should be able to take Bruno out soon.

EDIT: how long will the headache of Bruno last?

wilphe
2023-03-20, 03:44 AM
We may have to give the ring we were keeping in exchange for passage

River Boat 1 s/5 s Plentiful
Ship’s Passage 1 gc/5 gc Commo

10 people
6 equids
2 giant wolves

At 5s per "person" that 4 1/2 gc for ten miles

At 5gc per "person" that is 90gc for ten miles

Of course sea travel should not reasonably be 10 times more expensive than river travel and certainly not more expensive than shipping stuff by land.

And also some of us have skills to work passage - like if the ships surgeon is not availible

MrAbdiel
2023-03-20, 05:06 AM
We may have to give the ring we were keeping in exchange for passage

River Boat 1 s/5 s Plentiful
Ship’s Passage 1 gc/5 gc Commo

10 people
6 equids
2 giant wolves

At 5s per "person" that 4 1/2 gc for ten miles

At 5gc per "person" that is 90gc for ten miles

Of course sea travel should not reasonably be 10 times more expensive than river travel and certainly not more expensive than shipping stuff by land.

And also some of us have skills to work passage - like if the ships surgeon is not availible

Right. Pricey. We'll definitely need our own ship when we do our world tour. As for the fee, well... 5gc per person for 10 miles - slightly more than one hour on board - seems crazy pricy, and feels like an artefact of the designers ballparking the cost. Taking out party for a one hour, ten mile jaunt is enough to pay the wages of one of their sailors for slightly less than a year; or, naturally, about fifty sailors for a week.

Great point about the skills on offer. If nothing else, we are a now semi-famous company of monster hunting adventurers, and the bay of L'Anguille is famously infested with swarms of semi equine sea monsters. Our crew is a cut above what a normal ship's hands with belaying pins and boat hooks offer in terms of protection against pirates and menaces at sea; perhaps that will go a decent way to discount how much cargo our horses and persons displace in their hold!

And halflings tend to be welcome anywhere they can get access to a kitchen where people need to be fed in groups, so that might make a difference too.

I think maybe we should try to bash out a reasonable price for our party to be delivered with no expectations at all, then maybe see if we can't hack that down to a more accessible number bartering skills.

MrAbdiel
2023-03-20, 05:29 AM
Doing some calculations.

Basically the work is:

1. Figure out how much 'encumbrance' we occupy in a ships cargo hold. This is not just the space we occupy or weight we have, but a general approximation of how much special allowance is owed us to travel in minimum comfort. Ballparking off some big encumbrance items (a rowboat is 900 encumbrance) we could say a person in very poor conditions could take passage on a ship and occupy about 1000 encumbrance. Let's double that because we're not wretched squatters, and say 2000 per human(oid). That's probably fair, if not super comfortable, for the wolves too. Horses definately need more - Let's quadruple it for them.

10 * 2000 (humanoids)
2 * 2000 (wolves)
6 * 4000 (equids)
= 48000 encumbrance. We'll go up to 50000 just because it's a rounder number. turns out 48000 is a better divisor.

Based on this map (http://windsofchaos.com/wp-content/uploads/maps/ow_col/Bretonnia.jpg) we're looking to travel about 3000 nautical miles by coast. By the core calculation in Old World Armory, the one Wilphe has helpfully produced for us, we're looking at... 27000gp or so. Which is patently insane, since we could buy two ships for that price. EDIT: Or ... I could read the scale correctly, and say it's closer to 1000 miles to Bordeleaux not 3000. So a third of that. 9000gp. Still a huge amount. Still 3/4 of a galleon. So let's see what a reasonable ship might expect to make from 48000 encumbrance of cargo delivered from one port city to another, if I can figure out the shipping rules in the WFRP Companion...

L'Anguille doesn't produce much; it's a small duchy with a vital river port. It's main export is fish, which no one is going to try to sell to Bordeleaux, the other major nautical state in Bretonnia. So a merchant from here to there is probably ferrying along a secondary sale of goods from the Empire via Marienburg. Let's go with cloth, since the "Central Reikland Estuary" trade route, and the "Marienburg Delta" one, both indicate that Fine Fabrics are usually plentiful there. Bordeleaux is the major naval and shipping port of Bretonnia so they need plenty of canvas for sails and they aren't overly invested in producing it themselves as far as I know, so it seems a good bet. So let's say we're offering to rent the space on the ship that would otherwise have been used for 48,000 encumbrance of canvas; or 16 TU (trade units), each of which is 30 bolts of cloth. We are displacing 480 bolts of canvas. We should assume L'Anguille is Wealthy, so each of those 16 Trade Units would be picked up for 20GC each - 320GC. Buying them at plentiful in such a wealthy port and selling them at, let's say, Scarce in another, they make a cook profit of 15GC on each unit, assuming all demand is available, and they walk away with 560GC from the sale. Subtracting the purchase cost of the goods before shilling, that's a cool, cool profit of 240gc, which is the sort of profit we can hope to make when we are zooming around on our own ship some day between adventures.

There are additional features that probably shake out somewhat evenly - cost of import fees for goods vs cost of feeding us, for example. But I think it's reasonable to say our party might be costing them about 240GC of profit, and be expected to pay that as a transport fee. They probably have that much room again, and possibly twice over, to fit in actual cargo, so they would make somewhere between 500-750GC off this run (which takes about two weeks, sadly the fastest possible we can make it to our quests because the world is big). That feels... closer to a real amount for such a journey.

What do you think, wilphe? Does that sound about right to you - or too little a cost?

EDIT: AHAHA I knew I was reading that key wrong. Okay, so it's probably about a 1/3rd the distance and time I was suggesting, so it's actually 240gc for about five days at sea, which is a pretty sweet gig.

wilphe
2023-03-20, 09:38 AM
Right. Pricey. We'll definitely need our own ship when we do our world tour.

Well, there is an alternative:

The Impossible March
of the Damned Soldier
Type: Arcane
Arcane Language: Magick
Magic: 2
XP: 200
Ingredients: The boots of 100 soldiers, one coin of the wages of
each soldier who will travel, an eagle’s wing, and an order
for deployment written on flawless parchment in ink
made from the troop commander’s own blood.

You impossibly quicken the travel of a body of
soldiers. In one night’s hard travel, you, they, and all your
casting assistants traverse any distance whatsoever in order
to arrive at dawn at any destination. The march’s objective
may be any natural place in the Old World to which
the body could eventually travel, unbarred, on foot.

Just the thing to go from Tilea to Kislev in one night


Great point about the skills on offer. If nothing else, we are a now semi-famous company of monster hunting adventurers, and the bay of L'Anguille is famously infested with swarms of semi equine sea monsters. Our crew is a cut above what a normal ship's hands with belaying pins and boat hooks offer in terms of protection against pirates and menaces at sea; perhaps that will go a decent way to discount how much cargo our horses and persons displace in their hold!

Don't mention that we also attract powerful enemies they wouldn't otherwise have encountered




And halflings tend to be welcome anywhere they can get access to a kitchen where people need to be fed in groups, so that might make a difference too.

Careful, Queensbury Lodge will be after you for racial profiling

wilphe
2023-03-20, 09:52 AM
As for the fee, well... 5gc per person for 10 miles - slightly more than one hour on board - seems crazy pricy, and feels like an artefact of the designers ballparking the cost. .

Well 10 mph works out to about 8.7 knots and a merchant ship will be hard pressed to manage that under optimum conditions

HMS Victory once managed 11 - but she was considered a fast ship

Batavia is cited at 5, which seems more reasonable as a merchant ship and a slightly lower tech level

However, assume 4 knots sustained, which means about 110 miles a day with the voyage taking 9 days. If the winds fall exactly as we want for the whole trip which is highly unlikely

But I'd be very happy if the trip took two weeks, hope it took 3 and budget for a month

I will check in GURPS Swashbucklers later

bramblefoot
2023-03-20, 11:03 AM
I'm here and I have wifi that seems to be quite stable. I'm just quite jet-lagged and after my first dive today I had problems with dizziness and the like, so I might actually be online more than anticipated (depending on how much I will be able to dive here). But I should be able to take Bruno out soon.

EDIT: how long will the headache of Bruno last?

lets call it mostly wrapped up. any strenuous activity could trigger another episode, but thats your call

dojango
2023-03-20, 11:14 AM
Let's avoid talking or even thinking loudly about the Batavia lest someone get ideas.

bramblefoot
2023-03-20, 11:47 AM
Let's avoid talking or even thinking loudly about the Batavia lest someone get ideas.

too late! i found the wikipedia article! cackles evilly

wilphe
2023-03-20, 11:50 AM
I am surprised no one has adapted it already

wilphe
2023-03-20, 11:55 AM
Gossip test for Wighard - see if he knows anybody

[roll0]56

bramblefoot
2023-03-20, 12:02 PM
Gossip test for Wighard - see if he knows anybody

[roll0]56

you know plenty of people here

dojango
2023-03-20, 12:46 PM
Silent move [roll0] v. 74
Perception [roll1] v. 76

bramblefoot
2023-03-20, 12:49 PM
Silent move [roll0] v. 74
Perception [roll1] v. 76

hmm. how much trouble to get our dear halfling in

Volthawk
2023-03-20, 01:27 PM
Ah yeah, my skill rolls.

Silent Move, TN 77 (Agility 57 + 10 Training + 10 Circumstance): [roll0]
Perception, TN 66/76 (Int 46 + 20 Training + 10 Circumstance; +10 if vision-based): [roll1]

Volthawk
2023-03-20, 01:27 PM
Let's fate that silent move: [roll0]

bramblefoot
2023-03-20, 01:39 PM
jasmine and meloth: what were you both doing to find out information on te shipments?

bramblefoot
2023-03-20, 04:35 PM
let the year of the rabid halfling warriors commence!

Volthawk
2023-03-20, 05:02 PM
Meloth has a bunch of rope with a grappling hook attached in his bag, how long would it take for him to get it out and drop the hook end down there for her to grab onto?

bramblefoot
2023-03-20, 05:08 PM
Meloth has a bunch of rope with a grappling hook attached in his bag, how long would it take for him to get it out and drop the hook end down there for her to grab onto?

i would say a round. you could speed that up with an agility roll, but that risks dropping it

Volthawk
2023-03-20, 05:40 PM
Hm. Dojango, thoughts on if you can last a round in the halfling thunderdome or if the risk is worth it to get out ASAP?

bramblefoot
2023-03-20, 06:11 PM
Hm. Dojango, thoughts on if you can last a round in the halfling thunderdome or if the risk is worth it to get out ASAP?

halfling thunderdome unite!

dojango
2023-03-20, 07:42 PM
Hm. Dojango, thoughts on if you can last a round in the halfling thunderdome or if the risk is worth it to get out ASAP?

Helping someone out of a sticky situation is a great way to show that you're a valuable new member of the team!

Init [roll0]

bramblefoot
2023-03-20, 07:46 PM
before you get out, the halflings will dogpile you

[roll0]

[roll1]

and they do not score a single hit! i guess the dice gods like you

dojango
2023-03-20, 07:47 PM
Hm, think I'll use a fortune point to get some extra initiative [roll0]

Was planning to go 'defensive stance' anyhow

Volthawk
2023-03-20, 08:23 PM
Alright then, the risky route it is.

Init: [roll0]

Agility, TN 57: [roll1]

wilphe
2023-03-21, 12:35 PM
As a note Jasmine (and to a lesser extent Bruno) are behind in the "get cool stuff" count

https://forums.giantitp.com/showsinglepost.php?p=25695183&postcount=7

Though she does have the Magic Marbles.

Perhaps some stealth or get out-of-eff-up-free items could be in the drop in the near future?

dojango
2023-03-22, 08:56 AM
Well, shoot, sucks that we're stuck in a pit of halflings and not out where we can do some betting on a prize-fight. Speaking of fighting, looks like I dodged one hit, parried another and soaked the third.

bramblefoot
2023-03-22, 12:10 PM
mmhm

this is where we get people posting the fight gif!

Volthawk
2023-03-22, 01:17 PM
Strength, TN 56 (Strength 46 + 10 circumstance): [roll0]

Guess Jasmine's going to have to hold on for another round, because man the roller does not like me.

bramblefoot
2023-03-22, 01:20 PM
Strength, TN 56 (Strength 46 + 10 circumstance): [roll0]

Guess Jasmine's going to have to hold on for another round, because man the roller does not like me.

can i get an agility roll at -10 to not fall in?

Volthawk
2023-03-22, 05:32 PM
Alright.

Agility, TN 47 (Strength 57 - 10 circumstance): [roll0]

MrAbdiel
2023-03-22, 08:24 PM
Technically Bertelis can just soak that punch which would be hardcore, but he doesn’t know that; so he’ll try to dodge … [roll0] looking for that sweet 52.

Lmao. Well, the guy did no damage, but that’s an epic fail of a dodge, so I’ll try to make Bertelis look briefly foolish for his benefit.

Well that’s a jab for no damage and a cross that doesn’t connect, so the dance continues!

Edit: might have landed a good one in that second volley!

Technically you can’t parry with bare hands or natural weapons, you just worldstar at each other until someone falls over; but as a merc sergeant he probably has a dodge skill about the same as his parry would be so same same!

bramblefoot
2023-03-22, 09:55 PM
Technically Bertelis can just soak that punch which would be hardcore, but he doesn’t know that; so he’ll try to dodge … [roll0] looking for that sweet 52.

Lmao. Well, the guy did no damage, but that’s an epic fail of a dodge, so I’ll try to make Bertelis look briefly foolish for his benefit.

Well that’s a jab for no damage and a cross that doesn’t connect, so the dance continues!

Edit: might have landed a good one in that second volley!

Technically you can’t parry with bare hands or natural weapons, you just worldstar at each other until someone falls over; but as a merc sergeant he probably has a dodge skill about the same as his parry would be so same same!

i like unarmed parry!. just for brawling tho

MrAbdiel
2023-03-22, 10:40 PM
It he’s a dirty enough fighter he can kick Bertelis while he’s down for +20 if that will help that attack!

MrAbdiel
2023-03-22, 10:41 PM
In case he does, I’ll try a ground parry:
[roll0]

Edit: aw. Wait, I think you only take a penalty to dodge on the ground… ah, but it should be both, whevs!